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Contact Name
Agariadne Dwinggo Samala
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agariadne@ft.unp.ac.id
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Faculty of Engineering, Universitas Negeri Padang Jl. Prof. Dr. Hamka Air Tawar Padang, 25132
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INDONESIA
Jurnal Teknologi Informasi dan Pendidikan
ISSN : 20864981     EISSN : 26206390     DOI : https://doi.org/10.24036/jtip
Jurnal Teknologi Informasi dan Pendidikan (JTIP) is a scientific journal managed by Universitas Negeri Padang and in collaboration with APTEKINDO, born from 2008. JTIP publishes scientific research articles that discuss all fields of computer science and all related to computers. JTIP is published twice a year. The editorial board comes from the lecturer board in the Department of Electronics.
Articles 340 Documents
pengembangan modul elektronik berbasis android menggunakan aplikasi sigil sebagai media pembelajaran Ajeng Rahma Sudarni
Jurnal Teknologi Informasi dan Pendidikan Vol 16 No 1 (2023): Jurnal Teknologi Informasi dan Pendidikan
Publisher : Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/jtip.v16i1.464

Abstract

Abstract— This study aims to develop digital simulation learning modules and produce valid, practical and effective digital simulation learning modules. This research is a development research. The model chosen in this study is a 4-D model: define, design, develop, and disseminate. The subject was 10th grade students of the Genus Health Vocational School. The type of data used is primary data. The instruments used to collect data in this study were instruments of validity, practicality, and effectiveness. The research data were analyzed by descriptive statistics. Data were obtained through questionnaires from validators and student response questionnaires as well as teacher response questionnaires to the developed e-module. The results of the validity test analysis to media experts obtained a validation value of 0.84, so the android-based learning e-module was categorized as valid. Furthermore, the validation results from material experts obtained a validation value of 0.85, meaning that the material in the Android-based learning e-module is categorized as valid. The results of the practicality of Android-based E-Modules for teachers obtained an average of 82.3 with very practical categories, and students obtained an average of 85 with very practical categories. The results of classical completeness scores obtained that 20 students completed with a percentage of 93.67%, it was concluded that the android-based e-module media was said to be effective from a review of students' classical scores. The effectiveness of the product on learning outcomes based on classical completeness which reached 93.67% and the gain score value of 0.32 in the medium category, it can be concluded that the android-based learning e-module is declared effective.
Comparison Of Clustering Levels Of The Learning Burnout Of Students Using The Fuzzy C-Means And K-Means Methods Winarno W
Jurnal Teknologi Informasi dan Pendidikan Vol 16 No 1 (2023): Jurnal Teknologi Informasi dan Pendidikan
Publisher : Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/jtip.v16i1.668

Abstract

Learning burnout is an impact from work done in a manner Keep going continuously, causing fatigue physical and emotional. If boredom study no handled, got cause students no productive and inhibits potency student . So from that study this proposed method clustering for group level saturation study students. The clustering process in research this use Fuzzy C-Means and K-Means. According to the previous study, Fuzzy C-Means and K-Means can produce results in the best clusters. Destination of study this is to compare performance from method Fuzzy C-Means and K-Means. The dataset used in this study is the boredom of students. Testing was conducted with the use amount clusters 3,4,5. Test results system with method Fuzzy C-Means get score Meanwhile, the global silhouette coefficient is 0.278 for K-Means results testing get score The global silhouette coefficient is 0.287. Temporary for results Davies Bouldin Index, methods Fuzzy C-Means get score 0.224and the K-Means method get value 0.384 of value, the Fuzzy C-Means generates more clusters _ good from K-Means. However both of them have weak structure _ because some data has data distance between one more clusters far from distance between different data clusters, so that creates that data worth.
Perancangan Sistem Informasi Pemesanan Produk Olahan Makanan UMKM Dengan Metode FIFO Berbasis Android Nurul Asyilah; Suendri Suendri
Jurnal Teknologi Informasi dan Pendidikan Vol 16 No 1 (2023): Jurnal Teknologi Informasi dan Pendidikan
Publisher : Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/jtip.v16i1.690

Abstract

The development of the current era will always be followed by increasingly modern technological developments so that this will affect the life of individuals or groupsTechnology also helps MSMEs (Micro, Small and Medium Enterprises) to run business units owned by individuals or few people by generating certain revenues and profits. Mine Cakery is one of the SMEs in the city of Medan. Mine Cakery is a business that sells cakes or bread which is located at Jl. Aluminum 1 Tanjung Mulia. Mine Cakery In carrying out its business, it makes pre-order options for several orders, such as Birthday Cake, Wedding Cake etc. However, in the ordering process, the owner of the mine cake shop has difficulty processing orders when customers pre-order and there are too many orders, making it easy for the Mine Patisserie to determine which order to serve first. After the above issue, we need an Android-based application that will be used to process pre-orders. The application will be developed using the FIFO (First In First Out) method. Android-based applications are implemented using the Kotlin programming language and data is stored in the firebase database where the development method is Rapid Application Development. The research results will address the needs of Minecake and the pre-ordering process can be carried out systematically using the FIFO method
English English Bagas Arisa Atmaja Putra; Sukirman Sukirman
Jurnal Teknologi Informasi dan Pendidikan Vol 16 No 1 (2023): Jurnal Teknologi Informasi dan Pendidikan
Publisher : Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/jtip.v16i1.693

Abstract

The large number of students who like to play games and conventional learning media causes students' lack of interest in learning, and an interesting learning media is needed for students. This research was conducted to develop and determine the feasibility of learning media based on multiplayer educational games. This study used the ADDIE development model. The trial process was carried out with media tests, material tests, and direct implementation on 29 grade VII students of SMP Negeri 4 Ngawi. The results of this study show the feasibility rate carried out by media experts of 83% with a very decent category, the feasibility tested by material experts was 93% with a very proper class, and the results of the satisfaction questionnaire were filled out by students. calculated using SUS calculations showing a value of 80.6 with the EXCELLENT category including grade scale B, it can be concluded from these results that this multiplayer educational game-based learning media is suitable for use as a learning medium.
Android Application for Testing English Proficiency Nurindah Dwiyani; Yasdinul Huda
Jurnal Teknologi Informasi dan Pendidikan Vol 16 No 1 (2023): Jurnal Teknologi Informasi dan Pendidikan
Publisher : Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/jtip.v16i1.704

Abstract

English, the official language of many states and international organizations, serves as the standard for instruction globally. English proficiency is another prerequisite from some employers for employment in the working world. To determine a person's level of English proficiency, the TOEIC exam is employed. Several companies use a candidate's TOEIC score as a proxy for their level of English ability. A series of assessments, including listening and reading tests, make up the TOEIC. It is imperative for someone to conduct independent study in order to improve their TOEIC score given the comparatively expensive cost of the TOEIC course and exam. The layout of this TOEIC test simulation application makes it simple to practice whenever you want, wherever because it can be utilized offline on a smartphone. The TOEIC test simulation application, which contains four main menus: tips and tricks, TOEIC simulation, solutions, and about, was made using the Eclipse editor and Java programming. The questions under the tips and tricks section can be answered in a snap using easy methods. The right or wrong answers to the exam questions that are shown in the simulation menu can be found by selecting the solution option.
Analysis of the Opinion Students about The Online Learning System During the Pandemic Using The K-NN and Naïve Bayes Methods Theovito Joseph Melmambessy
Jurnal Teknologi Informasi dan Pendidikan Vol 16 No 1 (2023): Jurnal Teknologi Informasi dan Pendidikan
Publisher : Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/jtip.v16i1.702

Abstract

Abstract— Coronavirus or known as Covid-19 is an outbreak that has spread to various parts of the world including Indonesia. Residents of Ambon city also felt the difficult times of surviving in the midst of a pandemic. The adverse impact of this pandemic has notharmed the people of A mbon city, especially the lower middle class. Since the entry of this pandemic into the city of Ambon, the local government has continuously taken steps to overcome the pandemic by conducting PSBB, PPKM, and implementing various rules aimed at limiting community activities outside the home so that crowds do not occur. The negative impact due to Covid-19 also spreads to all aspects such as economic, socio-cultural, tourism aspects, and also affects the learning process in the city of Ambon, where the learning process is carried out online. This online learning process is a problem for people who do not have the supporting means to learn online. Since the Ministry of Education and Culture made this online learning decision, there have been various student opinions in response to this, especially Pattimura University students. In this study, an analysis of student opinions was carried out to find out negative sentiment, positive or neutral sentiment in students related to the online learning process policy made by the government using the K-Nearest Neighbors method and the Naïve Bayes Classifier method. in this study produced an accuracy value from the classification obtained using the KNN method was 37.12%, and the Naïve Bayes method produced a greater accuracy value of about 42.89% which was positive. This shows that the student's response to the performance and rules of online learning at one of the state universities in Ambon, Pattimura University is felt to be good for the online teaching and learning process.
Rancang Aplikasi Smarthome Menggunakan Rapid Application Development Berbasis Hybird Mobile Desy Agustin; Alkautsar Permana; Muchamad Taufiq Anwar; Laksmi Ambarwati
Jurnal Teknologi Informasi dan Pendidikan Vol 16 No 1 (2023): Jurnal Teknologi Informasi dan Pendidikan
Publisher : Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/jtip.v16i1.698

Abstract

Information technology and computing technology are currently being developed simultaneously to be able to provide information that is processed automatically so as to provide a system that can be used to facilitate human activities. Currently, the smart home is a technology that continues to be improved, such as speed and accuracy in the process inside. This study aims to design a Smart Home application that uses the basic concept of the Internet of Things (IOT) using the Hybrid Mobile-based Rapid application development (RAD) method. The Rapid Application Development (RAD) method focuses on developing an application quickly, precisely and adaptively. By using the RAD method, the smart home application can be applied to Hybrid Mobile where the condition of some electrical equipment in the house can be controlled remotely, namely using a smartphone application or WEB application. From the results of this study the system can monitor and control several electrical equipment at home using the button command feature on mobile and web applications.
Virtual Reality Simulation Design For The Use Of Personal Protection Equipment For The Pertamina Refinery Area Bayu Ramadhani Fajri; Azwil Danul Lailil Fitri; Yasdinul Huda; Asrul Huda; Janifan Christy
Jurnal Teknologi Informasi dan Pendidikan Vol 16 No 1 (2023): Jurnal Teknologi Informasi dan Pendidikan
Publisher : Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/jtip.v16i1.709

Abstract

Occupational safety and health are very important to pay attention to, especially for workers in the field. Personal protective equipment is a tool that can reduce the risk of work accidents. The Pertamina Company requires workers to carry out training on the use of personal protective equipment in Pertamina's demo room. The problem that often occurs is the limited space for conducting simulations if many workers take part in the training simultaneously, they have to queue first to enter the demo room. The final result of this research is to produce a virtual reality demo room application to save training time on the use of personal protective equipment. The stages in making the Virtual Reality demo room application include analysis, methods, design, development, and validation. The process of analyzing the Virtual Reality demo room application includes analyzing system requirements and using the waterfall method. The design of the virtual reality demo room application uses Unity and Blender software for 3D assets and animation. The Virtual Reality demo room application has passed the validation test stage in terms of media, software, and benefits obtained a score of 86.
Interactive Media for Make-Up Black and White Photo Color (IMFM) as Medium Study : Activity and Efectiviness Outcomes Tyas Asih Surya Mentari; Ambiyar Ambiyar; Rahmi Oktarina; Prima Minerva; Linda Rosalina
Jurnal Teknologi Informasi dan Pendidikan Vol 16 No 1 (2023): Jurnal Teknologi Informasi dan Pendidikan
Publisher : Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/jtip.v16i1.638

Abstract

Education will produce scholarly, intellectual and technological human resources to increase competitiveness. Black and white photo and color makeup is one of the core competencies of a beautician. There are still limitations in learning black and white photo and color makeup in the Department of Makeup and Beauty, Faculty of Tourism and Hospitality, Padang State University. Students are still struggling to master the basics of black and white and color photo makeup and have not been able to apply materials and cosmetics correctly. This study aims to develop interactive multimedia learning media for black and white photo and color makeup. This research is a development using the 4-D method (define, design, develop and disseminate). Quality and practicality were observed in teachers, students and practicing professionals. The results show the following; (1) The validity of interactive multimedia as a valid medium (2) The practicality of interactive multimedia as a practical medium based on the responses of teachers and students after the test (3) Effective efficacy in increasing the learning activities of the students with a very good category and the learning results of the students before and after using interactive multimedia as a medium. Based on the findings of this study, it is concluded that interactive multimedia as a medium is valid, practical and effective to be used as a learning medium in black and white photo and color makeup lessons.
Designing and Developing of Learning Class Grouping Applications Base on Genetic Algorithms Denny Kurniadi
Jurnal Teknologi Informasi dan Pendidikan Vol 16 No 1 (2023): Jurnal Teknologi Informasi dan Pendidikan
Publisher : Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/jtip.v16i1.694

Abstract

The student learning class grouping application is a crucial service within the academic lecture system to facilitate learning and make it easier for educators to choose strategies and teaching methods to optimize academic achievement. In this grouping application, a genetic algorithm is implemented to optimize the distribution of learning classes, adopting the concept of biological evolution where the initial population of learning groups is considered as "individuals" with information about different grouping criteria. Through the process of selection, crossover, and mutation, these individuals undergo evolution from generation to generation, where those with the highest fitness value (according to the specified criteria) are passed on to the next generation, while those with lower fitness values may be eliminated. This evolutionary process continues until an optimal learning group is obtained, with a combination of suitable and best criteria to achieve the desired intra-heterogeneous and interhomogeneous characteristics in learning.

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