cover
Contact Name
Vinsen B. Making, S.KM, M.KES
Contact Email
vinsen.makin@ucb.ac.id
Phone
+6281317162080
Journal Mail Official
admin@ojs.cbn.ac.id
Editorial Address
Jln. Manafe No.17 Kelurahan Kayuputih, Kec. Oebobo Kupang-NTT
Location
Kota kupang,
Nusa tenggara timur
INDONESIA
JUKANTI (Jurnal Pendidikan Teknologi Informasi)
ISSN : -     EISSN : 26211467     DOI : -
Core Subject : Science, Education,
Artificial Intelligence & Application, Computer Networking & Security, Computer-Based Multimedia Retrievel, Decision Suport System, Data Warehouse & Data Mining, E-System, Fuzzy Logic, Geographics Information System (GIS), Human & Computer Interaction, Image Processing, Information System, Mobile Computing & Application, Multimedia System, Neural Network, Pattern Recognition, Innovative works on the development of educational multimedia and e-learning.
Articles 223 Documents
HUBUNGAN TINGKAT PENGETAHUAN TERHADAP PENGGUNAAN APLIKASI MOBILE JKN DI DESA SLOROK KECAMATAN KROMENGAN KABUPATEN MALANG Aghatsa, Andini Aulia
Jurnal Pendidikan Teknologi Informasi (JUKANTI) Vol 6 No 2 (2023): JURNAL PENDIDIKAN TEKNOLOGI INFORMASI (JUKANTI) EDISI NOPEMBER 2023
Publisher : Program Studi Pendidikan Informatika, Universitas Citra Bangsa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37792/jukanti.v6i2.936

Abstract

Mobile JKN is a form of BPJS Health's efforts to improve service quality. This application is expected to make it easier for participants to get administrative services without having to go to the branch office. Even though many residents of Slorok Village have become JKN participants, many still don’t know about the Mobile JKN application. The purpose of this study was to determine the relationship between the level of knowledge and the use of the Mobile JKN application in Slorok Village, Malang Regency. This study used a quantitative analytic research design and a survey research design with a cross sectional approach. The population is all residents of Slorok Village who are JKN participants using the purposive sampling technique of 98 respondents. The research instrument used a questionnaire and observation guidelines. Data analysis in this study used univariate and bivariate analysis. Bivariate analysis using the Chi-Square method. The results of this study were 68 respondents (69.39%) had less knowledge and 30 respondents (30.61%) had good knowledge about the Mobile JKN application. As many as 87 respondents (88.8%) didn’t use the Mobile JKN application and as many as 11 respondents (11.2%) used the application. The results of the Chi-Square Test obtained P-Value = 0.000 which is smaller than α = 0.05 so that  is rejected and Hα is accepted. This shows that statistically there is a relationship between knowledge and the use of the Mobile JKN application in Slorok Village, Kromengan District, Malang Regency.
HUBUNGAN TINGKAT PENGETAHUAN MASYARAKAT TERHADAP PEMANFAATAN MOBILE JKN DI DESA TUMPANG KABUPATEN MALANG Cyan Ningrum, Irma Cyan Ningrum; Dewiyani, A.A. Istri Citra; Ardhiasti, Anggi
Jurnal Pendidikan Teknologi Informasi (JUKANTI) Vol 6 No 2 (2023): JURNAL PENDIDIKAN TEKNOLOGI INFORMASI (JUKANTI) EDISI NOPEMBER 2023
Publisher : Program Studi Pendidikan Informatika, Universitas Citra Bangsa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37792/jukanti.v6i2.941

Abstract

Penduduk Indonesia yang terdaftara sebagai peserta JKN yaitu sejumlah 241,79 juta jiwa dan dari jumlah tersebut hanya 4,15 yang mengunduh aplikasi Mobile JKN di ponselnya. Berdasarkan hasil survei pendahuluan peneliti di Desa Tumpang Kabupaten Malang sebesar 29,79 masyarakatnya belum mengetahui aplikasi Mobile JKN. Penelitian ini bertujuan mengetahui hubungan tingkat pengetahuan masyarakat terhadap pemanfaatan aplikasi Mobile JKN di Desa Tumpang Kabupaten Malang. Metode penelitian ini menggunakan metode analitik kuantitatif. Objek penelitian berupa 100 responden dari peserta JKN yang berdomisili di Desa Tumpang Kabupaten Malang. Teknik pengumpulan data dengan cara mengisi kuesioner dan lembar observasi. Hasil penelitian ini menunjukkan bahwa terdapat hubungan antara tingkat pengetahuan masyarakat dengan pemanfaatan aplikasi Mobile JKN di Desa Tumpang Kabupaten Malang dengan hasil( P- Value 0,026), tingkat pengetahuan masyarakat Desa Tumpang terhadap aplikasi Mobile JKN 88% berpengetahuan baik, dan presentase masyarakat dalam memanfaatkan aplikasi 61% belum memanfaaatkan. Kesimpulan ada hubungan antara tingkat pengetahuan dengan pemanfatan Mobile JKN, sebagian besar masyarakat Desa Tumpang sudah berpengetahuan baik terhadap aplikasi, dan mayoritas penduduk Desa Tumpang belum memanfaatkan aplikasi Mobile JKN.
ANALISIS WALK TEST PADA CAKUPAN AREA ACCESS POINT DI GEDUNG FTI UKSW Vaniamosa, Sesilia Kirana; Sulistyo, Wiwin
Jurnal Pendidikan Teknologi Informasi (JUKANTI) Vol 6 No 2 (2023): JURNAL PENDIDIKAN TEKNOLOGI INFORMASI (JUKANTI) EDISI NOPEMBER 2023
Publisher : Program Studi Pendidikan Informatika, Universitas Citra Bangsa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37792/jukanti.v6i2.942

Abstract

This research aims to obtain signal strength data or Received Signal Strength Indication (RSSI) and visualize the coverage area that can be emitted of each access point of the SWCU FTI building area, also to generate recommendation for the latest access point position. This is because the students inside the SWCU FTI building need an internet connection with an optimal signal range to access learning materials. Data collection was carried out using the WiFi Analyzer application for the Walk Test method and the Ekahau Heatmapper application for visualization. The result of measurements show that the 2nd floor has the highest average RSSI value of -47.4 dBm (very good signal strength category) and the 4th floor has the lowest average RSSI value of -63.5 dBm (good signal strength category). However, good signal strength cannot be a reference in Ekahau’s visualization because there are still red areas (bad category) in several rooms that experience obstacles or attenuation
PENGARUH VIDEO EDUKASI TERHADAP PENGETAHUAN IBU-IBU PKK PESERTA JKN-KIS TENTANG PROGRAM JKN DI DESA TIRTOMOYO PANDUWINATA, DEA RIRA; DEWIYANI, AAI CITRA; ARDHIARTI, ANGGI
Jurnal Pendidikan Teknologi Informasi (JUKANTI) Vol 6 No 2 (2023): JURNAL PENDIDIKAN TEKNOLOGI INFORMASI (JUKANTI) EDISI NOPEMBER 2023
Publisher : Program Studi Pendidikan Informatika, Universitas Citra Bangsa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37792/jukanti.v6i2.943

Abstract

In Tirtomoyo Village there are still many residents who do not know about the JKN program, as evidenced by the results of a preliminary survey conducted by researchers of 25 people, 21 people did not know about the JKN program and 4 others already knew about the program. This study aimed to determine the knowledge level of PKK women participating in JKN-KIS before and after giving educational videos about JKN in Tirtomoyo Village. The object of this study was 30 respondents from members of the PKK participating in JKN-KIS. Data collection techniques by filling out the PreTest PostTest questionnaire. The results of the research value (P-Value 0.000) mean that there is a difference in the knowledge of PKK women participating in JKN-KIS about the JKN program in Tirtomoyo Village before and after being given the educational video. The conclusion from this study is that providing educational videos on the knowledge of PKK women participating in JKN-KIS about the JKN program in Tirtomoyo Village has an effect.
PERANCANGAN APLIKASI SISTEM FORM VIRTUAL TOUR BERBASIS WEBSITE MENGGUNAKAN FRAMEWORK LARAVEL Kurniawan, Alliong; Suprihadi, Suprihadi
Jurnal Pendidikan Teknologi Informasi (JUKANTI) Vol 6 No 2 (2023): JURNAL PENDIDIKAN TEKNOLOGI INFORMASI (JUKANTI) EDISI NOPEMBER 2023
Publisher : Program Studi Pendidikan Informatika, Universitas Citra Bangsa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37792/jukanti.v6i2.944

Abstract

Virtual tour is a change of flat landscape images into a round format. The virtual tour displays panoramas, videos, photos, floor plans or maps and may play sound depending on where the visitor is viewing it. In a virtual tour, visitors feel as if they are walking virtually through the scenery using a computer, television or cellphone. A virtual tour is an accurate simulation of a location that can be viewed 360 degrees, a website-based virtual tour can be accessed anytime and anywhere. Virtual tours can also be made using video recording devices such as cameras, smartphones, drones, etc., and will usually be displayed on a website. Virtual tours are useful for virtually guiding website visitors to places they want to go. When it is displayed on a website, it is necessary to have a virtual tour form to make it easier for an admin to enter data, save data, delete data, and change virtual tour data that will be displayed on the website so that it is easy for the data manager. Making an attractive and good website using the laravel framework, then using the programming languages php, html, css, and javascript. For the database using the MySQL database.
PENERAPAN METODE ISO 9126 DALAM PENGUJIAN KUALITAS SISTEM INFORMASI AKADEMIK SATYA WACANA (SIASAT) UNIVERSITAS KRISTEN SATYA WACANA Pradana Putra, Leonardo Ade; Suprihadi, Suprihadi
Jurnal Pendidikan Teknologi Informasi (JUKANTI) Vol 6 No 2 (2023): JURNAL PENDIDIKAN TEKNOLOGI INFORMASI (JUKANTI) EDISI NOPEMBER 2023
Publisher : Program Studi Pendidikan Informatika, Universitas Citra Bangsa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37792/jukanti.v6i2.945

Abstract

The development of information systems has changed human activity, especially education. Universitas Kristen Satya Wacana has made changes by creating a website called SIASAT (Sistem Informasi Akademik Satya Wacana). SIASAT can be accessed by all UKSW communities, features include Student Registration, Course Registration, Study Card, Study Results, lecture schedules, transcripts, student activity, and book borrowing. Previous researchers said SIASAT was still lacking in standardization, so testing was carried out using ISO 9126 with functional and non-functional approaches, containing the characteristics of Functionality, Reliability, Usability, Efficiency, and Portability. The data collection process using Google Forms throughout 132 IT students and interviews with 2019 IT students. The Functional test result scored 80.8%, classified as “good”. Reliability testing can be declared reliable, with a value of 0.874, so exceeds the provision of 0.7. Validity testing results in a table of 0.171 "valid". Non-Functional Results on the Susceptibility Test obtained a “C” score of "medium risk". The Load Testing test got loading time results reaching 3 seconds and 158 MB of memory used "Enough". Stress test results and scalability "Less". The results of the efficiency test obtained a D score of "Less". The Compatibility Test results were very good because SIASAT can be accessed on different browsers. Functional aspects of the approach can be said to be "Good" and Non-Functional Aspects are said to be "Sufficient".
ANALISIS DAN PERANCANGAN PROSES BISNIS BERBASIS CRM PADA CAFE XY Koroh, Gerald Given Cevy; Sitokdana, Melkior N. N.
Jurnal Pendidikan Teknologi Informasi (JUKANTI) Vol 6 No 2 (2023): JURNAL PENDIDIKAN TEKNOLOGI INFORMASI (JUKANTI) EDISI NOPEMBER 2023
Publisher : Program Studi Pendidikan Informatika, Universitas Citra Bangsa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37792/jukanti.v6i2.950

Abstract

Cafe XY is a business that has been running for quite a long time, and every year customers always increase. But the disadvantage of this café is that there is no visual picture of the processes and business models that are run and applied, then still using manual methods and when it wants to lead to digitalization, it is necessary to flow business processes based on CRM in service to customers and remember many business actors in the same field around where to run a business. CRM-based business process design is able to create and maintain good relationships and communication between customers and business people and create customer loyalty. The high increase in customers and the level of business competition make café xy to implement CRM-based business processes even though there has been no implementation towards mobile-based CRM. The method used is qualitative research with a descriptive type of thinking framework so that it is able to describe the design of business processes in Cafe xy using the UML framework and mobile-based display design using figma. So this research produces a business process model based and mobile CRM display that is needed in answering problem identification. The result of the research is the design of business process models: business CRM, data flow diagrams, class diagrams, use case diagrams and mobile-based display design. It is expected that further research will be able to develop and lead to the implementation of mobile-based information systems supported by E-CRM.
REDESIGN UI/UX APLIKASI SH-UPI MENGGUNAKAN KERANGKA KERJA DESIGN THINKING Restyasari, Nissa; Fuada, Syifaul; Setyowati, Endah
Jurnal Pendidikan Teknologi Informasi (JUKANTI) Vol 6 No 2 (2023): JURNAL PENDIDIKAN TEKNOLOGI INFORMASI (JUKANTI) EDISI NOPEMBER 2023
Publisher : Program Studi Pendidikan Informatika, Universitas Citra Bangsa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37792/jukanti.v6i2.952

Abstract

Nowadays, Smart Home technology has been widely reached by society and utilized by most people, from the upper to the middle class, with various brands and products including its features. Smart Home Universitas Pendidikan Indonesia (SH-UPI) is a commercial smart home platform, a new player in this technology business. UPI Academics developed the SH-UPI platform; they successfully commercialized a smart LED Bulb (RGB lamp). The product is managed by a particular Android application, i.e., SH-UPI Apps; it can be downloaded on the Play Store or the official website. However, based on information from the developer, this application has yet to consider good UI/UX aspects during production. Therefore, it is highly necessary to redesign the SH-UPI application to give users a more comfortable (user-friendly) and is competitive against other competitors. The SH-UPI Apps was redesigned using the Design Thinking framework. This method comprises five stages: Empathize, Define, Ideate, Prototype, and Test. This preliminary study focuses on the Empathize, Define, Ideate, and Prototype stages. The results reveal that the Emphatize stage has been carried out well, which concludes that the application needs to be redesigned to improve the user experience’s quality. A mock-up for the new SH-UPI Apps version has been introduced in the Define to Ideate stages. The results of this study can be used as a reference for developing SH-UPI Apps with much better UI/UX. Afterward, the study will continue to further stages: Test.
PENGEMBANGAN MEDIA PEMBELAJARAN TEKAGA BERBASIS CONSTRUT 2 MUPEL IPAS KELAS IV SDN BUTUH 1 SAWANGAN Fernanda, Ahmad Bagus; Ahmadi, Farid
Jurnal Pendidikan Teknologi Informasi (JUKANTI) Vol 6 No 2 (2023): JURNAL PENDIDIKAN TEKNOLOGI INFORMASI (JUKANTI) EDISI NOPEMBER 2023
Publisher : Program Studi Pendidikan Informatika, Universitas Citra Bangsa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37792/jukanti.v6i2.953

Abstract

This study discussed the learning media in the form of TEKAGA (Tebak Kata Gambar) based on Construct 2 class IV SD science content material Indonesia Rich and Culture. The research  is Research and Development (R & D). The Steps of this research used the Borg and Gall model, which were adjusted to the development needs, time, and circumtances of the research, including potential and problems, collection of data/information, product design, design validation, revised Design small-class product trials, revise products, large-class trials. The software development method used the Multimedia Development Life Cycle or we are often familiar MDLC method. The research a instructional media that can be accessed via a smartphone or computer using Construct 2, which is based on HTML 5 to develop games.
ANALISIS PENERAPAN AUGEMENTED REALITY PADA PEMBELAJARAN ALAT MUSIK PIANO MENGGUNAKAN UEQ Sugianto, Victoria Angela; Suyoto, Suyoto
Jurnal Pendidikan Teknologi Informasi (JUKANTI) Vol 6 No 2 (2023): JURNAL PENDIDIKAN TEKNOLOGI INFORMASI (JUKANTI) EDISI NOPEMBER 2023
Publisher : Program Studi Pendidikan Informatika, Universitas Citra Bangsa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37792/jukanti.v6i2.954

Abstract

Generally, musical instrument learning is done face-to-face, with a teacher providing examples and later instruction from students follows. Many people want to learn the piano because the piano is able to express itself, one of which is for choir or personal pleasure. When someone plays the piano without any instruction from a teacher or someone who is an expert in playing the piano, they tend to use the wrong technique and posture in playing the instrument. Augmented Reality (AR) technology  has been widely used to facilitate the learning of new skills. In this study, it proposes a comparative analysis of applications that have applied Augmented Reality  technology using testing scenarios and using  the User Experience Questionnaire (UEQ) method. In this study, data collection was carried out by comparing  the Perfect  Piano application and the Skoove: Learn Piano  application using questionnaires. The questionnaire was distributed offline with a target of 10 respondents then divided into 2 groups based on the application to be studied. The results of this study show that the Perfect Piano application  has a value of 5.43 which is higher than  the Skoove: Learn Piano application.  This shows that  the Perfect Piano  application is easier for someone to use to learn the piano. This research is expected to be used to facilitate future research, especially to create an application that is more interactive and can be used as a means to facilitate musical instrument learning.