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
CLUSTERING KUALITAS KINERJA PEGAWAI PADA NARUNA CAFE & RESTO MENGGUNAKAN ALGORITMA K-MEANS Hematang, Corins Petricks; Somya, Ramos
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.v6i2.960

Abstract

The employee appraisal system at Naruna Cafe and Resto uses conventional, manual-based appraisal methods which are carried out subjectively by the direct supervisor without a clear evaluation framework so that the appraisal process is often not transparent and lacks objectivity, which causes dissatisfaction and injustice among employees. Clustering techniques can be used as an employee assessment to be more objective, consistent, and based on measurable data. This study aims to apply the K-Means Clustering method, as well as use the K-means algorithm to make it easier to perform calculations, after which the researcher performs processing using RapidMiner to obtain results on the performance quality assessment of Naruna Cafe and Resto employees. This study uses quantitative research methods and collects data based on the quality of employee performance as an object of research. This study produced clusters with very satisfactory work quality of as much as 1 data, clusters with satisfactory work quality of as many as 3 data, clusters with quite satisfactory work quality of as much as 4 data, clusters with unsatisfactory work quality of as much as 1 data, and clusters with unsatisfactory work quality as much as 5 data. From the data processing that has been done, it can be concluded that this research has succeeded in creating a quality group of employee performance at Naruna Cafe and Resto that can be used to view employee performance.
SISTEM PAKAR IDENTIFIKASI PENYAKIT KUCING MENGGUNAKAN METODE FORWARD CHAINING BERBASIS ANDROID Wardana, Anggit Prima; Destiawati, Fitriana; Andrari, Finata Rastic
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.v6i2.973

Abstract

Many cats are kept by Indonesians. However, they are unable to adequately care for them, hence a tool that can identify and explain cat ailments is required. Making applications that make use of expert systems based on Android can do this. Forward chaining will be the research technique employed in this application to build the system. This Android software aids in the diagnosis of illnesses in cats. Additionally, expert system applications can make use of the forward chaining strategy.
EFEKTIVITAS MEDIA PEMBELAJARAN ARTICULATE STORYLINE UNTUK MENINGKATKAN PRESTASI BELAJAR SISWA Anugrah Ramadhani, Indri; Harnianti, Harnianti; Firman, Firman
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.v6i2.979

Abstract

Learning network system administration, most students are less enthusiastic and focused on learning and their learning achievements are also still many below the Minimum Completeness Criteria (KKM), this is evidenced from 18 class X TKJ students only 10%, who passed this subject, factor what affects this is that they are lacking in terms of understanding the material if it is only conveyed through explanations using modules or e-modules that are less interesting. This research aims to improve student learning on class X TKJ network operating system material at Muhammadiyah Aimas Vocational School. The type of research used is MDLC (Multimedia Development Life Cycle). The results of the trial assessment of several aspects of the media program 96.6% received a very good category, the instrument rating aspect with a percentage of 100% was in a very good category, and for material aspects it received a percentage of 94.6% which also received a very good category, the last one was a response assessment students to the media and get a percentage of 79% with a very good category. the results of the media effectiveness test from the pretest test with an average of 32.00 and the posttest test with an average of 80.28, indicate an increase in student achievement performance in the class X TKJ Network Operation System material at SMK Muhammadiyah Aimas.
PEMBANGUNAN SISTEM INFORMASI ADMINISTRASI DESA BERBASIS WEB DENGAN MENGGUNAKAN FRAMEWORK LARAVEL Najoan, Andrew Robot Feldy; Setiyawati, Nina
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.v6i2.984

Abstract

Sonder District, especially the village of Kolongan Atas II. Still processing data and information using conventional methods, namely village information only through loudspeakers or RT/RW meetings. In addition to the ity of service to the community, it still cannot be maximized because it still uses the manual method to make village administration, therefore a village administration information system was created to support and facilitate administration in the village of Kolongan Atas II. The method that will be used in making the website uses the waterfall model. This research will also produce a web-based village administrative information system that can facilitate information search and administration in Kolongan Atas II village. As well as being able to explore the potential of village data and information about the village.
PERANCANGAN APLIKASI VIDTORGA PADA MATAPELAJARAN PJOK KELAS X DI SMKN 1 AMPEK ANGKEK Saidhi, Ridwan; Derta, Sarwo; Musril, Hari Antoni; Okra, Riri
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.v6i2.1004

Abstract

Penelitian ini dilatar belakangi oleh berbagai masalah yang ditemukan penulis seperti media pembelajaran pada mata pelajaran Pendidikan jasmani olahraga kesehatan (PJOK) yang digunakan saat ini sukar dipahami penggunaannya oleh siswa. Penelitian perancangan aplikasi Vidtorga pada mata pelajaran Pendidikan jasmani olahraga kesehatan (PJOK) di SMKN 1 Ampek Angkek. Jenis penelitian yang penulis gunakan adalah penelitian Penelitian dan Pengembangan (Research and Development) dengan Model pengembangan sistemnya menggunakan system development life cycle (SDLC) dengan menerapkan mode waterfall (Presman, 2015). Terdiri dari communication, planning, model, construction, deployment. Hasil dari penelitian aplikasi Vidtorga pada mata pelajaran Pendidikan Jasmani dan kesehatan (PJOK) di SMKN 1 Ampek Angkek yang dapat digunakan untuk mempermudah guru dan siswa dalam proses pembelajaran Olahraga secara teoritis. Hasil uji produk yang penulis lakukan memperoleh uji validitas dengan rata-rata nilai 0,71 yaitu valid, uji praktikalitas penulis mendapatkan rata-rata 0.86 dengan kepraktisan sangat tinggi, dan pada uji efektivitas penulis mendapatkan rata-rata nilai 0.88. sehingga dapat dikatakan bahwa aplikasi Vidtorga Valid, Praktis dan Efektiv
PEMANFAATAN APLIKASI CANVA SEBAGAI MEDIA VIDEO PEMBELAJARAN KREATIF, INOVATIF, DAN KOLABORATIF Yuliana, Dyan; Baijuri, Achmad; Suparto, Arico Ayani; Seituni, Siti; Syukria, Sheilla
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.v6i2.1025

Abstract

The use of technology in learning is very necessary in terms of designing, analyzing, evaluating, developing, and implementing material in the learning process. The important thing in the learning design process is the media used in learning. These learning media can be in the form of PowerPoint, digital modules, video tutorials, and other presentation materials. An educator should have learning media that is new and interesting in delivering material to his students, one of which is by presenting material through animated and fun learning videos. Canva is an application that can be used in designing learning media in the form of videos. How to use Canva Design is quite easy with many choices of design variations. This application provides a variety of design templates to use, ranging from free (free) to paid (pro). Canva can help users create and design a variety of creative designs, from designing brochures, advertisements, presentations, videos to infographics. This study aims to analyze the effectiveness of using the Canva application as a creative, innovative and collaborative learning video medium. The research method used is literature review. The method for searching for article data sources is carried out through the Google Scholar database resources (2020-2022) by taking relevant articles published in Indonesian. Key terms and phrases related to the Canva app, media, and learning videos were used in related subject searches. The results of the study show that the Canva application is effectively utilized as a medium for making creative, innovative and collaborative learning videos, so that it can assist educators in delivering material and make it easier for students to understand learning material. In addition, using Canva is also more efficient because it provides a variety of design templates for free and is available in several versions, namely web, Android and iPhone, so you can make learning videos simply by using your cellphone (gadget).
EVALUASI SISTEM INFORMASI AKADEMIK SATYA WACANA MENGGUNAKAN PIECES FRAMEWORK Winandhito Adi, Alexander; Maria, Evi
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.v6i2.1028

Abstract

The research objective is to evaluate the Satya Wacana Academic Information System (SIASAT) using the PIECES framework. The evaluation was carried out from the user side, namely Satya Wacana Christian University (SWCU) students, by assessing six variables: performance, information and data, economics, control, security, efficiency, and service. The PIECES framework has effectively identified problems, opportunities, and future system development directions. Research data was obtained by distributing questionnaires. Respondents to this study were SWCU students, with 202 respondents. Data was measured using a Likert scale. The evaluation results found that students felt delighted using SIASAT when assessed from the performance, efficiency, and service variables. While from the information and data variables, as well as economics, students feel satisfied. The lowest score is on the control and security variables; students are in the neutral category when assessing this variable. Slow handling when a server down occurs is why students give the lowest score, so SIASAT managers need to improve from the control and security side. Overall, the average score of SIASAT user satisfaction is 3.93. It means that SWCU students are satisfied when they use SIASAT to support academic administration activities while studying at SWCU.
PENERAPAN METODE MDLC DALAM PENGEMBANGAN MEDIA PEMBELAJARAN AUGMENTED REALITY UNTUK MENGENAL JENIS-JENIS SAMBAL INDONESIA Lee, Kalvin; Herman, Herman
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.v6i2.1034

Abstract

Indonesia, a multicultural country, has a diverse cultural heritage, including sambal as an integral part of food culture. Sambal was originally made from traditional Indonesian ingredients such as pepper and ginger, then cayenne pepper became the main ingredient of sambal in Indonesia. Each region has its own version of chili sauce with differences in cooking and serving methods. Therefore, the research will create a learning media based on Augmented Reality with the aim of introducing the types of chili sauce in Indonesia more widely. The method used uses the MDLC method which will be tested through black box testing and Linkert scale analysis.
PERANCANGAN GLOBAL POSITIONING SYSTEM (GPS) PADA SISTEM PRESENSI ONLINE BERBASIS WEBSITE MENGGUNAKAN METODE WATERFALL Pabianan, Emanuel; Dewi, Christine
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.v6i2.1038

Abstract

Presence is an activity that is often carried out by students, employees and staff. The attendance methods used are quite varied, ranging from manual attendance, fingerprints, etc. This method still has shortcomings such as manual recording. This research aims to design a website-based Global Positioning System (GPS) presence system at the Center for Innovative Teaching and Learning (P3I). The design was carried out using a supporting tool, namely Entity Relationship (ERD). The research method used by the author is the waterfall method which develops systematically from one stage to another like a waterfall. The testing stage uses 2 methods, namely alpha beta testing and system testing, in alpha testing in the test results table, results are obtained if the system runs without problems and is in accordance with user needs and beta testing is testing carried out by interview while system testing is testing by distributing questionnaires to find out the level of acceptance of the attendance system. Based on the interviews conducted, it can be concluded that the online presence website is user friendly or easy to operate and is in accordance with the objectives and benefits of the research conducted. Based on research and testing carried out.
ANALISIS STRATEGI PEMASARAN BIZNET DAN INDIHOME DI SALATIGA MENGGUNAKAN GAME THEORY Masinambow, Rivo; Nugroho , Adi
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.v6i2.1042

Abstract

This research analyzes the marketing strategies of Biznet and Indihome in Salatiga city using game theory. Primary and secondary data were collected through surveys and interviews with potential and existing customers, which were then analyzed using game theory to determine optimal strategies for Biznet and Indihome. The results reveal that Biznet excels in internet speed, while Indihome has a price advantage. The optimal strategy for Biznet is a slight price increase with maintained high speed, while Indihome should slightly reduce prices and offer decent speed packages. By following these strategies, both companies can achieve equal profits. Deviating from these strategies may result in lower profits for either Biznet or Indihome. This research provides valuable insights for optimal decision-making in Salatiga's highly competitive market.