cover
Contact Name
Prof. Dr. H. Jufriadif Na`am, S.Kom, M.Kom
Contact Email
jufriadifnaam@upiyptk.ac.id
Phone
+6287895670026
Journal Mail Official
jidt@upiyptk.ac.id
Editorial Address
Kampus Universitas Putra Indonesia YPTK Padang Jl. Raya Lubuk Begalung Padang, Sumatera Barat - 25221
Location
Kota padang,
Sumatera barat
INDONESIA
Jurnal Informasi dan Teknologi
ISSN : 27149730     EISSN : 27149730     DOI : https://doi.org/10.37034/jidt
Core Subject : Science,
Jurnal Informasi & Teknologi media kajian ilmiah hasil penelitian, pemikiran dan kajian analisis-kritis mengenai penelitian Rekayasa Sistem, Teknik Informatika/Teknologi Informasi, Manajemen Informatika dan Sistem Informasi. Sebagai bagian dari semangat menyebarluaskan ilmu pengetahuan hasil dari penelitian dan pemikiran untuk pengabdian pada Masyarakat luas dan sebagai sumber referensi akademisi di bidang Teknologi dan Informasi.
Articles 3 Documents
Search results for , issue "2024, Vol. 6, No. 4" : 3 Documents clear
Evaluation of Thermal Load and Optimization of Energy Requirements for Air Conditioning Wiyogo, Wiyogo; Jaya, Harie Satiyadi; Nahan, Vontas Alfenny; Siswandi, Galfri; Duling, Jhonni Rentas
Jurnal Informasi dan Teknologi 2024, Vol. 6, No. 4
Publisher : SEULANGA SYSTEM PUBLISHER

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.60083/jidt.v6i4.597

Abstract

This study evaluates air conditioning systems, focusing on addressing two primary types of heat: sensible and latent heat. Sensible heat, which affects temperature without causing a phase change in the material, is the main contributor to the cooling load and originates from human bodies, electronic equipment, and solar radiation penetrating windows. The study identifies that solar radiation significantly contributes to the heat load, particularly from the North and south sides. Peak heat gain on the north side occurs between 11:00 and 13:00, reaching 285,956 kcal/h, while the south side experiences reduced heat load due to natural shading. Meanwhile, latent heat, which relates to phase changes without a temperature increase, plays a minor role in this context. Heat gain from walls, particularly the east wall in Machine Classroom 1, reaching 5263 kcal/h at midnight, also plays a crucial part. Human activity, with a total of 7920 W or 7.92 kJ/h, and electronic equipment, contributing 32.55 watts or 117.18 kJ/h, add to the overall heat load. The total heat load peaks at midnight, with values around 44.235 kJ/h in Room 1 and 38.972 kJ/h in Room 2. Based on these calculations, the required AC capacity is 42,000 BTU/h for Room 1 and 36,000 BTU/h for Room 2. The capacity conversion shows a need for approximately 12.28 kW for Room 1 and 10.82 kW for Room 2. This study underscores the importance of selecting the appropriate AC capacity based on total heat load calculations involving various factors, especially in tropical regions like Palangka Raya, to ensure efficiency and thermal comfort.
The YouTube Media Utilization in Islamic Religious Education Learning Sahdiana Rahmadani; Faisal Amir Toedien; Kalayo Hasibuan
Jurnal Informasi dan Teknologi 2024, Vol. 6, No. 4
Publisher : SEULANGA SYSTEM PUBLISHER

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.60083/jidt.v6i4.605

Abstract

Using YouTube in Islamic Religious Education (PAI) has become a powerful alternative to support and enrich the teaching and learning experience in the digital era. YouTube offers a wide range of educational content that can be accessed effortlessly, anytime, anywhere. With video format, Islamic learning materials such as Al-Qur’an, Hadith, Islamic history, and fiqh can be delivered more interactively and interestingly, thus increasing students’ understanding. This research examines the use of YouTube as a learning media in Islamic Education and the benefits and challenges faced in its implementation. The results show that YouTube can enrich learning experiences, increase student motivation, and facilitate understanding religious concepts more dynamically and enjoyably. However, challenges such as varying content quality, lack of control over material not by Islamic teachings, and limited technological skills among some educators are still obstacles. Therefore, appropriate content selection and management strategies are needed to ensure the maximum utilization of YouTube in PAI learning.
Study of the Application of Gamification in Korean Language Learning Applications Putri, Revi Ananda Kirana; Anita Fira Waluyo
Jurnal Informasi dan Teknologi 2024, Vol. 6, No. 4
Publisher : SEULANGA SYSTEM PUBLISHER

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.60083/jidt.v6i4.606

Abstract

This study aims to analyze the application of gamification in a mobile-based Korean language learning application. The increasing popularity of mobile devices and the demand for interactive learning experiences make mobile apps a commonly used tool in language learning. Gamification, applying game design elements in a non-game context, has increased user motivation and engagement. This study investigates how gamification elements such as points, badges and leaderboards can be integrated into a mobile language learning app aimed at Korean language beginners to enhance the learning experience. Qualitative research methods were used, involving developing and implementing a prototype app integrating gamification elements. The research participants were beginners who had just started learning Korean and were asked to use the app for a period of time. During post-use interviews, data was collected to evaluate the effectiveness of gamification in increasing engagement and motivation. The results showed that gamification elements significantly increased user engagement and motivation, improving learning outcomes. The addition of features such as progression levels and daily challenges was also shown to encourage users to be more consistent in learning. The spiral development method was applied to this application. This method involves iterative iterations between planning, development, testing and evaluation, allowing for improvements based on user feedback. Each development cycle focused on refining the gamification elements and improving the app's functionality.

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