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Taufiq Iqbal
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taufiq.iqbal@lembagakita.org
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+6285277777449
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INDONESIA
Jurnal JTIK (Jurnal Teknologi Informasi dan Komunikasi)
ISSN : -     EISSN : 25801643     DOI : https://doi.org/10.35870/jtik
Jurnal JTIK (Jurnal Teknologi Informasi dan Komunikasi), e-ISSN: 2580-1643 is a free and open-access journal published by the Research Division, KITA Institute, Indonesia. JTIK Journal provides media to publish scientific articles from scholars and experts around the world related to Hardware Products, Software Products, IT Security, Mobile, Storage, Networking, and Review An application service. All published article URLs will have a digital object identifier (DOI).
Articles 904 Documents
The Influence of Learning Management System on the Success of Blended Learning : Systematic Literature Review I Made Dharma Putra; Ni Nyoman Parwati; Ketut Agustini; Anak Agung Adi Wiryya Putra
Jurnal JTIK (Jurnal Teknologi Informasi dan Komunikasi) Vol 9 No 4 (2025): OCTOBER-DECEMBER 2025
Publisher : Lembaga Otonom Lembaga Informasi dan Riset Indonesia (KITA INFO dan RISET)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35870/jtik.v9i4.4181

Abstract

This study aims to examine the effect of Learning Management System (LMS) on the success of blended learning using the Systematic Literature Review (SLR) method. The literature analyzed came from accredited journals indexed in Scopus and Google Scholar databases, with a publication range of 2020-2024 and the selection process was carried out based on Preferred Reporting Items for Systematic Reviews and Meta-Analyses (PRISMA) so that 20 journals were obtained that showed that LMS is effective in increasing the success of blended learning. Based on the analysis of articles and journals, this review highlights that LMS significantly increases several aspects of blended learning. Specifically, the use of LMS leads to a significant increase in several aspects of blended learning. LMS has been shown to be a critical determinant in enhancing student engagement within blended learning environments. Furthermore, LMS supports early data detection, which ultimately improves student learning outcomes. Students also experience higher satisfaction levels when LMS is integrated into blended learning courses. Beyond student benefits, LMS facilitates enhanced course management and delivery, providing a robust framework for modern education with effective organization and flexible learning experiences. The effectiveness of teaching is also improved through the integration of technology-mediated learning approaches via LMS. Moreover, LMS can accelerate the adaptation of teachers to distance education, increasing adoption rates and supporting various aspects of blended learning implementation. From this study, it can be seen that in general it shows indicators that LMS can improve student learning outcomes and learning independence in accordance with the objectives of blended learning. However, the effectiveness of LMS varies by educational context, and the intention to continue using LMS is influenced by perceptions of usefulness and satisfaction. The review concludes that several key elements maximize the impact of LMS on blended learning success: positive user experience, active teacher involvement, utilization of LMS data, and consideration of the educational context. LMS adoption is driven by the need for flexibility and to accelerate the digitalization of education, its can be seen from the increased effectiveness and ease of learning with flexible and cost-effective access to materials, as well as increasing learning independence by facilitating students to learn according to their respective speeds and learning styles.Effective implementation, however, requires addressing teacher anxiety by providing adequate support, such as internet and computer/gadget availability. These findings confirm that LMS plays a very important role in increasing the success of blended.
Rancang Bangun Aplikasi Survei Kepuasan Masyarakat di Lingkungan Pemerintah Kabupaten Musi Banyuasin sebagai Penilaian Kinerja dan Kualitas Pelayanan Abroida; Ahmad Syazili
Jurnal JTIK (Jurnal Teknologi Informasi dan Komunikasi) Vol 9 No 4 (2025): OCTOBER-DECEMBER 2025
Publisher : Lembaga Otonom Lembaga Informasi dan Riset Indonesia (KITA INFO dan RISET)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35870/jtik.v9i4.4205

Abstract

Improving the quality of public services and the performanceof government institutions can be achieved by evaluating the services. One method to do this is by conducting satisfaction surveys for service users, which yield an index reflecting the quality of the services delivered. Traditionally, survey data collection has been conducted by distributing physical questionnaires to service users, followed by manual tabulation of the responses. This conventional approach is closely related to time efficiency and the effectiveness of work processes. Therefore, the utilization of information and communication technology is essential to enhance the efficiency and effectiveness of service satisfaction surveys. In this study, the author developed a web-based application as a platform for conducting satisfaction surveys regarding the services provided. The development of the survey application employed the Software Development Life Cycle (SDLC) methodology using the Iterative Model. As a result, the implementation of this application is expected to facilitate service providers in conducting satisfaction surveys for service users within the Musi Banyuasin Regency Government.
Representasi Tanggung Jawab Generasi Sandwich dalam Film “Home Sweet Loan” Karya Sabrina Rochelle Kalangie 2024 Tara Herianti; Titin Setiawati; Andys Tiara
Jurnal JTIK (Jurnal Teknologi Informasi dan Komunikasi) Vol 9 No 3 (2025): JULI-SEPTEMBER 2025
Publisher : Lembaga Otonom Lembaga Informasi dan Riset Indonesia (KITA INFO dan RISET)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35870/jtik.v9i3.4216

Abstract

Research critically investigates how the responsibilities of the sandwich generation are represented in the film Home Sweet Loan (2024), by Sabrina Rochelle Kalangie. The sandwich generation refers to individuals burdened with caring for aging parents while also supporting children or siblings. This research applies a qualitative approach using content analysis, grounded in McQuail’s media content theory and the concept of responsibility by Burhanudin and the Ministry of Education and Culture. The analysis of ten key scenes reveals that the character Kaluna embodies layered responsibilities financial, domestic, emotional, and relational. The film not only reflects the realities of the sandwich generation in urban Indonesian society but also critiques unequal familial expectations. Thus, Home Sweet Loan functions as a medium of representation and social critique, addressing the structural pressures faced by today’s younger generation.
Comparing User Experience Poro and Obenkyou Applications Using the User Experience Questionnaire Mia Putri Yeza; Fauzi Adi Saputra; Marsya Halya Alfrida; Capriandika Putra Susanto; Anka Luffi Ramdani; Humannisa Rubina Lestari
Jurnal JTIK (Jurnal Teknologi Informasi dan Komunikasi) Vol 9 No 4 (2025): OCTOBER-DECEMBER 2025
Publisher : Lembaga Otonom Lembaga Informasi dan Riset Indonesia (KITA INFO dan RISET)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35870/jtik.v9i4.4217

Abstract

The success of educational apps is closely tied to the quality of user experience (UX). This study compared the UX of two Japanese language learning apps, Poro and Obenkyou, to examine the impact of different instructional designs. Sixty-five respondents, all of whom had used both apps for at least one week, rated six UX dimensions-Attractiveness, Perspicuity, Efficiency, Dependability, Stimulation, and Novelty-using the User Experience Questionnaire (UEQ). Data analysis using the official UEQ tool and independent t-tests showed that both apps received positive ratings on all dimensions, but Poro consistently achieved higher mean scores (e.g., Attractiveness: 1.83 vs. 1.18; Stimulation: 1.89 vs. 1.13). These results indicate a significant difference in user perceptions, with gamification contributing to better UX. This study highlights the importance of design strategies in educational apps.
Designing an Adaptive UI/UX Application to Support Self-Directed Ghini Righida Syaika; Dyah Febria Wardhani
Jurnal JTIK (Jurnal Teknologi Informasi dan Komunikasi) Vol 9 No 4 (2025): OCTOBER-DECEMBER 2025
Publisher : Lembaga Otonom Lembaga Informasi dan Riset Indonesia (KITA INFO dan RISET)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35870/jtik.v9i4.4218

Abstract

In the digital era, the effectiveness of self-directed learning poses a challenge for many individuals, particularly in managing time optimally. This study aims to design a digital time-tracking application with a UI/UX design focused on enhancing the effectiveness of self-directed learning. The application is expected to help users allocate study time more systematically and improve their productivity. The research employs a User-Centered Design (UCD) approach, which involves user needs analysis, wireframe design, and application prototyping. The design process is carried out through literature reviews, potential user surveys, and UI/UX design analysis based on accessibility, convenience, and ease of use principles. The study results indicate that the application design features key functionalities such as study time tracking, learning habit analysis, and reminders tailored to users' needs. Based on prototype evaluation, the applied design is considered intuitive and effective in helping users manage their study time more efficiently. In conclusion, the design of this digital time-tracking application demonstrates potential in improving self-directed learning effectiveness through an optimized UI/UX approach. Although this study focuses only on the design stage without actual implementation, the results can serve as a foundation for further development in creating a fully functional application.
Teknik Forensika Digital untuk Investigasi Pesan Sekali Lihat (View Once) pada Aplikasi Instant Messenger Gilang Ramadhan; Yudi Prayudi
Jurnal JTIK (Jurnal Teknologi Informasi dan Komunikasi) Vol 9 No 4 (2025): OCTOBER-DECEMBER 2025
Publisher : Lembaga Otonom Lembaga Informasi dan Riset Indonesia (KITA INFO dan RISET)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35870/jtik.v9i4.4223

Abstract

The popularity of Instant Messaging apps encourages developers to improve features and security, especially data privacy. However, these improvements also potentially bring risks to users. One of the most popular new features is ‘one-look messages’ to maintain sender privacy. This feature allows messages to disappear once viewed, irrevocably and has been implemented on apps such as Snapchat, Instagram, and WhatsApp. The purpose of this research is to provide a reference on the reliability of digital forensic Tools in uncovering cybercrime. Thus, it is expected that the digital evidence obtained has strong integrity, reliability and legality to be used in the legal process. This research adopts the framework of the National Institute of Standards and Technology (NIST) and analyzes a cybercrime scenario in the form of sending files using the one-look message feature, utilizing the Magnet Axiom digital forensics tool. This research also uses a smartphone with root conditions that have Snapchat, Instagram and WhatsApp applications installed. The results of this study show that with a root smartphone, the use of Axiom magnet forensic Tools is able to acquire and analyze files sent using the one-look feature and obtain 13 digital evidence from 18 scenarios created. There is not much research that discusses the latest features of Instant Messaging applications, with this paper it can provide a little description of the Sekalin see feature and can be developed in the next paper.
Trends in E-Learning Usage in Vocational High Schools (SMK) I Made Mudarta; Ketut Agustini; I Gde Wawan Sudhata; I Gusti Putu Suharta
Jurnal JTIK (Jurnal Teknologi Informasi dan Komunikasi) Vol 9 No 4 (2025): OCTOBER-DECEMBER 2025
Publisher : Lembaga Otonom Lembaga Informasi dan Riset Indonesia (KITA INFO dan RISET)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35870/jtik.v9i4.4228

Abstract

Data innovation is currently progressing very rapidly in the field of education. As a result, Vocational High Schools (SMK) utilize e-learning and also information technology in carrying out teaching and learning activities. For this reason, a Systemic Literature Review (SLR) was conducted which examines what and how e-learning is researched. This research uses PRISMA (Preferred Reporting Items for Systemic and Meta-Analysis) guidelines, by searching for scopus indexed articles in the 2019-2023 range involving a total of 193 articles. After the screening process, 20 articles were obtained which were then analyzed in accordance with the Research Question (RQ) that had been formulated. The objectives of this examination are (1) To assess and describe the effect of e-learning implementation through Edmodo Stage (2) To determine the factors that influence the continuity of e-learning at work on students' understanding and learning achievement in the Edmodo field.  These results have limitations in terms of the scope of data sources and the depth of study on the material discussed. So this research provides opportunities for further researchers both in development design and SLR.
Analisis Performa Algoritma Random Forest dalam Mengatasi Overfitting pada Model Prediksi Muhammad Wisnu Nugroho
Jurnal JTIK (Jurnal Teknologi Informasi dan Komunikasi) Vol 9 No 4 (2025): OCTOBER-DECEMBER 2025
Publisher : Lembaga Otonom Lembaga Informasi dan Riset Indonesia (KITA INFO dan RISET)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35870/jtik.v9i4.4236

Abstract

The Random Forest algorithm is an ensemble-based machine learning method widely used to improve the accuracy of predictive models. This algorithm works by randomly constructing many decision trees and combining the results to produce more accurate predictions and reduce the risk of overfitting. The advantages of Random Forest lie in its ability to handle complex datasets, manage variables with high correlation, and provide stable results in various scenarios. This study aims to analyze the performance of the Random Forest algorithm in overcoming overfitting and improving the accuracy of predictive models in various fields. The method used in this study is a literature study (library research), by collecting and analyzing 40 scientific literature from various sources such as international journals, proceedings, and relevant academic articles. Data were analyzed qualitatively with a comparative-descriptive approach to the advantages and disadvantages of Random Forest compared to other algorithms such as Decision Tree, Support Vector Machine (SVM), K-Nearest Neighbors (KNN), Naïve Bayes, and Neural Networks. The results show that Random Forest excels in handling high-dimensional data, reduces the risk of overfitting, and provides stable prediction results in various applications such as healthcare, finance, manufacturing, and environmental analysis. This research is limited to literature-based analysis without empirical testing using actual datasets. For future research, it is recommended to conduct direct experiments implementing the Random Forest algorithm on real-world datasets, as well as explore combinations of other ensemble algorithms, such as XGBoost or LightGBM, to improve the accuracy and efficiency of predictive models.
Analisis Resepsi Khalayak Terhadap Strategi Kampanye ‘Gemoy’ dalam Gerakan Politik Prabowo Subiyanto Pada Pemilihan Presiden 2024 (Studi Pada Khalayak Pengguna Media Sosial TikTok) Vallene Laurencia Viendry Sujarwo; Cosmas Gatot Haryono
Jurnal JTIK (Jurnal Teknologi Informasi dan Komunikasi) Vol 9 No 4 (2025): OCTOBER-DECEMBER 2025
Publisher : Lembaga Otonom Lembaga Informasi dan Riset Indonesia (KITA INFO dan RISET)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35870/jtik.v9i4.4241

Abstract

This study examines the reception of voters across generations (Gen X, Y, Z) who are active TikTok users toward the “Gemoy” campaign strategy of Prabowo-Gibran in the 2024 Presidential Election, employing Alfred Schutz’s phenomenological approach. Data were collected through interviews with active TikTok voters of various ages and analysis of engagement metrics, including 1.19 billion views, 73.6 million likes, and 3.36 million comments on campaign content. The findings reveal diverse responses, ranging from high enthusiasm and engagement among young voters to more critical attitudes regarding substance in other groups. Visual and humorous strategies were found effective in fostering emotional connection and expanding the reach of political messages in the digital era. This study highlights new dynamics in Indonesian political communication, where entertainment- and image-based approaches on social media contribute to shifts in voter behavior and patterns of political engagement among the younger generation.
Trends and Directions of Gamification Research in Mathematics: Systematic Literature Review I Ketut Lokasanti; Ketut Agustini; I Gde Wawan Sudatha; Anak Agung Adi Wiryya Putra
Jurnal JTIK (Jurnal Teknologi Informasi dan Komunikasi) Vol 9 No 4 (2025): OCTOBER-DECEMBER 2025
Publisher : Lembaga Otonom Lembaga Informasi dan Riset Indonesia (KITA INFO dan RISET)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35870/jtik.v9i4.4301

Abstract

Mathematics education plays a crucial role in equipping students with the skills necessary for the 21st century, such as critical thinking and problem-solving abilities. However, many students perceive mathematics as a challenging and tedious subject, which ultimately leads to a decline in their motivation and learning outcomes. Consequently, the application of gamification as an alternative method in mathematics instruction has demonstrated significant potential for enhancing student engagement and learning results. This research aims to investigate the impact of gamification in mathematics learning, as well as the trends associated with its implementation. Findings from prior studies indicate that gamification, whether digital or non-digital, can enhance motivation, reduce mathematics-related anxiety, and deepen the understanding of mathematical concepts. Digital educational games, along with the use of non-digital playing cards, have proven effective in improving student engagement and comprehension of mathematics across various educational levels. Adaptive learning systems that utilize artificial intelligence (AI) also exhibit substantial potential in providing personalized learning experiences tailored to the abilities of individual learners. This article examines 13 prominent journals selected following a rigorous elimination process utilizing the systematic literature review methodology. This process will occur from 2015 until 2025. The objective of this systematic approach is to evaluate and analyze pertinent, high-quality literature to enhance comprehension of the subject matter. The PRISMA approach is utilized to choose articles based on the established inclusion and exclusion criteria to get pertinent literature. Nevertheless, the challenges faced include the creation of gamification that is both more immersive and relevant to real-life contexts. Further research is required to explore the implementation of more pertinent gamification elements, such as challenges based on real-world situations and aspects of robotics, as well as the influence of social and emotional factors on the effectiveness of gamification in mathematics education. Thus, this study contributes to identifying the potential and shortcomings in the application of gamification within the field of mathematics education.