INTERNATIONAL JOURNAL OF EDUCATION, INFORMATION TECHNOLOGY, AND OTHERS
nternational Journal of Education, information technology and others (IJEIT) ISSN 2623-2324 (Print) ISSN 2654-2528 (Online) is printed in Indonesia and published twice a year (August and December) by peneliti.net collaborate with Indonesian education lecturer associations (ADPPI). IJEIT is dedicated to the advancement of knowledge and understanding of educational theories and issues in various disciplines, in regard to their input, process, output, outcome and impact on the education system and their implementation. Focus and Scope Focus & scope International Journal of Education, information technology and others (IJEIT) accepts unpublished, high quality, and original research manuscripts in English, resulting primarily from quantitative, qualitative, and mixed research methodology related to or associated with education. These issues include, but not limited to, practices, policies, and research in education from early childhood education to higher education which cover the areas of instruction, learning, teaching, curriculum development, educational policy, language education and policy, bilingual education, multicultural education, art education, teacher education, educational technology, educational developments, educational psychology, information Technologi, and international education in Indonesia and other parts of the world. The main Areas relevant to the scope of the International Journal of Education, information technology and others (IJEIT) and also the journal focuses on the following topics: Education Anthropology Sociology Politics Law Culture Linguistics Ethnic Relations Multicultural studies Public relations Communication Peace Studies Religious Studies
Articles
816 Documents
Information Technology for Food Product
T Handayani;
G F Pratama
International Journal of Education, Information Technology, and Others Vol 3 No 2 (2020): International Journal of Education, Information Technology, and Others
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DOI: 10.5281/zenodo.3975640
Online-based businesses are increasingly prevalent because online shopping makes time and distance limitations easy to overcome. The purpose of this study is to analyze the effectiveness of information technology by creating responsive website, using in food product. The method used descriptive analysis and literatures study. With the existence of an online business, marketing food products are easier and open up very promising opportunities. The results achieved can get information on the average price of products in the market. To compete with others, it can make food products more creative to attract the attention of buyers and can expand the reach of marketing.
User Responses Of The Development Of Language Laboratory System
Monalisa Pasaribu;
Ike Fitriyaningsih;
Sopian Manurung;
Jane Mitaria Sinambela;
Anjelin Hutauruk;
David Muliadi Butar-Butar
International Journal of Education, Information Technology, and Others Vol 3 No 2 (2020): International Journal of Education, Information Technology, and Others
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DOI: 10.5281/zenodo.3965721
The data collection of room loans, inventory, and books is an important activity as a means of documentation at the language laboratory of Del Institute of Technology. Using manual process of the borrowing and data collection, possibility of data loss may occur. Moreover, it is also laborious and inefficient in terms of time. An information system is designed to improve the existing manual system in a computerized way that it can be accessed via desktop or mobile. Using agile software in the development the information system, the application can provide complete and efficient loan information stored in a database server. Based on the user responses, the system is built in a more effective, simpler, faster, and a more structurized way.
Designing of Enterprise Architecture for Vocational High School Information System Using TOGAF Architecture Development Method
S Siswanto;
I D Sumitra
International Journal of Education, Information Technology, and Others Vol 3 No 2 (2020): International Journal of Education, Information Technology, and Others
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DOI: 10.5281/zenodo.3975539
The purpose of this research is to design a blueprint that can be used to meet the needs of business functions the Vocational High School of XYZ. In this research, the method used to design Enterprise Architecture was The Open Group Architecture Framework Architecture Development Method (TOGAF ADM). The phases of TOGAF ADM applied in this design are the Preliminary Phase, Architecture Vision Phase, Business Architecture Phase, Information System Architecture Phase, and Technology Phase. The results of this research in the form of preliminary phase up to the technology phase from the TOGAF ADM that can be used for information system development in the Vocational High School of XYZ so that the next research is expected can meet all the TOGAF ADM phases.
Optimizing the Making of Karate Match Bracket with Tournament Bracket Seeding: Case Study of Inkanas West Java
Ferry Stephanus Suwita;
Arif R Hakim
International Journal of Education, Information Technology, and Others Vol 3 No 2 (2020): International Journal of Education, Information Technology, and Others
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DOI: 10.5281/zenodo.3975536
Based on World Karate Federation regulations, organizers of both Karate and Kata Karate competitions must follow the World Karate Federation standards, including the use of new rules on panel point assessments for Kata Class and refer-change or double knockdown for Kumite Class. In Indonesia, the big competition has used the knockout system or refer-change. The biggest challenge for the organizers of the competition is to make the matchmaking tournament bracket balance with shorter time and less effort required. In one competition there are more than 100 class matches where from each class of matches must be provided a match bracket quickly and effectively. In general, the match bracket will be made after the athlete's data verification completed and technical meeting are held. Problems arise when athletes from the same contingent face off at the start of the match and this problem makes the bracket not balance. Several methods are used to create the match bracket, but the results are still less than optimal because the number of athletes from the same contingent that facing off each other at the beginning of the match is still high. With some experiment in applying the algorithm to the existing method, the Tournament Bracket Seeding is expected to overcome these problems effectively and efficiently. The output of the method is to decrease the percentage of athletes from the same contingent that not supposed to match at the beginning of the match
The Evaluation of Three English Learning Websites
Tahan HJ Sihombing
International Journal of Education, Information Technology, and Others Vol 3 No 2 (2020): International Journal of Education, Information Technology, and Others
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DOI: 10.5281/zenodo.3970523
With the growing use of internet, a large number of English learning websites have been developed to assist English learners to improve their English. However, the websites do not always match the learners’ need, learners’ interests, and learners’ characteristic. Hence, it is essential for English teachers to evaluate the English learning websites before they recommend them to their students. The present study evaluated three language learning websites focusing on listening. Three major criteria including design, content, and learner fit were used as the parameters in the present evaluation. It is expected that, upon the evaluation, English language learners can be assisted to choose the best website for their English learning. In addition, this evaluation can contribute to the development of the language learning websites in which the feedback from the evaluation can be incorporated to the better development of the websites.
The Usefulness Concept Of Social Arithmetics For Social Sciences Learning Outcomes
Andy Ahmad;
Otto Fajarianto
International Journal of Education, Information Technology, and Others Vol 3 No 2 (2020): International Journal of Education, Information Technology, and Others
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DOI: 10.5281/zenodo.3965705
Social arithmetic is used in solving everyday problems such as profit and loss, interest rates, discounted prices and tax calculations and others. Students also learn PPh material contained in social sciences subjects, students are expected to be able to understand the concept of social arithmetic. Do students who have a good understanding of the concept of social arithmetic can solve problems regarding PPh to the maximum. The study was conducted at Bekasi's Citra Mandala Middle School. The method that used in this study is a quantitative descriptive method with survey techniques through the correlation approach. Based on the calculation of the correlation index numbers of variables X and Y, the correlation index obtained = 0.90. rxy or r count is consulted with rtable with a significance level of 0.05 with the number of respondents 30 (n = 30) is 0.361, then r count is greater than rtable that is 0.90> 0.361 therefore Ho is rejected and Hi accepted. In other words the application of the mastery of the concept of social arithmetic to social sciences subjects gives positive results. The conclusion from the results of the study is that there is a significant positive relationship between the mastery of the concept of social arithmetic to social sciences learning outcomes.
The Influence of Learning Model Self Directed Learning and Personality on Student Learning Results of SMP Negeri 7 Kota Ternate
Irfan Ilyas;
Agung Purwanto;
Uswatun Hasanah
International Journal of Education, Information Technology, and Others Vol 3 No 2 (2020): International Journal of Education, Information Technology, and Others
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DOI: 10.5281/zenodo.3969856
The purpose of this study was to determine the effect oflearning models Self directed learning (SDL) and Personality on student learning outcomes in the structure and function of plant tissue. This study uses an experimental method of 2 x 2 factorial design with a sample of 60 Grade VII students of SMPN-7 Ternate City. The results showed that (1) There was a significant difference in learning outcomes between students learning with thelearning model Self directed learning and students learning to use thelearning model conventional. with an average score of learning outcomes (A1) is 75.75, and (A2) is 71.25; (2) There is an effect of interaction between learning models and personality on learning outcomes (AXB) is 78.6% (R. Squared = 0.786); (3) There is a significant difference in student learning outcomes with Extrovert Personality, having better learning outcomes when using themodel Self directed learning. The score of student learning outcomes (A1B1) is 83.00 while (A2B1) is 66.75 and theTest Tuckey average score of 24.33; (4) There is a significant difference between students' learning outcomes and Self directed learning andlearning models Conventional for students with Personality Introvert (A2B2) is 75.75 and theTest has Tuckey an average score of 7.25. In conclusion, thelearning model Self directed learning can improve student learning outcomes in the material structure and function of plant tissues by considering the extroverted and introverted personality types of students.
Analysis Perception of Teacher's Physical Education Model Based on Creativity and Indenpendency
Idris Moh Latar;
Ema Rummahlewang
International Journal of Education, Information Technology, and Others Vol 3 No 2 (2020): International Journal of Education, Information Technology, and Others
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DOI: 10.5281/zenodo.3969915
This study aims to handle teacher perceptions of physical education models based on creativity and independence. The sample in this study were 24 elementary school teachers in Ambon city. The methodology used is research and development research with the dissemination stage. Data is taken by giving questionnaire to Physical Education teachers. The results showed that the teacher's perception of the model with a score of 404 or 15 people strongly agreed, 236 as many as 6 people agreed, 74 or 2 people disagreed, and 1 person disagreed. Based on the results of this study it can be concluded that the teacher's perception of the model is very good, and the effective model is used in the learning process
The Use Of Games In Learning English Grammar
Marcy S. Ferdinandus
International Journal of Education, Information Technology, and Others Vol 3 No 2 (2020): International Journal of Education, Information Technology, and Others
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DOI: 10.5281/zenodo.3975099
Grammar is perhaps so serious and central in learning another language that all ways should be searched for which will focus student energy on the task of mastering and internalizing it. One way of focusing on this energy through the release offered by games. Miscellany game is a ragbag of useful grammar activities which I find it to classify properly. In this research is carrying out to find out whether or not the miscellany game can be used as a game in the teaching learning process and as a modified technique in increasing students' irregular verbs. In teaching irregular verbs with using game influence standards test 5 % or 1 %. Thus, H1 can acceptable whereas H0 cannot accept.
Web Design for Improving Consumer Number
Arjuna Rizaldi;
T U P Jaya
International Journal of Education, Information Technology, and Others Vol 3 No 2 (2020): International Journal of Education, Information Technology, and Others
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DOI: 10.5281/zenodo.3983666
This study aims to increase consumer satisfaction in shopping activities by utilizing technological advancements as a market interface design. The research method used a qualitative descriptive method. The results of this study found out how big the impact of the interface design where the market in Indonesia can attract consumers. The market is currently growing very rapidly. Market growth is increasing throughout the world including Indonesia. Market interface design is the spearhead of competition between one market and another. The more attractive market interface design is expected to increase consumer satisfaction in shopping activities.This study aims to increase consumer satisfaction in shopping activities by utilizing technological advancements as a market interface design. The research method used a qualitative descriptive method. The results of this study found out how big the impact of the interface design where the market in Indonesia can attract consumers. The market is currently growing very rapidly. Market growth is increasing throughout the world including Indonesia. Market interface design is the spearhead of competition between one market and another. The more attractive market interface design is expected to increase consumer satisfaction in shopping activities.