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INDONESIA
Jurnal Pendidikan, Sains dan Teknologi
ISSN : -     EISSN : 29635373     DOI : https://doi.org/10.47233/jpst
Jurnal Pendidikan, Sains dan Teknologi (E-ISSN : 2963-5373) Merupakan Jurnal Penelitian dan Kajian Ilmiah yang diterbitkan oleh CV.ITTC – INDONESIA. Redaksi menerima kiriman hasil kajian dan penelitian di bidang ilmu , Pengembangan dan implementasi model pembelajaran, Pengembangan bahan ajar, Teknologi Pembelajaran, Analisis Kebijakan Pendidikan, Pembelajaran Online, Media Pembelajaran, Strategi Pembelajaran, dan Model Pembelajaran, Matematika Terapan dalam Pendidikan dan Industri, Fisika Terapan dalam Pendidikan dan Industri, Biologi Terapan dalam Pendidikan dan Industri, Kimia Terapan dalam Pendidikan dan Industri, Teknik Elektronika, Big Data, Robotika, Teknologi Masa Depan, Kecerdasan Buatan, Teknik Elektro, Ilmu Komputer, Teknik Informatika, Teknik Telekomunikasi, Informasi, Teknologi Komunikasi, dan Teknologi Cerdas. Jurnal Pendidikan, Sains dan Teknologi terbit 2 kali dalam setahun yaitu bulan juni dan desember.
Articles 375 Documents
Pengaruh Pembelajaran Multimedia Interaktif Bagi Mahasiswa Atika Sari br pa; Lili Saputri; Muhammad Faiz; Ali Ikhwan
Jurnal Pendidikan, Sains Dan Teknologi Vol. 1 No. 4 (2022): Jurnal Pendidikan, Sains Dan Teknologi
Publisher : CV. ITTC INDONESIA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47233/jpst.v1i2.426

Abstract

The learning process is a deliberate effort by educators to impart knowledge, and create environmental systems using various methods so that students can complete learning activities effectively and efficiently and achieve optimal results. Multimedia is media that combines two or more elements consisting of text, graphics, images, photos, audio and animation in an integrated manner. Apart from making it easier for students to understand what they want to convey and so that the message can convey its meaning clearly, multimedia has the ability to stimulate the senses and allows humans to adjust to their own learning pace. This interactive learning can help users learn on their own. In addition, users are more interested in learning because of the attractive sound design and features. The purpose of this study is to determine the influence and development of multimedia learning media for students.
Multimedia Interaktif Sebagai Sarana Pembelajaran Dalam Peningkatan Prestasi Siswa Di Sekolah Pada Masa Pandemi ., Indah Saputri; ., Mirna Annifah Hasibuan; ., Nurkosrina Aisah; ., Septina Ona Sutra; ., Ali Ikhwan
Jurnal Pendidikan, Sains Dan Teknologi Vol. 1 No. 3 (2022): Juli - September
Publisher : CV. ITTC INDONESIA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47233/jpst.v1i2.427

Abstract

Learning media is anything that helps humans in order to understand or learn some theory or material that is useful in order to train abilities or skills. In addition, multimedia is a useful tool for selecting individuals based on the material displayed. Interactive multimedia is designed to have interactive characteristics and is easy to use to help people interact with media content. Interactive multimedia can add meaning to the process because it allows users to interact with the material. Interactive multimedia can also increase student interest in the learning process during a pandemic. This study aims to analyze interactive multimedia in improving students during a pandemic.
Penggunaan Teknologi Multimedia Pada Pembelajaran Literasi Anak Usia Dini Pada TKIT Ilmi Khoir ., Suwinda Aulansari; ., Dara Amelia; ., Ade Risky Pradika; ., Ali Ikhwan
Jurnal Pendidikan, Sains Dan Teknologi Vol. 1 No. 4 (2022): Oktober - Desember
Publisher : CV. ITTC INDONESIA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47233/jpst.v1i2.428

Abstract

The purpose of this study is to define the use of multimedia technology in literacy learning in early childhood, including the implementation of the use of multimedia technology in literacy learning in children aged 5-6 years. This research method uses qualitative research. Interview techniques and document reviews are used in the collection of information. The validity of the data is obtained by data triangulation. Data analysis techniques are carried out with interactive models. The results of the study proved that: the application of the use of multimedia technology in literacy learning shows that learning becomes more conducive and directed. By utilizing multimedia technology, children become easier to understand learning and learning becomes more effective.
Pemanfaatan Media Pembelajaran Interaktif Lectora Inspire Untuk Motivasi Belajar Siswa Bagus Rizki Lubis; Novika Wulandari; Tursina Juliani Dlt; Ali Ikhwan
Jurnal Pendidikan, Sains Dan Teknologi Vol. 1 No. 4 (2022): Jurnal Pendidikan, Sains Dan Teknologi
Publisher : CV. ITTC INDONESIA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47233/jpst.v1i2.429

Abstract

Information and communication technology (ICT) innovation is progressing rapidly. The use of ICT in education is becoming more popular. Various advances and supporting applications have been created in the field of education. As a lesson planner, teachers should use a variety of appropriate learning tools and resources to plan lessons and help students learn quickly and effectively. The Lectora Inspire application is used to discuss learning resources using interactive teaching technology. Lectora Inspire is designed for beginners and its features make it easy to create learning materials and test or assessment materials. Through teacher training in primary education, the development of engaging and intuitive learning media is taking place. The Lectora Inspire application allows teachers to easily create unique interactive learning environments that can adapt to the student's situation, environment and needs. The strategy used is to build learning development institutions that use computer learning environments as learning tools. The aim is to create interactive learning media containing study instructions and exam questions. SDN 068332 Jalan Rami 4 No.6, Mangga, Medan Tuntungan District, Medan City, Medan City, North Sumatra, War der Ort for Dieses Training.
Penggunaan E-Learning Sebagai Media Interaktif Dalam Pembelajaran Dalam Jaringan (Daring) ., Faisal Al Fasih; ., Sulystiani; ., Putri Farhani; ., Ali Ikhwan
Jurnal Pendidikan, Sains Dan Teknologi Vol. 1 No. 4 (2022): Oktober - Desember
Publisher : CV. ITTC INDONESIA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47233/jpst.v1i2.430

Abstract

Technology was an important role in the world of education, especially in the teaching and learning process where during the spread of the Covid-19 virus, all activities were transferred to remote or online (online) including learning carried out remotely through various technological media, one of the technologies used This is E-Learning, where e-learning is considered efficient in collecting assignments and providing learning materials, but even though online learning is considered to have advantages and looks fun because it can be done from home, it is not easy to do. This study aims to find out how important the use of E-learning is in the teaching-learning process during the Covid-19 period.
Hubungan Media Game Online Dalam Meningkatkan Minat Belajar Pada Anak-Anak Naila Umniati; Fajira Mahmudah; Diah Sawitri; Adam Malik Siregar; Ali Ikhwan
Jurnal Pendidikan, Sains Dan Teknologi Vol. 2 No. 1 (2023): Januari - Maret
Publisher : CV. ITTC INDONESIA

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

The childhood period is also called the golden age because it is at that time that children will begin to learn from discipline, grammar to knowledge. It is necessary for parents to know what kind of methods the child needs in learning. Recently, online games have begun to spread, most people think that online games can have a bad or negative influence but this is not entirely true. The games or applications contained in this game-based learning model are great for improving students' imagination ability to think. With the implementation of the educational game-based learning process, it is hoped that the creation of creative and innovative learning so that it continues to generate interest and enthusiasm in children to continue to be enthusiastic about learning because of more fun methods.
Pengaruh Pembelajaran Multimedia Animasi Untuk Meningkatkan Kreativitas Mahasiswa Sistem Informasi Dengan Menggunakan Macromedia Flash 8 Mhd. Aria Agung Widodoa; Ira Murni; Cindy Cintya; Ali Ikhwan
Jurnal Pendidikan, Sains Dan Teknologi Vol. 2 No. 1 (2023): Januari - Maret
Publisher : CV. ITTC INDONESIA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47233/jpst.v2i1.433

Abstract

Learning media is one of the components of mechanical input. Teaching and learning activities that have a significant impact on students' understanding of the history of systems, characteristics, and operations. Multimedia is a combination of different media to convey information, examples of communication media are text, images, photos, videos, music, even animation. Information systems is one of the majors that studies a system to management in making decisions and conducting business operations, and a combination of human, information technology, and organized processes.
Analisis Multimedia Interaktif Pembelajaran Membaca, Menulis, Berhitung Pada Paud KB Adzkia Khofifah Fauzani; Myra Thasandra; Pauji Wibowo; Ali Ikhwan
Jurnal Pendidikan, Sains Dan Teknologi Vol. 2 No. 1 (2023): Januari - Maret
Publisher : CV. ITTC INDONESIA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47233/jpst.v2i1.436

Abstract

Advanced information technology and high speeds of communication technology within global networks will be used extensively in the future of information technology. The service information system can be published into a more interesting and real form within multimedia information form, and it can also be easy to manage and use for personal computers with the support of advanced high-speed computer systems and the fundamentals of multimedia technology. The Luther (Sutopo, 2003) method, which is a process that assists the software developer in forming a model from the software that must be made, is used in the peripheral development of multimedia applications. Adobe Photoshop, Adobe Director, Adobe Flash, and processor application voice Sony Vegas are all used in this application making, with the assistance of processor media draw, animation, and authoring. Students can learn and comprehend how to read, write, and calculate with the assistance of interactive learner multimedia that is supported by a computer. Children can use one of these interactive multimedia to learn how to read, write, and calculate. These multimedia programs combine animation, video, games, and other media with information for reading, writing, and math. Children can understand and learn from the material by comparing it to real-world examples through the use of virtual images. This interactive multimedia for students was packaged on compact discs that can be used with a computer. PAUD KB ADZKIA's interactive multimedia program specifically designed for children in the PAUD grade. With the current version of this application, we hope to provide a benefit to the child and the other learning media.
Implementasi Kriptografi dengan Metode Caesar Cipher untuk Mengamankan Data File di Javanetbeans haryanzelina bancin; mira aripin panjaitan; sabrina putri; Adnan Buyung Nasution
Jurnal Pendidikan, Sains Dan Teknologi Vol. 2 No. 1 (2023): Januari - Maret
Publisher : CV. ITTC INDONESIA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47233/jpst.v2i1.438

Abstract

The rapid development of information and telecommunications technology makes it easier for us to carry out activities in the form of confidential files or data, therefore data security is needed to secure confidential files. This research was conducted to implement Caesar cipher cryptography. Where Cryptography can only be carried out by certain people who understand its use so that Cryptography can be categorized as a safe place to store confidential data. This system uses the caesar cipher algorithm which is processed with the Java NetBeans program to produce ciphertext. Where files that can be encrypted are text document files with the .txt extension. txt data is a Domain Name Service (DNS) data type that contains text information sources for sources within the domain, by adding to the domain a file with the .txt extension can be used for various important purposes. The result of this research is a cryptographic implementation of the Caesar cipher method to secure data files in Javanetbeans. So it can be concluded that data security using the Caesar Cipher method is proven to work on Java Netbeans.
Pengaruh Media Youtube Terhadap Minat Belajar Mahasiswa Ary Santri Yuanda; Yulia Imanita; Dita Sucinta Sembiring; Ali Ikhwan
Jurnal Pendidikan, Sains Dan Teknologi Vol. 2 No. 1 (2023): Januari - Maret
Publisher : CV. ITTC INDONESIA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47233/jpst.v2i1.439

Abstract

: The benefit of video learning is the visual and audio presentation of an idea or event to students in the classroom. Youtube is one of the most popular video sharing services on the internet today. The use of YouTube as a learning medium can be considered effective by students in increasing interest and understanding of learning concepts. The research method used in this study was to conduct a literature review of 10 journal articles with a collaborative team that have been published on several websites over the last 5 years. Articles were searched and evaluated using a literature review in a format that included the number, year of the article, title of the article, research objectives, sample size, research variables, research methods, and research results. In fact, many students are more interested in learning and exploring a theory or discussion when delivering material through YouTube videos is chosen as the best teaching medium to make it easier for students. . In English. audiovisual to accommodate all student learning styles, not only to accommodate learning styles, but students to be able to participate directly in interactive discussions and activities, such as noting the importance of each subject, finding words that are hard to find when watching videos, having a desire to read or look for other materials related to YouTube videos or content that are used as learning media. Education plays a very important role in developing quality human resources.

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