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Contact Name
Muhammad Hakiki
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qiqi.lubis7@gmail.com
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+6282386200610
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qiqi.lubis7@gmail.com
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Program Studi Pendidikan Teknologi Informasi, Universitas Muhammadiyah Muara Bungo Jl. Rang Kayo Hitam, Cadika, Rimbo Tengah, Kabupaten Bungo, Jambi 37211.
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INDONESIA
Jurnal Inovasi Pendidikan dan Teknologi Informasi (JIPTI)
ISSN : 29878462     EISSN : 27209725     DOI : https://doi.org/10.52060/pti.v4i1
Core Subject : Science, Education,
Bidang artikel penelitian Jurnal Inovasi Pendidikan dan Teknologi Informasi (JIPTI) meliputi: 1. Ilmu Pendidikan, Manajemen Pendidikan, Inovasi Pendidikan dan Evaluasi Pendidikan; 2. Teknologi Pendidikan, Pendidikan Teknologi Informasi dan Pendidikan Teknik Informatika; 3. Pendidikan Teknologi dan Kejuruan, Pendidikan Vokasi; 4. Model pembelajaran berbasis ICT dan Digital Bisnis; 5. Multimedia Inetaktif; 6. Pengembangan media pembelajaran berbasis IT; 7. Teknologi Informasi, Sistem Informasi dan Managemen Sistem Informasi Sekolah; 8. Aplikasi Teknologi Mobile dan Mobile Learning dan Game-Based Learning; 9. Jaringan Komputer dan Komunikasi Data, Aplikasi Android; 10. Internet of Things.
Arjuna Subject : Umum - Umum
Articles 294 Documents
PENINGKATAN KETERAMPILAN BERBICARA DENGAN MENGGUNAKAN MODEL COLLABORATIVE LEARNING: STUDI PENELITIAN TINDAKAN KELAS Guswita, Reni
Jurnal Inovasi Pendidikan dan Teknologi Informasi (JIPTI) Vol. 5 No. 1 (2024): Jurnal Inovasi Pendidikan dan Teknologi Informasi (JIPTI)
Publisher : Information Technology Education Department

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52060/pti.v5i1.1817

Abstract

Indonesian language learning in elementary schools aims to improve students' ability to communicate in Indonesian language properly and correctly, both orally and in writing. This research is a class action research, which consists of two cycles. Each cycle consists of planning activities, action implementation, observation and reflection. Data collection techniques in this study were observation, tests and documentation. The research subjects were fifth grade students at SD N 104/II Muara Bungo with a total of 20 students. The results of this study show that the learning process of educators during the learning process using the Collaborative Learning model in cycle I has reached 62.5%. Furthermore, in cycle II it has been carried out very well, namely with a percentage value of 86.1%. Students during the learning process using the Collaborative Learning model in cycle I reached 66.53%. Furthermore, in cycle II it reached 78.03%. Assessment of students' speaking skills using the Collaborative Learning model in cycle I reached 66.15%. While in cycle II students' speaking skills reached 79.95%. Based on the results of this study, it can be concluded that the use of the Collaborative Learning model can improve the speaking skills of students in class V.
Pengembangan E-Modul Berbasis Aplikasi Flipbook Pada Mata Kuliah Sistem Operasi Kepelabuhanan Untuk Meningkatkan Literasi Mahasiswa Prodi Transportasi Laut Retian Asfirah, Lia; Anggoro, Retno; M, Masriah; A, Alimatussa'diyah; Dwi Retnandari, Septina; Shintawati Setyaningrum, Dewi
Jurnal Inovasi Pendidikan dan Teknologi Informasi (JIPTI) Vol. 5 No. 1 (2024): Jurnal Inovasi Pendidikan dan Teknologi Informasi (JIPTI)
Publisher : Information Technology Education Department

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52060/pti.v5i1.1824

Abstract

In the era of industrial revolution 4.0 and towards 5.0, digital learning media is a practical choice to improve student education. The use of digital flipbook learning media at Politeknik Maritim Negeri Indonesia, especially in the Marine Transportation study program, is an ingenious strategy to create a more dynamic, communicative and participatory learning environment. The current Port Operations System course module is still in conventional form, not in accordance with the latest literacy. This research aims to provide learning resources and electronic modules using the Flipbook application to update materials and facilitate students in learning activities. The ADDIE paradigm is used in analysis, design, development, implementation, and evaluation. Evaluation is conducted in the analysis process to ensure conformity with the curriculum. The design process involves systematic module design and integration of current reading standards. E-Modules linked to the Canva application added visual and interactive elements. Implementation is done by integrating the module content into a flipbook application, ensuring students can easily access teaching resources for the Port Operating System course.
IMPLEMENTASI PENILAIAN HASIL BELAJAR SECARA DIGITAL BERBASIS APLIKASI E-RAPOR UNTUK DOKUMENTASI AKADEMIK Insan, Pramudya Prima; Idris, Nasruddin Bin; Kharisma Mahardika, Muhammad
Jurnal Inovasi Pendidikan dan Teknologi Informasi (JIPTI) Vol. 5 No. 1 (2024): Jurnal Inovasi Pendidikan dan Teknologi Informasi (JIPTI)
Publisher : Information Technology Education Department

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52060/jipti.v5i1.1836

Abstract

The report card is an important student learning outcome value, the purpose of holding a report card is as a communication link from the school to the parents of students so that they can find out the results of their children's learning achievements during each semester. Assessment of learning outcomes by educators aims to monitor and evaluate the process, learning progress, and improvement of student learning outcomes on an ongoing basis. The process of assessing student learning outcomes, both by educators and by education units, will be more systematic, comprehensive, more accurate, and faster if supported by computer application tools. Regarding the limited electronic equipment and the lack of knowledge of teachers in computer knowledge in schools, it does not mean that they make an excuse not to apply the report card application in student assessment. How to design an application for digital student academic documentation in a school. Research needs that intend to understand the phenomenon of what is experienced by the research subject holistically and by way of description in the form of MVT Django Framework implementation. The results of research, analysis, modeling and implementation of MVT in the E-Report application were successfully made with the data management process including the conclusion that the MVT structure in the Django framework clearly separates different tasks, and the use of Model, View, Template in the Django framework helps in designing and developing web-based applications that are structured, efficient, and easy to maintain and update. With this E-Report application, the management of learning outcomes data for all students can be done electronically storing academic data because it can print E-Report documents and schools can document student learning outcomes digitally.
PENGEMBANGAN MEDIA PEMBELAJARAN BERBASIS ANDROID MENGGUNAKAN APLIKASI SMART APP CREATOR 3 PADA MATA PELAJARAN TEKNOLOGI INFORMASI DAN KOMUNIKASI Ali, Jihan; Annisa, Annisa; Wasid, Ahmad; Rahmadani, Kurniati; Fricticarani, Ade; Dayurni, Popi
Jurnal Inovasi Pendidikan dan Teknologi Informasi (JIPTI) Vol. 5 No. 1 (2024): Jurnal Inovasi Pendidikan dan Teknologi Informasi (JIPTI)
Publisher : Information Technology Education Department

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52060/jipti.v5i1.1843

Abstract

The use of learning media is an integral part of the learning method used. This study aims to develop Smart App Creator 3 learning media in Information and Communication Technology subjects. The research method used is the R&D method with data collection techniques through a questionnaire given to 17 class X students of SMK Pasundan 1 Serang City. The results of the study were valid learning media with a value of 0.875. Practicality test of learning media given to 1 teacher and 1 lecturer with an average percentage of 83.6%. While the results obtained from the analysis of practicality by students are an average percentage of 82.35%. So it can be concluded that Smart App Creator 3 learning media is feasible to use as learning media. This research is expected to be a learning media for Information and Communication Technology subjects and can be useful for teachers, students and advanced researchers.
Strategi Menumbuhkan Karakter Anak Melalui Teknologi Digital Ruchiyat, Marina Gusnia; Kurniawan, Mirdan; Triyaningsih, Triyaningsih; Marwan, Marwan; Prihatmojo, Agung
Jurnal Inovasi Pendidikan dan Teknologi Informasi (JIPTI) Vol. 5 No. 1 (2024): Jurnal Inovasi Pendidikan dan Teknologi Informasi (JIPTI)
Publisher : Information Technology Education Department

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52060/pti.v5i1.1844

Abstract

Character development is a crucial aspect to instill in children amidst the rapid advancement of technology. The importance of shaping character with digital technology is a significant preventive step to keep children away from the possibility of a character value crisis that can arise due to the influence of technology that continues to grow. The use of digital technology can be directed positively to support children's character building. This article aims to identify and explore strategies that can be implemented to build children's character through the use of digital technology. The research method used is a descriptive qualitative method with a literature review approach. The literature sources involved books, journals and scientific articles as the main focus of the research. This approach provides a strong theoretical foundation to formulate effective strategies in the context of character education and digital technology. The analysis of this study found digital technology-based character education strategies used by teachers, schools and parents. The findings in this article provide a comprehensive strategy on the implementation of character education through digital technology that involves the important roles of teachers, schools and parents.
PENGEMBANGAN MEDIA PEMBELAJARAN BERBASIS MACROMEDIA FLASH 8 PADA MATA PELAJARAN SIMULASI KOMUNIKASI DIGITAL Yanti, Fitri; Fauziah, Fauziah; Ridoh, Ahmad; Tris Susanti, Desi
Jurnal Inovasi Pendidikan dan Teknologi Informasi (JIPTI) Vol. 5 No. 1 (2024): Jurnal Inovasi Pendidikan dan Teknologi Informasi (JIPTI)
Publisher : Information Technology Education Department

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52060/jipti.v5i1.1874

Abstract

Based on field observations, classroom learning was conducted using a blackboard and simple PowerPoint. From there, researchers came up with the idea to develop learning media using Macromedia Flash 8 to overcome students' boredom and boredom in learning. The type of research conducted is Research and Development (R&D) with the ADDIE development model, consisting of stages: (1) Analysis, (2) Design, (3) Development, (4) Implementation, and (5) Evaluation. However, this research only reached the implementation stage, so the evaluation was conducted as part of the implementation activities. This development research has passed several tests, namely: (1) Validity test, with results of 0.86 (software engineering aspects), 0.79 (visual communication aspects), and 0.88 (learning aspects) with valid categories. (2) Practicality test, based on teacher and student responses with a percentage value of 92.59% and 96.02% respectively, with a practical category. (3) Effectiveness test, classical test results reached 85% above the KKM, and paired t test data analysis showed an increase between pretest and post-test of 2.299. Based on the test results, it can be concluded that Macromedia Flash 8 learning media is valid, practical, and effective, and can be used to improve student learning outcomes.
“Wordwall Open the Box” : Cara Inovatif Mengajar Anak Usia Dini Surya, Surya; Usman, Usman; Nurhidayah Ilyas, Sitti; Rahayu, Rahayu; Safitri, Nuralia
Jurnal Inovasi Pendidikan dan Teknologi Informasi (JIPTI) Vol. 5 No. 1 (2024): Jurnal Inovasi Pendidikan dan Teknologi Informasi (JIPTI)
Publisher : Information Technology Education Department

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52060/jipti.v5i1.1876

Abstract

This research aims to evaluate the effectiveness and benefits of Wordwall's Open the Box method in early childhood education. The main contribution of this research is to prove how this innovative method can increase students' participation and understanding, stimulate the development of cognitive and motor skills, and utilize technology in effective education and personalized learning. The Open the Box method is an interactive learning concept that utilizes digital technology in the teaching and learning process. In this study, we used a qualitative research design by conducting in-depth interviews with teachers who have implemented this method in their teaching. The results show that Open the Box method can increase children's participation and enthusiasm in learning, help them understand concepts better, stimulate the development of cognitive and motor skills, and show how technology can be used effectively in early childhood education. In addition, Wordwall allows personalization of learning according to each child's needs and skill level. However, this study has some limitations, such as the limited number of respondents and only focusing on one teaching method. Therefore, further research is needed to verify and extend the findings of this study, as well as explore the potential of other methods and technologies in early childhood education.
ANALISIS KESIAPAN GURU DALAM PELAKSANAAN KURIKULUM MERDEKA BELAJAR DI SD Nofrianni, Elvima; Prahagia, Yelvia; Juwita Novalia, Ratih; Tri Susanti, Desi
Jurnal Inovasi Pendidikan dan Teknologi Informasi (JIPTI) Vol. 5 No. 1 (2024): Jurnal Inovasi Pendidikan dan Teknologi Informasi (JIPTI)
Publisher : Information Technology Education Department

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52060/jipti.v5i1.1909

Abstract

This research focuses on the importance of the curriculum in the learning process, considering that the curriculum is designed according to the needs in the field. The curriculum is defined as a series of plans and rules regarding objectives, material content, and teaching methods that act as a guide for organizing teaching and learning activities. The main objective of this study is to evaluate the extent to which teachers in primary schools are ready to implement the Merdeka Belajar Curriculum. The method used in this research is descriptive qualitative. The research subjects include teachers, principals, and vice principals in elementary schools. Data were collected through observation, interviews, and documentation. The results showed that the teachers in this school were ready and understood the Merdeka Belajar Curriculum, in accordance with various readiness indicators determined by the researcher. These indicators include understanding the curriculum structure, lesson plan preparation, learning process, teaching modules, and learning assessment. The results of this study show that teachers have been able to implement an independent curriculum with good teaching modules and media.
PENGARUH PENGGUNAAN CHAT GPT TERHADAP POLA PIKIR MAHASISWA DALAM MATA KULIAH METODOLOGI PENELITIAN: STUDI PENELITIAN KUANTITATIF Syahri, Anitia; Efriyanti, Liza; Zakir, Supratman; Imamuddin, M.
Jurnal Inovasi Pendidikan dan Teknologi Informasi (JIPTI) Vol. 5 No. 1 (2024): Jurnal Inovasi Pendidikan dan Teknologi Informasi (JIPTI)
Publisher : Information Technology Education Department

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52060/jipti.v5i1.1910

Abstract

This study aims to determine the effect of using Chat GPT on students' mindset in the Research Methodology course of the Informatics and Computer Engineering Education Study Program (PTIK) at State Islamic University (UIN) Sjech M. Djamil Djambek Bukittinggi. This type of research is quantitative research with correlation method. The population in this study were 5th semester students in the Research Methodology course of the PTIK Study Program. The sample in this study were all 5th semester students in the PTIK Study Program Research Methodology course. The instrument used is a questionnaire on the use of Chat GPT and a questionnaire on the mindset obtained from these students. Based on the results of the study, the regression equation between the use of Chat GPT on the mindset of students is y = 139.627+1.137X. The correlation coefficient (rxy) value is 0.92 and the coefficient of determination (KD) value is 84.65%. From these results, it can be concluded that there is an effect of using Chat GPT on the mindset of students in the Research Methodology course of the PTIK Study Program at UIN Sjech M. Djamil Djambek Bukittinggi.
PERANCANGAN MEDIA PEMBELAJARAN TEKNOLOGI JARINGAN KABEL DAN NIRKABEL BERBASIS ANIMASI MENGGUNAKAN KINEMASTER Jama Hendra, Risil; Elin Yuspita, Yulifda; Darmawati, Gusnita; Annas, Firdaus
Jurnal Inovasi Pendidikan dan Teknologi Informasi (JIPTI) Vol. 5 No. 1 (2024): Jurnal Inovasi Pendidikan dan Teknologi Informasi (JIPTI)
Publisher : Information Technology Education Department

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52060/jipti.v5i1.1917

Abstract

This research is motivated by problems at SMK Pembangunan Bukittinggi, where there is a lack of learning media during the learning process. This causes students to tend to play rather than listen to the teacher when explaining the material. During the learning process, teachers only use limited printed books, so students lose interest due to the lack of variety in the learning methods presented. Therefore, interesting and creative educational resources are needed to increase students' learning motivation. This research adopts the Research and Development (R&D) model, which is used to produce and test a product. This research model follows the 4D approach (Define, Design, Develop, Disseminate). The validity of the product was tested by three experts in the field, the practicality was tested by Computer and Network Engineering teachers at SMK Pembangunan Bukittinggi, and the effectiveness was tested by students at the school. The test results showed a validity value of 0.83, a practicality of 0.93, and an effectiveness of 0.79. Thus, it can be concluded that the design of animation-based wired and wireless network technology learning media at SMK Pembangunan Bukittinggi is said to be very effective.

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