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Contact Name
Muhammad Hakiki
Contact Email
qiqi.lubis7@gmail.com
Phone
+6282386200610
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qiqi.lubis7@gmail.com
Editorial Address
Program Studi Pendidikan Teknologi Informasi, Universitas Muhammadiyah Muara Bungo Jl. Rang Kayo Hitam, Cadika, Rimbo Tengah, Kabupaten Bungo, Jambi 37211.
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Kab. bungo,
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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 424 Documents
PENGEMBANGAN ANTARMUKA WEBSITE LAYANAN DATA KESEHATAN MENGGUNAKAN METODE RAD DAN EVALUASI USABILITY SUS Samudera Sakti, Gema; Abdam Muwakhid, Indra; Indriana Raniasmi, Prahita; Sholikun; Pandu Suhito, Hanif; Purnama Putra, Brian
Jurnal Inovasi Pendidikan dan Teknologi Informasi (JIPTI) Vol. 7 No. 1 (2026): 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.v7i1.4056

Abstract

 Digital transformation encourages government institutions to provide public services through websites, including in the health sector. A health data service website should not only provide information but also be easy to use. The VERRARI website managed by the Semarang City Health Office still has limitations in navigation, responsiveness, and usability. This study aims to develop and evaluate the VERRARI user interface to improve usability. The website was developed using the Rapid Application Development (RAD) method, allowing rapid iterations and involving users from the early phase. Usability was evaluated using the System Usability Scale (SUS) on 46 active users selected through purposive sampling. The results show that the VERRARI website achieved a SUS score of 75,97 (good), indicating that interface improvements enhanced usability and user experience. This study can serve as a reference for government institutions in developing more responsive and user-friendly public service websites.   Keywords: Interface; Website; Healthcare; Rapid Application Development; Evaluation; Usability; User Experience.
CLOUD NATIVE ZERO TRUST API GATEWAY ARCHITECTURE  FOR DIGITAL BANKING SYSTEMS Hutagaol, B. Junedi; Sitorus, Riama Santy
Jurnal Inovasi Pendidikan dan Teknologi Informasi (JIPTI) Vol. 7 No. 1 (2026): 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.v7i1.4065

Abstract

Abstract The increasing reliance on Application Programming Interfaces (APIs) in digital banking has expanded the attack surface of distributed systems, exposing limitations in traditional perimeter-based security models within cloud-native environments. This study aims to develop a Cloud-native Zero Trust API Gateway architecture that enables secure, scalable, and compliant API communication in digital banking ecosystems. A qualitative research approach was employed using a systematic literature review combined with architectural synthesis and expert validation to identify key security requirements and design principles. The findings demonstrate that integrating Zero Trust principles such as continuous authentication, identity-centric access control, least-privilege enforcement, and micro-segmentation into cloud-native components, including API Gateways, service meshes, and identity management systems, enables consistent, multi-layered security enforcement across distributed services. The proposed model further aligns security controls with international standards, including OWASP API Security Top 10, PCI DSS, and ISO/IEC 27001, reducing fragmentation between regulatory compliance and architectural implementation. This study concludes that embedding Zero Trust Architecture (ZTA) principles within a cloud-native API Gateway provides a unified and adaptive security framework capable of addressing the dynamic and complex security challenges of modern digital banking systems. Keywords: API; API Gateway; Cloud-native; Digital Banking; Zero Trust Architecture (ZTA).
PENGARUH PENGGUNAAN E-MODUL BERBASIS COMPUTATIONAL THINKING TERHADAP PEMAHAMAN KONSEPTUAL SISWA SMK Meyda; Jaka
Jurnal Inovasi Pendidikan dan Teknologi Informasi (JIPTI) Vol. 7 No. 1 (2026): 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.v7i1.4068

Abstract

The~ low le~ve~l of conce~ptual unde~rstandi~ng among vocati~onal hi~gh school stude~nts i~n le~arni~ng i~s ofte~n cause~d by a le~arni~ng proce~ss that te~nds to focus on me~mori~zi~ng formulas rathe~r than logi~cal re~asoni~ng. The~ purpose~ of thi~s study i~s to analyze~ the~ e~ffe~ct of usi~ng Computati~onal Thi~nki~ng (CT)-base~d e~-modul on the~ conce~ptual unde~rstandi~ng of vocati~onal hi~gh school stude~nts. Thi~s study i~s a quanti~tati~ve~ study usi~ng a quasi~-e~xpe~ri~me~ntal me~thod. The~ de~si~gn e~mploye~d i~s a non-e~qui~vale~nt control group de~si~gn. The~ sample~ consi~ste~d of 80 te~nth-grade~ stude~nts at SMK Sukatani~ Purwakarta, di~vi~de~d i~nto an e~xpe~ri~me~ntal class and a control class. The~ re~sults of the~ study show a si~gni~fi~cant e~ffe~ct on stude~nts' conce~ptual unde~rstandi~ng, as e~vi~de~nce~d by the~ si~gni~fi~cance~ value~ of the~ I~nde~pe~nde~nt Sample~ T-Te~st of 0.001 (p < 0.05). The~ ave~rage~ N-Gai~n score~ i~n the~ e~xpe~ri~me~ntal class re~ache~d 0.72 (hi~gh cate~gory), whi~le~ the~ control class only score~d 0.28 (low cate~gory). The~ e~ffe~ct si~ze~ te~st usi~ng Cohe~n's d produce~d a value~ of 0.812, whi~ch falls i~nto the~ strong e~ffe~ct cate~gory. The~ re~sults i~ndi~cate~ that CT-base~d e~-module~s are~ e~ffe~cti~ve~ i~n e~nhanci~ng vocati~onal hi~gh school stude~nts’ abi~li~ty to gai~n a de~e~p unde~rstandi~ng of conce~pts through syste~mati~c thi~nki~ng.   Keywords: Computati~onal Thi~nki~ng; Conce~ptual Unde~rstandi~ng; E~-moduls; Vocati~on Hi~gh School Stude~nt.
PENGEMBANGAN MEDIA PEMBELAJARAN INTERAKTIF PADA MATERI ALGORITMA UNTUK KELAS X SMK MMENGGUNAKAN METODE ADDIE Solihatunnisa, Astuti; Septiadi, Jaka
Jurnal Inovasi Pendidikan dan Teknologi Informasi (JIPTI) Vol. 7 No. 1 (2026): 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.v7i1.4073

Abstract

This study was motivated by the low level of student interest in learning algorithms at vocational high schools due to the lack of interactivity in the presentation of the material and the suboptimal integration of digital technology. Students tend to be more interested in digital-based learning with visualizations for abstract material; however, due to limitations in facilities, internet connectivity, and the availability of media, learning is still dominated by lectures and the use of PowerPoint. The study aims to develop interactive learning media for algorithm material for 10th-grade students at vocational high schools and to test the practicality and usability of the developed media. The Research & Development (R&D) method was used, employing the ADDIE model, which includes the stages of analysis, design, development, implementation, and evaluation. The research subjects were 102 10th-grade students majoring in Software and Game Development (PPLG) and Automotive Engineering (TO) at SMKN 1 Sukatani. Data collection was conducted through interviews, a practicality questionnaire, and the System Usability Scale (SUS) questionnaire. The results of this study indicate that the developed media was rated as highly valid, with a 93.3% validity score by subject matter experts and an 86.6% score by media experts. The media’s practicality level averaged 85.2%, indicating it is highly practical, while the SUS score averaged 77.5, falling into the “good” category, meaning the media is easy to use and well-received by students. Based on the findings, the interactive learning materials developed are suitable for use and can help increase students' interest in learning.   Keywords: Interactive Learning Media; Algorithms; ADDIE model; Practicality; System Usability Scale.
STUDENT ENGAGEMENT AND LEARNING OUTCOMES IN AI-BASED FLIPPED LEGAL ENGLISH CLASSROOMS: MIXED METHODS INVESTIGATION Silvia, Resi; Desmiyanti; Menrisal
Jurnal Inovasi Pendidikan dan Teknologi Informasi (JIPTI) Vol. 7 No. 1 (2026): 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.v7i1.4074

Abstract

This study examined the effectiveness of an AI-based flipped classroom in improving Legal English learning outcomes and student engagement among undergraduate law students in an English for Specific Purposes (ESP) context. Using an explanatory sequential mixed methods design, the study involved 34 undergraduate law students enrolled in a Legal English course at a private university in Jambi City, Indonesia. Quantitative data were collected through a pretest-posttest Legal English achievement test and a student engagement questionnaire, while qualitative data were obtained from classroom observations, reflective responses, and semi-structured interviews. The intervention was implemented over 10 instructional weeks through three stages: AI-supported pre-class preparation, active in-class learning, and post-class reflection. Quantitative findings indicated a statistically significant improvement in Legal English performance, with mean scores increasing on the posttest. Student engagement also increased significantly. Qualitative findings revealed that students gradually shifted from literal translation to contextual interpretation of legal terminology, became better prepared before class, participated more actively in classroom discussion, and viewed AI as a useful scaffold for initial understanding, although lecturer guidance remained essential for disciplinary accuracy. These findings suggest that an AI-based flipped classroom is a pedagogically promising approach for Legal English instruction in non-English-major ESP settings. Keywords: Artificial Intelligence; Flipped Classroom; Legal English; English for Specific Purposes; Student Engagement.
PERANCANGAN DAN EVALUASI SISTEM PEMBELAJARAN INTERAKTIF MENGGUNAKAN METODE SYSTEM USABILITY SCALE (SUS) DAN USER EXPERIENCE QUESTIONNAIRE (UEQ) Permatasari, Ainun; Septiadi, Jaka
Jurnal Inovasi Pendidikan dan Teknologi Informasi (JIPTI) Vol. 7 No. 1 (2026): 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.v7i1.4078

Abstract

Advances in digital technology call for learning systems that not only deliver content but also enhance student engagement and self-directed learning. However, most existing digital learning systems do not fully support the process of Self-Regulated Learning (SRL). This study aims to design and evaluate a prototype of an SRL-based interactive learning system using a User-Centered Design (UCD) approach. The prototype was developed using Figma and tested on 100 vocational high school students aged 16–18 via the Maze platform. The evaluation was conducted using the System Usability Scale (SUS) and the User Experience Questionnaire (UEQ). The results showed a 100% task success rate, with an SUS score of 75 falling into the “acceptable” category and UEQ results indicating a positive user experience across all dimensions. These findings indicate that the designed system has good usability and is capable of providing a learning experience that supports student engagement and independence in technology-based learning.   Keywords: Interactive Learning System; Self-Regulated Learning; System Usability Scale; User Experience Questionnaire; User Centered Design.
MODELING THE IMPACT OF MOBILE AND E-LEARNING ON COMPUTATIONAL THINKING SKILLS AMONG ENGINEERING STUDENTS USING SEM-PLS Hakiki, Muhammad; Abduh, Moh.
Jurnal Inovasi Pendidikan dan Teknologi Informasi (JIPTI) Vol. 7 No. 1 (2026): 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.v7i1.4097

Abstract

The rapid advancement of digital learning technologies has transformed higher education, emphasizing the need to develop higher-order cognitive skills such as computational thinking. This study investigates the impact of e-learning and mobile learning on computational thinking skills among engineering students in Indonesia using the Structural Equation Modeling–Partial Least Squares (SEM-PLS) approach. A total of 216 undergraduate students participated in this study. The measurement model demonstrates satisfactory reliability and validity, with indicator loadings exceeding 0.70. Cronbach’s alpha values range from 0.798 to 0.896, and composite reliability values range from 0.869 to 0.928, indicating strong internal consistency. Convergent validity is confirmed by Average Variance Extracted (AVE) values between 0.625 and 0.763, while discriminant validity meets the Fornell–Larcker criterion. The structural model results reveal that e-learning has a significant positive effect on computational thinking (β = 0.509, p < 0.001), followed by mobile learning (β = 0.421, p < 0.001). The model exhibits substantial explanatory power (R² = 0.888), indicating that both constructs jointly explain a large proportion of variance in computational thinking skills. This study contributes to the literature by providing empirical evidence on the effectiveness of integrating e-learning and mobile learning in enhancing computational thinking. The findings highlight the importance of combining structured and flexible digital learning environments to support the development of essential 21st-century skills in engineering education.
OPTIMALISASI TEKNOLOGI DALAM PEMBELAJARAN PENDIDIKAN JASMANI DI ERA DIGITAL Putra, Ikhsan Maulana; Raja Bani Pilitan; Refril Dani; Kurniawan
Jurnal Inovasi Pendidikan dan Teknologi Informasi (JIPTI) Vol. 7 No. 1 (2026): 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.v7i1.4109

Abstract

This study aims to analyze the optimization of technology in physical education learning in the digital era among students of the Physical Education Study Program at Muhammadiyah University of Muara Bungo. The urgency of this research is based on the need to adapt practical learning methods towards digital platforms to enhance effectiveness in higher education. This research employs a qualitative approach with a descriptive method. The research informants consisted of 57 students selected through purposive sampling. Data were collected through non-participant observation, semi-structured interviews, documentation, and literature review.The results show that the use of technology such as learning videos, online learning platforms, and fitness applications can increase learning motivation, facilitate understanding of practical materials, increase participation, and facilitate the learning evaluation process. However, the implementation of technology still faces obstac The results show that the use of instructional videos, Google Classroom, YouTube, and fitness applications can significantly increase students' motivation, participation, and understanding of motor skills. The study concludes that although technology greatly assists in evaluation and independent learning, its implementation is still hindered by limited network infrastructure and digital literacy. Keywords: Educational Technology; Digital Era; Physical Education; Learning Optimization.
Efektivitas Augmented Reality Dalam Meningkatkan Akurasi Gerak Pada Pembelajaran Tari Tradisional Nurmalena; Citrawati, AAIA; Oktavianus; Hardi
Jurnal Inovasi Pendidikan dan Teknologi Informasi (JIPTI) Vol. 7 No. 1 (2026): 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.v7i1.4112

Abstract

This study aims to analyze the effectiveness of Augmented Reality (AR) in improving motion accuracy in dance movement learning compared to conventional methods. The study used a quasi-experimental design, with an experimental group using AR media and a control group using conventional learning. Data were collected through pretest and posttest motion accuracy measurements, then analyzed using descriptive statistics, paired sample t-tests, independent sample t-tests, and ANCOVA with the pretest as a covariate. Furthermore, instrument reliability was tested using the Intraclass Correlation Coefficient (ICC). The results showed that both groups experienced significant improvement, but the AR group showed a higher improvement than the control group. Further testing revealed significant differences between the two groups in both the posttest and gain scores, with large to very large effect sizes. The ANCOVA analysis also indicated that the effect of AR remained significant after controlling for students' initial abilities. The ICC value of 0.88 indicates that the measurement instrument has good reliability. These findings suggest that Augmented Reality has strong potential for improving motor skills through the presentation of interactive three-dimensional visualizations, which support the process of observing, understanding, and reproducing movement more effectively. However, these results need to be interpreted with caution considering the limitations of the non-randomized study design. Further research is recommended to examine the long-term effectiveness and moderating factors influencing the success of AR-based learning.  
TRANSFORMASI DIGITAL DALAM PEMBELAJARAN MUSIK: STUDI BIBLIOMETRIK BERBASIS SCOPUS (2020–2025) Firdaus; Firman; Zulfahmi, Muhammad; Alfalah; Halim, M.
Jurnal Inovasi Pendidikan dan Teknologi Informasi (JIPTI) Vol. 7 No. 1 (2026): 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.v7i1.4124

Abstract

This study aims to map the development of research on digital transformation in music learning through a bibliometric approach based on Scopus data for the 2020–2025 period. The analysis was conducted to identify publication trends, thematic structure, and geographic distribution of research. The method used was bibliometrics with the help of VOSviewer to analyze keyword co-occurrence, thematic clusters, and the interrelationships between key concepts within the study area. The results show that publication trends fluctuated at the beginning of the period, then increased significantly in the later years, indicating a process of normalization and strengthening of the role of digital technology in music education. The thematic structure shows the dominance of pedagogical concepts such as music education and e-learning, but is beginning to evolve towards more complex technologies such as artificial intelligence and immersive systems. Meanwhile, the geographic distribution shows a dominance of developed countries with limited involvement from developing countries. The conclusion of this study confirms that digital transformation in music learning is an ongoing process of educational paradigm evolution, with a developmental direction toward more adaptive, inclusive, and multidisciplinary technology integration within the modern music learning ecosystem. Keywords: Digital Transformation; Music Learning; Bibliometrics; Digital Music Education.

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