cover
Contact Name
M. Miftach Fakhri
Contact Email
fakhri@unm.ac.id
Phone
+6282191045293
Journal Mail Official
irwansyahsuwahyu@unm.ac.id
Editorial Address
Kampus UNM Parangtambung, Jl. Daeng Tata Raya, Makassar, Sulawesi Selatan, Indonesia
Location
Kota makassar,
Sulawesi selatan
INDONESIA
Information Technology Education Journal
ISSN : 28097971     EISSN : 2809798X     DOI : -
Core Subject : Science, Education,
INTEC Journal is published by the Informatics and Computer Engineering Education Study Program at Makassar State University. INTEC Journal is published periodically three times a year, containing articles on research results and / or critical studies in the field of Informatics and Computer Engineering Education from students, lecturers, and practitioners from universities or research institutions. The INTEC journal already has a print version ISSN with the number 2809-798X in 2022 and an online version ISSN with the number 2809-7971. INTEC Journal contains articles on informatics and computer engineering education in particular: learning multimedia e-learning/blended learning, information system, artificial intelligence and robotics, embedded expert system, big data and machine learning, software and network engineering
Articles 14 Documents
Search results for , issue "Vol. 4, No. 4, November (2025)" : 14 Documents clear
Educational Games and Learning Management Quality as Predictors of Digital Literacy in Mathematics Ferawati; Royadi, Refi Nabillah; Saputri, Fiqih Hana
Information Technology Education Journal Vol. 4, No. 4, November (2025)
Publisher : Jurusan Teknik Informatika dan Komputer

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59562/intec.v4i4.9908

Abstract

This study aims to analyze the influence of educational game integration and learning management quality on students’ digital literacy competence in mathematics at SMK Bina Mandiri. The research is motivated by the growing need to strengthen digital literacy skills in technology-based learning, particularly in mathematics, which many students perceive as abstract and challenging. The study adopts a quantitative approach with an explanatory correlational design involving 60 eleventh-grade students. Data were collected using a closed-ended Likert-scale questionnaire (1–5) that had been tested for validity and reliability. Data were analyzed using SPSS with multiple regression, supported by classical assumption tests to ensure the suitability of the model. The results show that all measurement instruments meet the required validity and reliability criteria. The regression model fulfills the assumptions of normality, linearity, multicollinearity, and heteroscedasticity, indicating that the data are appropriate for further analysis. Both partially and simultaneously, educational game integration (X₁) and learning management quality (X₂) positively and significantly affect digital literacy competence in mathematics (Y). The coefficient of determination (R²) of 0.611 indicates that 61.1% of the variance in students’ digital literacy competence is explained by the two independent variables, while the remaining 38.9% is influenced by other factors such as student motivation, technological infrastructure, and the broader learning environment. These findings highlight the importance of structured game-based learning and effective learning management in supporting students’ digital skills. Findings suggest that integrating educational games with strong learning management enhances vocational students’ digital literacy.
The Role of Learning Website Integration, Teacher Support, and Student Independence in Enhancing Mathematics Competence at Vocational Schools Stianingsih, Lilis; Ferawati; Saputri, Fiqih Hana; Sofia, Detin
Information Technology Education Journal Vol. 4, No. 4, November (2025)
Publisher : Jurusan Teknik Informatika dan Komputer

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59562/intec.v4i4.9909

Abstract

Mathematics competence is essential for developing students’ analytical and problem-solving abilities in vocational education. However, many students still face challenges in mastering mathematical concepts effectively. This study aims to examine the influence of Learning Website Integration, Teacher Support, and Student Independence on students’ mathematics competence using a quantitative ex post facto design. The research involved 100 respondents from SMK Bina Mandiri. Data were collected through questionnaires and mathematics competency tests, then analyzed using descriptive statistics and multiple linear regression. The results show that the regression model meets all classical assumption tests and is statistically appropriate for explaining the relationships among variables. Simultaneous testing indicates that all three independent variables significantly influence students’ mathematics competence. Partial testing reveals that each variable has a significant positive effect, with Teacher Support identified as the most dominant factor. The coefficient of determination (R²) is 0.572, meaning that 57.2% of the variation in mathematics competence can be explained by the three variables, while the remaining 42.8% is influenced by other factors outside the model. These findings highlight the importance of integrating technology, strengthening teacher support, and fostering student independence to improve mathematics learning outcomes in vocational education. The results of this study provide guidance for implementing technology-based pedagogy in vocational education.
Bridging Technology and Emotion: How Interaction Shapes Student Engagement in Blended Learning Ahmad Shofi M; Rian Permana Suryadipraja; Rahman Tanjung
Information Technology Education Journal Vol. 4, No. 4, November (2025)
Publisher : Jurusan Teknik Informatika dan Komputer

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59562/intec.v4i4.10064

Abstract

Interaction has become a central determinant of learning success in blended education, particularly in shaping students’ emotional, cognitive, and behavioral engagement. From the perspective of educational psychology, interaction fulfills basic psychological needs autonomy, competence, and relatedness yet its empirical role in secondary education contexts remains underexplored. This quantitative causal-comparative study involved 180 students from three secondary schools in Kendal Regency, Central Java, implementing blended learning. Data were collected using validated Likert-scale questionnaires based on the Online Student Engagement Scale (OSE) and the Blended Learning Interaction Scale (BLIS). Descriptive and inferential analyses were conducted using SPSS 26, including correlation and multiple regression tests.Findings show that all forms of interaction teacher–student (β = 0.382), student–student (β = 0.304), and student–content (β = 0.261) significantly affect student engagement (p < 0.001), explaining 61% of its variance (R² = 0.61). Teacher–student interaction emerged as the strongest predictor, emphasizing the continuing importance of pedagogical and emotional support in hybrid learning environments.Interaction quality, rather than technology alone, determines sustained engagement by fulfilling psychological needs and promoting intrinsic motivation. Practically, schools should strengthen teacher facilitation skills, peer collaboration mechanisms, and content interactivity in digital platforms. The study contributes to the integration of Self-Determination Theory and Community of Inquiry frameworks, offering insights for designing interaction-centered pedagogy that fosters emotional well-being and meaningful engagement in blended learning.
Integrating Digital Multilingual Literacy in the Merdeka Curriculum: A Case Study from Jambi Province Siti Rahmiati; Viona Sapulette; Merlyn Rutumalessy; Hendra Sudarso; Everhard Markiano Solissa
Information Technology Education Journal Vol. 4, No. 4, November (2025)
Publisher : Jurusan Teknik Informatika dan Komputer

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59562/intec.v4i4.10169

Abstract

Digital transformation has significantly expanded opportunities for multilingual literacy in Indonesia, yet its integration within the Merdeka Curriculum at the junior high school level, especially in linguistically diverse regions such as Jambi Province, remains underexplored. This study aims to examine how digital-based multilingual literacy is implemented and to identify factors that facilitate or hinder its practice. A qualitative exploratory case study design was employed, involving five schools, three language teachers, one principal, and three students. Data were collected through in-depth interviews, classroom observations, and document analysis, and were thematically analyzed to capture pedagogical strategies, student experiences, and institutional support. Findings indicate that the Merdeka Curriculum enables the adaptation of national policies to local sociolinguistic contexts through translanguaging, digital storytelling, and collaborative learning strategies, enhancing student engagement, creativity, and communication skills. Challenges such as disparities in infrastructure, limited teacher training, and inconsistent policy application were observed, while active teacher agency, visionary school leadership, and community collaboration emerged as key factors sustaining innovation. Limitations include the restricted scope of research sites and the absence of quantitative evaluation of learning outcomes. Overall, the study concludes that integrating multilingual and digital literacy promotes inclusive and adaptive learning, strengthens students’ national identity, and fosters global competencies. Policy implications include the need for structured professional development, equitable allocation of digital resources, and participatory school governance to ensure the sustainability and scalability of multilingual-digital practices in Indonesian education.
Android-Based AR Game for Teaching Division to Students with Mild Intellectual Disabilities Rahayu, Sri; Widayati; Soetjipto, Ken Sabardiman; Setyaningsih, Siska; Zen, Ahmad Bachtiar
Information Technology Education Journal Vol. 4, No. 4, November (2025)
Publisher : Jurusan Teknik Informatika dan Komputer

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59562/intec.v4i4.10452

Abstract

This study aims to develop innovative learning media in the form of Android-based educational games with Augmented Reality (AR) technology to help students with intellectual disabilities (mild mental retardation) in public high schools in the DKI Jakarta area understand the basic concepts of division in mathematics. The limitations of conventional learning media and the lack of teacher knowledge in digital technology development are the background of this study. The approach used is Research and Development (R&D) with the Multimedia Development Life Cycle (MDLC) method, which includes the stages of conceptualisation, design, material collection, creation, testing, and distribution. The developed application was validated by media experts, material experts, as well as teachers and students through questionnaires, showing positive responses to the material, design, and language aspects.  A total of 56.5% strongly agreed that the application improved their understanding of division, and 60.9% strongly appreciated the design features. The language used in the application was perceived as easy to understand, reflected in 96.7% positive responses. Moreover, the application encouraged active participation (100%), increased learning interest (100%), and contributed positively to classroom activities (95.3%). The test results concluded that this application is effective in attracting students' interest and improving their understanding of the concept of division, and can be an innovative solution in inclusive education based on the principles of Gender Equity and Social Inclusion (GESI). This learning media is expected to expand access, improve the quality of learning, and support equal education rights for children with mild intellectual disabilities.
The Influence of Students’ Perceptions of ChatGPT Use on Problem-Solving Ability: Integration of the Technology Acceptance Model and Self-Determination Theory Muhammad Fadhil Hani; Muhammad Yahya; Muhammad Yusuf Mappeasse; Ridwan Daud Mahande; M. Miftach Fakhri
Information Technology Education Journal Vol. 4, No. 4, November (2025)
Publisher : Jurusan Teknik Informatika dan Komputer

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59562/intec.v4i4.10462

Abstract

The emergence of ChatGPT has fundamentally reshaped programming education while raising concerns about student over-reliance and weakened independent problem-solving. This research examines how students' attitudes toward ChatGPT including perceived utility (PU), accessibility (PEOU), capability (PC), and self-directedness (PA) influence their problem-resolution skills (PSA). The study integrates Technology Acceptance Model (TAM) with Self-Determination Theory (SDT) frameworks. Using quantitative methodology, data from 165 Informatics Education students at Universitas Negeri Makassar underwent PLS-SEM analysis. Measurement reliability was confirmed (factor loadings exceeded 0.733, AVE surpassed 0.50, CR topped 0.896, HTMT below 0.90). The structural model accounted for 70.2% variance in problem-solving capability (R² = 0.702). Three hypotheses received support: accessibility positively influenced problem-solving (β = 0.377, p < 0.001, f² = 0.138), capability showed positive effects (β = 0.334, p = 0.001, f² = 0.121), and self-directedness contributed positively (β = 0.218, p = 0.030, f² = 0.052). However, perceived utility showed no meaningful association (β = -0.017, p = 0.443). Results reveal cognitive achievement relies more on system accessibility and psychological need satisfaction than perceived utility, contradicting traditional TAM assumptions. Pedagogically, instructors should position ChatGPT as an intellectual companion enhancing critical thinking and independence rather than creating dependency. Study limitations include cross-sectional design, self-report measures, and single-institution sampling. Future research should employ longitudinal designs with objective assessments while controlling confounding variables.
Assessing Teaching Factory Implementation through Students’ Perceptions: A CIPP Model Approach Sanatang; Sulaiman, Dwi Rezky Anandari; Ninik Rahayu Ashadi; Muh. Ihsan Zulfikar
Information Technology Education Journal Vol. 4, No. 4, November (2025)
Publisher : Jurusan Teknik Informatika dan Komputer

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59562/intec.v4i4.10530

Abstract

This study aims to assess the implementation of the Teaching Factory (TeFa) program through students’ perceptions using the CIPP (Context, Input, Process, Product) evaluation model. The evaluation focused solely on students’ viewpoints as direct beneficiaries of production-based vocational learning, excluding teachers’ and industry partners’ perspectives. A quantitative survey method was employed, involving 70 students from SMKN 10 Makassar, who completed a 12-item questionnaire with high internal reliability (Cronbach’s α = 0.894). Data were analyzed descriptively and through Spearman’s rank correlation to examine the relationships among the CIPP dimensions. The results indicate that students’ perceptions of TeFa implementation were within the “fair to good” range: Context (47.14% fair, 28.57% good, 24.29% very good), Input (41.43% fair, 38.57% good, 18.57% very good), Process (40% fair, 42.86% good, 14.29% very good), and Product (40% fair, 30% good, 24.29% very good). All dimensions showed positive and significant correlations (ρ = 0.619–0.794, p < 0.001), with the strongest relationship between Process and Product (ρ = 0.794), indicating that better learning processes are closely linked to improved learning outcomes. In conclusion, the Teaching Factory program is perceived as moderately effective by students. Improvement efforts should prioritize the Input dimension such as facilities, learning materials, and industrial engagement—and strengthen the Process dimension through enhanced mentoring and integration of production activities. Future research should involve teachers and industry partners to provide a more comprehensive CIPP-based evaluation.
A PLS-SEM Analysis of Basic Psychological Needs on Self-Regulation in Digital Learning: Insights from Self-Determination Theory Ahmad Faris Al Faruq; Muhammad Fardan; Awalia, Andi Dio Nurul; Nurrahmah Agusnaya; M.Miftach Fakhri
Information Technology Education Journal Vol. 4, No. 4, November (2025)
Publisher : Jurusan Teknik Informatika dan Komputer

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59562/intec.v4i4.10813

Abstract

In the rapidly evolving digital age, technology-based learning has become integral to modern education, offering flexibility and accessibility while introducing challenges in student engagement and motivation. This study explores the relationship between basic psychological needs: autonomy, competence, and relatedness. Outlined in Self-Determination Theory (SDT) and self-regulated learning in digital environments. Utilizing Partial Least Squares Structural Equation Modeling (PLS-SEM), data was collected from 737 students to examine how these needs impact self-regulation in digital learning. The findings reveal that fulfilling these psychological needs significantly enhances students' self-regulation, leading to improved learning outcomes. Autonomy, particularly when supported by digital tools, and competence, bolstered by immediate feedback and digital literacy, are crucial for fostering effective self-regulation. Relatedness, although less influential, remains important in maintaining motivation through social connections in online learning. The study contributes to the growing body of literature on SDT by highlighting the importance of creating digital learning environments that cater to students' psychological needs, thereby enhancing motivation and academic success.
Heyzine Website Development Based on Guidance in Giving Service Guidance Information at MAN 1 Makassar City Atirah Faisal, Nur Faisah; Ratna Wulandari; Sandi Pratama
Information Technology Education Journal Vol. 4, No. 4, November (2025)
Publisher : Jurusan Teknik Informatika dan Komputer

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59562/intec.v4i4.10748

Abstract

Development Heyzine website based about guidance in giving service information at MAN 1 Makassar City. Research This aim For know use development Heyzine website based on guidance in giving service information. Developing the heyzine website for know effectiveness in giving service information in guidance and counseling. Research Methods and Development (R&D) is used in study This with model ADDIE procedural research This held at MAN 1 Makassar City during One month start from April to May 2025. Techniques used that is random sampling technique . Research result show that heyzine website development based on guidance in giving service information use emodul in giving service information on the eye lesson Guidance and Counseling (BK), has innovation latest in giving its services, namely digital book media that is packaged in e- module which is accompanied by fun games and various type material in accordance need from participant students who are in the Madrasah Aliyah (MA) realm or School Senior High School (SMA). Criteria validity Innovation latest from e- module This with percentage of 91.3% in eligibility unique use Study while play.
Learning Management System Usage and English Learning Motivation: Evidence from a Simple Linear Regression Study Aam Amaliah; Heny Fitriani; Rosdiana; R. Dewi Mutia Farida; Fitriani Yuniar
Information Technology Education Journal Vol. 4, No. 4, November (2025)
Publisher : Jurusan Teknik Informatika dan Komputer

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59562/intec.v4i4.10779

Abstract

The integration of Learning Management Systems (LMS) has become an essential component of English language instruction in higher education, particularly in vocational contexts. However, empirical evidence explaining how LMS usage influences students’ learning motivation remains limited. This study aims to examine the effect of LMS usage on students’ motivation in learning English using a quantitative explanatory approach. The study involved 120 vocational higher education students enrolled in English courses, selected through proportionate stratified random sampling. Data were collected using a Likert-scale questionnaire and analyzed using simple linear regression with SPSS. The results indicate that LMS usage has a significant positive effect on students’ English learning motivation (β = 0.484, p < 0.001), with an R² value of 0.318, suggesting that LMS usage explains 31.8% of the variance in learning motivation. These findings demonstrate that structured LMS features, interactive content, and timely feedback contribute meaningfully to students’ motivational engagement in English learning. This study provides empirical evidence that LMS functions not only as a digital learning platform but also as a motivational driver in vocational English education, offering practical implications for instructors and institutions in designing effective LMS-supported learning environments.

Page 1 of 2 | Total Record : 14