cover
Contact Name
Eko Risdianto
Contact Email
eko_risdianto@unib.ac.id
Phone
+6285267321435
Journal Mail Official
jentik.1001tutorial@gmail.com
Editorial Address
Perumnas Pinangmas Blok J. No 234 Bentiring Permai Kota Bengkulu.
Location
Kota bengkulu,
Bengkulu
INDONESIA
Jurnal Pendidikan Teknologi Informasi dan Komunikasi
ISSN : -     EISSN : 29631963     DOI : https://doi.org/10.58723/jentik.v2i1.137
Core Subject : Science, Education,
Jurnal Pendidikan Teknologi Informasi dan Komunikasi (JENTIK) with ISSN 2963-1963. is a journal managed by CV Media Inti Teknologi. Publish articles on community service activities in the fields of education, design, development, assessment, model, Technology, e-learning, Blended Learning, MOOCs, Multimedia, Digital Learning Etc.
Articles 31 Documents
Web-Based Mind Mapping Learning Media to Improve Students' Conceptual Understanding of Magnetic Field Material at SMAN Kota Bengkulu Refiana, Refiana; Risdianto, Eko; Purwanto, Andik
JENTIK : Jurnal Pendidikan Teknologi Informasi dan Komunikasi Vol. 3 No. 2 (2024): Jurnal Pendidikan Teknologi Informasi dan Komunikasi
Publisher : CV Media Inti Teknologi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58723/jentik.v3i2.282

Abstract

This study aims to describe the feasibility and perception of web- based mind mapping learning media to improve students' conceptual understanding of magnetic field material from students. This study is a research and development (R&D) with a 3D model with steps of definition, design, and development. The data collection technique is a non-test technique that uses observation data, document review, and questionnaires. The data analysis techniques used are descriptive, qualitative, and quantitative methods. The subjects used in this study were physics teachers and grade XII students at SMA 9 Bengkulu City. The results of the study obtained data that the mind mapping learning media developed is included in the very feasible criteria with an average percentage of 86%, so it is worthy of being tested for readability so that it gets a very good perception assessment with an average percentage of 87%. Based on the results of the study obtained, it can be concluded that the mind mapping learning media developed received a very good response and can be used as an alternative learning media in the classroom.
The Use of Audio-Visual Media to Improve Learning Outcomes of Fourth-Grade Students in Pancasila Education Juwita, Selvy Ayu; Apriani, Ria; Hotnida, Denny
JENTIK : Jurnal Pendidikan Teknologi Informasi dan Komunikasi Vol. 3 No. 2 (2024): Jurnal Pendidikan Teknologi Informasi dan Komunikasi
Publisher : CV Media Inti Teknologi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58723/jentik.v3i2.316

Abstract

This study aims to improve the learning outcomes of fourth-grade students in Pancasila Education through the use of Audio-Visual media at SD Negeri 37 Bengkulu. This research is a Classroom Action Research (CAR), conducted in four stages: planning, implementation, observation, and reflection. The research subjects were 28 fourth-grade students. Three data collection techniques were employed: observation, documentation, and tests. The results showed an improvement in student learning outcomes and positive student responses. Student learning outcomes increased significantly. In the pre-cycle stage, the student mastery percentage was 42.86%, with 12 students achieving mastery. In the first cycle, the percentage of student mastery increased to 71.43%, with 20 students achieving mastery, and in the second cycle, the percentage of student mastery nearly reached perfection, at 92.86%, with 26 out of 28 students achieving mastery. This indicates that the application of audio-visual media can enhance student learning outcomes in Pancasila education.
Efforts to Improve Learning Outcomes Through Smart Board Media in Pancasila Education Subjects for Second Grade Students Oknita, Eva; Apriani, Ria; Hotnida, Denny
JENTIK : Jurnal Pendidikan Teknologi Informasi dan Komunikasi Vol. 3 No. 2 (2024): Jurnal Pendidikan Teknologi Informasi dan Komunikasi
Publisher : CV Media Inti Teknologi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58723/jentik.v3i2.318

Abstract

The purpose of community service is to make a real and positive contribution to society through various useful activities. The learning outcomes of second-grade students at SD Negeri 37 Bengkulu City in Pancasila Education are still low. During the learning process, students tend not to pay attention to the teacher's explanations. This is due to the teacher-centered learning process, which results in poor student learning outcomes. This study aims to improve the learning outcomes of second-grade students in Pancasila Education subjects at SD Negeri 37 Bengkulu City through the implementation of Smart Board media. This research is a classroom action research (CAR) that consists of two cycles. Each cycle consists of four stages: planning, action implementation, observation, and reflection. The subjects of this study were 20 second-grade students. Data collection techniques were conducted through tests (formative tests) and non-tests (observation and documentation). In the pre-cycle, the percentage of student mastery was 40% or 8 students; in cycle I, student mastery increased to 70% or 14 students; and in cycle II, the percentage of student mastery almost reached perfection at 90% or 18 students out of a total of 20 students. It can be concluded that Pancasila Education using Smart Board media can improve the learning outcomes of second-grade students at SD Negeri 37 Bengkulu City.
Feasibility Test of Moocs Platform Development for Interactive Adaptive Digital Modules for Hybrid Classes Implementation in Providing Easy Access for Students with Disabilities Fitranita, Vika; Risdianto, Eko; Ardina, Mona
JENTIK : Jurnal Pendidikan Teknologi Informasi dan Komunikasi Vol. 3 No. 2 (2024): Jurnal Pendidikan Teknologi Informasi dan Komunikasi
Publisher : CV Media Inti Teknologi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58723/jentik.v3i2.329

Abstract

This article aims to present the results related to the feasibility test of the moocs platform for interactive adaptive digital modules for the implementation of hybrid classes in providing easy access for students with disabilities that have been developed. The research was conducted in 2024 by 3 researchers. Researchers developed the product by applying the ADDIE model (Analysis, Design, Develop, Implementation, Evaluation). One of the processes of the development model is to conduct a feasibility test on the product being developed. The feasibility test was carried out by 4 validators by filling out a closed questionnaire. The aspects that were the focus of the assessment by the validators were the Graphics Aspect, Media Aspect, Language Feasibility Aspect, Presentation Feasibility Aspect, and Content Feasibility Aspect. The feasibility test of the developed product was carried out by 4 validators with the focus of the assessment being the Graphics Aspect, Media Aspect, Language Feasibility Aspect, Presentation Feasibility Aspect, and Content Feasibility Aspect. In the four aspects that were the focus of the assessment by the validators, the percentage value obtained was above 85%. So, it can be concluded that the product being developed is feasible to be implemented.
Literature Analysis on the Impact of Gamified Education on Engagement, Motivation, and Learning Outcomes Among Preschool Children in Rural Communities in China You, Xinni; Sanmugam , Mageswaran
JENTIK : Jurnal Pendidikan Teknologi Informasi dan Komunikasi Vol. 3 No. 2 (2024): Jurnal Pendidikan Teknologi Informasi dan Komunikasi
Publisher : CV Media Inti Teknologi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58723/jentik.v3i2.337

Abstract

This study explores the impact of gamified education on preschool children in rural communities, focusing on engagement, motivation, and learning outcomes. Gamification, the application of game design elements in non-game contexts, has shown positive effects in educational settings, particularly in enhancing student motivation and engagement. However, its application in rural communities, characterized by limited educational resources, remains underexplored. This research investigates how gamified learning can address the educational challenges faced by rural preschool children, integrating local cultural elements to improve learning experiences. A quasi-experimental design was employed, with an experimental group engaging in gamified learning activities based on rural culture and a control group receiving traditional instruction. The study utilized a mixed-methods approach, including surveys, direct observations, and interviews with teachers, parents, and children, to assess learning motivation, engagement, and academic outcomes. Results indicated that children in the gamified learning group showed higher levels of participation, motivation, and academic achievement compared to those in the control group. Furthermore, incorporating traditional rural games into the gamification process not only increased engagement but also helped preserve local cultural heritage. Despite challenges such as limited digital infrastructure, the study highlights the potential of gamification to promote learning and cultural identity in resource-constrained environments. The findings suggest that gamification, when adapted to local contexts, can significantly enhance the educational experiences of preschool children in rural communities, fostering both academic and cultural development. This study provides valuable insights for future research and educational policy in rural areas.
Analyzing the Effects of the Covid-19 Pandemic on University Students' Academic Performance Administration: A Post-Pandemic Assessment Arshad, Mahek; Ajmal, Muhammad; Riady, Yasir
JENTIK : Jurnal Pendidikan Teknologi Informasi dan Komunikasi Vol. 4 No. 1 (2025): Jurnal Pendidikan Teknologi Informasi dan Komunikasi
Publisher : CV Media Inti Teknologi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58723/jentik.v4i1.435

Abstract

Background of study: Covid-19 disease has significantly impacted all characteristics in life worldwide. Higher education is encountering substantial problems throughout the diverse industries impacted. This transition has resulted in significant implications, especially for the students' in education performance. Aims and scope of paper: This learning aimed to examine the effect of the Covid-19 on university students' academic routine and to assess the problems posed by the adoption of online learning practices during this period. The study also seeks to provide remedies by creating conceptual models to mitigate the effects of these difficulties in the future. Methods: This study applied a qualitative methodology to analysed the textual material and employed a fundamental quantitative methodology for doing descriptive analysis that corroborates the findings. A self-administered questionnaire was created. The study employed purposive sampling, yielding a total of 106 respondents. Students encountered various obstacles, including inadequate assistance to adjust to the alterations in their education resulting from COVID-19. Results: They faced insurmountable workloads that were untenable without sufficient assistance from educators. Moreover, challenges included inadequate computer literacy, absence of energy and internet access at home, and sluggish connection speeds exacerbated their learning experiences, ultimately affecting their academic achievement. Universities are advised to prioritize the allocation of training and resources to adeptly handle analogous situations in the future. Conclusion: Educators should be provided assistance in developing interactive online learning resources and materials for institutions of higher education. Establishing and maintaining efficient communication techniques with management, staff, educators, and students is crucial for ensuring that all parties are informed and updated regarding subsequent phases of the transition and ongoing training support.
IoT-Based Cup Sealer Machine Automation Using Nodemcu ESP32 Aminudin, Nur; Usmanto, Budi; Feriyanto, Dwi; Septasari, Dita; Andika, Tahta Herdian; Muhammad, Adamu Abubakar
JENTIK : Jurnal Pendidikan Teknologi Informasi dan Komunikasi Vol. 4 No. 1 (2025): Jurnal Pendidikan Teknologi Informasi dan Komunikasi
Publisher : CV Media Inti Teknologi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58723/jentik.v4i1.442

Abstract

Background of study: The development of the food and beverage industry demands innovation in efficient and reliable packaging processes. Conventional cup sealing machines often face limitations in speed and precision, necessitating technology-based solutions. Aims and scope of paper: This objective of the study is to design and implement an automated cup sealer system based on the Internet of Things (IoT), using the NodeMCU ESP32, capable of performing sealing and real-time monitoring. The system integrates a flowmeter sensor to detect the presence of cups, a stepper motor for the sealing process, and an LCD display along with WiFi connectivity for monitoring production data. Methods: The methodology involves hardware design, control system programming, and performance testing of the device under various temperature and motor speed parameters. Result: The results show that the system can increase production efficiency by up to six times compared to the manual method, with a capacity of 300 cups per hour and a sealing success rate of 95% at an optimal temperature of 100°C and a motor speed of 10 RPM. Synchronization among components was enhanced through sensor calibration and algorithm development. Conclusion: In conclusion, this automated system not only improves efficiency and accuracy but also offers flexibility and IoT-based control, making it highly relevant for small and medium-sized industries.
Predicting Student Depression Using the Naive Bayes Model on the Student Depression Dataset from Kaggle Sonjaya, Rebina Putri; Gintara, Andre Rangga; Riza, Lala Septem; Nursalman, Muhammad; Nugraha, Eki; Wahyudin, Didin
JENTIK : Jurnal Pendidikan Teknologi Informasi dan Komunikasi Vol. 4 No. 1 (2025): Jurnal Pendidikan Teknologi Informasi dan Komunikasi
Publisher : CV Media Inti Teknologi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58723/jentik.v4i1.448

Abstract

Background of Study: The increasing prevalence of depression among college students highlights the urgent need for effective early detection strategies to promote mental well-being within higher education environments. Aims and Scope of Paper: This study aims to develop a predictive model for student depression using the Naive Bayes classification algorithm, with a focus on identifying key contributing factors from student-related data. Methods: The research utilizes the Student Depression dataset from Kaggle, containing structured survey data on academic stress, sleep duration, financial stress, GPA, and family mental health history. Data preprocessing included feature selection, handling of missing values, and normalization. The dataset was split into training and testing sets at a 75:25 ratio. Model training was conducted using the R programming language with the application of Laplace smoothing. Result: The Naive Bayes model achieved an accuracy of 77.66%, a specificity of 84.21%, and a sensitivity of 68.42%, indicating strong predictive performance, particularly in identifying depressive cases. Financial and academic stress were identified as the most influential factors. Conclusion: Despite its simplicity, the Naive Bayes algorithm proves to be an effective tool for initial screening of students at risk of depression, offering valuable support for educational institutions in delivering timely mental health interventions.
Development of Interactive Learning Media on Light Vehicle Engine System Based on Classpoint to Improve Student Learning Achievement (A Study on Light Vehicle Engine System Components for Grade XI Students at SMK Negeri 3 Seluma) Hadi, Sofian; Sapri, Johanes; Risdianto, Eko
JENTIK : Jurnal Pendidikan Teknologi Informasi dan Komunikasi Vol. 4 No. 1 (2025): Jurnal Pendidikan Teknologi Informasi dan Komunikasi
Publisher : CV Media Inti Teknologi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58723/jentik.v4i1.449

Abstract

Background of study: The low academic achievement of students in understanding the elements of light vehicle engine systems, particularly in the subject of engine management systems (EMS) at SMK Negeri 3 Seluma, is caused by the lack of use of interactive learning media that are interesting and suited to the characteristics of the students. Therefore, there is a need to develop innovative and interactive learning media to improve student academic achievement. Aims and scope of paper: This research aims to develop ClassPoint-based interactive learning media  on engine management system (EMS) materials and test the feasibility and effectiveness of these media in improving student learning achievement. The scope of the research is focused on grade XI TKR students at SMK Negeri 3 Seluma on the competence of light vehicle engineering regarding the elements of the light vehicle engine system. Methods: The research method uses a Research and Development (R&D) approach with the ADDIE (Analysis, Design, Development, Implementation, Evaluation) development model. Results: The results of the study showed that the ClassPoint-based learning media  developed was declared very feasible based on the results of validation of material experts, media experts, and positive responses from teachers and students with  an overall media feasibility assessment of 92.87% with an average percentage of 92.87%. In addition, the results of the effectiveness test showed a significant increase in student learning achievement, which was evidenced by the comparison of pretest and posttest scores between the experimental class and the control class using the t test with the result t calculated = 2.730 > t table = 1.995 (N=69, α=0.05). Conclusion: The conclusion of this study is that ClassPoint-based interactive learning media is effective and feasible to be used as a learning tool in engine management system (EMS) materials to improve student learning achievement.
The Effect of Conducting Practical Hand-On Activities in SMK Negeri 4 Muko-Muko Siska, Jumiati; Franzhardi, Didi
JENTIK : Jurnal Pendidikan Teknologi Informasi dan Komunikasi Vol. 4 No. 1 (2025): Jurnal Pendidikan Teknologi Informasi dan Komunikasi
Publisher : CV Media Inti Teknologi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58723/jentik.v4i1.434

Abstract

Background of study: The Fourth Industrial Revolution demands graduates equipped with practical, adaptive skills beyond theoretical knowledge. However, conventional teacher-centered instruction often hinders the development of essential competencies, especially in vocational subjects such as graphic design using CorelDRAW, where direct practice is crucial. Aims and scope of paper: This study aims to examine the effectiveness of the Hands-On Activity learning model in improving learning outcomes, motivation, and technical skills of grade X Multimedia students at SMK Negeri 4 Mukomuko. Methods: A quantitative quasi-experimental method was employed using a Nonequivalent Control Group Design involving two naturally formed classes of 30 students each. Class X Multimedia A was assigned as the experimental group (Hands-On Activity), and Class X Multimedia B as the control group (conventional learning). Data were collected through validated pretest and posttest instruments. Normality was tested using Shapiro-Wilk, and homogeneity using Levene's test. An independent samples t-test was conducted to determine the effect of the treatment. Result: The results showed a significant improvement in the experimental group’s learning outcomes. The normality test confirmed the data were normally distributed (Sig. > 0.05), and the homogeneity test indicated equal variances (p = 0.125). Hypothesis testing revealed a t-value of 10.57, exceeding the critical value of 2.0024, leading to the acceptance of the alternative hypothesis. Conclusion: The study concludes that the Hands-On Activity model effectively enhances student engagement, motivation, and mastery of both theoretical and practical knowledge in Informatics, making it a suitable strategy for vocational education.

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