cover
Contact Name
M. Miftach Fakhri
Contact Email
fakhri@diginus.id
Phone
+6281212989654
Journal Mail Official
dewifatmaranis@gmail.com
Editorial Address
Antang, Makassar, South Sulawesi, Indonesia
Location
Kota makassar,
Sulawesi selatan
INDONESIA
Indonesian Technology and Education Journal
ISSN : 29858208     EISSN : 29858216     DOI : https://doi.org/10.61255/itej
Core Subject : Science, Education,
This journal publishes research articles on various innovations in education and technology that are interesting and have an impact on the development of education and technology. The journal publishes articles on interdisciplinary content and cross-field dimensions related to technology development and the education environment. The journal includes, but is not limited to the following fields: Technology Machine Learning Cloud Computing Virtual and Augmented Reality Systems Human-Computer Interaction Emerging Technology Computer Vision Data Visualization Education Learning Analytics Innovative Pedagogies Educational Technology Computing Education Mobile Learning Social Media for Learning Out-of-School Applications
Articles 33 Documents
Evaluasi Kepuasan Mahasiswa Terhadap Pembelajaran Dengan Konsep Flipped Classroom Di Masa Endemi Covid-19 Asis Nojeng; Ana Sulistiana Alwi; Alfatira Nur Aisah; Zyair Muzyaitir; Muhammad Fardan; Deliya
Indonesian Technology and Education Journal Volume 1 No. 1 Februari 2023
Publisher : Sakura Digital Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61255/itej.v1i1.42

Abstract

Pandemi Covid-19 masih melanda hingga saat sekarang dan belum bisa dipastikan kapan akan berakhir. Hal ini memberikan dampak pada semua sektor kehidupan manusia termasuk bidang pendidikan. Sebelumnya Pemerintah sudah menetapkan kebijakan pembelajaran jarak jauh namun di tahun 2021 bulan Juli pembelajaran tatap muka sudah diperbolehkan bagi sekolah yang sudah memenuhi kriteria untuk melakukan proses pembelajaran secara offline. Tujuan penelitian ini untuk mengetahui kepuasan mahasiswa terhadap pembelajaran dengan konsep Flipped Classroom di masa endemi covid-19 di Jurusan Teknik Informatika dan Komputer Universitas Negeri Makassar. Saat ini para pendidik juga kian berinovasi untuk menerapkan model pembelajaran ini dengan metode campuran (blended) antara tatap muka dan daring. Model Blended Learning yang cocok untuk lebih mengaktifkan peserta didik dimasa endemi ini dengan pembelajaran secara daring, yaitu penggunaan Blended Learning model flipped classroom. Penelitian ini menggunakan metode penelitian kuantitatif atas metode survei yang dibagikan kepada mahasiswa Jurusan Teknik Informatika dan Komputer.
Pengembangan Metode Blended Learning Sebagai Alternatif Pembelajaran Di Masa New Normal Muhammad Ansarullah S. Tabbu; Ahmad Miftahurrahman Anwar; Kristian Unga; Rahmadani
Indonesian Technology and Education Journal Volume 1 No. 1 Februari 2023
Publisher : Sakura Digital Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61255/itej.v1i1.43

Abstract

World Health Organization (WHO)  resmi menetapkan  penyakit novel corona virus dengan sebutan Corona virus Disease (COVID-19). Wabah virus corona juga sudah masuk ke Indonesia pada awal maret 2020. Virus corona masih terus menyebar di Indonesia hingga saat ini tercatat 132.816 kasus terkonfirmasi positif diantaranya 5.968 meninggal. Pandemi COVID-19 mempengaruhi berbagai bidang kehidupan termasuk pendidikan. Blended  Learning merupakan solusi pembelajaran diera digital karena akan meningkatkan keterampilan soft skill bagi siswa/mahasiswa. Media yang digunakan pada model blended learning ini adalah media elektronik (e-learning). Salah satu jenis penerapan dari pembelajaran elektronik (e-learning) adalah pembelajaran berbasis web yang bisa diakses melalui jaringan internet. Tujuan penelitian ini adalah untuk mendeskripsikan dan menganalisis bagaimana pengembangan metode Blended Learning sebagai alternatif pembelajaran di Universitas Negeri Makassar di Masa New Normal. Metode penelitian yang digunakan adalah metode penelitian deskriptif dengan pendekatan kuantitatif. Populasi dan sampel pada penelitian ini yaitu mahasiswa aktif Universitas Negeri Makassar. Teknik pengambilan sampel dalam penelitian ini menggunakan kuesioner, dengan jumlah responden 106 siswa. Hasil penelitian menunjukkan bahwa penerapan model pembelajaran Blended Learning berjalan “Baik”.
Analisis Upaya Meningkatkan Keamanan Komputer Terhadap Ancaman di Lingkup Mahasiswa Wahyu Hidayat M; Muhammad Arqam Syahputra; Muh. Fadlan Amrullah; Lisdayanti Susanto; Andi Shelma Putri
Indonesian Technology and Education Journal Volume 1 No. 1 Februari 2023
Publisher : Sakura Digital Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61255/itej.v1i1.44

Abstract

Dalam perkuliahan pastinya mahasiswa menyadari bahwa individu yang menggunakan komputer berisiko mendapatkan ancaman keamanan komputer. memerlukan komputer entah itu untuk membuat tugas ataupun untuk mengerjakan sesuatu. Oleh karena itu pada saat menggunakan komputer, mahasiswa harus menjaga keamanan informasi dari ancaman yang dapat merugikan sistem komputer. Tujuan dari penelitian ini adalah untuk mengetahui upaya mahasiswa dalam menjaga keamanan komputer terhadap ancaman yang ada. Hasil penelitian berasal dari mahasiswa jurusan JTIK Universitas Negeri Makassar. Hasil penelitian ini menunjukkan bahwa 90% responden mengatakan bahwa mereka memahami serangan phishing dan dapat membedakannya dengan yang lain yang dapat membahayakan privacy dan perangkat mereka.
Persepsi Mahasiswa Terhadap Learning Management System Dalam Meningkatkan Motivasi Belajar Di Universitas Negeri Makassar Hartini Ramli; Murniati; Nur Inayah Idil; Noer’ Ain; Putri Nanda Sari
Indonesian Technology and Education Journal Volume 1 No. 1 Februari 2023
Publisher : Sakura Digital Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61255/itej.v1i1.45

Abstract

Era revolusi industri 4.0 adalah era dimana hampir seluruh hal dikendalikan oleh teknologi termasuk pada ranah pendidikan. Dampak era revolusi industri 4.0 pada ranah pendidikan merupakan bukti semakin banyaknya media pembelajaran berbasis teknologi yang memudahkan pendidik dalam menyampaikan materi bahkan tanpa bertatap muka. Media pembelajaran berbasis teknologi ini memudahkan proses pembelajaran menurut segi efektivitas & efisiensi. Penelitian ini bertujuan untuk mengetahui seberapa besar motivasi belajar mahasiswa dalam penerapan e-learning seperti Learning Management System (LMS) sebagai media pembelajarannya. Jenis penelitan yang dilakukan menggunakan penelitian deskriptif kuantitatif. Pengumpulan data yang diperlukan dalam penelitian ini menggunakan metode survei dengan teknik kuisioner atau angket melalui google form. Berdasarkan pada analisis data angket yang diperoleh terhadap 117 mahasiswa dari 27 jurusan menunjukkan bahwa penggunaan LMS mahasiswa Universitas Negeri Makassar dalam meningkatkan motivasi belajar berjalan “netral”. Dimana mahasiswa merasa e-learning dapat meningkatkan motivasi dan dorongan dalam belajar mahasiswa di kondisi tertentu, namun juga dapat berdampak sebaliknya.
Analisis Motivasi Belajar Pemrograman Mahasiswa JTIK Berbasis UTAUT Terhadap Model Gamification Akmal Hidayat; Tiara Rabbani; Rahel Alik; Miftahul Jannah Saidir; Ainun Zahra Adistia; Andi Nurwahida
Indonesian Technology and Education Journal Volume 1 No. 1 Februari 2023
Publisher : Sakura Digital Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61255/itej.v1i1.46

Abstract

Kemajuan teknologi sangat menarik minat peserta didik untuk melanjutkan pendidikan di bidang teknik informatika, namun banyak peserta didik yang tidak dapat menyelesaikan studinya. Salah satu faktor yang menyebabkan hal itu adalah metode pembelajaran yang tidak efektif. Sehingga mendorong banyak akademisi untuk mencari solusi untuk mengatasi hal tersebut, salah satunya dengan menerapkan metode gamifikasi dalam proses pembelajaran. Maka dari itu, penelitian ini bertujuan untuk mengetahui seberapa besar pengaruh metode gamifikasi dalam mempengaruhi motivasi belajar pemrograman para mahasiswa JTIK. Penelitian ini menggunakan model UTAUT serta pendekatan kuantitatif dan kualitatif untuk melihat kreadibilitas dan keabsahan dalam proses belajar menggunakan metode gamifikasi, dengan target responden mahasiswa JTIK. Penelitian dilakukan dengan cara penyebaran angket dan hasilnya dianalisis secara deskriptif. Hasil dari penelitian menunjukkan bahwa metode gamifikasi dapat mempermudah mahasiswa dalam memahami cara membuat program.
Pengembangan Aplikasi My Home Menggunakan Metode Prototype Ramli, Hartini; A. Alfatira Nur Aisah; Muhammad Nuralamsyah; Alif Kurniawan
Indonesian Technology and Education Journal Volume 1 No. 2 Agustus 2023
Publisher : Sakura Digital Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61255/itej.v1i2.177

Abstract

Tourism is a branch of the economy which is one of the pillars of the economy in many countries in the world, including in Indonesia. The many tourist attractions in Indonesia, the more lodging services that become a stopover for tourists or travellers. My Home is the right solution for people who need lodging such as apartments, villas and townhouses. This application displays general information such as addresses, pictures, owner contacts and prices for lodging. This research uses the Prototype method which is designed using various diagrams, such as activity diagrams, class diagrams, sequence diagrams, and use cases to facilitate the design and design. By using the My Home application, customers can easily search for and book lodging without the need to physically visit the place. Thus, My Home becomes a solution that helps users find lodging that matches customer preferences, speeds up the reservation process, and provides comfort and convenience. convenience in the customer journey.
Pengembangan Aplikasi MySaku Menggunakan Metode Waterfall Akmal Hidayat; Nur Qirani Ridhaihi; M Fiqral Ash Shiddiq; Febrianti Tandi Ra'pak; Andi Ashilla Khaerunnisa
Indonesian Technology and Education Journal Volume 1 No. 2 Agustus 2023
Publisher : Sakura Digital Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61255/itej.v1i2.178

Abstract

Students need to record in detail all the expenses they incur. It is important to work out routine expenses, such as monthly bills, rent, or food, from unscheduled expenses, such as health care costs, urgent needs, or unplanned purchases. By differentiating these expenses, students can have a better understanding of how their expenses are distributed and where they can reduce costs if needed. MySaku is the right solution which is an application that makes it easy for users to record expenses and settlements efficiently. By using this application, users can easily record their every financial transaction, be it daily expenses, bills, or additional income. This study uses the R&D method using the waterfall model.
Penerapan Jaringan 5G Dalam Pengembangan Pembelajaran Daring Di Sekolah Dasar Hingga Tingkat Menengah Fadhlirrahman Baso; Andi Muh Amar Ma'ruf
Indonesian Technology and Education Journal Volume 1 No. 2 Agustus 2023
Publisher : Sakura Digital Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61255/itej.v1i2.179

Abstract

Online learning has weaknesses when internet services are weak, and lecturer instructions are poorly understood by students. Online learning is currently still constrained by an inadequate internet connection. Delays that are too large and connections that are not smooth or unstable on the internet network for online learning can be a problem, namely the occurrence of errors in receiving information. For this reason, there needs to be an increase in the performance of the communication system that is able to support online learning so that teaching and learning activities can take place properly. 5G technology has the potential to support this because of the several advantages it offers, including supporting speeds up to 10 times the current technology (4G). The research method used in this study uses a literature review. Literature review is research conducted by reviewing several literatures that are in accordance with the title of the research being discussed. Literature study is intended to summarize, analyze and interpret concepts and theories that are in accordance with the research conducted.
TECHNES: Penyedia Layanan Jasa Service Berbasis Aplikasi Android M Syahid Nur Wahid; Ali Mirza Najafi; Alfaiz Sihaj; Rahel Alik; Asisah Az Zahrah Irsani
Indonesian Technology and Education Journal Volume 1 No. 2 Agustus 2023
Publisher : Sakura Digital Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61255/itej.v1i2.180

Abstract

This article describes how the waterfall method approach was used for the creation of an Android app by Technes, an app-based service provider. The waterfall method is a methodical and linear approach to developing software that starts with analyzing requirements and progresses through design, testing, and implementation. In this article, we will discuss how the waterfall method was applied to the development of the Technes app to ensure it was well-organized and efficient. The waterfall methodology's requirements analysis, design, implementation, testing, and implementation phases are all thoroughly explained. Developing a solid understanding of the technical user requirements and deciding on the functionality that the app should have are the tasks involved in the requirements analysis process. An intuitive and responsive user interface is then produced during the design phase to enhance the user experience. The main concern of this article is how the waterfall methodology can help solve challenging problems when developing complex Android applications. We discuss many phases of the waterfall method such as requirements analysis, design, implementation, testing, and planning, and we illustrate how each stage contributes to the final outcome of the Technes application. The findings of the discussion show that the waterfall method can help organize, track, and evaluate each stage of app development in a clear and organized way. We also recognize the limitations of the waterfall method with respect to changing user requirements and backend operations, but these issues can be resolved with effective communication. The end result is a Technes application that fully meets user needs, has a responsive user agent, and offers a consistent user experience.
SafeTalk: Pengembangan Sistem Informasi Pelaporan Kasus Pelecehan Seksual dan Bullying untuk Mengatasi Perilaku Kekerasan di Sekolah Wahyu Hidayat M; Nur Azizah Ayu Safanah; Rifqa Awalia; Muh Akbar B; Ardi Ansya
Indonesian Technology and Education Journal Volume 1 No. 2 Agustus 2023
Publisher : Sakura Digital Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61255/itej.v1i2.181

Abstract

The best place for children to learn and explore their creative potential is in the classroom, allowing them to interact positively with their surroundings. Education differs from sex education in that it refers to the process by which people acquire knowledge and skills that can help them realize their potential and live a better life. Sex education is still seen as a taboo and receives little praise in society. The increase in cases of sexual violence and bullying on campuses and in schools shows that this problem is still poorly understood and there is a lack of resources to help affected individuals. In this work, the author tries to develop an information system that can function as a system that helps victims of violence by providing sexual and anti-bullying education. A total of 37 students and instructors based in Makassar became the sample for this study. Information gathering conducted using a survey distributed via Google Form and literature review as a method of data collection. Black Box Testing is used to test the designed system, checking the functionality of each feature. According to research findings, SafeTalk is quite useful and has a positive impact on its users

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