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
Apk Codez (E-Modul): Perancangan Apk Edukasi untuk Siswa RPL Baso, Fadhlirrahman; Putri, Ekha Mustika; Ardiansyah, Sulfan; Ibrani, Juan Veron
Indonesian Technology and Education Journal Volume 2 No. 1 Februari 2024
Publisher : Sakura Digital Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61255/itej.v2i1.450

Abstract

The rapid advancement of digital technology has increased the demand for programming skills across various industries. Formal education often falls short in providing the specific and current technological skills required. Therefore, students need additional learning platforms to develop their abilities independently and systematically. CodeZ, an APK-based application, addresses this need by offering courses in various programming languages, enabling students to learn new skills progressively. Using the ADDIE model, the development of this interactive module ensures a systematic approach comprising Analysis, Design, Development, Implementation, and Evaluation stages. Research results show that the CodeZ application is effective in aiding students, particularly SMK RPL students, in learning programming skills through practical exercises, discussion forums, and mentor support. Feedback indicates improved understanding and application of programming concepts, making the learning process enjoyable and practical. Future research should expand the scope of materials, enhance interactivity, develop personalization features, establish industry partnerships, and conduct ongoing evaluations to maintain the application's relevance and effectiveness.
Building a Modern Villa Booking Platform: Vibra Information Systems Case Study M, Wahyu Hidayat; Patawari, A. Muzawwirah; Mappangara, Surianto; Asrafah, Asrafah; Qalbi, Aulia Amanda; G, Kasmira; Qalvani, Muhammad
Indonesian Technology and Education Journal Volume 2 No. 2 Agustus 2024
Publisher : Sakura Digital Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61255/itej.v2i2.411

Abstract

Villa Indah Buat Rehat Anda (VIBRA) is a villa rental platform that offers a comfortable and luxurious holiday experience for customers. With a focus on reliability, performance and security, this website is designed to provide optimal service in terms of villa bookings, customer service and user satisfaction. Through data collection methods such as interviews, observations, and literature review analysis, various features and functional requirements have been determined to ensure that this website meets user needs well. In addition, defined non-functional requirements, such as data security, system availability, and ease of use, will ensure that a satisfactory and safe user experience can be achieved. Thus, the VIBRA website aims to be the main choice for those looking for quality accommodation and excellent service during their holidays.
Klasterisasi Kabupaten Berdasarkan Index Pendidikan Penduduk Menggunakan Fuzzy C-Means Nasrullah, Asmaul Husnah
Indonesian Technology and Education Journal Volume 2 No. 2 Agustus 2024
Publisher : Sakura Digital Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61255/itej.v2i2.541

Abstract

Penelitian ini menganalisis penggunaan algoritma Fuzzy C-Means untuk mengelompokkan kabupaten di Sulawesi Selatan berdasarkan tingkat pendidikan penduduk. Ditemukan dua kelompok berbeda dengan beberapa kabupaten masuk ke masing-masing kelompok setelah 17 iterasi mencapai solusi optimal. Hasil pengelompokan divisualisasikan dengan grafik titik sebar. Algoritma Fuzzy C-Means dieksekusi menggunakan Python dengan parameter tertentu. Penelitian bertujuan meningkatkan kualitas pendidikan dengan alokasi sumber daya yang tepat dan identifikasi kabupaten berdasarkan pendidikan tertinggi. Data yang digunakan mencakup indikator pendidikan dan Upah Minimum Kabupaten atau Kota. Hasil penelitian diharapkan memberikan masukan untuk kebijakan pendidikan yang lebih tepat sasaran di Sulawesi Selatan. Algoritma Fuzzy C-Means efektif untuk analisis dan pengelompokkan data pendidikan dalam pengambilan keputusan kebijakan pendidikan. Kata Kunci: Fuzzy, C-Means, Klasterisasi, Pendidikan, Kabupaten
Evaluasi Kinerja Karyawan PT. XYZ dengan Pendekatan Metode Fuzzy Mamdani Muharni, Muharni; Awaliah, Widiarti; Surianto, Dewi Fatmawati
Indonesian Technology and Education Journal Volume 3 No. 1 Februari 2025
Publisher : Sakura Digital Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61255/itej.v3i1.567

Abstract

Employee performance evaluation is vital for organizational effectiveness, ensuring fair and objective assessments. PT. XYZ, a cement distributor, struggles with subjective evaluation criteria, prompting the need for a more accurate approach. This study applies the Fuzzy Mamdani method to improve performance assessment. Data from 31 employees were collected through literature reviews, interviews, and observations. The system uses salary, age, and years of service as input variables, while the output variable represents employee performance. The Fuzzy Mamdani method processes data through fuzzification, fuzzy inference, and defuzzification to handle uncertainty and enhance evaluation fairness. The results show that 29 employees fall under the "Good" performance category, while 2 employees are classified as "Very Good." This demonstrates that the method provides more precise and consistent assessments compared to traditional techniques. Implementing this approach enables companies to make better-informed human resource decisions and promote employee growth. This study underscores the potential of fuzzy logic in refining performance evaluations, contributing to a more transparent and equitable assessment system
The Wallet : Sistem Informasi Penjualan Sarang Burung Walet Berbasis Website Januarti, Dhea; Jumriah, Jumriah; Ilyas, Muh; Fadhlurrahman, A Muhammad Fuad; Tangkuman, Hary Emark Keyfit; Mapangara, Surianto B
Indonesian Technology and Education Journal Volume 3 No. 1 Februari 2025
Publisher : Sakura Digital Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61255/itej.v3i1.431

Abstract

Sarang burung walet merupakan komoditas bernilai tinggi dengan potensi ekonomi dan manfaat kesehatan yang signifikan, namun masih menghadapi kendala dalam pengelolaan dan sistem penjualannya. Permasalahan utama terletak pada metode transaksi konvensional, pencatatan manual, serta keterbatasan informasi produk bagi konsumen. Penelitian ini bertujuan untuk mengembangkan sistem informasi penjualan sarang burung walet berbasis website sebagai solusi untuk meningkatkan efisiensi, transparansi, dan aksesibilitas informasi. Metode yang digunakan adalah Waterfall, yang terdiri atas tahapan analisis kebutuhan, desain sistem, implementasi kode, dan pengujian. Analisis kebutuhan meliputi identifikasi fitur utama seperti registrasi, pencarian produk, pemetaan lokasi, sistem pembayaran, dan pengelolaan profil pengguna. Implementasi sistem diuji menggunakan teknik white-box dan black-box untuk memastikan keandalan dan kesesuaian fungsi. Hasil pengujian black-box menunjukkan tingkat keberhasilan 67% dalam skenario uji yang dilakukan. Sistem ini tidak hanya memfasilitasi pelaku usaha dalam pengelolaan penjualan daring, tetapi juga memberikan kemudahan bagi konsumen dalam mengakses informasi produk dan melakukan transaksi yang aman. Selain itu, sistem memungkinkan pengawasan dan pemantauan distribusi oleh pihak regulator secara real-time. Dengan demikian, pengembangan sistem ini berpotensi memperkuat transformasi digital industri sarang burung walet di Indonesia serta mendukung peningkatan daya saing di pasar global.
NextJob: Sistem Informasi Pencarian Pekerjaan Berbasis Android Menggunakan Metode Agile Muh Raenaldy; Dina Salam, Fitria Nur; Kadir, Muh Yasin; Al’safinat. R, Reyna Buryani; Junian Riswansyah, Muh Fikra
Indonesian Technology and Education Journal Volume 3 No. 1 Februari 2025
Publisher : Sakura Digital Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61255/itej.v3i1.425

Abstract

Sistem Informasi Lowongan Pekerjaan Sekitar Kota Makassar adalah platform digital yang menyediakan informasi tentang pekerjaan yang tersedia di sekitar kota Makassar, termasuk deskripsi pekerjaan, persyaratan, dan cara mengajukan lamaran. Pencarian kerja adalah proses penting bagi individu yang mencari peluang kerja untuk mencocokkan keterampilan dan minat mereka dengan posisi pekerjaan yang sesuai. Pada penelitian ini, metode yang digunakan adalah model pengembangan perangkat lunak Agile. Berbeda dengan pendekatan tradisional, metode ini memprioritaskan kemampuan beradaptasi dan keterlibatan pelanggan, kontras dengan pendekatan tradisional, yang mengarah pada pengiriman perangkat lunak yang lebih cepat dan lebih akurat Penelitian ini berhasil mengembangkan aplikasi NextJob yang berfungsi sebagai platform pencarian kerja bagi masyarakat Kota Makassar. Menggunakan metodologi Agile, aplikasi ini mampu menyediakan solusi yang adaptif dan tepat guna dalam menghubungkan pencari kerja dengan peluang pekerjaan yang sesuai. Implementasi dan pengujian aplikasi menunjukkan bahwa NextJob efektif dalam meningkatkan proses pencarian kerja, yang pada gilirannya diharapkan dapat membantu mengurangi tingkat pengangguran di daerah tersebut.
Efektivitas Penggunaan Media Pembelajaran Komputer Untuk Meningkatkan Hasil Belajar Mata Pelajaran TIK Kelas X SMAN 3 Makassar Nafila, Nofi; Ruslan; Lamada, Mustari S.; Baso, Fadhilrrahman
Indonesian Technology and Education Journal Volume 3 No. 1 Februari 2025
Publisher : Sakura Digital Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61255/itej.v3i1.580

Abstract

This study was conducted to assess the effectiveness of using learning media on the learning outcomes of ICT students in grade 10 at SMA Negeri 3 Makassar. A quasi-experimental research design with a pretest-posttest control group design was employed. The experimental group was class X.10, while the control group was class X.2. In the experimental class, learning was conducted using projector and PowerPoint media, while in the control class, conventional learning methods were used. Data collection techniques included tests for cognitive aspects and observations for psychomotor aspects. The study findings showed that (1) The independent sample t-test analysis of the posttest data yielded a t-count value of 0.311 with a significance of 0.05. This indicates that the significance (2-tailed) of 0.00 < 0.05, meaning the average score of the experimental class is different from that of the control class, with the experimental class having a higher average score. Additionally, the average N-Gain percentage of the experimental class was 91.21, categorized as very effective, while the control class had an average N-Gain of 45.16, categorized as less effective. (2) The observation data analysis showed that the experimental class had an average score of 68.95, while the control class had an average of 59.69. This indicates a difference in psychomotor learning outcomes between the experimental and control classes. Based on both data analyses, it can be concluded that the use of projector and PowerPoint learning media is effective in the ICT subject for grade X at SMA Negeri 3 Makassar, both in the cognitive and psychomotor aspects.are written in one paragraph consisting of 200 to 250 words. The abstract is a concise summary of the entire research paper and should include key elements such as background, research objectives, methods, results, and conclusions. The background should briefly describe the research problem and its significance. The research objective must be stated clearly. The methodology should be summarized to indicate how the study was conducted. The results should present the main findings, while the conclusion highlights the key takeaways and possible future research directions.
Digital Data Security Literacy in College Students: An Analysis of Awareness and Behavior in Facing Cyber Threats in the Digital Age Alif Alfi Takdir; Devi Miftahul Jannah
Indonesian Technology and Education Journal Volume 3 No. 1 Februari 2025
Publisher : Sakura Digital Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

Digital data security is a crucial issue in the era of modern technology, especiallyfor students who are vulnerable to cyber threats. This study aims to analyze theeffect of digital data security literacy on students' awareness and behavior inprotecting personal data. The research was conducted with a quantitative methodusing a cross-sectional design, involving 107 students as respondents. Data wereobtained through a Likert scale-based questionnaire and analyzed descriptivelyusing Microsoft Excel and Jamovi. The results showed that the user education andawareness aspect had the highest average (3.82), reflecting students' goodunderstanding of the importance of maintaining data confidentiality. However,the data access aspect had the lowest average score (3.60), indicating the need forimprovement in controls over personal data access. These findings are relevant toprevious literature, which confirms the importance of digital security educationin improving literacy and awareness of cyber threats. This research provides newinsights that can serve as a basis for developing more effective digital securityeducation programs in educational institutions. By improving digital data securityliteracy, students are expected to be better able to protect their data from threatsin the digital era.
Social Environment and Internet Engagement as Predictors of Cyberbullying in Young People Herawati; Shalsa Nabila; Putri Nirmala; Ummul Khaeri Masna
Indonesian Technology and Education Journal Vol. 3 No. 2 (2025): Agustus
Publisher : Sakura Digital Nusantara

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Abstract

Social media has become an important part of young people's lives, not only as a means of communication and entertainment, but also as a space for intense social interaction. The high intensity of internet use brings both positive opportunities and risks, one of which is cyberbullying which has a serious impact on mental health, such as anxiety and depression. This study aims to analyze the effect of internet usage intensity and social environment on cyberbullying tendencies in college students. The research method used a quantitative approach with a cross-sectional design. Data were obtained through a five-point Likert scale online questionnaire filled out by 83 respondents from various generations. Descriptive analysis showed that aspects of social media use were quite high, while direct experience of cyberbullying was relatively lower. Social environment support was moderate, but awareness of cyberbullying prevention was high. The findings indicate that the intensity of internet use potentially increases the risk of cyberbullying, but social environmental factors and digital awareness can serve as important protections. This research provides practical contributions in the form of recommendations for digital literacy, strengthening family support, and social media monitoring to create a safer digital ecosystem for the younger generation.
Application Development for Fasting and Worship Management Ramadan Using the Incremental Method: Kareem Daffa Fakhir; Nabila Al Buqari Jufri; Muh Akhlatul Ihsan; Putri Nirmala; Ummul Khaeri Masna
Indonesian Technology and Education Journal Vol. 3 No. 2 (2025): Agustus
Publisher : Sakura Digital Nusantara

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Abstract

The development of Artificial Intelligence (AI) in education, especially in design teaching, offers great potential to improve students' creativity, reflection, and design thinking mindset. This study aims to evaluate the effect of AI integration in design-based learning on students' creative thinking ability, reflection, and design mindset. The study used quantitative methods with a cross-sectional design, involving 82 respondents from various departments in higher education institutions. The research instrument was a questionnaire covering aspects of creativity, reflection, and design mindset. The data analysis technique used descriptive analysis. The results showed that 59.76% of the respondents were 19 years old, and most (85.37%) were 3rd semester students. The use of AI in design-based learning was proven to increase student creativity with an average score of 3.66 on a scale of 5, strengthen reflection skills with an average of 3.63, and improve design thinking mindset with an average of 3.75. However, the results also revealed that AI is more effective as a supporting tool in the learning process rather than replacing direct interaction between students and educators. Therefore, AI can be integrated as a tool that supports creativity, but still requires the role of human guidance.

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