cover
Contact Name
Vinsen B. Making
Contact Email
edu@ucb.ac.id
Phone
+6281236332488
Journal Mail Official
edu@ucb.ac.id
Editorial Address
Jln. Manafe No.17 Kelurahan Kayuputih, Kec. Oebobo, Kota Kupang-NTT, Indonesia
Location
Kota kupang,
Nusa tenggara timur
INDONESIA
Jurnal Pendidikan Teknologi Informasi (JUKANTI)
ISSN : -     EISSN : 26211467     DOI : https://doi.org/10.37792/jukanti.v6i2
Core Subject : Science, Education,
Artificial Intelligence & Application, Computer Networking & Security, Computer-Based Multimedia Retrievel, Decision Suport System, Data Warehouse & Data Mining, E-System, Fuzzy Logic, Geographics Information System (GIS), Human & Computer Interaction, Image Processing, Information System, Mobile Computing & Application, Multimedia System, Neural Network, Pattern Recognition, Innovative works on the development of educational multimedia and e-learning.
Articles 38 Documents
Search results for , issue "Vol 6 No 2 (2023): JURNAL PENDIDIKAN TEKNOLOGI INFORMASI (JUKANTI) EDISI NOPEMBER 2023" : 38 Documents clear
PERANCANGAN APLIKASI VIDTORGA PADA MATAPELAJARAN PJOK KELAS X DI SMKN 1 AMPEK ANGKEK Ridwan Saidhi; Sarwo Derta; Hari Antoni Musril; Riri Okra
Jurnal Pendidikan Teknologi Informasi (JUKANTI) Vol 6 No 2 (2023): JURNAL PENDIDIKAN TEKNOLOGI INFORMASI (JUKANTI) EDISI NOPEMBER 2023
Publisher : Program Studi Pendidikan Informatika, Universitas Citra Bangsa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37792/jukanti.v6i2.1004

Abstract

Penelitian ini dilatar belakangi oleh berbagai masalah yang ditemukan penulis seperti media pembelajaran pada mata pelajaran Pendidikan jasmani olahraga kesehatan (PJOK) yang digunakan saat ini sukar dipahami penggunaannya oleh siswa. Penelitian perancangan aplikasi Vidtorga pada mata pelajaran Pendidikan jasmani olahraga kesehatan (PJOK) di SMKN 1 Ampek Angkek. Jenis penelitian yang penulis gunakan adalah penelitian Penelitian dan Pengembangan (Research and Development) dengan Model pengembangan sistemnya menggunakan system development life cycle (SDLC) dengan menerapkan mode waterfall (Presman, 2015). Terdiri dari communication, planning, model, construction, deployment. Hasil dari penelitian aplikasi Vidtorga pada mata pelajaran Pendidikan Jasmani dan kesehatan (PJOK) di SMKN 1 Ampek Angkek yang dapat digunakan untuk mempermudah guru dan siswa dalam proses pembelajaran Olahraga secara teoritis. Hasil uji produk yang penulis lakukan memperoleh uji validitas dengan rata-rata nilai 0,71 yaitu valid, uji praktikalitas penulis mendapatkan rata-rata 0.86 dengan kepraktisan sangat tinggi, dan pada uji efektivitas penulis mendapatkan rata-rata nilai 0.88. sehingga dapat dikatakan bahwa aplikasi Vidtorga Valid, Praktis dan Efektiv
PEMANFAATAN APLIKASI CANVA SEBAGAI MEDIA VIDEO PEMBELAJARAN KREATIF, INOVATIF, DAN KOLABORATIF Dyan Yuliana; Achmad Baijuri; Arico Ayani Suparto; Siti Seituni; Sheilla Syukria
Jurnal Pendidikan Teknologi Informasi (JUKANTI) Vol 6 No 2 (2023): JURNAL PENDIDIKAN TEKNOLOGI INFORMASI (JUKANTI) EDISI NOPEMBER 2023
Publisher : Program Studi Pendidikan Informatika, Universitas Citra Bangsa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37792/jukanti.v6i2.1025

Abstract

The use of technology in learning is very necessary in terms of designing, analyzing, evaluating, developing, and implementing material in the learning process. The important thing in the learning design process is the media used in learning. These learning media can be in the form of PowerPoint, digital modules, video tutorials, and other presentation materials. An educator should have learning media that is new and interesting in delivering material to his students, one of which is by presenting material through animated and fun learning videos. Canva is an application that can be used in designing learning media in the form of videos. How to use Canva Design is quite easy with many choices of design variations. This application provides a variety of design templates to use, ranging from free (free) to paid (pro). Canva can help users create and design a variety of creative designs, from designing brochures, advertisements, presentations, videos to infographics. This study aims to analyze the effectiveness of using the Canva application as a creative, innovative and collaborative learning video medium. The research method used is literature review. The method for searching for article data sources is carried out through the Google Scholar database resources (2020-2022) by taking relevant articles published in Indonesian. Key terms and phrases related to the Canva app, media, and learning videos were used in related subject searches. The results of the study show that the Canva application is effectively utilized as a medium for making creative, innovative and collaborative learning videos, so that it can assist educators in delivering material and make it easier for students to understand learning material. In addition, using Canva is also more efficient because it provides a variety of design templates for free and is available in several versions, namely web, Android and iPhone, so you can make learning videos simply by using your cellphone (gadget).
EVALUASI SISTEM INFORMASI AKADEMIK SATYA WACANA MENGGUNAKAN PIECES FRAMEWORK Alexander Winandhito Adi; Evi Maria
Jurnal Pendidikan Teknologi Informasi (JUKANTI) Vol 6 No 2 (2023): JURNAL PENDIDIKAN TEKNOLOGI INFORMASI (JUKANTI) EDISI NOPEMBER 2023
Publisher : Program Studi Pendidikan Informatika, Universitas Citra Bangsa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37792/jukanti.v6i2.1028

Abstract

The research objective is to evaluate the Satya Wacana Academic Information System (SIASAT) using the PIECES framework. The evaluation was carried out from the user side, namely Satya Wacana Christian University (SWCU) students, by assessing six variables: performance, information and data, economics, control, security, efficiency, and service. The PIECES framework has effectively identified problems, opportunities, and future system development directions. Research data was obtained by distributing questionnaires. Respondents to this study were SWCU students, with 202 respondents. Data was measured using a Likert scale. The evaluation results found that students felt delighted using SIASAT when assessed from the performance, efficiency, and service variables. While from the information and data variables, as well as economics, students feel satisfied. The lowest score is on the control and security variables; students are in the neutral category when assessing this variable. Slow handling when a server down occurs is why students give the lowest score, so SIASAT managers need to improve from the control and security side. Overall, the average score of SIASAT user satisfaction is 3.93. It means that SWCU students are satisfied when they use SIASAT to support academic administration activities while studying at SWCU.
PENERAPAN METODE MDLC DALAM PENGEMBANGAN MEDIA PEMBELAJARAN AUGMENTED REALITY UNTUK MENGENAL JENIS-JENIS SAMBAL INDONESIA Kalvin Lee; Herman Herman
Jurnal Pendidikan Teknologi Informasi (JUKANTI) Vol 6 No 2 (2023): JURNAL PENDIDIKAN TEKNOLOGI INFORMASI (JUKANTI) EDISI NOPEMBER 2023
Publisher : Program Studi Pendidikan Informatika, Universitas Citra Bangsa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37792/jukanti.v6i2.1034

Abstract

Indonesia, a multicultural country, has a diverse cultural heritage, including sambal as an integral part of food culture. Sambal was originally made from traditional Indonesian ingredients such as pepper and ginger, then cayenne pepper became the main ingredient of sambal in Indonesia. Each region has its own version of chili sauce with differences in cooking and serving methods. Therefore, the research will create a learning media based on Augmented Reality with the aim of introducing the types of chili sauce in Indonesia more widely. The method used uses the MDLC method which will be tested through black box testing and Linkert scale analysis.
PERANCANGAN GLOBAL POSITIONING SYSTEM (GPS) PADA SISTEM PRESENSI ONLINE BERBASIS WEBSITE MENGGUNAKAN METODE WATERFALL Emanuel Pabianan; Christine Dewi
Jurnal Pendidikan Teknologi Informasi (JUKANTI) Vol 6 No 2 (2023): JURNAL PENDIDIKAN TEKNOLOGI INFORMASI (JUKANTI) EDISI NOPEMBER 2023
Publisher : Program Studi Pendidikan Informatika, Universitas Citra Bangsa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37792/jukanti.v6i2.1038

Abstract

Presence is an activity that is often carried out by students, employees and staff. The attendance methods used are quite varied, ranging from manual attendance, fingerprints, etc. This method still has shortcomings such as manual recording. This research aims to design a website-based Global Positioning System (GPS) presence system at the Center for Innovative Teaching and Learning (P3I). The design was carried out using a supporting tool, namely Entity Relationship (ERD). The research method used by the author is the waterfall method which develops systematically from one stage to another like a waterfall. The testing stage uses 2 methods, namely alpha beta testing and system testing, in alpha testing in the test results table, results are obtained if the system runs without problems and is in accordance with user needs and beta testing is testing carried out by interview while system testing is testing by distributing questionnaires to find out the level of acceptance of the attendance system. Based on the interviews conducted, it can be concluded that the online presence website is user friendly or easy to operate and is in accordance with the objectives and benefits of the research conducted. Based on research and testing carried out.
ANALISIS STRATEGI PEMASARAN BIZNET DAN INDIHOME DI SALATIGA MENGGUNAKAN GAME THEORY Rivo Masinambow; Adi Nugroho
Jurnal Pendidikan Teknologi Informasi (JUKANTI) Vol 6 No 2 (2023): JURNAL PENDIDIKAN TEKNOLOGI INFORMASI (JUKANTI) EDISI NOPEMBER 2023
Publisher : Program Studi Pendidikan Informatika, Universitas Citra Bangsa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37792/jukanti.v6i2.1042

Abstract

This research analyzes the marketing strategies of Biznet and Indihome in Salatiga city using game theory. Primary and secondary data were collected through surveys and interviews with potential and existing customers, which were then analyzed using game theory to determine optimal strategies for Biznet and Indihome. The results reveal that Biznet excels in internet speed, while Indihome has a price advantage. The optimal strategy for Biznet is a slight price increase with maintained high speed, while Indihome should slightly reduce prices and offer decent speed packages. By following these strategies, both companies can achieve equal profits. Deviating from these strategies may result in lower profits for either Biznet or Indihome. This research provides valuable insights for optimal decision-making in Salatiga's highly competitive market.
ANALISIS INFORMASI DAN PENGEMBANGAN DALAM PENERAPAN APLIKASI CUSTOMER RELATIONSHIP MANAGEMENT KLINIK SEBAGAI PENDUKUNG EDUKASI PENYAKIT TIDAK MENULAR Avid Wijaya; Prima Soultoni Akbar; Hartaty Sarma Sangkot; Endang Sri Dewi Hastuti Suryandari
Jurnal Pendidikan Teknologi Informasi (JUKANTI) Vol 6 No 2 (2023): JURNAL PENDIDIKAN TEKNOLOGI INFORMASI (JUKANTI) EDISI NOPEMBER 2023
Publisher : Program Studi Pendidikan Informatika, Universitas Citra Bangsa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37792/jukanti.v6i2.1044

Abstract

The rapid development of digital disruption has driven the healthcare sector to embrace technology as a vital tool in engaging patients as health consumers. In the pursuit of providing better services to patients, clinics now increasingly recognize the need for a system that can effectively connect clinics and patients with the ultimate goal of fostering loyalty in healthcare transactions. This research aims to implement a web-based Customer Relationship Management (CRM) application system in clinics. In the design of this research, a descriptive approach is employed, with a focus on the analysis of the requirements necessary for the implementation of CRM application systems in clinics. The research subjects involve primary care clinics located in the city of Malang, serving as samples that represent diverse clinic contexts. The research instrument used is an interview guide, enabling in-depth data collection regarding user needs and expectations. The proposed implementation of the CRM application also involves an analysis of the extent to which users respond to and accept the application. The initial stage of the research involves information analysis to comprehend the various system requirements in different clinics. Subsequently, the development of systems in these clinics is a key step in enhancing the patient experience and interactions between clinics and patients. It is crucial to closely monitor user feedback on this application, how the application affects interactions between patients and clinics, and how user responses can be interpreted into improvements in a new information system that is more user-friendly. This research will provide valuable insights into how technology and application systems can serve as effective tools in enhancing healthcare services and interactions between clinics and patients.).
PENGGUNAAN PLATFORM CANVA SEBAGAI PENERAPAN MODEL PEMBELAJARAN BERBASIS PROYEK PADA MATERI HADIS TENTANG SABAR Lucky Maulidha; Dartim Dartim
Jurnal Pendidikan Teknologi Informasi (JUKANTI) Vol 6 No 2 (2023): JURNAL PENDIDIKAN TEKNOLOGI INFORMASI (JUKANTI) EDISI NOPEMBER 2023
Publisher : Program Studi Pendidikan Informatika, Universitas Citra Bangsa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37792/jukanti.v6i2.1045

Abstract

The aim of this research is to describe the use of the Canva platform as an application of the project-based learning model in hadith material about patience for class about patience in class XII-6 at SMA Batik 1 Surakarta. The method used in this research is through a qualitative research approach with data displayed descriptively. The research was conducted on August 1 2023 at SMA Batik 1 Surakarta in class XII-6. The results of this research are that the use of the Canva platform as an application of the project-based learning model on hadith material about patience for class A solid and good group can increase students' self-confidence from the results of the activity of presenting their work to their friends, and students become active in discussing and asking questions. This can show that in conveying Islamic study material, such as the topic of discussing hadith, a project-based learning model can be applied using the Canva platform.
PENGEMBANGAN MEDIA PEMBELAJARAN ARTSTEPS UNTUK MENINGKATKAN HASIL BELAJAR SENI MUSIK: Materi Alat Musik Tradisional Siswa Kelas IV SD Ringgar Wahyu Tri Mukti; Moh. Fathurrahman Fathurrahman
Jurnal Pendidikan Teknologi Informasi (JUKANTI) Vol 6 No 2 (2023): JURNAL PENDIDIKAN TEKNOLOGI INFORMASI (JUKANTI) EDISI NOPEMBER 2023
Publisher : Program Studi Pendidikan Informatika, Universitas Citra Bangsa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37792/jukanti.v6i2.1049

Abstract

In today's times, traditional musical instruments need to be preserved because young people today are less concerned with the existence of authentic Indonesian culture. The preservation of Indonesian culture, especially regional musical instruments, can be done during learning in elementary schools. In line with this, teachers need to keep up with the times in the learning process. This study aims to develop learning media based on the artsteps application and test its feasibility and effectiveness. This research uses the Research and Development (R&D) method with the Borg and Gall model using 8 stages including: (1) potential and problems; (2) data collection; (3) product design; (4) design validation; (5) design revision; (6) initial trial (small scale); (7) product revision; (8) trial usage (large scale). The results of the development of learning media based on the artsteps application get a media expert validation score of 91% and material expert validation of 95.8% and get effectiveness results with an N-Gain percentage of 70.2%, indicating that learning media products based on artsteps applications are feasible and effective to use. Keywords: Artsteps, Learning Media,  Traditional Musical Instruments  
PEMBANGUNAN APLIKASI PENERIMAAN KARYAWAN BARU BERBASIS WEBSITE MENGGUNAKAN FRAMEWORK LARAVEL (STUDI KASUS: PT. XYZ) Gabrielle Beauty Linelejan; Nina Setiyawati
Jurnal Pendidikan Teknologi Informasi (JUKANTI) Vol 6 No 2 (2023): JURNAL PENDIDIKAN TEKNOLOGI INFORMASI (JUKANTI) EDISI NOPEMBER 2023
Publisher : Program Studi Pendidikan Informatika, Universitas Citra Bangsa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37792/jukanti.v6i2.1051

Abstract

The Application Program is a system that is often used by many agencies or companies in increasingly advanced times, be it government or private agencies, in carrying out daily work operations related to fast and accurate data presentation. Company PT. XYZ still uses conventional methods in recruiting employees and managing data, therefore a website-based system will be built to help the world of work face competition in the current era of globalization. The method used in this program uses the waterfall model method. This research will produce a recruitment and employee data processing system that utilizes technological developments to help companies and prospective employees so that all stages run more effectively and efficiently.

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