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 262 Documents
EFEKTIVITAS MODEL PEMBELAJARAN PROJECT BASED LEARNING UNTUK MENINGKATKAN HASIL BELAJAR SISWA PADA PEMBELAJARAN DESAIN GRAFIS Harahap, Ahmad Indra; Andrean, Andrean; Figna, Harry Pratama
Jurnal Pendidikan Teknologi Informasi (JUKANTI) Vol 7 No 2 (2024): JURNAL PENDIDIKAN TEKNOLOGI INFORMASI (JUKANTI) EDISI NOPEMBER 2024
Publisher : Program Studi Pendidikan Informatika, Universitas Citra Bangsa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37792/jukanti.v7i2.1336

Abstract

This research aims to determine the effectiveness of the Project Based Learning learning model in improving student learning outcomes, especially in graphic design learning with a step-by-step approach to the Project Based Learning model. This research uses a quantitative approach with a whole group comparison design experimental method. This research uses an instrument in this research in the form of a questionnaire. Then the data was analyzed using the Independent Sample t-test.
EVALUASI USABILITY PADA LEARNING MANAGEMENT SYSTEM PERGURUAN TINGGI MENGGUNAKAN USER EXPERIENCE QUESTIONNAIRE Rahangmetan, Wynand Heskia; Sitokdana, Melkior N. N.
Jurnal Pendidikan Teknologi Informasi (JUKANTI) Vol 7 No 2 (2024): JURNAL PENDIDIKAN TEKNOLOGI INFORMASI (JUKANTI) EDISI NOPEMBER 2024
Publisher : Program Studi Pendidikan Informatika, Universitas Citra Bangsa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37792/jukanti.v7i2.1339

Abstract

In the digital era, the use of technology in education is a must, such as a Learning Management System (LMS). Satya Wacana Christian University (UKSW) implemented the Flexible Learning (FLEARN) programme to facilitate learning. This research evaluates the usability of the LMS using the User Experience Questionnaire (UEQ) method. A UEQ questionnaire with 26 attributes and a 7-point rating scale was distributed via Google Form to WKSW students. The data was analysed using Cronbach Alpha coefficient and interpretation of the results of each attribute. The results showed that the mean scores of the six UEQ scales: attractiveness (1.442), clarity (1.722), efficiency (1.838), accuracy (1.314), stimulation (1.209), and novelty (0.856). The efficiency scale has the highest score, indicating that FLEARN UKSW is efficient in learning, while novelty has the lowest score, indicating a lack of innovation. Only the efficiency scale is categorised as good, while the other scales are above average, so the usability of FLEARN UKSW is good, but improvements are needed on navigation, visual quality, and readability of the LMS text. The research results are expected to be a reference for the future development of FLEARN UKSW.
IMPLEMENTASI ISO 31000:2018 DALAM MANAJEMEN RISIKO FITUR GADAI PADA APLIKASI PEGADAIAN DIGITAL SERVICE Jaya Mahendra, Aldo; Maria, Evi
Jurnal Pendidikan Teknologi Informasi (JUKANTI) Vol 7 No 2 (2024): JURNAL PENDIDIKAN TEKNOLOGI INFORMASI (JUKANTI) EDISI NOPEMBER 2024
Publisher : Program Studi Pendidikan Informatika, Universitas Citra Bangsa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37792/jukanti.v7i2.1342

Abstract

This research aims to apply the ISO 31000:2018 framework in risk management activities in the Pawn feature of the Pegadaian Digital Service (PDS) Application used at PT. UPC Mangunsarkoro pawn shop. PDS is a system that helps make it easier for customers to transact various pawnshop services online. This research data was obtained through interviews and observation. The stages of this research follow the ISO 31000:2018 standard, namely the communication and consultation stage, context setting stage, assessment stage, risk treatment, and monitoring and review stage. From the risk management activities in the Pawn feature of the PDS application, it was found that there were 11 risk opportunities in the application, with two risk opportunities at a high level, eight risk opportunities at a medium level, and one risk opportunity at a low level. The results of this research also provide suggestions for treating the risks in the Pawn feature of the PDS application and creating risk management documentation to help PT. Pegadaian UPC
PERENCANAAN STRATEGIS SISTEM INFORMASI MENGGUNAKAN METODE WARD AND PEPPARD (STUDI KASUS KAFE TEPI KOTA) Lanteng, Tengku Michael Jimi Lanteng; Rudianto , Christ
Jurnal Pendidikan Teknologi Informasi (JUKANTI) Vol 7 No 2 (2024): JURNAL PENDIDIKAN TEKNOLOGI INFORMASI (JUKANTI) EDISI NOPEMBER 2024
Publisher : Program Studi Pendidikan Informatika, Universitas Citra Bangsa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37792/jukanti.v7i2.1358

Abstract

Kafe Tepi Kota is a coffee shop that provides various variants of brewed coffee products. Kafe Tepi Kota is using Information Systems/Information Technology (IS/IT) to assist running business processes. The implementation of IS/IT at Kafe Tepi Kota still has various problems. It can be said that one of the causes is due to the use of IS/IT which is not based on IS/IT strategic planning. This research was conducted using a qualitative descriptive method and using the Ward and Peppard framework analysis method. It can be concluded by analyzing external/internal business conditions and external/internal IS/IT to produce IS/IT portfolio proposals needed to make Kafe Tepi Kota business processes more effective and efficient.
IMPLEMENTASI METODE SIMPLE ADDITIVE WEIGHTING DALAM PEMILIHAN JASA PENGIRIMAN BARANG Kota, Paulina; Nugroho, Adi
Jurnal Pendidikan Teknologi Informasi (JUKANTI) Vol 7 No 2 (2024): JURNAL PENDIDIKAN TEKNOLOGI INFORMASI (JUKANTI) EDISI NOPEMBER 2024
Publisher : Program Studi Pendidikan Informatika, Universitas Citra Bangsa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37792/jukanti.v7i2.1369

Abstract

The restrictions imposed by the government to prevent the spread of COVID-19 have had significant impacts, particularly on the economic sector, leading many companies and small shops to close their businesses. This situation has changed shopping habits, especially among students who use e-commerce platforms in collaboration with delivery service companies to meet personal needs. However, many items ordered through delivery services do not meet expectations upon arrival, such as damaged goods, lost items, and deliveries that do not match the estimated time. The purpose of this research is to create a calculation within the decision-making system that can assist students in making accurate and fast decisions using the SAW method. The data collection was conducted by distributing questionnaires to 100 respondents who are students and have used delivery services. Based on the results obtained using the SAW method, J&T Express ranked first with the highest final score of 0.881, followed by JNE in second place with a final score of 0.765. Next, in third place is SiCepat with a final score of 0.599, Ninja Express in fourth place with a final score of 0.291, POS Indonesia in fifth place with a final score of 0.238. Then, in sixth place is TIKI with a final score of 0.166, and finally, Lion Parcel ranked seventh with a final score of 0.124.
PERANCANGAN APPLIKASI BERGERAK TRASHSURE DENGAN DESIGN THINKING SEBAGAI SOLUSI PERMASALAHAN SAMPAH BERBASIS KOMUNITAS Santoso, Halim Budi; Siang, Jong Jek; Soerjanto, Josephine Vania
Jurnal Pendidikan Teknologi Informasi (JUKANTI) Vol 7 No 2 (2024): JURNAL PENDIDIKAN TEKNOLOGI INFORMASI (JUKANTI) EDISI NOPEMBER 2024
Publisher : Program Studi Pendidikan Informatika, Universitas Citra Bangsa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37792/jukanti.v7i2.1373

Abstract

Waste from meetings and gatherings is often just thrown away and collected by garbage collectors. This garbage has economic value for the surrounding community as an additional income. However, collecting this kind of garbage requires communication media that can help to connect the owners and the garbage collectors. To understand the underlying mechanisms in creating good communication media, this study utilizes a design thinking method to design TrashSure, a community-based mobile application without financial transactions and less profit-oriented. The TrashSure application was designed by analyzing the interview data of 10 people for each actor type: garbage collector and garbage owner. We received some feature recommendations to advance the communication channels, such as trash ownership and supporting data, such as time, type, volume, and location. In addition, the rating feature is essential to understand the credibility of the garbage collectors. Then, we evaluate the usability using the System Usability Scale (SUS) with ten respondents. The result shows a fairly good predicate with a score of 75.25.
PENERAPAN DAN EVALUASI TATA KELOLA TEKNOLOGI INFORMASI DENGAN FRAMEWORK COBIT 5 DOMAIN MEA DI APOTEK ANANDA RANTEPAO Madika, Garry Fatrick Bianca; Tambotoh, Johan
Jurnal Pendidikan Teknologi Informasi (JUKANTI) Vol 7 No 2 (2024): JURNAL PENDIDIKAN TEKNOLOGI INFORMASI (JUKANTI) EDISI NOPEMBER 2024
Publisher : Program Studi Pendidikan Informatika, Universitas Citra Bangsa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37792/jukanti.v7i2.1413

Abstract

Information technology is one of the fields of science that can provide added value to a company so that the performance of the company can run effectively and efficiently. The role of it is very important to achieve the vision and mission of the company so that good governance is needed. Good IT governance will help all factors related to the use of it to make it easier to obtain profits as expected by the company. Therefore, the role of it is very important for the company to achieve its goals. IT management is a form of planning the use of it in accordance with the vision, mission and objectives of the company. Control and direction of it will minimize the risks that will occur so that the use of it can provide added value to the company to achieve its goals. Therefore, Ananda Rantepao pharmacy must get an application in the MEA Domain (monitor, evalute, and asses). COBIT (Control Objective for Information Technologies) is a collection of information and IT governance frameworks that represent structured and controllable activities. MEA (monitor, evaluate, and assess) is the domain of COBIT 5 that is used to conduct audits and IT Governance at Ananda Rantepao pharmacies. The use of COBIT 5 framework can be implemented on all types of organizations and companies of any size. The implementation of IT governance with the COBIT 5 domain MEA framework at Ananda Rantepao Pharmacy is expected to maximize the company's performance with the use of it in accordance with the objectives. Apotek Ananda Rantepao has not conducted an audit on existing IT so that the level of IT capabilities is not yet known, therefore it is necessary to conduct IT governance so that information technology can be controlled and work efficiently. The methods of this study are quantitative methods that use surveys or questionnaires that will be given to the subject of research to obtain conclusions, and qualitative methods obtained from interviews and observations on the company for accurate analysis results.
ANALISIS RESPON SISWA TERHADAP PENGEMBANGAN HYBRID LEARNING BERBASIS MOODLE PADA MATA PELAJARAN IPA DI SMAN 4 KENDARI Pebrianti, Anggita; Darman , Darman; Fajriani, Alfiah
Jurnal Pendidikan Teknologi Informasi (JUKANTI) Vol 7 No 2 (2024): JURNAL PENDIDIKAN TEKNOLOGI INFORMASI (JUKANTI) EDISI NOPEMBER 2024
Publisher : Program Studi Pendidikan Informatika, Universitas Citra Bangsa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37792/jukanti.v7i2.1425

Abstract

The results of this study show that the combination of online learning and project learning is an effective approach in improving the quality of learning. This has important implications for the development of education in the future, where innovative and flexible learning methods are increasingly needed.
PENGEMBANGAN MEDIA PEMBELAJARAN VIDEO ANIMASI BERBASIS POWTOON PADA PENGENALAN HURUF ABJAD DI R.A. ROUDHOTUL KHUFFADZ Matahari Matahari; Sahiruddin Sahiruddin; Nitya Ratna Kumala
Jurnal Pendidikan Teknologi Informasi (JUKANTI) Vol 7 No 1 (2024): JURNAL PENDIDIKAN TEKNOLOGI INFORMASI (JUKANTI) EDISI APRIL 2024
Publisher : Universitas Citra Bangsa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37792/jukanti.v7i1.1152

Abstract

ABSTRAK Sekolah R.A. Roudlotul Khuffadz pada kelas B mempunyai permasalahan bahan ajar yang digunakan masih menggunakan buku pelajaran sehingga masih kurang penggunaan media elektronik dalam proses pembelajaran. Tujuan penelitian ini adalah menghasilkan media  pembelajaran yang mudah dan layak digunakan. Metode penelitiannya yang digunakan ialah metode R&D dengan model pengembangan ADDIE yang memiliki beberapa tahapan yaitu analisis, desain, pengembangan, implementasi dan evaluasi. Pengamatan yang telah dilaksanakan mewujudkan hasil berbentuk media pembelajaran berbasis video animasi menggunakan Powtoon yang meliputi pembukaan, isi pembelajaran dan refleksi pembelajaran, berdasarkan perolehan penilaian kelayakan  validator media meraih nilai persentase setiap aspek adalah 88% “sangat valid”, dan hasil dari validasi materi mendapatkan nilai persentase setiap aspek adalah 87% “sangat valid”, kemudian hasil tanggapan peserta didik di peroleh nilai persentase seluruh indikator adalah  99% “sangat layak”. Kesimpulan dari penelitian ini adalah media pembelajaran berbasis video animasi menggunakan Powtoon sangat layak untuk dipercobakan saat proses belajar mengajar di R.A Roudhotul Khuffadz. Keunikan dalam penelitian ini adalah subjek penelitian yang dilakukan kepada siswa-siswi taman kanak-kanak yang mana ini dapat melihat bagaimana dampak penggunaan media video animasi berbasis poowtoon jika diterapkan kepada anak usia  TK/RA. ABSTRACT   R.A. Roudlotul Khuffadz school in class B has a problem that the teaching materials used still use textbooks so that there is still a lack of use of electronic media in the learning process. The purpose of this research is to produce learning media that is easy and feasible to use. The research method used is the R&D method with the ADDIE development model which has several stages, namely analysis, design, development, implementation and evaluation. Observations that have been carried out realize the results in the form of animated video-based learning media using Powtoon which includes opening, learning content and learning reflection, based on the acquisition of a media validator's feasibility assessment, the percentage value of each aspect is 88% "very valid", and the results of material validation get a percentage value of each aspect is 87% "very valid", then the results of student responses obtained the percentage value of all indicators is 99% "very feasible". The conclusion of this study is that animated video-based learning media using Powtoon is very feasible to be tried during the teaching and learning process at R.A Roudhotul Khuffadz. The uniqueness of this research is that the subject of the research was carried out on kindergarten students, which can see how the impact of using poowtoon-based animated video media if applied to TK/RA children.  
PENGEMBANGAN MEDIA MENGGUNAKAN GOOGLE SITES DALAM KURSUS DESIGN THINKING Zulkifli N; Henry Praherdhiono
Jurnal Pendidikan Teknologi Informasi (JUKANTI) Vol 7 No 1 (2024): JURNAL PENDIDIKAN TEKNOLOGI INFORMASI (JUKANTI) EDISI APRIL 2024
Publisher : Universitas Citra Bangsa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37792/jukanti.v7i1.1156

Abstract

ABSTRAK   Penelitian ini merupakan penelitian pengembangan yang bertujuan (1) untuk mengetahui kevalidan, (2)  kepraktisan  media  pembelajaran  google  sites  pada  mata  kuliah  Design Thinking semester IV Prodi Bisnis Digital. Penelitian ini merupakan penelitian pengembangan (Research and Development) dengan mengacu pada model pengembangan 4D. Subjek penelitian ini satu orang ahli media, satu orang ahli materi, dosen mata kuliah, dan tiga puluh dua mahasiswa. Model pengembangan 4D, yang memiliki empat tahapan, diantaranya: Define (pendefinisian) terdiri dari analisis awal atau analisis kebutuhan, mahasiswa, dan konsep; Design (perancangan) terdiri dari pengumpulan data, desain media pembelajaran, desain instrumen penelitian; Develop (pengembangan) yang meliputi langkah pembuatan media pembelajaran google sites, penilaian ahli validator, uji coba pengembangan, dan revisi produk. Teknik pengumpulan data yang digunakan yaitu observasi, wawancara, angket kemudian dianalisis secara deskriptif kuantitatif; Disseminate (penyebaran) meliputi penyebaran media. Hasil penilaian  menunjukkan  bahwa pengembangan media pembelajaran google sites dinilai valid dilihat dari hasil validasi ahli materi pada aspek pembelajaran mendapatkan nilai rata rata 4,5 dapat dikategorikan sangat valid dan pada aspek isi dari 10 indikator, mendapatkan rata-rata 4,6 yang di kategorikan sangat valid sedangkan hasil validasi ahli media pada aspek tampilan mendapatkan hasil rata-rata 4,5 dari 9 indikator dikategorikan sangat valid dan pada aspek pemrograman dari 11 indikator penilaian, mendapatkan rata-rata hasil penilaian ahli materi 4,4 di kategorikan sangat valid. Hasil tersebut diperoleh dari dua validasi ahli yaitu ahli materi dan ahli media. ABSTRACT  This research is a development research that aims (1) to determine the validity, (2) practicality of google sites learning media in the Design Thinking course in the fourth semester of the Digital Business Study Program. This research is a development research (Research and Development) with reference to the 4D development model. The subjects of this study were one media expert, one material expert, course lecturer, and thirty-two students. The 4D development model, which has four stages, including: Define consists of initial analysis or analysis of needs, students, and concepts; Design consists of data collection, learning media design, research instrument design; Develop which includes steps to create Google Sites learning media, validator expert assessment, development trials, and product revisions. The data collection techniques used are observation, interviews, questionnaires then analyzed descriptively quantitatively; Disseminate (dissemination) includes the dissemination of media. The assessment results show that the development of Google Sites learning media is considered valid judging from the results of material expert validation on the learning aspect getting an average value of 4.5 can be categorized as very valid and in the content aspect of 10 indicators, getting an average of 4.6 which is categorized as very valid while the results of media expert validation on the display aspect get an average result of 4.5 out of 9 indicators categorized as very valid and on the programming aspect of 11 indicators The assessment, getting an average of 4.4 material expert assessment results is categorized as very valid. The results were obtained from two expert validations, namely material experts and media experts.