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 256 Documents
ANALISIS KEPUASAN PENGGUNA APLIKASI MAXIM DENGAN METODE KEPUASAN PENGGUNA PERANGKAT LUNAK (EUCS) Willy Satya
Jurnal Pendidikan Teknologi Informasi (JUKANTI) Vol 8 No 2 (2025): JURNAL PENDIDIKAN TEKNOLOGI INFORMASI (JUKANTI) EDISI NOPEMBER 2025
Publisher : Universitas Citra Bangsa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37792/jukanti.v8i2.1448

Abstract

ABSTRAK Tujuan penelitian untuk menganalisis kepuasan pengguna aplikasi maxim khususnya mahasiswa Fakultas Teknologi dam Informasi Universitas Kristen Satya Wacana dengan metode End User Computing Satifaction (EUSC) menggunakan lima variabel: isi (content), keakuratan (accuracy), format (display), kemudahan pengguna (user accessibility), dan ketepatan waktu (timeliness). Metode untuk mencapai kepuasan pengguna komputer (EUSC) digunakan untuk menentukan tingkat kepuasan pengguna pemakaian sistem dalam aplikasi dapat mengetahui faktor apa saja yang mempengaruhi kepuasan pengguna aplikasi. Data dikumpulkan melalui penyebaran kuesioner kepada seratus orang yang diukur menggunakan skala likert. Berdasarkan hasil olah data menggunakan software SPSS menunjukkan kelima variabel secara simultan berpengaruh terhadap kepuasan pengguna Aplikasi Maxim sebesar 0,969 atau 93,8%. Hasil analisis menunjukkan bahwa variabel ketepatan, format, dan kemudahan penggunaan Aplikasi Maxim berdampak negatif dan relevan dengan kepuasan konsumen. Sebaliknya, variabilitas konten dan waktu berdampak positif dan menunjukkan kepuasan pelanggan Aplikasi Maxim. Kata kunci : Kepuasan pengguna, Metode EUSC, Aplikasi MaximABSTRACT The purpose of the study was to analyze the satisfaction of maxim application users, especially students of the Faculty of Technology and Information of Satya Wacana Christian University using the End User Computing Satifaction (EUSC) method using five variables: content, accuracy, format (display), user accessibility, and timeliness. The method for achieving End-User Computing Satisfaction (EUSC) is used to determine the level of user satisfaction in system usage within an application and to identify the factors that influence user satisfaction with the application. Data was collected through distributing questionnaires to one hundred people who were measured using a Likert scale. Based on the data analysis results using SPSS software, the five variables simultaneously influence user satisfaction with the Maxim application by 0.969 or 93.8%. The results of the analysis show that the variables of accuracy, format, and ease of use of Maxim App have a negative and relevant impact on customer satisfaction. In contrast, content and time variability have a positive impact and indicate Maxim App customer satisfaction. Keywords: User Satisfaction, EUSC Method, Maxim Application
SIMULASI DAN ANALISIS EFEKTIVITAS SISTEM KEAMANAN JARINGAN MENGGUNAKAN INTRUSION PREVENTION SYSTEM (IPS) BERBASIS WAZUH Andika Andika; Rissal Efendi, M.Kom
Jurnal Pendidikan Teknologi Informasi (JUKANTI) Vol 8 No 1 (2025): JURNAL PENDIDIKAN TEKNOLOGI INFORMASI (JUKANTI) EDISI APRIL 2025
Publisher : Universitas Citra Bangsa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37792/jukanti.v8i1.1454

Abstract

Abstract Computer network security is a crucial aspect in the digital era, especially with the growing complexity and dynamics of cyber threats. This study aims to simulate a network security system using a Wazuh-based Intrusion Prevention System (IPS), an open-source security platform that integrates threat detection, prevention, and monitoring. The research methodology involves designing network topology, configuring Wazuh as an IPS, and conducting tests to evaluate its effectiveness in detecting and mitigating security threats. The simulation results show that Wazuh is capable of identifying and preventing attacks such as brute force and Cross-Site Scripting (XSS) attacks with satisfactory accuracy. This study provides practical insights into implementing an IPS-based network security system, particularly for organizations with limited resources.
PENGEMBANGAN MEDIA PEMBELAJARAN SISTEM PEREDARAN DARAH PADA MANUSIA BERBASIS AUGMENTED REALITY Ananda Putri Zafira; Tri Widodo
Jurnal Pendidikan Teknologi Informasi (JUKANTI) Vol 8 No 1 (2025): JURNAL PENDIDIKAN TEKNOLOGI INFORMASI (JUKANTI) EDISI APRIL 2025
Publisher : Universitas Citra Bangsa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37792/jukanti.v8i1.1456

Abstract

Developments in the field of information technology are currently experiencing very rapid increases. The use of information technology is not only in the business world, but also in the public sector. One institution that utilizes information technology is a school institution. In the world of education, there are many multimedia applications for learning. Both in the form of applications and learning media that can support students' ability to understand learning. This research discusses the development of augmented reality-based learning media for the circulatory system in humans. Which aims to broaden students' insight into augmented reality technology and make learning more interesting so that it can increase student motivation in the learning process. This development uses the ADDIE- Analysis, Design, Development, Implementation, Evaluation method. The media has been tested for suitability by media experts who obtained 83.93% very good results, then material experts who obtained 94.64% very good results, and respondents who obtained 90.75% very good results.
PENGEMBANGAN MEDIA PEMBELAJARAN LAPISAN BUMI BERBASIS AUGMENTED REALITY Deni Andreyan Feneza; Tri Widodo
Jurnal Pendidikan Teknologi Informasi (JUKANTI) Vol 8 No 1 (2025): JURNAL PENDIDIKAN TEKNOLOGI INFORMASI (JUKANTI) EDISI APRIL 2025
Publisher : Universitas Citra Bangsa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37792/jukanti.v8i1.1457

Abstract

Learning about the layers of the earth at junior high school (SMP) level often experiences problems. Limited teaching aids and visual media make learning less supportive. The current learning process must go hand in hand with technological developments. Research in developing Augmented Reality-based learning media for earth layers aims to introduce various types of earth layers and their characteristics. The development of this learning media uses the Research and Development (R&D) method with the ADDIE development model. This learning media has gone through a media expert validation test process by obtaining a score of 79% in the media category "suitable" for use. The material expert validation test with a score of 85% was included in the material category "very suitable" for use. Furthermore, the results of the user test totaling 10 people obtained a score of 81% in the category "very suitable" for use.
PERANCANGAN ABSENSI PEGAWAI ENGINEERING COFFEE BERBASIS IOT (INTERNET OF THINGS) Alfarandi Rozul Dwi Arlovi; Firman Firman; Sahiruddin Sahiruddin
Jurnal Pendidikan Teknologi Informasi (JUKANTI) Vol 8 No 1 (2025): JURNAL PENDIDIKAN TEKNOLOGI INFORMASI (JUKANTI) EDISI APRIL 2025
Publisher : Universitas Citra Bangsa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37792/jukanti.v8i1.1466

Abstract

This study aims to design an Internet of Things (IoT)-based attendance system to enhance efficiency, accuracy, and employee discipline at Engineering Coffee. The research employed the Research and Development (R&D) method with the Waterfall model, encompassing the stages of needs analysis, system design, implementation, and testing. Data were collected through observation, interviews, literature review, documentation, and user surveys. The attendance system is equipped with ESP32Cam devices integrated with a mobile application and Google Spreadsheet for real-time recording. The testing results showed a 100% validation rate for all system components, including IP/WiFi connectivity, data processing, and application interface. Evaluation through user questionnaires revealed an average user satisfaction score of 83.75%, categorized as “Highly Feasible.” The system successfully addresses the limitations of manual attendance methods, which were previously inaccurate and inefficient, providing a practical solution that can be applied to various work environments.
RANCANG ULANG USER INTERFACE DAN USER EXPERIENCE PADA STARS USKSW MENGGUNAKAN METODE USER CENTERED DESIGN DAN HEURISTIC EVALUATION Immanuel Gratia Wibawa Herbert Sihombing; Nina Setiyawati
Jurnal Pendidikan Teknologi Informasi (JUKANTI) Vol 8 No 1 (2025): JURNAL PENDIDIKAN TEKNOLOGI INFORMASI (JUKANTI) EDISI APRIL 2025
Publisher : Universitas Citra Bangsa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37792/jukanti.v8i1.1502

Abstract

STARS UKSW is a web-based system used to formally record student activities at Satya Wacana Christian University. To ensure that this website can be used effectively, it is important to pay attention to the quality of the user interface (UI). In order to evaluate the extent to which the interface of this website is optimal, a usability test was carried out using the heuristic evaluation method developed by Jacob Nielsen. The results of this study show that students feel confused when using the website, especially because of the unfamiliar layout and icons, as well as difficulties in understanding the flow of using the system. A redesign to improve the user experience (UX) was undertaken based on these issues. The User-Centered Design (UCD) approach is applied in this redesign process to ensure that the resulting design is more aligned with the needs and choices of the users. This is expected to improve the overall quality of the STARS UKSW website by creating a more effective design in line with the target users. .
HUBUNGAN LITERASI DIGITAL DAN PROKRASTINASI AKADEMIK PADA MAHASISWA BARU FAKULTAS TEKNOLOGI INFORMASI UNIVERSITAS KRISTEN SATYA WACANA Tiara Lumban Gaul; Angela Atik Setiyanti
Jurnal Pendidikan Teknologi Informasi (JUKANTI) Vol 8 No 1 (2025): JURNAL PENDIDIKAN TEKNOLOGI INFORMASI (JUKANTI) EDISI APRIL 2025
Publisher : Universitas Citra Bangsa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37792/jukanti.v8i1.1503

Abstract

This study aims to analyze between digital literacy and academic procrastination in new students at the Faculty of Information Technology, Satya Wacana Christian University. The digitalization era requires students to have adequate digital literacy competencies to search, evaluate, utilize, and create digital content. However, many students still have difficulty in managing time and completing academic assignments on time, which leads to academic procrastination. This study uses a quantitative approach with an online survey method. Data were obtained from 50 new students who were randomly selected through a questionnaire that measured their level of digital literacy and academic procrastination. The analysis was carried out descriptively and using linear regression to see the relationship between the two variables. The results of this study are expected to provide better insight into the factors that contribute to academic procrastination and formulate strategies that can help students improve their academic productivity through digital literacy. Thus, this study is expected to provide benefits for the development of a more effective education system and improve the quality of learning in higher education in the digital era.
IMPLEMENTASI OPENSID SEBAGAI MEDIA PENGEMBANGAN DIGITALISASI INFORMASI UNTUK MENINGKATKAN TRANSPARANSI PELAYANAN DESA Abdurahman Setia; Taufik Taufik; Nur Fitrianingsih; Ita Fitriati
Jurnal Pendidikan Teknologi Informasi (JUKANTI) Vol 8 No 1 (2025): JURNAL PENDIDIKAN TEKNOLOGI INFORMASI (JUKANTI) EDISI APRIL 2025
Publisher : Universitas Citra Bangsa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37792/jukanti.v8i1.1520

Abstract

Information management in villages is one of the challenges in realizing governance that is transparent and responsive to community needs. In an effort to increase transparency and quality of services in villages, OpenSid has been implemented as a medium for digitizing information. This research aims to analyze the implementation of OpenSid in supporting the digitalization of information at the village level and its impact on transparency and public services. The research method used is a qualitative approach with a case study in one of the villages that has implemented OpenSid. Data was obtained through interviews, observation and document analysis. The research results show that the use of OpenSid is able to increase access to information and simplify the flow of village services, thereby making a positive contribution to transparency and quality of services to the community. These findings provide guidance for other villages that wish to adopt similar technology in an effort to strengthen good governance.
MEDIA PEMBELAJARAN KLASIFIKASI HEWAN BERDASARKAN JENIS MAKANAN BERBASIS AUGMENTED REALITY Amanda Ayu Puspitasari; Dwi Ratnawati
Jurnal Pendidikan Teknologi Informasi (JUKANTI) Vol 8 No 1 (2025): JURNAL PENDIDIKAN TEKNOLOGI INFORMASI (JUKANTI) EDISI APRIL 2025
Publisher : Universitas Citra Bangsa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37792/jukanti.v8i1.1523

Abstract

This research develops Augmented Reality-based learning media for classifying animals based on food type for junior high school students. This research aims to answer the challenges of science learning which is often less interesting and interactive. Augmented Reality technology was chosen to visualize animals in 3D, strengthen conceptual understanding, and increase student engagement. Augmented Reality technology allows students to view 3D animal visualizations interactively, providing a more interesting and enjoyable learning experience. This research methodology uses the Research and Development (R&D) model with the ADDIE approach (Analysis, Design, Development, Implementation, Evaluation). learning materials. Learning media is tested for suitability through validation from material experts, media experts, and student responses. The validation results show that the material aspect received a score of 85% and the media aspect received a score of 83%, both categorized as "Very Eligible". Student testing resulted in an 89% satisfaction rate, also in the “Very Worth It” category. In conclusion, this Augmented Reality-based learning media is effective and practical in increasing students' understanding of animal classification. This application also makes learning easier, which can be done anytime and anywhere via a smartphone device.
PENGEMBANGAN SISTEM MONITORING DAN KONTROL PERALATAN LISTRIK RUMAH TANGGA BERBASIS INTERNET OF THINGS (IOT) MENGGUNAKAN ESP-01S DAN PZEM-004T Adnan Zulkarnain; Miftahul Miftahul
Jurnal Pendidikan Teknologi Informasi (JUKANTI) Vol 8 No 1 (2025): JURNAL PENDIDIKAN TEKNOLOGI INFORMASI (JUKANTI) EDISI APRIL 2025
Publisher : Universitas Citra Bangsa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37792/jukanti.v8i1.1524

Abstract

The high energy consumption in the residential sector calls for technology-driven solutions to improve efficiency and user control. This research develops an Internet of Things (IoT)-based system for monitoring and controlling household electrical appliances using ESP-01S and the PZEM-004T sensor. The system comprises a monitoring module, control module, API server, and Android application. Electrical parameters are transmitted in real-time to a web server and displayed on the mobile interface, which also allows ON/OFF device control. Testing shows the system is accurate and responsive, with an average measurement error of less than 2% compared to conventional instruments. This system offers a scalable and cost-effective approach to household energy management using IoT.