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
PENGEMBANGAN MEDIA PEMBELAJARAN AUGMENTED REALITY SMP KELAS 9 PADA MATERI MALWARE Rizky Rahmad Andre Anang; Gres Dyah Kusuma Ningrum; Hikmatul Afifah Fikriati
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.v8i2.1536

Abstract

This research aims to develop learning media that apply augmented reality (AR) in grade 9 informatics subjects with malware material. The background of this research is based on students' needs for creative and theological learning tools to improve understanding of abstract or difficult-to-understand concepts in the digital world. With the ADDIE development approach which includes several stages, namely analysis, design, development, implementation, and evaluation. Validation from material experts, media experts and users provides the fact that the results are very valid. Student trials showed an increase in interest in learning and understanding of malware material. This media provides an interesting and contextual learning experience by displaying 3D illustrations of various types of malware through AR-based smartphones. Therefore, the use of AR in this learning media has potential as an alternative solution in supporting effective and interactive learning activities at the junior high school level.
IMPLEMENTASI AUGMENTED REALITY DALAM PEMBELAJARAN: DAMPAK PADA GAYA BELAJAR DAN PSIKOLOGIS SISWA Dortean Amelia Jois Jaha; Pnatmo Welhelmina Masi
Jurnal Pendidikan Teknologi Informasi (JUKANTI) Vol 9 No 1 (2026): JURNAL PENDIDIKAN TEKNOLOGI INFORMASI (JUKANTI) EDISI APRIL 2026
Publisher : Universitas Citra Bangsa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37792/jukanti.v9i1.1539

Abstract

This study aims to analyze the impact of Augmented Reality (AR) technology on visual-experiential learning styles and the psychological conditions of high school students in underdeveloped areas. The research was conducted at SMA Fajar Timur Haitimuk using a mixed-method approach with a sequential explanatory design. Quantitative data were collected from 30 twelfth-grade students through questionnaires and analyzed using Pearson correlation and linear regression tests. The results showed a significant positive relationship between learning styles and psychological conditions (r = 0.68, p < 0.05), with learning styles contributing 46.2% to the variation in psychological conditions (R² = 0.462, p < 0.001). Qualitative data were analyzed using Braun and Clarke’s thematic analysis to identify patterns and themes emerging from students’ learning experiences based on interviews with 10 students. The findings revealed that AR enhances motivation, understanding, self-confidence, and learning focus. Students responded positively to the immersive learning experience. In conclusion, AR not only supports cognitive understanding but also improves psychological well-being and is relevant as an innovative learning strategy in secondary education in underdeveloped areas.
ANALISIS MANAJEMEN RISIKO SISTEM INFORMASI BERBASIS ISO 31000:2018 PADA PERUSAHAAN LOGISTIK PENGIRIMAN BARANG Marchelino Nathanael; Yessica Nataliani
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.v8i2.1547

Abstract

In an era of rapid technological development, it is important to recognize the various threats and risks that may arise along with these developments. These threats and risks can disrupt operational activities, including system usage, and even reduce system performance. PT. Merdeka Panji Mulia, a company engaged in logistics and delivery services, uses an online cashier application to support its business processes. The absence of risk management analysis in this application has led to insufficient data monitoring and the emergence of various other issues. This study aims to apply the ISO 31000:2018 framework to analyze risk management in the online cashier application. The analysis was carried out through four stages: risk identification, risk analysis, risk evaluation, and risk treatment. The results of this study identified 21 potential risks, which were classified into three categories: 3 low risks, 15 medium risks, and 3 high risks. These findings reinforce the applicability of ISO 31000:2018 in managing information system risks within the logistics sector.
HUBUNGAN PEMANFAATAN MEDIA PEMBELAJARAN BERBASIS AUGMENTED REALITY PADA PENINGKATAN MOTIVASI BELAJAR SISWA Miftah Fadhlurrohman; Gres Dyah Kusuma Ningrum; Hikmatul Afifah Fikriati
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.v8i2.1553

Abstract

This research explores the influence of implementing Augmented Reality (AR)-based instructional media on the learning motivation of ninth-grade students in Informatics class at SMP Negeri 25 Malang. A quantitative approach was applied using an ex post facto design, involving 24 students from class IX D as participants. Data collection utilized a Likert-scale questionnaire, which had undergone validity and reliability testing, resulting in a Cronbach’s Alpha score of 0.925, indicating a high level of consistency. The collected data showed a normal distribution, and linear regression analysis revealed a significance value of 0.000 (p < 0.05) and a coefficient of determination (R²) of 0.923. This implies that 92.3% of the variance in students' learning motivation can be attributed to the use of AR media. The findings demonstrate that AR significantly enhances student motivation by presenting learning content in a more engaging and interactive manner. Consequently, AR is recommended as an innovative instructional strategy to improve the learning experience in educational settings.
PENGARUH MEDIA PEMBELAJARAN BERBASIS AUGMENTED REALITY TERHADAP HASIL BELAJAR INFORMATIKA SISWA SMP Rutria Sarah Hasna Tsabita Afaf; Gres Dyah Kusuma Ningrum; Hikmatul Afifah Fikriati; Muhammad Aulia Utama; Miftah Fadhlurrohman; Muhammad Naufal Baharudin; Nanda Defi Aprilianto; Rizky Rahmad Andre Anang
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.v8i2.1554

Abstract

This research aims to investigate the effects of implementing Augmented Reality (AR)-based instructional media on the academic performance of ninth-grade students in the subject of Informatics. A quantitative method was adopted, utilizing a one-group pretest-posttest experimental design. The study involved 29 students from class IX D at SMP Negeri 25 Malang. Data collection was conducted through pretest and posttest evaluations, followed by analysis using normality testing, the Paired Sample T-Test, and N-Gain Score computation. The findings revealed a significant improvement in student’s academic outcomes following the use of AR media, with a t-test significance value of 0.000 and an average N-Gain score of 0.4198, indicating a moderate level of effectiveness. These results suggest that AR-based learning tools can effectively support students’ comprehension of Informatics and offer a creative alternative for classroom instruction. The results of this research provide a significant contribution to the effectiveness of using AR-based instructional media in improving student learning outcomes, which can serve as a creative and innovative solution to support more meaningful, interactive, and student-centered Informatics learning.
EFEKTIVITAS DAN OPTIMALISASI KEMUDAHAN AKSES FITUR PENCARIAN E-LIBRARY UNTAN PONTIANAK Fathanah Putri Wibowo; Atiqa Nur Latifa Hanum; Amriani Amir
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.v8i2.1560

Abstract

ABSTRAK Penelitian ini bertujuan untuk menganalisis efektivitas dan optimalisasi fitur pencarian pada aplikasi e-Library Universitas Tanjungpura Pontianak. Pendekatan yang digunakan adalah kualitatif deskriptif melalui wawancara, observasi, dan studi dokumenter yang melibatkan pengelola serta mahasiswa pengguna e-Library. Hasil penelitian menunjukkan bahwa fitur pencarian belum sepenuhnya efektif, ditandai dengan masih ditemukannya kendala berupa hasil pencarian yang kurang relevan, keterbatasan filter, serta antarmuka yang belum mendukung kenyamanan pengguna. Temuan ini mengindikasikan perlunya pembaruan algoritma pencarian, peningkatan kualitas metadata, dan penambahan fitur bantu pencarian. Kebaruan penelitian ini terletak pada analisis berbasis pengalaman langsung pengguna e-Library UNTAN yang menggabungkan aspek teknis dan literasi informasi, sehingga memberikan gambaran yang lebih komprehensif dibandingkan studi terdahulu. Kontribusi praktis penelitian ini adalah memberikan rekomendasi strategis bagi pengelola dalam meningkatkan kualitas layanan pencarian digital, sedangkan kontribusi akademiknya memperkaya literatur mengenai optimalisasi sistem pencarian pada perpustakaan digital di perguruan tinggi Indonesia.Kata kunci : e-library, fitur pencarian, kemudahan akses, optimalisasi layanan.ABSTRACT This study aims to analyze the effectiveness and optimization of the search feature on the Tanjungpura University Pontianak e-Library application. The approach used is descriptive qualitative through interviews, observations, and documentary studies involving administrators and students who use the e-Library. The results of the study indicate that the search feature is not yet fully effective, as evidenced by the discovery of obstacles in the form of irrelevant search results, limited filters, and an interface that does not support user comfort. These findings indicate the need to update the search algorithm, improve metadata quality, and add search assistance features. The novelty of this research lies in its analysis based on the direct experiences of UNTAN e-Library users, which combines technical and information literacy aspects, thus providing a more comprehensive picture than previous studies. The practical contribution of this research is to provide strategic recommendations for managers in improving the quality of digital search services, while its academic contribution enriches the literature on search system optimization in digital libraries in Indonesian universities.Keywords: e-library, search features, ease of access, service optimization.
PERENCANAAN STRATEGIS SISTEM INFORMASI PADA SMA NEGERI 5 TUAL MENGGUNAKAN METODE WARD AND PEPPARD Malhain Jance Rahangmetan; Melkior Sitokdana
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.v8i2.1562

Abstract

Penelitian ini bertujuan untuk merancang perencanaan strategis sistem informasi di SMA Negeri 5 Tual guna meningkatkan efisiensi layanan dan mendukung digitalisasi data sekolah. Metode yang digunakan meliputi analisis SWOT, framework Ward and Peppard, studi literatur, serta wawancara dengan pihak terkait. Hasil analisis menunjukkan bahwa meskipun pelayanan terhadap kebutuhan siswa tergolong sangat baik dan hubungan sosial dengan masyarakat sudah terjalin erat, masih terdapat beberapa kelemahan, seperti kurangnya pemanfaatan multimedia dalam proses pembelajaran, keterbatasan sumber daya manusia dalam memahami teknologi, serta sistem perpustakaan yang masih manual. Analisis SWOT mengidentifikasi 4 kekuatan, 4 kelemahan, 3 peluang, dan 3 ancaman, yang selanjutnya menjadi dasar penyusunan portofolio SI meliputi Sistem Informasi Akademik, SI Manajemen, SI Perpustakaan, SI Keuangan, dan SI Penjadwalan. Berdasarkan temuan tersebut, penelitian ini merekomendasikan pengembangan portofolio aplikasi Sistem Informasi Akademik (SIA) dan penerapan strategi digitalisasi lainnya untuk mendukung peningkatan kualitas layanan pendidikan di SMA Negeri 5 Tual.
ANALISIS USABILITY TESTING PADA SISTEM SIMATRA UKI TORAJA MENGGUNAKAN HEURISTIC EVALUATION DAN SYSTEM USABILITY SCALE Herdianto Bilma Bunga; Adi Nugroho
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.v8i2.1566

Abstract

Operational testing is crucial in evaluating the usability of an academic information system. However, there is still a lack of studies specifically analyzing the usability level of SIMATRA UKI Toraja. Therefore, this study aims to assess the usability of SIMATRA UKI Toraja using the Heuristic Evaluation method and the System Usability Scale (SUS). The evaluation was carried out by four evaluators using Nielsen’s ten heuristic principles and involved 384 respondents for the SUS assessment. The Heuristic Evaluation identified five major issues related to system status visibility, navigation, and usage flexibility. Meanwhile, the SUS testing resulted in a usability score of 81.25, categorized as acceptable. These findings indicate that SIMATRA still has several shortcomings in terms of user interface and user experience. Improvement recommendations are provided to enhance user efficiency and satisfaction. The results of this study may serve as a reference for further development of academic systems to better respond to user needs.
EVALUASI LOYALITAS PENGGUNA FACEBOOK MESSENGER MENGGUNAKAN CUSTOMER JOURNEY MAP Florentina Yuni Arini; Muhammad Rizki AlFathi; Eugenie Friskyla; Syavira Riski Wulandari; Muhammad Farrel Aryatama; Naufal Adib Syaikha Daffa ‘Ulhaq; Muhammad Daffa Razan
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.v8i2.1570

Abstract

ABSTRAK Facebook Messenger sebagai salah satu aplikasi komunikasi daring yang populer di Indonesia memiliki peran penting dalam menunjang komunikasi digital sehari-hari. Pesatnya penggunaan platform ini mendorong kebutuhan untuk memahami loyalitas pengguna secara mendalam. Evaluasi dilakukan dengan pendekatan Customer Journey Map (CJM) untuk menelusuri faktor-faktor yang mempengaruhi keterikatan pengguna dalam lima tahap: kesadaran, pertimbangan, penerimaan, layanan, dan kesetiaan. Metode ini menggunakan data yang bersifat kualitatif. Hasil dari evaluasi menunjukkan bahwa meskipun tahap awal interaksi pengguna tergolong positif, penurunan kualitas pengalaman pada tahap pelayanan menjadi kendala utama dalam membangun loyalitas jangka panjang. Oleh karena itu, diperlukan perbaikan berkelanjutan dalam aspek keamanan, layanan dan fitur, agar Facebook Messenger dapat mempertahankan serta meningkatkan keterikatan penggunanya.Kata kunci : customer journey map, facebook messenger, media sosial, loyalitas penggunaABSTRACT Facebook Messenger, as one of the most popular online communication applications in Indonesia, plays an important role in supporting daily digital communication. The rapid use of this platform drives the need to understand user loyalty in depth. An evaluation was conducted using the Customer Journey Map (CJM) approach to explore the factors that influence user engagement in five stages: awareness, consideration, decision, service, and loyalty. This method we use qualitative data. The results of the evaluation indicate that although the initial stage of user interaction is generally positive, a decline in service quality presents a major obstacle to building long-term loyalty. Therefore, continuous improvement in security, service and feature aspects is necessary for Facebook Messenger to maintain and enhance user engagement.Keywords: customer journey map, facebook messenger, social media, user loyalty
PENGEMBANGAN MEDIA INTERAKTIF QUIZIZZ BERBASIS TGT DAN TARL UNTUK MENINGKATKAN MOTIVASI BELAJAR SISWA DI KELAS VIII Rinda Ayu Lestari; Dila Umnia Soraya; Novita Tri Indrasari
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.v8i2.1821

Abstract

ABSTRAK Motivasi belajar siswa kelas VIII A cenderung menurun karena merasa materi terlalu mudah dan kurang menantang. Penelitian ini bertujuan mengembangkan media pembelajaran berbasis Quizizz dengan pendekatan Team Game Tournament (TGT) sebagai strategi pembelajaran kooperatif dan Teaching at the Right Level (TaRL) sebagai pendekatan diferensiasi, menggunakan model ADDIE (Analysis, Design, Development, Implementation, Evaluation). Media divalidasi oleh ahli media, ahli materi, dan guru, serta diuji kepada 32 siswa. Hasil penelitian menunjukkan media layak digunakan, dengan peningkatan motivasi belajar dari skor rata-rata 71,91 menjadi 85,56. Uji Wilcoxon menegaskan adanya perbedaan signifikan. Penelitian ini berkontribusi dalam memperlihatkan bahwa integrasi gamifikasi dengan TGT dan TaRL mampu menciptakan suasana belajar yang menantang sekaligus adaptif, sehingga dapat menjadi strategi inovatif untuk meningkatkan motivasi belajar siswa dalam pembelajaran informatika berbasis literasi digital.Kata kunci : Quizizz, Gamifikasi, TGT, Motivasi BelajarABSTRACT The learning motivation of Class VIII A students tended to decline as they perceived the material to be too easy and less challenging. This study aimed to develop Quizizz-based learning media by applying Team Game Tournament (TGT) as a cooperative learning strategy and Teaching at the Right Level (TaRL) as a differentiation approach, within the ADDIE model (Analysis, Design, Development, Implementation, Evaluation) framework. The media was validated by experts in content and instructional design, and tested with 32 students. The results indicated that the media was feasible to use, with students’ motivation increasing from an average score of 71.91 to 85.56. The Wilcoxon test confirmed a significant difference. This research contributes by demonstrating that integrating gamification with TGT and TaRL can foster a more engaging and adaptive learning environment, and thus serve as an innovative strategy to enhance students’ motivation in digital literacy–based informatics learning. Keywords: Quizizz, Gamification, Teams Game Tournament, Learning Motivation