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
PEMBANGUNAN SISTEM INFORMASI PENGELOLAAN DONOR DARAH BERBASIS WEB DI PMI KOTA SALATIGA Andrew Prasetya Kusuma; Nina Setiyawati
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.v9i1.1943

Abstract

PMI Kota Salatiga currently relies entirely on paper forms for various blood donation procedures, making them susceptible to damage and causing inefficiencies in blood donor data recording. This research aims to develop a web-based information system to manage blood donations, specifically the donor registration process and the blood product request process carried out by hospitals. The information system was developed using the Software Development Life Cycle (SDLC) prototyping method with an API-First architecture, utilizing Laravel as the backend, Reactjs as the frontend, and Postgresql as the database. System testing was conducted using User Acceptance Test (UAT), compatibility test, and usability testing with Single Ease Question (SEQ) and System Usability Scale (SUS) methods. The average results of the User Acceptance Test showed an aggregate score of 0.9, while the usability test results yielded an aggregate score of 79.83 for the System Usability Scale and an aggregate of 6.54 for the Single Ease Question. The compatibility testing results demonstrated that the application interface is responsive across various screen sizes. These results indicate that the information system successfully addresses the needs of PMI Kota Salatiga by reducing dependence on physical forms for registration and documentation related to blood donation.
DAMPAK IMPLEMENTASI MEDIA PEMBELAJARAN QUIZIZZ TERHADAP MOTIVASI BELAJAR SISWA KELAS X SMA NEGERI 18 GARUT Fathan Hasan Nur Fadil; Aceng Ahmad Rodian Susila; Efi Sofiah
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.v8i2.1900

Abstract

ABSTRAKPenelitian ini bertujuan untuk mengetahui dampak implementasi media pembelajaran interaktif Quizizz terhadap motivasi belajar siswa kelas X SMA Negeri 18 Garut. Penelitian menggunakan pendekatan kuantitatif dengan desain dua kelas eksperimen: kelas eksperimen yang menggunakan media Quizizz dan kelas kontrol yang menggunakan LKPD. Sampel penelitian terdiri dari 40 siswa yang dipilih dengan teknik simple random sampling. Data dikumpulkan melalui tes hasil belajar dan angket motivasi belajar menggunakan model ARCS (Attention, Relevance, Confidence, Satisfaction). Data dianalisis melalui uji normalitas, homogenitas, dan uji Independent Sample t-test dengan bantuan program SPSS V.25. Hasil analisis menunjukkan bahwa nilai thitung = 3,338>ttabel = 2,024 pada taraf signifikansi 0,05 dengan df = 38, sehingga terdapat perbedaan yang signifikan antara hasil belajar siswa yang menggunakan media pembelajaran Quizizz dengan yang menggunakan LKPD. Hasil angket menunjukkan tingkat motivasi belajar siswa berada pada kategori tinggi, dengan skor tertinggi pada indikator satisfaction (86%) dan attention (84%). Dengan demikian, penggunaan media pembelajaran ini memberikan bukti empiris bahwa penggunaan Quizizz tidak hanya meningkatkan motivasi, tetapi juga menciptakan pengalaman belajar yang lebih interaktif dan menyenangkan. Implikasi penelitian menunjukkan bahwa Quizizz dapat dijadikan alternatif efektif bagi guru dalam meningkatkan motivasi belajar pada konteks pembelajaran digital. Penelitian ini memberikan kontribusi pada pengembangan media pembelajaran gamifikasi di sekolah menengah. Kata Kunci: Quizizz, Media Pembelajaran, Motivasi Belajar, Hasil Belajar ABSTRACTThis study aims to determine the impact of the implementation of interactive learning media Quizizz on the learning motivation of class X students of SMA Negeri 18 Garut. The study used a quantitative approach with a two-class experimental design: an experimental class using Quizizz media and a control class using LKPD. The research sample consisted of 40 students selected by simple random sampling technique. Data were collected through learning achievement tests and learning motivation questionnaires using the ARCS model (Attention, Relevance, Confidence, Satisfaction). Data were analyzed through normality tests, homogeneity tests, and Independent Sample t-tests with the help of the SPSS V.25 program. The results of the analysis showed that the t-value = 3.338> t-table = 2.024 at a significance level of 0.05 with df = 38, so there was a significant difference between the learning outcomes of students using Quizizz learning media and those using LKPD. The questionnaire results showed that the level of student learning motivation was in the high category, with the highest scores on the satisfaction (86%) and attention (84%) indicators. Thus, the use of this learning media provides empirical evidence that the use of Quizizz not only increases motivation, but also creates a more interactive and enjoyable learning experience. The research implications show that Quizizz can be an effective alternative for teachers in increasing learning motivation in digital learning contexts. This research contributes to the development of gamification learning media in secondary schools. Keywords: Quizizz, Learning Media, Learning Motivation, Learning Outcomes