cover
Contact Name
Khairan Marzuki
Contact Email
upgrade.journal@universitasbumigora.ac.id
Phone
+6285933083240
Journal Mail Official
upgrade.journal@universitasbumigora.ac.id
Editorial Address
Universitas Bumigora Jl. Ismail Marzuki-Cilinaya-Cakranegara-Mataram 83127 Indonesia
Location
Kota mataram,
Nusa tenggara barat
INDONESIA
UPGRADE: Jurnal Pendidikan Teknologi Informasi
Published by Universitas Bumigora
ISSN : -     EISSN : 30217067     DOI : https://doi.org/10.30812/upgrade
Core Subject : Science, Education,
Jurnal Upgrade Pendidikan Teknologi Informasi menerima artikel riset dan kajian ilmiah (review) dengan lingkup ilmu pendidikan teknologi beserta aplikasinya. Adapun fokus dan ruang lingkup topik yang diterbitkan pada jurnal ini adalah sebagai berikut. 1. Teknologi Pendidikan 2. Kecerdasan Buatan & Aplikasi 3. Jaringan & Keamanan Komputer 4. Pengambilan Multimedia Berbasis Komputer 5. Sistem Pendukung Keputusan 6. Gudang Data & Penambangan Data 7. Sistem-E, Logika Fuzzy 8. Sistem Informasi Geografis (SIG) 9. Interaksi Manusia & Komputer 10. Pemrosesan Citra, Sistem Informasi 11. Mobile Computing & Application 12. Multimedia System 13. Neural Network 14. Pattern Recognition 15. Inovatif pengembangan multimedia pendidikan dan e-learning
Articles 12 Documents
Search results for , issue "Vol 1 No 1 (2023)" : 12 Documents clear
Identifikasi Pola Obyek Kain Tenun Sumba dengan Menggunakan Metode K-Nearest Neighbor (KNN) Budiati, Haeni; Himamunanto, Agustinus Rudatyo; Bolo, Naomi Tena
Upgrade : Jurnal Pendidikan Teknologi Informasi Vol 1 No 1 (2023)
Publisher : Pendidikan Teknologi Informasi Universitas Bumigora

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30812/upgrade.v1i1.3149

Abstract

Woven fabrics originating from Sumba have their own patterns that distinguish them from other woven fabric patterns throughout Indonesia. The pattern is a distinctive feature that describes the culture of the people in Sumba which is very diverse. To distinguish fabric patterns, one of the algorithms for object recognition is the K-Nearest Neighbor (KNN) algorithm. The KNN algorithm classifies objects based on training data that is closest to the object. Processing works by using metric and eccentricity parameters on training data and input images. This processing will produce text data which is the identification of objects in Sumba woven fabric motifs. Based on the testing that has been done, it successfully identifies the type of object contained in the training data. For types of objects that are not contained in the training data, identification is based on their proximity to the types of objects in the group that contain Sumba woven fabric patterns. The accuracy level of Sumba woven fabric pattern object identification in testing 70 different fabric motif images obtained 62 objects in the input image can be identified correctly (88.57%), while 8 objects in the input image cannot be identified (11.43%).
Studi Literatur Pemanfaatan Teknologi Chat GPT dalam Pendidikan Iriyani, Sri Astuti; Patty, Elyakim N.S; Akbar, Abu Rizal; Idris, Ridwan; Priyudahari, Bhujangga Ayu Putu
Upgrade : Jurnal Pendidikan Teknologi Informasi Vol 1 No 1 (2023)
Publisher : Pendidikan Teknologi Informasi Universitas Bumigora

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30812/upgrade.v1i1.3151

Abstract

The aim of the research is to analyze the development of publications related to the use of GPT Chat technology in the field of education. The research method is a literature study with bibliometric analysis. A total of 919 articles were used from the Google Scholar database. The results of research publications on the use of GPT Chat technology in education have increased from year to year in the 2018-2022 period. The presentation of research development is known to be 2018, namely 1%, 2019 4%, 2020 17%, 2021 33%, and 2022 45%. There are 6 clusters namely cluster 1 (15 items), cluster 2 (14 items), cluster 3 (13 items), cluster 4 (12 items), cluster 5 (10 items), and cluster 6 (6 items). GPT Chat research network mapping in education topics that are often researched are GPT, System and Chatbot, while the topics that become new themes are Xlnet, Elmo, NLP, Deep Learning, and Dialog Response Generation, so that the keywords with the new theme can be used as a reference in do further research.
Rancang Bangun Sistem Informasi Koperasi SMA Negeri 1 Bumiayu Berbasis Web Mabruri, Rifqi Tri; Setyorini, Arifah Indah; Muafy, Bagus Izzan
Upgrade : Jurnal Pendidikan Teknologi Informasi Vol 1 No 1 (2023)
Publisher : Pendidikan Teknologi Informasi Universitas Bumigora

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30812/upgrade.v1i1.3152

Abstract

The cooperative information system for SMA Negeri 1 Bumiayu is a computer-based application that aims to manage and facilitate cooperative operations within the school environment. The system is designed to help manage administration, finance, inventory, and transactions with consumers in a more structured and efficient manner. The cooperative information system for SMA Negeri 1 Bumiayu will provide benefits to various parties such as collective management and cooperative members who manage finances, be able to make decisions based on accurate information, easily access cooperative information, and monitor membership contributions. The benefits provided to consumers are in the form of convenience in transactions that can be made online with e-money, a list of items that can be monitored without having to come to the cooperative. They can arrange transaction times according to needs. The customers consist of teachers, staff, and SMA Negeri 1 Bumiayu students. With the implementation of the cooperative information system, the transaction process will be able to increase the effectiveness and efficiency of cooperative operations. In addition, this information system can provide a better experience for cooperative members in managing finances, improve business skills, and build awareness of the importance of cooperation and responsibility in the school environment.
Analsis Kemampuan Peserta Didik pada Sumatif Akhir Semester (SAS) Menggunakan Pendekatan Item Response Theory (IRT) Berbantuan Modular Object-Oriented Dynamic Learning Environment (MOODLE) Prabaningtias, Dea Arsi; Arman, Daly
Upgrade : Jurnal Pendidikan Teknologi Informasi Vol 1 No 1 (2023)
Publisher : Pendidikan Teknologi Informasi Universitas Bumigora

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30812/upgrade.v1i1.3155

Abstract

This article aims to determine the quality of instruments and the ability of end-of-semester summative learners in science subjects’ grade 7 at MTsN 1 Ketapang using the Item Response Theory (IRT) approach assisted by Modular Object-Oriented Dynamic Learning Environment (MOODLE). Respondents involved in this study were 287 learners with 25 question items. The application used for item response theory is Software Quest. The results of the analysis using Quest Software show that the reliability reliability is very high, validity is good, and the level of difficulty is good. Based on the analysis using item response theory, teachers can know the quality of the assessment of the questions developed and the ability of students. The use of analysis with item response theory is recommended to be used by every teacher to help teachers in knowing the quality of the assessment questions developed and the ability of students. every teacher so that it can help teachers in knowing the quality of the assessment instrument and the ability of student.
Analisis Bibliometrik pada Augmented Reality dalam Pendidikan: Bagaimana Pemetaannya Marlina, Marlina; Rahim, Abdul; Awaliyah, Mia; Irhas, Irhas; Patty, Elyakim N.S.
Upgrade : Jurnal Pendidikan Teknologi Informasi Vol 1 No 1 (2023)
Publisher : Pendidikan Teknologi Informasi Universitas Bumigora

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30812/upgrade.v1i1.3156

Abstract

Augmented reality is the latest technology that can connect digital information into a real environment that is used in education. The purpose of this study is to present bibliometric and bibliographical literature on Augmented reality in Education. Bibliometric analysis used VOSviewer which contained 989 literatures from the Google Scholar database published from 2018-2023. The research results show an increase in 2018-2022. In 2023 there will be a decline since there are only a few published articles. There are 9 clusters. Cluster 1 (8 items), cluster 2 (7 items), cluster 3 (6 items), cluster 4 (5 items), cluster 5 (5 items), cluster 6 (3 items), cluster 7 (2 items), cluster 8 (2 items), and cluster 9 (2 items). In addition, papers are published by mostly Indonesian researchers. This study provides information for educational researchers regarding Augmented reality in education in the implementation of learning it seems that not much has been done which is expected to strengthen the topic of further researchers.
Peran Adaptasi Game (Gamifikasi) dalam Pembelajaran untuk Menguatkan Literasi Digital: Systematic Literature Review Sari, Dwi Novita; Alfiyan, Ahmad Rifqy
Upgrade : Jurnal Pendidikan Teknologi Informasi Vol 1 No 1 (2023)
Publisher : Pendidikan Teknologi Informasi Universitas Bumigora

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30812/upgrade.v1i1.3157

Abstract

This research is a systematic literature review that aims to analyze the role of game adaptation or gamification in learning to strengthen digital literacy. Using the SLR method, this research identifies, synthesizes, and analyzes relevant scientific articles about the use of game adaptations in the context of learning digital literacy. This review explores how game elements and principles, such as point systems, challenges, competitions, and prizes, are applied in learning to improve students' digital literacy. In addition, this study analyzes the impact of using game adaptations on motivation, engagement, active participation, and the development of students' digital literacy skills. The implications of these SLR findings provide important insights for educators, curriculum developers, and researchers in designing effective learning strategies to increase students' digital literacy.
Studi Literatur Pemanfaatan Teknologi Chat GPT dalam Pendidikan Iriyani, Sri Astuti; Patty, Elyakim N.S; Akbar, Abu Rizal; Idris, Ridwan; Priyudahari, Bhujangga Ayu Putu
Upgrade : Jurnal Pendidikan Teknologi Informasi Vol 1 No 1 (2023): Vol. 1 No. 1 Agustus 2023
Publisher : Pendidikan Teknologi Informasi Universitas Bumigora

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30812/upgrade.v1i1.3151

Abstract

The aim of the research is to analyze the development of publications related to the use of GPT Chat technology in the field of education. The research method is a literature study with bibliometric analysis. A total of 919 articles were used from the Google Scholar database. The results of research publications on the use of GPT Chat technology in education have increased from year to year in the 2018-2022 period. The presentation of research development is known to be 2018, namely 1%, 2019 4%, 2020 17%, 2021 33%, and 2022 45%. There are 6 clusters namely cluster 1 (15 items), cluster 2 (14 items), cluster 3 (13 items), cluster 4 (12 items), cluster 5 (10 items), and cluster 6 (6 items). GPT Chat research network mapping in education topics that are often researched are GPT, System and Chatbot, while the topics that become new themes are Xlnet, Elmo, NLP, Deep Learning, and Dialog Response Generation, so that the keywords with the new theme can be used as a reference in do further research.
Rancang Bangun Sistem Informasi Koperasi SMA Negeri 1 Bumiayu Berbasis Web Mabruri, Rifqi Tri; Setyorini, Arifah Indah; Muafy, Bagus Izzan
Upgrade : Jurnal Pendidikan Teknologi Informasi Vol 1 No 1 (2023): Vol. 1 No. 1 Agustus 2023
Publisher : Pendidikan Teknologi Informasi Universitas Bumigora

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30812/upgrade.v1i1.3152

Abstract

The cooperative information system for SMA Negeri 1 Bumiayu is a computer-based application that aims to manage and facilitate cooperative operations within the school environment. The system is designed to help manage administration, finance, inventory, and transactions with consumers in a more structured and efficient manner. The cooperative information system for SMA Negeri 1 Bumiayu will provide benefits to various parties such as collective management and cooperative members who manage finances, be able to make decisions based on accurate information, easily access cooperative information, and monitor membership contributions. The benefits provided to consumers are in the form of convenience in transactions that can be made online with e-money, a list of items that can be monitored without having to come to the cooperative. They can arrange transaction times according to needs. The customers consist of teachers, staff, and SMA Negeri 1 Bumiayu students. With the implementation of the cooperative information system, the transaction process will be able to increase the effectiveness and efficiency of cooperative operations. In addition, this information system can provide a better experience for cooperative members in managing finances, improve business skills, and build awareness of the importance of cooperation and responsibility in the school environment.
Analsis Kemampuan Peserta Didik pada Sumatif Akhir Semester (SAS) Menggunakan Pendekatan Item Response Theory (IRT) Berbantuan Modular Object-Oriented Dynamic Learning Environment (MOODLE) Prabaningtias, Dea Arsi; Arman, Daly
Upgrade : Jurnal Pendidikan Teknologi Informasi Vol 1 No 1 (2023): Vol. 1 No. 1 Agustus 2023
Publisher : Pendidikan Teknologi Informasi Universitas Bumigora

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30812/upgrade.v1i1.3155

Abstract

This article aims to determine the quality of instruments and the ability of end-of-semester summative learners in science subjects’ grade 7 at MTsN 1 Ketapang using the Item Response Theory (IRT) approach assisted by Modular Object-Oriented Dynamic Learning Environment (MOODLE). Respondents involved in this study were 287 learners with 25 question items. The application used for item response theory is Software Quest. The results of the analysis using Quest Software show that the reliability reliability is very high, validity is good, and the level of difficulty is good. Based on the analysis using item response theory, teachers can know the quality of the assessment of the questions developed and the ability of students. The use of analysis with item response theory is recommended to be used by every teacher to help teachers in knowing the quality of the assessment questions developed and the ability of students. every teacher so that it can help teachers in knowing the quality of the assessment instrument and the ability of student.
Analisis Bibliometrik pada Augmented Reality dalam Pendidikan: Bagaimana Pemetaannya Marlina, Marlina; Rahim, Abdul; Awaliyah, Mia; Irhas, Irhas; Patty, Elyakim N.S.
Upgrade : Jurnal Pendidikan Teknologi Informasi Vol 1 No 1 (2023): Vol. 1 No. 1 Agustus 2023
Publisher : Pendidikan Teknologi Informasi Universitas Bumigora

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30812/upgrade.v1i1.3156

Abstract

Augmented reality is the latest technology that can connect digital information into a real environment that is used in education. The purpose of this study is to present bibliometric and bibliographical literature on Augmented reality in Education. Bibliometric analysis used VOSviewer which contained 989 literatures from the Google Scholar database published from 2018-2023. The research results show an increase in 2018-2022. In 2023 there will be a decline since there are only a few published articles. There are 9 clusters. Cluster 1 (8 items), cluster 2 (7 items), cluster 3 (6 items), cluster 4 (5 items), cluster 5 (5 items), cluster 6 (3 items), cluster 7 (2 items), cluster 8 (2 items), and cluster 9 (2 items). In addition, papers are published by mostly Indonesian researchers. This study provides information for educational researchers regarding Augmented reality in education in the implementation of learning it seems that not much has been done which is expected to strengthen the topic of further researchers.

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