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 4 Documents
Search results for , issue "Vol 3 No 1 (2025)" : 4 Documents clear
Penerapan Teori PembelajaranKognitif Menggunakan Film untuk Meningkatkan Pemahaman Mahasiswa Patty, Elyakim; Suendra, Elfina Malya; wadihar, Muhammad Nur wazda; Ahmad, Lalu Daffa Al; Nabila, Rizki; Madazzaman, Mukti
Upgrade : Jurnal Pendidikan Teknologi Informasi Vol 3 No 1 (2025)
Publisher : Pendidikan Teknologi Informasi Universitas Bumigora

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30812/m7gqfd19

Abstract

Cognitive learning theory emphasizes the importance of individuals being able to understand, connect, and apply concepts in various situations. However, in practice, these concepts are often difficult for students to grasp. This study aims to explore the application of cognitive learning theory through film as a medium to enhance students’ understanding. The Imitation Game was used as the main medium to illustrate cognitive and collaborative problem-solving processes. The study used a qualitative case study approach, involving first-semester students enrolled in the Learning and Instruction Theory course. Data were collected through participatory observation during the film screening, structured group discussions, and semi-structured interviews conducted before and after the viewing. The results of this study showed an increase in students’ ability to relate scenes from the film to cognitive learning concepts such as analytical thinking, cognitive schemas, and teamwork, as described by Piaget and Vygotsky. The use of film was found to concretize abstract concepts, promote active engagement, and strengthen students’ critical reflection on the real-life application of theory. Films that present complex problem-solving scenarios also stimulate students’ critical and collaborative thinking more effectively than conventional teaching methods. This study concludes that film is an innovative strategy in teaching learning theories, providing visual experiences that enhance conceptual understanding and  
Pengembangan Multimedia Pembelajaran Interaktif Mata Pelajaran IPA Untuk Siswa Kelas IV SD Negeri 1 NIPA Berbasis Desktop Ningsih, Intan Apriliani Adi; Susilowati, Dyah; Madani, Miftahul
Upgrade : Jurnal Pendidikan Teknologi Informasi Vol 3 No 1 (2025)
Publisher : Pendidikan Teknologi Informasi Universitas Bumigora

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30812/284wgt46

Abstract

Science learning in elementary schools often struggles with the delivery of abstract concepts and the limited use of interactive media. Observations in a fourth-grade class at SD Negeri 1 Nipa revealed that instruction relied solely on thematic textbooks, resulting in low student engagement and limited understanding of scientific concepts. This study aimed to develop and evaluate the feasibility and effectiveness of a desktop-based interactive multimedia tool to support science learning. Using a Research and Development (R&D) approach, the study applied the ADDIE model, which includes analysis, design, development, implementation, and evaluation stages. The multimedia was created using Articulate Storyline and Adobe Photoshop, and tested on a small scale with fourth-grade students. Evaluation involved expert validation and student learning assessments. The results of this study showed that the multimedia received an average validation score of 91.32% from three experts, categorized as "highly feasible". Effectiveness testing showed a significant improvement in student performance, with the average score increasing from 58.75 (pre-test) to 87.75 (post-test). The N-Gain score of 0.70 indicated a high level of learning gain, further confirmed by a paired sample t-test result of 0.000 (p < 0.05), showing statistical significance. In conclusion, the desktop-based multimedia is both feasible and effective in enhancing science learning outcomes. It is strongly recommended as an innovative instructional medium to address the challenges of science education at the elementary level.
Assessing Arabic Learning through a Game-Based Evaluation Tool for Year One Primary School Students Aini, Nur; Listiani, Heni
Upgrade : Jurnal Pendidikan Teknologi Informasi Vol 3 No 1 (2025)
Publisher : Pendidikan Teknologi Informasi Universitas Bumigora

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30812/g3yk7e05

Abstract

An effective Arabic assessment model for first-grade students combines both formative and summative methods to evaluate foundational language abilities—like recognizing letters, understanding vocabulary, and forming basic sentences—as well as early analytical skills, such as identifying word roots and grasping simple grammar. These evaluations integrate engaging interactive tools, including digital quizzes, multimedia prompts, and educational games that adapt to each child’s learning pace while offering immediate feedback. This study aims to evaluate the effectiveness and accuracy of a game-based evaluation tool (Wordwall) in Arabic language learning for Year One primary students at MIN 2 Sumenep. This study used mixed method with a quasi-experimental design through pre-test and post-test of a study group. There were 28 students who completed ten interactive tasks, matching picture test, audiovisual quizzes, spin wheel activities, and letter sequencing exercises for fruit vocabulary. The result of this study showed that 78.6%-92.9% of students found Wordwall’s visuals, functionality, and motivational features engaging and easy to use. Overall, Wordwall delivered an 83% improvement in learning efficiency and achieved a 94,6% accuracy rate in vocabulary mastery. These findings concludes that game-based assessments can simultaneously boost engagement and assessment precision. The study’s novelty lies in focusing on early grade Arabic evaluation within the Merdeka Curriculum framework. Implications include recommending wider adoption of game based evaluation tools, structured teacher training in interactive design,
Algoritma Klasifikasi Naive Bayes dalam Identifikasi Pasien Demam Berdarah Dangue (DBD) Aprihartha, Moch Anjas; Aprihartha, Moch. Anjas; Putrawan, Zulhandi; Zulhan, Dicky
Upgrade : Jurnal Pendidikan Teknologi Informasi Vol 3 No 1 (2025)
Publisher : Pendidikan Teknologi Informasi Universitas Bumigora

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30812/upgrade.v3i1.5457

Abstract

Dengue fever (DF) is an illness caused by the Dengue virus, transmitted to humans through the bite of female Aedes aegypti mosquitoes, and the rise in DF cases often leads to a surge in hospital visits that can result in shortages of beds and medical personnel. In severe conditions, patients require treatment from health professionals experienced in managing this disease, and with advancements in scientific methods, classification techniques have become essential in identifying the severity level of DF patients to determine immediate and necessary treatment. This study aims to classify DF patients who require inpatient care by applying the Naive Bayes method to 230 observation records obtained from medical data of DF patients at Anwar Makkatutu Hospital in Bantaeng Regency during the 2019–2020 period, with model performance evaluated using a confusion matrix. The findings show that the Naive Bayes algorithm demonstrates fairly good performance in identifying patients who need hospitalization and those who do not, indicated by its AUC, accuracy, sensitivity, and specificity values of 0.702, 70.11%, 59.09%, and 81.40%, respectively. These results support more efficient allocation of limited healthcare resources and offer practical implications for clustering DF patients who require medical attention, enabling health authorities to improve planning, prepare adequate medical facilities, and optimize treatment readiness, while also contributing valuable insights to the scientific literature on related topics.

Page 1 of 1 | Total Record : 4