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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
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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 50 Documents
A Bibliometric Analysis of Datafication in Education: Trends, Impact and Future Implications Anggeraini, Nining
Upgrade : Jurnal Pendidikan Teknologi Informasi Vol 2 No 2 (2025): Vol. 2 No. 2 Februari 2025
Publisher : Pendidikan Teknologi Informasi Universitas Bumigora

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30812/upgrade.v2i2.4803

Abstract

The massive use of digital learning platforms and AI in education has generated large quantities of dataon teacher and student information, online interactions, and teaching and learning practices. This data can be collected, analyzed, and interpreted to improve educational outcomes. Following the interest and attention in this topic, numerous research studies have been conducted to gain a better understanding in this area. Thus, the purpose of this study is to summarize the literature on datafication in education from 2020 to 2024 and to explore the key terms related to its influence on educational practices, and its potential future implications. The method used in this study is a bibliometric analysis. A total of 200 articles were found in Google Scholar through a search using the keywords "datafication in education."The study found that research on datafication in education has grown significantly in recent years. Initially focused on technological aspects, the research has shifted towards practical applications and critical perspectives. Key themes identified include data literacy, AI, and the ethical implications of data use in education. As an implication of this study, this overview aims to assist future research by enriching and expanding the scope of research and encouraging progress in related disciplines. This will contribute to a fuller understanding of the potential benefits and risks of datafication in transforming education.
Peningkatan Pemahaman Kalimat Efektif pada Mata Kuliah Umum Bahasa Indonesia dengan Media Permainan Daring Awaliyah, Mia; Amanah, Amanah; Cahyani, Putri Ayu
Upgrade : Jurnal Pendidikan Teknologi Informasi Vol 2 No 2 (2025): Vol. 2 No. 2 Februari 2025
Publisher : Pendidikan Teknologi Informasi Universitas Bumigora

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

Pembelajaran kalimat efektif di perguruan tinggi merupakan aspek penting dalam meningkatkan kemampuan komunikasi yang jelas dan terstruktur. Namun, mahasiswa sering menghadapi kesulitan dalam memahami dan menerapkan prinsip kalimat efektif, terutama di luar Program Studi Pendidikan Bahasa Indonesia. Penelitian ini bertujuan untuk mengevaluasi pemahaman mahasiswa terhadap kalimat efektif melalui media permainan daring Quizizz pada Mata Kuliah Umum Bahasa Indonesia. Metode penelitian ini menggunakan penelitian deskriptif kualitatif dengan subjek mahasiswa Program Studi Pendidikan Bahasa Inggris. Teknikdan instrumen pengumpulan data menggunakan angket. Teknik analisis data menggunakan model Miles & Huberman. Hasil penelitian menunjukkan bahwa mahasiswa cenderung lebih memahami materi kalimat efektif yang disampaikan dengan pendekatan interaktif menggunakan Quizizz. Sebagian besar mahasiswa memberikan umpan balik positif, menyatakan bahwa pembelajaran menjadi lebih menyenangkan dan tidak monoton. Selain itu, mahasiswa dapat dengan mudah mengevaluasi kesalahan mereka, terutama dalam penggunaan tanda baca, kata baku, dan huruf kapital. Quizizz juga terbukti efektif sebagai alat evaluasi, membantu dosen mengidentifikasi kesulitan mahasiswa dan merancang materi pembelajaran yang lebih sesuai. Implikasi hasil penelitian ini adalah pemanfaatan media pembelajaran interaktif seperti Quizizz meningkatkan keterlibatan dan pemahaman mahasiswa, sekaligus menciptakan pengalaman belajar yang inovatif.
Augmented Reality sebagai Pendukung Inovasi Lembar Kerja Peserta Didik Berbasis Inkuiri untuk Meningkatkan Keterampilan Proses Sains Novika, Resti
Upgrade : Jurnal Pendidikan Teknologi Informasi Vol 2 No 2 (2025): Vol. 2 No. 2 Februari 2025
Publisher : Pendidikan Teknologi Informasi Universitas Bumigora

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30812/upgrade.v2i2.4765

Abstract

Inovasi pembelajaran sains diperlukan untuk meningkatkan keterampilan proses sains. Penggunaan teknologi seperti Augmented Reality (AR) dapat memberikan peluang dalam pengembangan Lembar Kerja Peserta Didik (LKPD) yang lebih interaktif dan efektif. Penelitian ini bertujuan untuk mengembangkan lembar kerja peserta didik berbasis inquiry terbimbing dengan bantuan teknologi AR pada materi fluida untuk kelas XI, dan menguji efektifitas LKPD dalam meningkatkan keterampilan proses sains peserta didik. Metode penelitian yang digunakan adalah Research and Development (R&D) dengan menggunakan model pengembangan ADDIE (Analysis, Design, Development, Implementation, and Evaluation). Hasil penelitian menunjukan LKPD berbasis inquiry terbimbing berbantuan AR telah valid, praktis, dan efektif dalam meningkatkan keterampilan proses sains peserta didik. Respon peserta didik menunjukan antusias yang positif terhadap penggunaan LKPD. Teknologi AR mendukung visualisasi yang interaktif, sehingga peserta didik lebih mudah memahami konsep sains yang abstrak dan meningkatkan motivasi peserta didik. Implikasi hasil penelitian ini diharapkan dapat memberikan konstribusi yang signifikan dalam inovasi pembelajaran sains untuk meningkatkan keterampilan proses sains peserta didik.
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)
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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)
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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,
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
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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
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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
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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
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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.