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Published by Politeknik Nest
ISSN : 30631041     EISSN : 3048216X     DOI : https://doi.org/10.5281/zenodo.11294759
Core Subject : Science, Education,
The The Journal of Global Hospitality and Tourism Technology is a bridge between academia and industry through the intellectual exchange of ideas, trends and paradigmatic changes in the fields of hospitality and tourism, IT, innovation and e-business. The journal offers a platform for scholars and operators to document the impact and influence of technology on hospitality and tourism industries. Some of the key topics it covers include: Artificial intelligence Augmented Reality/Virtual Reality applications (AR/VR) Automation and Robotics Big data analytics Biometric applications Blockchain/cryptocurrencies Business intelligence visualization Chatbots in hospitality and tourism Cross-Cultural differences in IT use Digital asset management Digital marketing of hospitality and tourism organizations Digital transformation E-governance eLearning in hospitality and tourism E-Marketplaces, electronic distribution channels, or e-Intermediaries E-Procurement E-Word of Mouth (e-WOM) GPS and Location-based services ICT and over-tourism ICT and tourism in remote destinations Internet of Things Internet or e-commerce business models IT control and preparation for disaster Mobile/Wireless technologies in commerce Radio Frequency Identification applications Recommender systems and personalization Relationship Development and Retention Revenue management and technology Security of transactions Self service technologies Service-Oriented Architecture of business systems Smart tourism and smart destinations Smartness and urban tourism Social dynamics of e-communication Social media marketing and management Technologies for education Technologies for sustainable hospitality operations Technologies for sustainable tourism development Technology and heritage tourism Technology and rural tourism development Technology and sustainable tourism Technology and tourism impacts in destinations Technology in New Product Development Voice-activated technologies Website design and evaluation
Articles 24 Documents
The Future of Learning: Integrating Robotic Efficiency for Enhanced Educational Efficacy Massaty, Muhammad Hassan; Budiyanto, Cucuk Wawan; Tamrin, A.G.; Fahrurozi, Slamet Kurniawan
Journal of Global Hospitality and Tourism Technology Vol. 1 No. 1 (2024): Journal of Global Hospitality and Tourism Technology - June
Publisher : Politeknik NEST

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.5281/zenodo.11294759

Abstract

The Covid-19 pandemic has posed learning barriers for communities in Indonesia and around the world. It has disrupted normal teaching and learning activities, necessitating the adoption of distance learning. Students face challenges during distance learning, including low motivation to succeed and complete online classes, as well as difficulty in handling encountered problems or difficulties. Robotics was chosen as a learning medium because it has been proven to stimulate self-efficacy. The development of self-efficacy among students is crucial in distance learning implementation as it can help overcome barriers that arise during the learning process. This research aims to implement robotics media in distance learning while considering media accessibility and self-efficacy. The research methodology employed is a field case study with qualitative descriptive data analysis techniques. The results of the study indicate that with the use of robotics media, student enthusiasm level reached 92%, and 92% of students fully comprehended the presented learning materials. The implementation of distance learning using robotics media was highly successful, with 92% of students expressing increased diligence in their studies, and 96% of students striving to improve their grades. Student self-efficacy was also relatively high, with 88% of students showing confidence in their ability to engage in learning. The use of robotics media aided students in distance learning, with a 100% completion rate and satisfactory achievement results. Additionally, it was found that the inclusion of illustrations had an impact on students' confidence in completing tasks correctly and accurately. more tangible and accessible.
Study of Physical Properties, Chemicals and Sensory with Various Gum Additional Variation in Beetroot (Beta vulgaris L.) with Addition of Cinnamon Extract (Cinnamomum burmannii) Safira; Kawiji; Siswanti
Journal of Global Hospitality and Tourism Technology Vol. 1 No. 1 (2024): Journal of Global Hospitality and Tourism Technology - June
Publisher : Politeknik NEST

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.5281/zenodo.13233905

Abstract

This study aims to determine the effect of gum arab concentration and the addition of cinnamon extract to the sensory, physical and chemical properties contained in the beetroot jam (Beta vulgaris L.). This study used Completely Randomized Design (RAL) with 3 treatments based on different concentrations of gum arab. The treatment is: F1 (0.5% gum arab), F2 (1% gum arab), F3 (1.5% gum arab). This research uses 6 analyzes consisting of total dissolved solids, antioxidant activity, water content, water activity, viscosity and sensory test. Statistical analysis of data with ANOVA at α = 5%. The results of analysis showed that the use of gum arab can reduce the amount of water activity contained in the beetroot jam, so the shelf life of the beetroot jam can last longer. In addition, the use of gum arabic in moisture content did not give significant effect to the beetroot jam obtained, while the viscosity, the total amount of dissolved solids, the antioxidant activity had a significant effect with the addition of gum arab concentration. The optimal use of gum arab was obtained at 1.5% gum arab concentration from multiple comparison test. The use of gum arab concentration of 1.5% is the maximum concentration of the use of gum arabic concentration to beet tuber jam. The use of concentration of 1.5% gum arab is very influential on the five parameters used are aroma, taste, texture, color and overalls.
Development of Jaw Script Recognition Media Through Card Media Using Augmented Reality For Elementary School Children Baihaqi, Bagus Hirnov; Aristyagama, Yusfia Hafid; Maryono, Dwi
Journal of Global Hospitality and Tourism Technology Vol. 1 No. 1 (2024): Journal of Global Hospitality and Tourism Technology - June
Publisher : Politeknik NEST

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.5281/zenodo.12590353

Abstract

This research aims to develop and determine the feasibility of android learning media on the subject of Javanese script using augmented reality and card games for elementary school children. This research was conducted because of the lack of interest of students in learning Javanese script which is considered difficult and unimportant because it is less useful in terms of its usefulness in life practice and keeping Javanese script sustainable. The study used the ADDIE model with feasibility test stages using TAM. The result of the development of learning media is the creation of the "NGAKSARA" application as well as the "KARA" card media which can help students in introducing Javanese script. At the feasibility test stage, it was found that the learning media "NGAKSARA" is suitable for use in teaching and learning activities.
Development of E-Learning Technology in Designing and Making E-book-Based Learning Modules in Audio Video Engineering Subjects to Increase Student Learning Creativity Adila, Diena Rahma; Basori, Basori; Liantoni, Febri Liantoni
Journal of Global Hospitality and Tourism Technology Vol. 1 No. 1 (2024): Journal of Global Hospitality and Tourism Technology - June
Publisher : Politeknik NEST

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.5281/zenodo.12590325

Abstract

E-book learning media is very necessary at this time because it has the advantage of being more interactive and efficient, it can also create teaching and learning activities that are more effective compared to printed books. With problems with the learning system implemented at SMK Negeri Kartoharjo, they still use package books , making students feel bored. The purpose of this study (1) to find out how to design e-book-based learning modules in TAV subjects to increase student creativity, (2) to find out how to make learning modules in the development of e-learning technology in the form of e-books on TAV subjects to enhance students' learning creativity. This research is research and development. The data collection techniques used are observation, questionnaire, literature, type of data. The subjects involved consisted of 1 media expert, 1 material expert, and 56 learners. The resulting data is in the form of quantitative data and qualitative data. The results of the due diligence by material experts obtained 90% in the category of very feasible, and by media experts obtained 89.75% in the category of very feasible, for the small group test gained 89% in the very decent category. It can be concluded that the media in the form of ZmarTAV digital books is included in the category of very worthy to be used as a learning medium for audio and video processing techniques in video editing materials using video processing software
Utilization of Open Video Repository-Assisted Inquiry Based Learning (IBL) on Computer Network Basics Course : Its Effect on Student Interest and Learning Outcomes Fajarwati, Aprilia; Basori; Hatta, Puspanda
Journal of Global Hospitality and Tourism Technology Vol. 1 No. 1 (2024): Journal of Global Hospitality and Tourism Technology - June
Publisher : Politeknik NEST

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.5281/zenodo.12590381

Abstract

Learning models that are not suitable in learning can make students' interests and learning outcomes less than optimal. Therefore, educators must make the selection of the right learning model. The difference in the influence of Inquiry Based Learning assisted by open video repository on student interests and learning outcomes is the purpose of this study. The research design used was a pseudo-experimental method with a pretest posttest control group design. The class that was given the treatment of using the Inquiry Based Learning learning model assisted by the Open Video Repository was an experimental class, while the control class used the Discovery Learning learning model. The population and samples used were class TJKT 1 as an experimental class and class TJKT 2 as a control class. The data collection technique uses a questionnaire instrument and the value of student learning outcomes which is then tested using SPSS. After conducting data analysis, data were obtained (1) sig(2-tailed) values of 0.047 < 0.05 (2) sig(2-tailed) values of 0.000 < 0.05 (3) student learning interest gain tests in experimental classes 0.32 greater than control classes 0.16 (4) gain tests of student learning outcomes in experimental classes 0.68 were greater than control classes 0.44. It can be concluded that in the use of the Inquiry Based Learning learning model assisted by the Open Video Repository there is a significant influence and has increased effectiveness compared to those who do not use the model on student interest and learning outcomes in the subject basics of Computer Network Engineering and Telecommunications.
Analysis of the Effectiveness of Using Team-Based Quizzes to Improve Student Learning Outcomes in Informatics Subjects in Phase F10 Class of SMA Negeri 4 Surakarta Efendi, Mohamad Danil; Dwi Maryono; Adi Waskito
Journal of Global Hospitality and Tourism Technology Vol. 1 No. 2 (2024): Journal of Global Hospitality and Tourism Technology - December 2024
Publisher : Politeknik NEST

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.5281/zenodo.14286412

Abstract

This study analyzed the effectiveness of using team-based quizzes in improving student learning outcomes in Informatics subjects in Phase F10 classes at SMA Negeri 4 Surakarta. The research method used an experimental design with an experimental class that used team-based quizzes and a control class that used conventional methods. The results showed a significant increase in student learning outcomes in the experimental class compared to the control class. The average final score of the experimental class increased from 65 to 85, while the control class increased from 66 to 75. These findings suggest that team-based quizzing can increase active participation, cooperation, and understanding of the subject matter by students. This method also provides additional benefits in the development of social skills and cooperation. This study concludes that team-based quizzing is an effective learning method and can be widely applied in education.
Analysis of Learning Styles in F7 Phase Students of Informatics at SMAN 4 Surakarta Using Felder and Solomon Theory Kusumaningrum, Nidha; Mariono, Dwi; Waskito, Adi
Journal of Global Hospitality and Tourism Technology Vol. 1 No. 2 (2024): Journal of Global Hospitality and Tourism Technology - December 2024
Publisher : Politeknik NEST

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.5281/zenodo.14286975

Abstract

This research examines the learning preferences of F7 phase students at SMAN 4 Surakarta in Informatics, utilizing the Felder-Solomon model. Findings indicate that a large proportion of students (96%) predominantly prefer visual learning, with significant tendencies towards active (74%), sensing (89%), and sequential (59%) learning styles. These results have important implications, suggesting that teachers can devise more effective educational strategies by integrating interactive, visual, and well-structured methods. Moreover, employing varied instructional approaches is essential to cater to the diverse learning styles of students. Gaining a thorough understanding of the students' learning style distribution enables the creation of an optimal learning environment tailored to individual needs and supports the development of strategies that significantly improve student engagement and academic performance.
Analisis Penggunaan Quizizz Terhadap Minat Belajar Peserta Didik Kelas XIF5 pada Materi Jaringan Komputer dan Internet di SMA Negeri 3 Surakarta Kridolaksono, Adityas Kristyan; Hatta, Puspanda; Jumari
Journal of Global Hospitality and Tourism Technology Vol. 1 No. 2 (2024): Journal of Global Hospitality and Tourism Technology - December 2024
Publisher : Politeknik NEST

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.5281/zenodo.14289836

Abstract

Informatika dapat digunakan sebagai bentuk pembelajaran jarak jauh yang dikembangkan untukmemfasilitasi peserta didik dalam melihat jadwal, mengerjakan dan mengirimkan tugas, melihat nilai,serta melakukan diskusi kelompok tak terbatas ruang dimanapun dan kapanpun tanpa harusmelakukan pembelajaran tatap muka. Quizizz merupakan media pembelajaran berbentuk kuis yangdilakukan secara online. Quizizz dapat diakses dengan mudah melalui browser ataupun diunduhmelalui playstore. Quizizz merupakan salah satu alternatif sarana evaluasi berbasis e-learning yangdapat digunakan untuk mengevaluasi peserta didik dan memberikan hasil yang cepat bagi guru untukmemberikan keputusan mengenai tindakan remedial atau pengayaan. Tujuan penelitian adalah untukmengetahui pengaruh penggunaan Quizizz terhadap minat belajar peserta didik kelas XIF5 padamateri Jaringan Komputer dan Internet di SMA Negeri 3 Surakarta. Penelitian menggunakan metodepenelitian kualitatif dengan menggunakan deskriptif. Subjek penelitian adalah 1 guru mata pelajaraninformatika dan 10 peserta didik kelas XIF5 yang dipilih secara systematic random sampling denganteknik pengumpulan data adalah menggunakan wawancara dan kuisioner serta menganalisis datadengan reduksi data, penyajian data dan penarikan kesimpulan. Hasil penelitian dapat disimpulkanbahwa penggunaan Quizizz mampu meningkatkan minat belajar peserta didik kelas XIF5 pada materiJaringan Komputer dan Internet di SMA Negeri 3 Surakarta.
The Impact of Implementing Kahoot! & Windows Shopping Learning Model on Learning Interest of Class X DKV1 SMK N 3 Surakarta Students in Basic DKV Subjects Chaizara, Rezza Fariszal Hisyam; Liantoni, Febri; Maryanti
Journal of Global Hospitality and Tourism Technology Vol. 1 No. 1 (2024): Journal of Global Hospitality and Tourism Technology - June
Publisher : Politeknik NEST

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.5281/zenodo.12590454

Abstract

This research was conducted to find out the effect of implementing Kahoot! and the Windows Shopping learning model on the learning interest of class X DKV1 SMK N 3 Surakarta students in the Basic DKV subject. This is important because students' interest in learning is one of the determining factors for learning that has been designed to run effectively. The method used in this research is qualitative in the form of questionnaires and interviews with 36 class X DKV1 students. The analysis technique in this research uses descriptive analysis and thematic analysis. After data analysis, it can be concluded that implementing Kahoot! and the Windows Shopping model has a positive influence on students' interest in learning as evidenced by the results of questionnaire analysis & interviews which state that every aspect of interest in learning (Happy, Interested, Attentive, Involved) is fulfilled and gets positive perceptions from all students.
An Analysis and Strategies to Enhance Students Interest and Participation in Informatics Learning on App Inventor Topic Utilizing Mobile Devices: A Case Study of Classroom Learning Sessions in Class of F6 at SMA Negeri 4 Surakarta Davina, Indri Heldy; Maryono, Dwi; Waskito, Adi
Journal of Global Hospitality and Tourism Technology Vol. 1 No. 2 (2024): Journal of Global Hospitality and Tourism Technology - December 2024
Publisher : Politeknik NEST

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.5281/zenodo.14289538

Abstract

This research aims to analyze and develop strategies that can enhance students' interest and participation in informatics learning on App Inventor subject using mobile devices, with a case study of classroom learning sessions in class of F6 at SMA Negeri 4 Surakarta. The research method used is a qualitative method. Data collection methods in this research include observation, distributing questionnaires to students, and teacher interview. Respondents in this study were a class of F6 students totaling 31 people, consisting of 10 female students and 21 male students. The limitation in this study is that only a small number of students bring laptops to informatics lesson. The results showed that the school's slow internet connection, lack of interest in bringing laptops, lack of skills in using laptops, and the availability of personal laptops were the main challenges to student participation in teaching and learning activities, especially in App Inventor subject. However, using certain strategies such as optimizing the use of mobile devices enables continuous learning inside and outside the classroom.

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