cover
Contact Name
Bonita Destiana
Contact Email
bonita@uny.ac.id
Phone
+6281227430303
Journal Mail Official
jiety@uny.ac.id
Editorial Address
Department of Electronics and Informatics Engineering Education, Faculty of Engineering, Universitas Negeri Yogyakarta Karangmalang, Yogyakarta, 55281, Indonesia
Location
Kab. sleman,
Daerah istimewa yogyakarta
INDONESIA
Journal of Information Engineering and Technology
ISSN : -     EISSN : 30266459     DOI : https://doi.org/10.21831/jiety.v1i1
Core Subject : Science,
The aim of this journal publication is to disseminate the conceptual thoughts or ideas and research results that have been achieved in the area of information technology. JIETY, particularly focuses on the main problems in the information technology areas as follows: Computer System Computer Network and Internet Data Analysis Programming
Articles 25 Documents
Perancangan Ulang UI/UX Sistem Informasi PI-Pkl-Magang UNY Menggunakan Metode Design Thinking Al-Khawarizmi, Andi Hakim; Mustofa, Zaenal
Journal of Information Engineering and Technology Vol. 3 No. 1 (2025): March 2025
Publisher : Department of Electronics and Informatics Education

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21831/jiety.v3i1.1259

Abstract

Penelitian dibuat dengan tujuan untuk merancang ulang User Interface (UI) dan User Experience (UX) situs web Sistem Informasi PI-PKL-Magang Universitas Negeri Yogyakarta menggunakan metode Design Thinking. Pengembangan ini bertujuan untuk (1) menghasilkan desain baru yang lebih sesuai dengan kebutuhan dan kepuasan pengguna dan (2) mengetahui kelayakan desain baru tersebut. Pengembangan dilakukan dengan menggunakan metode Design Thinking. Pendekatan ini diterapkan dalam proses pengembangan untuk dapat lebih memfokuskan pada pengguna. Metode ini terdiri dari lima langkah, yaitu (1) Emphatize, (2) Define, (3) Ideate, (4) Prototype, dan (5) Test. Perancangan produk pada penelitian ini menggunakan aplikasi Figma dengan hasil akhir berupa prototipe untuk diujikan ke 40 pengguna. Dalam tahap pengujian, digunakan dua instrumen yaitu System Usability Scale (SUS) untuk mengukur usability dan User Experience Questionnaire (UEQ) untuk mengukur user experience. Hasil dari penelitian yaitu (1) produk hasil desain ulang UI/UX situs web SIPKL UNY yang dikembangkan ini berhasil menjawab permasalahan yang dialami oleh pengguna. (2) Berdasarkan pengujian yang dilakukan, dapat disimpulkan bahwa hasil desain ulang UI/UX situs web SIPKL UNY layak untuk diwujudkan. Produk desain ulang ini mendapatkan hasil “Sangat Baik” pada kuesioner SUS dan hasil “Excellent” pada 5 dari 6 aspek UEQ yang berarti produk mendapatkan kesan positif dari segi kenyamanan pengguna.
Pengembangan Aplikasi Pengaduan Barang Hilang Berbasis Android dengan Deteksi Penipuan Abyansyah, Daffa Stefian; Zakarijah, Masduki
Journal of Information Engineering and Technology Vol. 3 No. 1 (2025): March 2025
Publisher : Department of Electronics and Informatics Education

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21831/jiety.v3i1.1261

Abstract

Penelitian ini bertujuan untuk merancang dan mengembangkan aplikasi pengaduan barang hilang berbasis Android yang dilengkapi dengan deteksi penipuan, yang dapat digunakan oleh masyarakat umum untuk membagikan informasi tentang barang hilang atau temuan. Penelitian ini juga bertujuan untuk menilai kelayakan aplikasi tersebut. Metode yang digunakan adalah Research and Development (R&D) dengan model pengembangan waterfall, mencakup tahapan communication, planning, modelling, construction, dan deployment. Hasil dari penelitian ini adalah aplikasi Nemu yang telah memenuhi standar ISO/EIC 25010. Pada aspek functional suitability mendapatkan hasil sebesar 100%. Pada aspek compatibility dengan sub karakteristik co-existence dan pengujian dengan berbagai perangkat android mendapatkan hasil 100%. Pengujian aspek performance efficiency berdasarkan penggunaan CPU hanya sebesar 3.9%, sedangkan penggunaan memori hanya sebesar 2% dan penggunaan energi rata-rata hanya sebesar 126.6 pts. Pada aspek interaction capability mendapatkan nilai rata-rata 88.75%.
Information System Prediction of Room for Rent Price in Yogyakarta Region Based on Website Using Linear Regression Algorithm Cahyana, Cecep Wahyu; Jati, Handaru
Journal of Information Engineering and Technology Vol. 3 No. 1 (2025): March 2025
Publisher : Department of Electronics and Informatics Education

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21831/jiety.v3i1.1262

Abstract

This development research was carried out to create a boarding house price prediction information system product that could help the problems of entrepreneurs and boarding house users regarding the determination of boarding prices. This development research was carried out to create a boarding house price prediction information system product that could help the problems of entrepreneurs and boarding house users regarding the determination of boarding prices. The research method used in this development research process is Research and Development with the Waterfall Model method. During the development process, tests were also carried out to determine the quality of the information system developed by referring to the ISO 25010:2011. The results of this research and development process are (1) Linear Regression algorithm as the best Machine Learning model that can make relevant and accurate predictions of boarding house rental prices. (2) A web-based boarding price prediction information system in the Yogyakarta Region was developed using the Waterfall development model and the Flask framework, which can automatically predict the relevant prices of the facilities selected by the user. (3) Test results on the Functional Suitability aspect ensure that all functions in the information system can run properly. The usability aspect produces 86.7% (Very Good category). The Performance Efficiency aspect produces a percentage of 100% (Very Good Performance), and fully loaded web page time is only 0.707 seconds (Good category). The reliability aspect results in a percentage of system resilience of 100% on sessions, pages, and hits in testing.
Pengembangan Modul Keanggotaan dengan Open Source ERP Odoo 16 pada Organisasi Mahasiswa UNY Rahardja, Mario Carolus Wijaya; Dewanto, Satriyo Agung
Journal of Information Engineering and Technology Vol. 3 No. 1 (2025): March 2025
Publisher : Department of Electronics and Informatics Education

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21831/jiety.v3i1.1263

Abstract

Penelitian ini bertujuan untuk: (1) mengembangkan dan mengimplemantasikan modul manajemen keanggotaan Odoo 16 untuk akses internal data keanggotaan di IKMK UNY. (2) mengetahui hasil uji kelayakan modul manajemen keanggotaan di Odoo 16. Penelitian ini menggunakan metode penelitian R&D dengan prosedur pengembangan  Rapid Application Development. Data untuk pengujian diambil dari organisasi Ikatan Keluarga Mahasiswa Katolik Universitas Negeri Yogyakarta. Instrumen penelitian pada penelitian ini menggunakan aspek pengujian ISO/IEC 9126 yang terdiri atas Functionality, Reliability, Usability, Efficiency, Maintainability, dan Portability. Teknik analisis data menggunakan perhitungan kuantitatif berupa data perhitungan presentase. Hasil penelitian ini menunjukkan bahwa:  Modul manajemen keanggotaan IKMK UNY berhasil dibuat dan semua fitur dapat berfungsi dengan baik. Modul ini lulus uji ISO/IEC 9126. Functionality mencapai 92%, Reliability 100%, Usability 74%, Efficiency 94% halaman login dan 81.5% rata-rata menu menu. Modul ini memenuhi aspek Maintainability, mudah dianalisis, diubah, stabil, dan diuji. Portability memenuhi Adabtability dan Conformance.
EDULEXYA: Development of Educational Gamification Application with Interactive Card Media to Improve Learning Outcomes for Children With Dyslexia on The Android Platform Saputra, Apry Aditya; Jati, Handaru
Journal of Information Engineering and Technology Vol. 3 No. 1 (2025): March 2025
Publisher : Department of Electronics and Informatics Education

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21831/jiety.v3i1.1264

Abstract

This study addresses the learning challenges faced by children with dyslexia, particularly in writing, spelling, and reading. The objectives are: (1) to analyze user needs and determine suitable application features to support dyslexic children's learning; (2) to design a mobile application, EduLexya, incorporating gamification and interactive card-based multisensory learning methods; and (3) to evaluate the application’s effectiveness in enhancing learning outcomes. Employing a Research and Development (R&D) framework with the Software Development Life Cycle (SDLC) waterfall model, the study involved dyslexic children aged 7–15 years from Somoitan (experimental) and Giriharjo (control) elementary schools. Data collection involved observation, interviews, questionnaires, and pretest-posttest assessments. Statistical analysis included validity, normality, homogeneity, and hypothesis testing via the Independent Samples T-Test. Findings identified essential features—writing, spelling, reading, quizzes, schedules, settings, guides, and feedback. The application was rated highly by material experts (5.00), media experts (4.81), and beta testers (4.81). Posttest results showed a significant improvement in the experimental class (M = 84.37, Sig. 0.000) over the control class (M = 74.33, Sig. 0.043), confirming EduLexya’s effectiveness in improving dyslexic learners’ academic outcomes.

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