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Jurnal Edik Informatika : Penelitian Bidang Komputer Sains dan Pendidikan Informatika
ISSN : 24070941     EISSN : 25413716     DOI : -
Core Subject : Science,
Journal Edik Informatika is a scientific publication of research results in the field of Computer Science and Education Informatics that raised the issue: 1) Development Research Results in the Field of Information Systems, 2) Research Results Informatics Education. Journal Edik Informatika published 2 times a year in March and November
Arjuna Subject : -
Articles 5 Documents
Search results for , issue "Vol 9, No 1 (2023)" : 5 Documents clear
SINOPE – SEBAGAI MEDIA PEMBELAJARAN INOVASI PEMBELAJARAN BIOLOGI BERBASIS WEBSITE PADA PROGRAM STUDI PENDIDIKAN BIOLOGI UNIVERSITAS PGRI SUMATERA BARAT Ami Anggraini Samudra; Ade Dewi Maharani
Jurnal Edik Informatika Penelitian Bidang Komputer Sains dan Pendidikan Informatika Vol 9, No 1 (2023)
Publisher : Universitas PGRI Sumatera Barat

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22202/ei.2022.v9i1.6661

Abstract

One of the course achievements in the Inovasi Pembelajaran Biologi course is that students are able to design a variety of biology learning innovations, especially those based on technology. However, in reality students still have not utilized technology to the fullest and there has not been clear innovation in the use of technology in the various innovations that students have designed. So this research aims to develop a web-based information system as a learning medium that will be used during the learning process and at the same time as a direct example of the application of the use of Information, Media and Technology Skills in learning innovation. This research is a development research that focuses more on software development. System development is carried out using an iterative model and beta testing. The results of this study are in the form of an information system called SINOPE with the results of beta testing for each indicator, namely: design 91.7%, menu 90%, content 83.3%, ease of use 93.3%, usability 91.7%, average subject responses research on SINOPE is 90% with a very good category.
Assessment of Knowledge Management System Readiness: A Case Study of IT Consultant Company Farah Nabilah Muhammad
Jurnal Edik Informatika Penelitian Bidang Komputer Sains dan Pendidikan Informatika Vol 9, No 1 (2023)
Publisher : Universitas PGRI Sumatera Barat

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22202/ei.2022.v9i1.5863

Abstract

In a rapidly changing business environment, companies need knowledge to survive. PT XYZ is a company that stands in the information technology solutions business sector, and consistently focuses its services on customers. Many of the company's projects depend on the best practices and knowledge of employees on previous projects. Company realizes that knowledge plays an important role in PT XYZ. To support the successful implementation of the Knowledge Management System (KMS) in the company, an assessment of the company's level of readiness to be able to implement KMS will be carried out. This study aims to assess the company's Knowledge Management System Readiness using framework based on 15 variable that form the basis of the question for questionnaire. Based on the assessment results, the company's readiness is at level 4. However, two of indicator from Organization Structure factor needs to be improved because it is below the readiness limit which scores 2.8 and 3.2 from the 3.4 limit. This study provides recommendations to improve the company's readiness on the organizational structure factor.
Perancangan Media Pembelajaran Informatika Menggunakan PowtoonDi MTsN 6 Agam Salman Hamid Hamid
Jurnal Edik Informatika Penelitian Bidang Komputer Sains dan Pendidikan Informatika Vol 9, No 1 (2023)
Publisher : Universitas PGRI Sumatera Barat

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22202/ei.2022.v9i1.6271

Abstract

This research is motivated by the discovery of the problem that teachers have used learning media, namely Power Point. The use of Power Point is actually good but only focuses on writing so that the display becomes less attractive and students feel bored quickly. After conducting interviews with 5 students of MTsN 6 Agam, it can be concluded that the media used is less attractive so that students do not focus when participating in learning. They strongly agree that learning media is made more interesting so that students are more enthusiastic about participating in learning and do not feel bored.The type of research used is Research and Development (R&D). The research method used is the DDDE (Decide, Design, Develop, Evaluate) development model by Ivers & Barron (2002). The product tests carried out are validity tests, effectiveness tests and practicality tests. Based on the results of the research that the researchers did, the researchers succeeded in making informatics learning media using powtoon at MTsN 6 Agam. The results of the product test conducted by the researcher obtained a score of 0.88 in the valid category in the validity test by two computer experts and one linguist, and a very high score in the practicality test by three practitioners, obtaining a score of 0.93 in the high category and a score of 1 in the test. efficacy. A teacher and 30 students achieved a score of 0.86 in the high category.
Rancang Bangun Sistem Administrasi Keuangan Berbasis Website Studi Kasus: MTs Al-Ittihaad Darusa’adaah Pasir Kidul Anjab Izdihar Hanisworo; Anggi Zafia
Jurnal Edik Informatika Penelitian Bidang Komputer Sains dan Pendidikan Informatika Vol 9, No 1 (2023)
Publisher : Universitas PGRI Sumatera Barat

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22202/ei.2023.v9i1.6611

Abstract

MTs Al-Ittihaad Darusa'adah merupakaan sebuah lembaga pendidikan yang didirikan pada tahun 1981 dengan lingkup pendidikan berbasis agama islam. sejak awal berdirinya pengelolaan administrasi keuangan di MTs belum menggunakaan sistem yang terkomputerisasi. proses pencataan transaksi pembayaraan, penginputaan keluar masuk keuangan masih dilakukan dengan manual sehingga muncul permasalaan diataranya proses pencarian data yang lama dan data yang sering hilang. berdasarkan permasalahaan yang ada maka di perlukan sebuah sistem aplikasi yang dapat melakukan penginputaan data secara terkomputerisasi sehingga dapat meminimalisir kesalahan penginputaan dan kehilangan data. penelitian ini menggunakan metode scrum dalam proses perancangan sistem dan pengujian sistem menggunakaan Blackbox Testing. 
EFEKTIVITAS MEDIA PEMBALAJARN INTERAKTIF BERBASIS APLIKASI CANVA DALAM MATA KULIAH DESAIN MEDIA INTERAKTIF Rini Novita; Satrio Junaidi; Syaiful Zuhri Harahap
Jurnal Edik Informatika Penelitian Bidang Komputer Sains dan Pendidikan Informatika Vol 9, No 1 (2023)
Publisher : Universitas PGRI Sumatera Barat

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22202/ei.2023.v9i1.6904

Abstract

An Interactive This environment is designed to allow users to control the flow of learning materials, interact with learning materials, and receive immediate feedback on success or failure in understanding the material. The purpose of this research is to implement Canva application in interactive media design course. This research uses descriptive quantitative research methods. Data collection techniques are carried out by looking at conditions, situations, phenomena or various research variables. The results of this study indicate that the use of the Canva Application in the interactive media design course of the Informatics Engineering Education Study Program at University PGRI Sumatera Barat can increase student effectiveness in designing interactive media. The Canva application allows students to create interactive media designs easily without having to have high graphic design skills quickly and attractively. This research will produce interactive learning media works in interactive media design courses that are effective and achieve lecture objectives, namely increasing student creativity.

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