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ITEj (Information Technology Engineering Journals)
ISSN : 25482130     EISSN : 25482157     DOI : https://doi.org/10.24235/itej.v5i2
ITEj (Information Technology Engineering Journals) is an international standard, open access, and peer-reviewed journal to discuss new findings in software engineering and information technology. The journal publishes original research articles and case studies focused on e-learning and information technology. All papers are peer-reviewed by reviewers. The scope of the system discussed is attached but not limited; Systems and software engineering Artificial Intelligence Technology (AI) and Machine Learning Internet of Thing and Big Data Smart Education systems and components Computer Vision Information Technology etc
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Articles 5 Documents
Search results for , issue "Vol 2 No 1 (2017): June" : 5 Documents clear
Pengembangan Bahan Ajar Berbasis Multimedia Interaktif Dalam Meningkatkan Minat Belajar Matematika Siswa Nuritno, Rizqi; Raharjo, Hendri; winarso, widodo
ITEJ (Information Technology Engineering Journals) Vol 2 No 1 (2017): June
Publisher : Pusat Teknologi Informasi dan Pangkalan Data IAIN Syekh Nurjati Cirebon

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24235/itej.v2i1.11

Abstract

This research is a form of interactive multimedia development as a resource that aims to: 1) Develop Interactive Multimedia Learning Material and Beam Cube; 2) Determine the feasibility of Cube Interactive Multimedia Learning Material and Beam; 3) Increasing interest in learning math using the Interactive Multimedia Learning Material and Beam Cube. This research method is the Research and Development (R & D), adapted from ADDIE development model, with the following steps: 1) Analysis,2) Design,3) Development,4) Implementation5) Evaluation.Validation is done by two people matter experts and two experts media. Teaching materials developed tested to 5 learners VIII class A and 31 learners in class VIII B of SMP Negeri 12 Cirebon. Feasibility level Interactive Multimedia-Based Instructional Materials and Beam Cube based assessment: 1) Matter Experts obtained an average value of 4.2 which is included in the category of Good, 2) Expert Media obtained an average value of 4.26 are included in the category of Very Good, 3) learners field trials obtained an average value of 4.26 are included in the category of Very Good. Thus the Interactive Multimedia-Based Instructional Materials and Beam Cube is good and fit for use as teaching material. Based on the analysis Interest in Learning students before and after the use of the Interactive Multimedia-Based Instructional Materials and Beam Cube, obtained by N-gain of 0.405 which is included in the category of Medium of the total score early 2026 into 2521. In the test paired t test obtained t count equal to -16.619 with sig , 0,000 showed significant measurement so that the conclusion is the development of Interactive Multimedia-Based Instructional Materials and Beam Cube can improve Students Interest in Learning Mathematics.
Pengaruh Penggunaan Media Pembelajaran dengan Software Prezi Terhadap Minat Belajar Matematika Siswa Alviyaturrohmah, Alviyaturrohmah; Saluky, Saluky; Muchyidin, Arif
ITEJ (Information Technology Engineering Journals) Vol 2 No 1 (2017): June
Publisher : Pusat Teknologi Informasi dan Pangkalan Data IAIN Syekh Nurjati Cirebon

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24235/itej.v2i1.12

Abstract

The use of media in learning activity can be a solution for teachers to overcome the problems that arise in learning. One of the problem is learning interest. It is important for teachers to cultivate students' learning interests. One of the media that can be used in learning is learning media with Prezi software. Learning media with Prezi software can be inserted with images, videos, music that can stimulate students' interest in learning. Population in this research is all class VIII SMP Negeri 4 Palimanan Kabupaten Cirebon while sampling using cluster random sampling technique and elected class VIII E as experiment class. Based on the results of the data obtained; the results of questionnaire analysis of students' responses to learning mathematics using Prezi software showed strong criteria with an average of 71% and the results of student interest in mathematics questionnaire analysis also showed strong criteria with an average of 80%. Based on the results of the hypothesis, it can be seen that the value of thitung > t_tabel, that is 4.546> 1.7011. Because t_hitung> t_tabel, then the decision to be taken is to reject H0 and accept Ha, it means that the hypothesis is accepted. The writer takes the conclusion that there is significant influence between learning media with Prezi software to the students' learning interest in mathematics.
Pengaruh Penerapan Teori Van Hiele Berbantuan Software Wingeom Terhadap Kemampuan Penalaran Matematika Siswa pada Materi Geometri Izzati, Fitri Amalia; Kusmanto, Hadi; Toheri, Toheri
ITEJ (Information Technology Engineering Journals) Vol 2 No 1 (2017): June
Publisher : Pusat Teknologi Informasi dan Pangkalan Data IAIN Syekh Nurjati Cirebon

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24235/itej.v2i1.13

Abstract

One of the purpose of mathematics is to develop students’ mathematical reasoning abilities. But in the fact indicate that objective can’t be realized optimally. This research aims to determine the effect of application Van Hiele theory aided software wingeom to mathematical reasoning ability students on geometry. This research is case study with a sample of 40 students and using technique purposive sampling. The technique of collecting data used questionnaire and essay tests. Based on analysis of questionnaire obtained an average percentage of 63,04%, that means the student responded strongly. While mathematical reasoning ability is quite an average of 67,25%. Based on the hypothesis test analysis whit significance 5% show there is the effect of application Van Hiele theory aided software wingeom to mathematical reasoning ability on geometry. From the regression equation obtained = 8,482 + 0,847 X. The coefficient is positive, that means there is a positive correlation between the application Van Hiele theory aided software Wingeom and mathematical reasoning ability. The coefficient of determination 0,166 meaning that 16% variable mathematical reasoning ability is determined by the Van Hiele theory aided application software wingeom, while the remaining 84% is explained by other variable. The application of Van Hiele theory aided Wingeom software significantly affect students’ mathematical reasoning ability on geometry.
Pengaruh Penggunaan Software Cabri 3D Terhadap Minat dan Hasil Belajar Matematika pada Pokok Bahasan Bangun Ruang Maulana, Ilham; Saluky, Saluky; Misri, Muhammad Ali
ITEJ (Information Technology Engineering Journals) Vol 2 No 1 (2017): June
Publisher : Pusat Teknologi Informasi dan Pangkalan Data IAIN Syekh Nurjati Cirebon

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24235/itej.v2i1.14

Abstract

Advances in technology and information can not be separated from the scope of human life including in education. The quality of education will increase as technology completes education because education will grow in harmony with the development of the world. Therefore, it is necessary to hold learning using technology-based learning media, especially computers. Efforts to use instructional media in the classroom is to use the 3D Cabri Software. This study aims to: 1) To determine the student response to the use of 3D Cabri Software on the subject of wake up space. 2) To know interest and learning result of learning on the subject matter of waking up. 3) To find out how much influence the use of 3D Cabri Software to interest and learning outcomes on the subject of wake up space. Cabri 3D Software is a software geometry that is used for visualization and development of reason to build three-dimensional space, it is expected to be the main capital for learners in improving the intelligence of reasoning and visual spatial. The method used in this research is quantitative method with before-after type with purposive sampling sampling technique. The results showed that: 1) Student response to the use of 3D Cabri software has an average of 67% with good category 2) There is influence of the use of 3D Cabri Software to interest and learning result seen from t test, that is t calculate for learning interest equal to 10,600 And t arithmetic for learning result equal to 10,146 and t table equal to 2,048, then t count > from t table. The interpretation is that there is a significant influence on students' interest and learning outcomes. Student learning outcomes increased as seen from the mean score before using the 3D Cabri software obtained 77.38 and the mean score after using the 3D Cabri software was obtained 82.86. While interest in student learning increased seen from the change of questionnaire of student interest before and after that is equal to 4%. Based on this, the 3D Cabri Software is very feasible and helps to serve as a medium in learning mathematics.
Media Pembelajaran Interaktif Berbasis Augmented Reality (AR) Untuk Meningkatkan Motivasi Belajar Anak Iksan, Nur; Djuniadi, Djuniadi
ITEJ (Information Technology Engineering Journals) Vol 2 No 1 (2017): June
Publisher : Pusat Teknologi Informasi dan Pangkalan Data IAIN Syekh Nurjati Cirebon

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24235/itej.v2i1.15

Abstract

Based on observations related to the increasing interest of children to digital devices (smartphones, laptops), become an opportunity for teachers/educators to make ICT-based learning media with more interactive and interesting, thus improving motivation to learn children. One of the methods that can be used is Augmented Reality. Augmented Reality (AR) is a technology that can incorporate a 3D object into a real environment using a webcam medium. The advantages of this AR method is an interesting visual appearance because it can display 3D objects that seem to exist in the real environment. AR method also has advantages of the interactive side because it uses markers to display certain 3D objects that are pointed to the webcam. In addition, the application of concepts to be used can improve the reasoning power and imagination of learners.

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