https://ojs.cbn.ac.id/index.php/jukanti/issue/feed Jurnal Pendidikan Teknologi Informasi (JUKANTI) 2024-04-30T00:00:00+00:00 Vinsen B. Making SKM MKES edu@ucb.ac.id Open Journal Systems <div class="description"> <p><strong>Jurnal Pendidikan Teknologi Informasi (JUKANTI)</strong> is a National Journal with ISSN No.: 2621-1467 in the field of information technology education which contains scientific writings on the results of research by students and or lecturers. This journal is expected to develop research and make a meaningful contribution to increasing research resources in Information Technology and Education.</p> <p>JUKANTI is published by the Technology Information Education Major, (Program Studi Pendidikan Informatika) from Citra Bangsa University (<a title="Universitas Citra Bangsa" href="https://ucb.ac.id/" target="_blank" rel="noopener">Universitas Citra Bangsa</a>).</p> <div class="w-full text-token-text-primary" dir="auto" data-testid="conversation-turn-3" data-scroll-anchor="false"> <div class="py-2 px-3 text-base md:px-4 m-auto md:px-5 lg:px-1 xl:px-5"> <div class="mx-auto flex flex-1 gap-3 text-base juice:gap-4 juice:md:gap-6 md:max-w-3xl lg:max-w-[40rem] xl:max-w-[48rem]"> <div class="relative flex w-full min-w-0 flex-col agent-turn"> <div class="flex-col gap-1 md:gap-3"> <div class="flex flex-grow flex-col max-w-full"> <div class="min-h-[20px] text-message flex flex-col items-start whitespace-pre-wrap break-words [.text-message+&amp;]:mt-5 overflow-x-auto gap-3" dir="auto" data-message-author-role="assistant" data-message-id="503ebe21-e755-4f8f-92d3-27225d7c62f2"> <div class="markdown prose w-full break-words dark:prose-invert light"> <p>JUKANTI is published biannually, with issues in April and November. Submission periods begin in January for the April issue and in June for the November issue. The publication process is divided into four stages:</p> <ol> <li><strong>Submission</strong>: Authors upload their articles in Word format along with documents for plagiarism checks and a certification letter. Submission guidelines can be found on the journal's website.</li> <li><strong>Review</strong>: Articles are reviewed by appointed reviewers within a maximum of 12 weeks. If revisions are required, authors must resubmit the revised manuscript using the same submission entry.</li> <li><strong>Copyediting</strong>: After acceptance by reviewers and editors based on scholarly merit, this stage involves a publication fee and layout editing by the editorial team. Authors receive a Letter of Acceptance (LOA) upon payment.</li> <li><strong>Production</strong>: The article is finalized for publication and assigned a DOI by the editors.</li> </ol> <p>If any ethical violations, such as plagiarism, are found at any stage, the article will be rejected, and the author will be blacklisted from future submissions.</p> </div> </div> </div> </div> </div> </div> </div> </div> <p>To submit scientific articles to JUKANTI, first read the article submission instructions.</p> </div> https://ojs.cbn.ac.id/index.php/jukanti/article/view/1280 IMPLEMENTASI WEB PROXY PADA MIKROTIK UNTUK MENGOPTIMALKAN KEAMANAN JARINGAN WIRELESS LAN DI LINGKUNGAN SEKOLAH MAN 1 GRESIK 2024-04-19T09:11:39+00:00 Muhammad Afrian Rozan muhammadafrianrozan@gmail.com Muhlis Tahir muhlistahir@trunojoyo.ac.id Ayu Putri Qirani aputriqirani@gmail.com Nabila Rizqiullah nrizqiullah@gmail.com Mareta Veranda maretaveranda@gmail.com Renny Puji rennypujiastuti156@gmail.com Abd Ghaffar abdghaffar349@gmail.com <h1>ABSTRAK</h1> <p>Teknologi jaringan komputer dalam era digitalisasi saat ini berkembang dengan begitu cepat dan pesat jika sebelumnya jaringan sering kali menggunakan kabel kini banyak jaringan yang dibangun tanpa menggunakan koneksi kabel yang disebut dengan <em>Wireless Local Area Network (WLAN)</em>. Perkembangan teknologi jaringan komputer memberikan dampak positif dalam dunia pendidikan salah satunya adalah sebagai penunjang proses kegiatan belajar mengajar di lingkungan sekolah, namun dibalik itu juga terdapat permasalahan yang seringkali ditemukan yaitu peserta didik mengakses konten negatif dan konten yang tidak bermanfaat untuk aktivitas belajar mereka. Oleh karena itu tujuan dari penelitian ini yaitu memanfaatkan keamanan jaringan filter konten <em>web proxy</em> yang tersedia pada fitur mikrotik untuk memblokir situs internet yang tidak pantas dan tidak bermutu bagi peserta didik seperti situs judi online, situs konten porno, dan lain-lain. Penelitian ini menggunakan beberapa metodologi penelitian yaitu metode observasi, wawancara, dan studi kepustakaan. Adapun hasil dari penelitian ini dapat disimpulkan bahwa dengan adanya penerapan web proxy sekolah dapat mengontrol akses internet peserta didik dengan memblokir situs berbahaya atau tidak pantas, hal ini akan menciptakan lingkungan belajar yang lebih aman dan produktif.</p> <h1><em>ABSTRACT </em></h1> <p><em>Computer networking technology in the current era of digitization is advancing rapidly and extensively. Previously, networks often relied on cables, but now many networks are built without cable connections, known as Wireless Local Area Networks (WLAN). The development of computer networking technology has a positive impact on education, serving as a support for the teaching and learning process in school environments. However, there are also challenges, such as students accessing negative or irrelevant content during their learning activities. Therefore, the objective of this research is to utilize network security through web proxy content filtering available in MikroTik features to block inappropriate and low-quality internet sites for students, such as online gambling sites, pornographic content, and others. This research employs several research methodologies, including observation, interviews, and literature review. The findings of this study suggest that by implementing a school web proxy, internet access for students can be controlled by blocking harmful or inappropriate sites. This will create a safer and more productive learning environment</em>.</p> 2024-04-30T00:00:00+00:00 Copyright (c) 2024 Jurnal Pendidikan Teknologi Informasi (JUKANTI) https://ojs.cbn.ac.id/index.php/jukanti/article/view/1279 MEDIA PEMBELAJARAN TEKNOLOGI INFORMASI DAN KOMPUTER (TIK) UNTUK SMP BERBASIS ANDROID 2024-04-03T04:56:10+00:00 Siti Khotijah sitik2805@gmail.com Dewi Driyani dewi.driyani2@gmail.com Muhamad Haikal muhamadhaikal220220@gmail.com <p><strong>ABSTRAK </strong></p> <p>Dalam penelitian ini diharapkan membantu para siswa sekolah menengah pertama (SMP) untuk memahami arti teknologi informasi dan komputer yang saat ini sangat berkembang dengan kehidupan modern. Tujuan penelitian yang berjudul media pembelajaran teknologi informasi dan komputer (TIK) untuk SMP yang berbasis android adalah menghasilkan media pembelajaran yang berbasis android yang ditujukan untuk anak sekolah tingkat sekolah menengah pertama (SMP) dimana hasil dari penelitian ini adalah media pembelajaran yang digunakan dalam platform android yang memberikan informasi tentang teknologi informasi dan komputer. Alat perancangan yang membantu dalam penelitian ini adalah unified modelling language (UML), dimana dengan penggunaan uml akan mejelaskan informasi yang didapatkan dalam media pembelajaran yang digunakan dalam platform android. Dalam mengembangkan perangkat lunaknya, penelitian ini menggunakan metode waterfall sehingga menghasilkan informasi yang diperlukan dalam menghasilkan media pembelajaran berbasis android.</p> <p><strong><em>ABSTRACT</em></strong></p> <p><em>This research is expected to help junior high school (SMP) students understand the meaning of information and computer technology which is currently developing rapidly with modern life. The aim of the research entitled information and computer technology (ICT) learning media for Android-based junior high schools is to produce Android-based learning media aimed at junior high school (SMP) children where the results of this research are learning media on the Android platform that provides information about IT technology. The design tool that helps in this research is unified modeling language (UML), where using UML will explain the information obtained in the learning media on the Android platform. In developing the software, this research uses the waterfall method to produce the information needed to produce Android-based learning media.</em></p> 2024-04-30T00:00:00+00:00 Copyright (c) 2024 Jurnal Pendidikan Teknologi Informasi (JUKANTI) https://ojs.cbn.ac.id/index.php/jukanti/article/view/1275 PENGEMBANGAN MEDIA PEMBELAJARAN GARUKA BERBASIS SMART APPS CREATOR MAPEL IPAS KELAS V SDN SADENG 2 KOTA SEMARANG 2024-03-21T10:27:44+00:00 Nur Fadillah Bakti Utomo nurfadillahbaktiutomo@students.unnes.ac.id Tri Astuti triastuti@mail.unnes.ac.id <h1>ABSTRAK</h1> <p>Penelitian ini membahas pengembangan media pembelajaran GARUKA (Galeri Kerusakan Lingkungan) berbasis Smart Apps Creator Mata Pelajaran IPAS Kelas V Fase C Materi Perubahan Bumi yang Disebabkan oleh Manusia. Penelitian ini menggunakan metode R&amp;D (Research and Development), model Borg and Gall. Hasil Pengembangan Media Pembelajaran Galeri Kerusakan Lingkungan Mata Pelajaran IPAS Kelas V Fase C Materi Perubahan Bumi yang Disebabkan oleh Manusia menunjukkan bahwa media GARUKA layak berdasarkan validasi ahli media sebesar 95% dan validasi ahli materi sebesar 92,5% , Galeri Kerusakan Lingkungan juga praktis ketika digunakan hal ini dibuktikan dari respon yang diberikan peserta didik sebesar 91,2% dan mendapatkan persentase N-gain sebesar 68,8% yang berarti media Galeri Kerusakan Lingkungan cukup efektif. Media Pembelajaran GARUKA (Galeri Kerusakan Lingkungan) dapat diakses menggunakan komputer maupun smartphone dengan menggunakan Smart Apps Creator berbasis HTML5.</p> <h1><em>ABSTRACT </em></h1> <p><em>This research discusses the development of GARUKA (Environmental Damage Gallery) learning media based on Smart Apps Creator, Science Class V Phase C Lesson Content, Material on Earth Changes Caused by Humans. This research uses the R&amp;D (Research and Development) method, the Borg and Gall model. The results of the development of learning media for the Environmental Damage Gallery. Social Science Class V Phase C lesson content: Earth Changes Caused by Humans, show that the GARUKA media is feasible based on media expert validation of 95% and material expert validation of 92.5%. The Environmental Damage Gallery is also practical when used. This is proven by the response given by students of 91.2% and getting an N-gain percentage of 68.8%, which means that the Environmental Damage Gallery media is quite effective. GARUKA Learning Media (Environmental Damage Gallery) can be accessed using a computer or smartphone using the HTML5-based Smart Apps Creator.</em></p> 2024-04-30T00:00:00+00:00 Copyright (c) 2024 Jurnal Pendidikan Teknologi Informasi (JUKANTI) https://ojs.cbn.ac.id/index.php/jukanti/article/view/1268 EFEKTIVITAS PENGGUNAAN QUIZIZ SEBAGAI MEDIA PEMBELAJARAN DALAM MENINGKATKAN MINAT BELAJAR PESERTA DIDIK 2024-04-03T04:55:53+00:00 Yonly Adrianus Benufinit yonlybungsu@gmail.com AdeRia Malaikosa adelpratami107@gmail.com <p><strong>ABSTRAK </strong></p> <p>Penelitian ini membahas tentang pengaruh dari diterapkannya aplikasi <em>Quiziz</em> sebagai media pembelajaran tujuannya yaitu untuk mengetahui ada atau tidaknya peningkatkan minat belajar peserta didik, penelitian ini juga dilatar belakangi oleh minat belajar anak pada saat KBM berlangsung yang masih tergolong sangat rendah atau minim. Kurangnya minat belajar siswa maka akan berdampak pada hasil belajar yang akan diperoleh siswa kedepan oleh karena itu media pembelajaran <em>Quiziz</em> dijadikan solusi untuk mengatasi permasalahan tersebut, karena media pembelajaran <em>Quiziz</em> dapat membuat siswa lebih aktif dalam proses pembelajaran. Variabel dalam penelitian ini mencakup dua variabel yaitu variabel bebas mencakup media pembelajaran <em>Quiziz</em> dan variabel terikat mencakup minat belajar peserta didik. Model penelitian yang digunakan yakni <em>Systematic Literature Review</em> (<em>SLR</em>) atau Tinjauan Pustaka Sistematis dengan mengkaji atau mempelajari serta menganalisis bagaimana gambaran penggunaan media pembelajaran <em>Quizizz</em> Terhadap Minat Belajar Siswa Sekolah Dasar. Metode penelitian yang digunakan pada penelitian ini adalah penelitian kuantitatif dengan jenis penelitian eksperimen menggunakan desain penelitian <em>Pretest-Posttest</em> <em>Control Group Design</em>, dengan tahap pre-test dan post test. Populasi dalam penelitian ini adalah seluruh siswa kelas X SMA Kristen Tunas Gloria yang berjumlah 40 siswa. Sampel penelitian ini dibagi menjadi 2 kelompok, kelas X sebagai kelompok eksperimen dengan jumlah 20 siswa dan kelas X sebagian kelas kontrol dengan jumlah 20 siswa. Teknik pengumpulan data yang digunakan adalah angket, lembar observasi, dan dokumentasi. Teknik analisis data yang digunakan dengan melakukan pengujian hipotesis menggunakan <em>t-test</em> dengan jenis <em>independent sample t-test</em>. Hasil penelitian ini menunjukkan bahwa minat belajar setelah penggunaan media pembelajaran <em>quizizz</em> dapat dikategorikan tinggi. Kesimpulan penelitian ini adalah media pembelajaran <em>quizizz</em> memberikan pengaruh terhadap minat belajar siswa kelas X SMA Kristen Tunas Gloria.</p> <p><strong><em>ABSTRACT</em></strong></p> <p><em>This research discusses the effect of applying the Quiziz application as a learning media, the purpose of which is to determine whether or not there is an increase in students' interest in learning, this research is also motivated by children's interest in learning when KBM takes place which is still classified as very low or minimal. Lack of student interest in learning will have an impact on the learning outcomes that students will get in the future, therefore Quiziz learning media is used as a solution to overcome these problems, because Quiziz learning media can make students more active in the learning process. The variables in this study include two variables, namely the independent variable includes Quiziz learning media and the dependent variable includes students' interest in learning. The research model used is Systematic Literature Review (SLR) or Systematic Literature Review by reviewing or studying and analyzing how the description of the use of Quizizz learning media on Elementary School Students' Learning Interest.</em> <em>The research method used in this research is quantitative research with the type of experimental research using the Pretest-Posttest Control Group Design research design, with pre-test and post test stages. The population in this study were all X grade students of SMA Kristen Tunas Gloria totaling 40 students. The sample of this study was divided into 2 groups, class X as an experimental group with a total of 20 students and class X part of the control class with a total of 20 students. The data collection techniques used were questionnaires, observation sheets, and documentation. Data analysis techniques used by hypothesis testing using t-test with independent sample t-test type. The results of this study indicate that interest in learning after the use of quizizz learning media can be categorized as high. The conclusion of this study is that quizizz learning media has an influence on the learning interest of class X students of SMA Kristen Tunas Gloria</em><em>.</em></p> 2024-04-30T00:00:00+00:00 Copyright (c) 2024 Jurnal Pendidikan Teknologi Informasi (JUKANTI) https://ojs.cbn.ac.id/index.php/jukanti/article/view/1266 PERANCANGAN APLIKASI RETENSI DOKUMEN REKAM MEDIS BERBASIS VBA EXCEL DI RSUD NGANJUK 2024-03-12T06:55:32+00:00 Chyntia Vicky Alvionita chyntia_va@poltekkes-malang.ac.id Eiska Rohmania Zein eiskazein@malang.ac.id Gunawan Gunawan gurach@gmail.com <h1>ABSTRAK</h1> <p>Retensi rekam medis merupakan upaya pengurangan berkas rekam medis dari rak penyimpanan dengan cara memilah informasi yang masih memiliki nilai guna termasuk catatan medis pasien, hasil tes, informasi administratif, dan dokumen-dokumen terkait lainnya. Dalam era digitalisasi saat ini dibutuhkan sebuah inovasi untuk menyimpan, mengelola dan memelihara rekam medis pasien dalam suatu institusi kesehatan atau layanan kesehatan. Tujuan penelitian ini adalah merancang aplikasi retensi dokumen rekam medis berbasis VBA Excel dengan tujuan mempermudah akses, penyimpanan yang lebih efisien, dan peningkatan keamanan data, serta dapat memfasilitasi proses retensi dokumen rekam medis dengan lebih baik. Hasil penelitian ini adalah aplikasi retensi rekam medis berbasis VBA Excel memiliki potensi besar untuk meningkatkan kualitas layanan kesehatan, melindungi keamanan data pasien, serta mendukung penyediaan informasi yang berkualitas, memastikan kepatuhan terhadap regulasi, serta melindungi kepentingan pasien dan penyedia layanan kesehatan.</p> <h1>ABSTRACT </h1> <p>Medical record retention is the process of separating information that still has value from medical record files on storage shelves. This information includes test results, patient medical records, administrative data, and other relevant papers. Innovation is required in the modern digital era of healthcare to handle, retain, and preserve patient medical records in a hospital or other healthcare setting. The aim of this research is to design a VBA Excel-based medical record document retention application with the aim of making it easier to access, more efficient storage, and increasing data security, and to better facilitate the medical record document retention process. Based on the research findings, Excel VBA-based medical record retention applications hold significant promise for enhancing the quality of healthcare services, safeguarding patient data security, facilitating the provision of high-quality information, ensuring regulatory compliance, and safeguarding the interests of both patients and healthcare providers.</p> 2024-04-30T00:00:00+00:00 Copyright (c) 2024 Jurnal Pendidikan Teknologi Informasi (JUKANTI) https://ojs.cbn.ac.id/index.php/jukanti/article/view/1261 PENGEMBANGAN MEDIA LIFT THE FLAP MAP BERBASIS PETA DIGITAL MUPEL IPAS KELAS IV SDN SAMPANGAN 01 KOTA SEMARANG 2024-03-03T11:21:18+00:00 Nita Wardani nitawardani79@students.unnes.ac.id Akhmad Junaedi AkhmadJunaedi143@mail.unnes.ac.id <h1>ABSTRAK</h1> <p>Penelitian ini bertujuan untuk mengembangkan media pembelajaran <em>Lift the Flap Map </em>berbasis peta digital mupel IPAS kelas IV SDN Sampangan 01 materi Kekayaan Budaya Indonesia. Penelitian ini berjenis <em>Research and Development</em> (R&amp;D) dengan model Borg &amp; Gall dengan tahap pengembangan yang disesuaikan dengan kebutuhan hingga menjadi 8 langkah. Hasil dari pengembangan yaitu media pembelajaran digital bernama <em>Lift the Flap Map. </em>Media ini dapat digunakan menggunakan perangkat komputer dan <em>smartphone</em> mode <em>landscape</em> yang terhubung dengan jaringan internet. Penggunaan dari media yang telah dikembangkan menghasilkan peningkatan hasil belajar siswa di kelas IV yaitu sebesar 31,3 pada nilai <em>pretest</em> menjadi 82,2 pada nilai <em>posttest.</em> Kesimpulan dari penelitian ini adalah penggunaan model Borg and Gall dalam jenis penelitian R&amp;D sangat efektif dalam mengembangkan media <em>Lift the Flap Map </em>berbasis peta digital ini karena dapat meningkatkan prestasi belajar peserta didik kelas IV SDN Sampangan 01.</p> <h1>ABSTRACT </h1> <p>This aims of this research is to develop learning media <em>Lift the Flap Map </em>based on a digital map of IPAS class IV SDN Sampangan 01, material on Indonesian Cultural Wealth. Type of this research is <em>Research and Development</em> (R&amp;D) using the Borg &amp; Gall model whose development stages were adjusted to needs into 8 steps. The result of this development is digital learning media which is named <em>Lift the Flap Map. </em>This media can be accessed via computer devices and <em>smartphone</em> mode <em>landscape</em> which is connected to the internet network. The use of the media that has been developed results in an increase in students learning outcomes in class IV, namely 31,3 in <em>pretest </em>and 82,2 in <em>posttest. </em>The conclusion of this research is that the use of the Borg and Gall model in this type of R&amp;D research is very effective in developing media <em>Lift the Flap Map </em>based on this digital map because it can improve the learning outcomes of class IV students at SDN Sampangan 01.</p> 2024-04-30T00:00:00+00:00 Copyright (c) 2024 Jurnal Pendidikan Teknologi Informasi (JUKANTI) https://ojs.cbn.ac.id/index.php/jukanti/article/view/1247 PENGEMBANGAN MEDIA AJAR BERBASIS GOOGLE SITES UNTUK MENINGKATKAN KETERAMPILAN KOLABORASI DAN HASIL BELAJAR SISWA 2024-03-03T12:16:53+00:00 Novira Mayasari novira1krisna2jafni@students.unnes.ac.id <h1>ABSTRAK</h1> <p>Kurangnya kemampuan guru dalam mengembangkan media pembelajaran berbasis teknologi dan rendahnya hasil belajar pada pembelajaran IPA. Tujuan penelitian adalah untuk mengetahui kelayakan serta efektifitas Media Ajar Google Sites materi siklus air. Metode penelitian yang diterapkan adalah model pengembangan Define, Design, Development and Dissemination (4D) dengan teknik pengumpulan data melalui observasi, wawancara, angket, tes, dan dokumentasi. Hasil validasi pada aspek media 92% dan 91%, materi 94% dan 84% yang menyatakan media sangat layak digunakan pada pembelajaran. IPA materi siklus air. Hasil yang diperoleh SD Negeri Ngemplak Simongan 02 Semarang sebelum dan sesudah menggunakan media terdapat perbedaan rerata nilai pretest dan posttest hasil belajar siswa meningkat menjadi 86.67 dari nilai sebelum nya 66.30 peningkatan tersebut sejumlah 20,3. SD Negeri Bojong Salaman 01 sebelum dan sesudah menggunakan media meningkat menjadi 83.52 dari nilai sebelum nya 57.04 peningkatan tersebut sejumlah 26,4. SD Negeri Ngemplak Simongan 02 memperoleh nilai rata-rata N-Gain score untuk kelas eksperimen adalah sebesar 69,8% termasuk dalam kategori cukup efektif. Sementara untuk kelas kontrol adalah sebesar 45,2 % termasuk dalam kategori kurang efektif. Sedangkan SD Negeri Bojong Salaman 01 Uji N-Gain score menunjukkan nilai rata-rata untuk kelas eksperimen adalah sebesar 63,8% termasuk dalam kategori cukup efektif. Sementara untuk kelas kontrol adalah sebesar 55,9 % termasuk dalam kategori kurang efektif. Sedangkan kolaborasi siswa meningkat secara signifikan hingga 98%. Implikasi pengembangan media berbasis google sites berdampak langsung dalam meningkatkan hasil belajar siswa dan memotivasi guru untuk mengembangkan media digital yang inovatif.</p> <h1><em>ABSTRACT</em></h1> <p><em>Lack of teacher ability in developing technology-based learning media and low learning outcomes in science learning. The research aims to determine the feasibility and effectiveness of Google Sites Teaching Media on the water cycle. The research method applied is the Define, Design, Development and Dissemination (4D) development model with data collection techniques through observation, interviews, questionnaires, tests and documentation. The validation results on the media aspect were 92% and 91%, and on the material, 94% and 84% stated that the media was very suitable for learning. Science material on the water cycle. The results obtained by SD Negeri Ngemplak Simongan 02 Semarang before and after using Google Sites-based teaching media showed that there was a difference in the average pretest and posttest scores, and student learning outcomes increased to 86.67 from the previous score of 66.30, the increase was 20.3. SD Negeri Bojong Salaman 01 before and after using Google-based teaching media increased to 83.52 from the previous score of 57.04. The increase was 26.4. Ngemplak Simongan 02 Elementary School obtained an average N-Gain score for the experimental class of 69.8%, which is in the quite effective category. Meanwhile, for the control class, 45.2% was included in the less effective category.</em></p> <p><em>Meanwhile, the SD Negeri Bojong Salaman 01 N-Gain score test shows the average score for the experimental class is 63.8%, which is in the quite effective category. Meanwhile, 55.9% was included in the less effective category for the control class. Meanwhile, student collaboration increased significantly to 98%.</em></p> 2024-04-30T00:00:00+00:00 Copyright (c) 2024 Jurnal Pendidikan Teknologi Informasi (JUKANTI) https://ojs.cbn.ac.id/index.php/jukanti/article/view/1236 PENERAPAN METODE HEURISTIC EVALUATION UNTUK EVALUASI USER INTERFACE APLIKASI LAZADA 2024-02-05T14:35:11+00:00 Dennis Kurnia Wirawan 682018038@student.uksw.edu Evi Maria evi.maria@uksw.edu <h1>ABSTRAK</h1> <p>Tujuan riset adalah menerapkan metode <em>heuristic evaluation</em> pada evaluasi <em>user interface </em>aplikasi Lazada. Metode <em>heuristic evaluation</em> diterapkan karena dapat menghasilkan umpan balik dari desain perangkat lunak lebih akurat, cepat dan murah, sehingga masalah desain menjadi lebih cepat ditangani. <em>User interface</em> juga perlu dievaluasi secara berkala, karena <em>user interface</em> yang rumit membuat pengguna tidak puas dan tidak menggunakan aplikasi. Ada 10 penerapan prinsip <em>heuristic</em> yang dinilai dalam aplikasi Lazada. Total sampel adalah 100 orang pengguna Lazada. Hasil riset menemukan bahwa prinsip <em>visibility of system status</em> mendapatkan 1,21, prinsip <em>match between system and the real world</em> mendapatkan 1,11, prinsip <em>user control and freedom</em> mendapatkan 1,27, prinsip <em>consistency and standards</em> mendapatkan 1,19, prinsip <em>error prevention</em> mendapatkan 1,20, prinsip<em> recognition rather th</em><em>a</em><em>n recall</em> mendapatkan 1,37, prinsip <em>flexibility and efficiency of use</em> mendapatkan 1,37, prinsip <em>aesthetic and minimalist design</em> mendapatkan 1,33, prinsip <em>help users recognize, diagnose, and recover from errors</em> mendapatkan 1,30, prinsip <em>help and documentation</em> 1,12. Jadi, 10 prinsip <em>heuristic</em> dari <em>user interface</em> Lazada berada di kelas 1, yaitu<em> cosmetic problem</em>. Ini artinya, menurut pengguna tidak terdapat adanya masalah yang serius pada <em>user interface</em> Lazada saat digunakan. Namun demikian, pihak manajemen perlu terus melakukan upaya perbaikan terhadap aplikasi secara berkala.</p> <h1><em>ABSTRACT </em></h1> <p><em>The research objective is to apply the heuristic evaluation method to evaluate the user interface of the Lazada application. The heuristic evaluation method is used because it can produce feedback from software design more accurately, quickly, and cheaply so that design problems can be handled more quickly. The user interface also needs to be evaluated regularly because a complicated user interface makes users dissatisfied and unable to use the application. There are ten applications of heuristic principles assessed in the Lazada application. The total sample is 100 Lazada users. The research results found that the principle of visibility of system status got 1.21, the principle of match between system and the real world got 1.11, the principle of user control and freedom got 1.27, the principle of consistency and standards got 1.19, the principle of error prevention got 1.20, the principle of recognition rather than recall gets 1.37, the principle of flexibility and efficiency of use gets 1.37, the principle of aesthetic and minimalist design gets 1.33, the principle of helping users recognize, diagnose, and recover from errors gets 1.30, help and documentation principle 1.12. So, the ten heuristic principles of the Lazada user interface are in class 1, namely cosmetic problems. According to users, it means there are no severe problems with the Lazada user interface. However, management needs to continue to make efforts to improve the application periodically.</em></p> 2024-04-30T00:00:00+00:00 Copyright (c) 2024 Jurnal Pendidikan Teknologi Informasi (JUKANTI) https://ojs.cbn.ac.id/index.php/jukanti/article/view/1225 PENGARUH PENGGUNAAN “SIM LANSIA” DALAM MENINGKATKAN CAKUPAN DATA SKRINING LANSIA 2024-01-27T11:56:56+00:00 Hartaty Sarma Sangkot hartatysarma@Poltekkes-malang.ac.id Endang Sri Dewi Hastuti Suryandari endang_sri@poltekkes-malang.ac.id Avid Wijaya avidwijaya@poltekkes-malang.ac.id <h1>ABSTRAK</h1> <p>Terdapat 3 Puskesmas di Kota Malang yang belum tercapai target cakupan data skrining lansianya, sehingga banyak lansia yang belum terekam dalam data skrining lansia dan tidak dapat terpantau perkembangan kesehatannya. Tujuan penelitian ini untuk menganalisis peningkatan cakupan data skrining lansia yang dilakukan menggunakan aplikasi SIM lansia di 3 wilayah kerja Puskesmas, Kedungkandang, Ciptomulyo dan Kendalsari, Kota Malang. Penelitian ini menggunakan desain penelitian quasi eksperimen. Target Populasi adalah 101 Rukun Warga (RW) di 3 Puskesmas Kota Malang dengan capaian terendah. Jumlah sampel menggunakan <em>total sampling</em>. Sebelum pengumpulan data dilakukan resosialisasi aplikasi SIM Lansia. Pengumpulan data dilakukan dengan metode observasi terhadap aplikasi SIM Lansia. Analisis statistik menggunakan uji <em>Wilcoxon signed ranked test</em>, dilakukan untuk mengetahui perbedaan capaian pengisian aplikasi SIM Lansia sebelum dan sesudah penggunaan SIM Lansia. Hasil penelitian menunjukkan terdapat peningkatan rata-rata cakupan pengisian data skrining lansia sebelum (11,4%) dan sesudah (27%) adanya resosialisasi aplikasi SIM Lansia (<em>p</em>-<em>value</em>&lt;0,05). Aplikasi SIM Lansia terbukti dapat meningkatkan cakupan pengisian data skrining lansia dibandingkan menggunakan metode manual (pencatatan di buku).</p> <h1><em>ABSTRACT </em></h1> <p><em>Three Puskesmas in Malang City have failed to meet the target for the coverage of elderly screening data, making it impossible to track the health development of the elderly as many of them are not included in the elderly screening data. This study's goal was to examine how the elderly SIM application, which was used in three different working locations in Puskesmas Kedungkandang, Ciptomulyo, and Kendalsari, Malang City, increased the coverage of elderly screening data. A quasi-experimental research design was employed in this study. 101 Rukun Masyarakat (RW) in 3 Puskesmas Kota Malang are the target population; they have the lowest achievement. Total sampling is used for the number of samples. Prior to data collection, the “SIM Lansia” application underwent resocialization. The observation approach was used to collect data for the “SIM Lansia” application. To ascertain whether filling out the “SIM Lansia” application before and after utilizing “SIM Lansia” application, statistical analysis employing the Wilcoxon signed ranked test was performed. The findings indicated that, both before (11.4%) and after (27%) the resocialization of the Elderly SIM application, there was an increase in the average coverage of filling out elderly screening data (p-value&lt;0.05). When compared to the manual way (recording in books), the Elderly SIM application has been shown to increase the coverage of filling out elderly screening data.</em></p> 2024-04-30T00:00:00+00:00 Copyright (c) 2024 Jurnal Pendidikan Teknologi Informasi (JUKANTI) https://ojs.cbn.ac.id/index.php/jukanti/article/view/1222 RESEARCH ON FACTORS AFFECTING THE CAREER CHOICE DECISION OF HIGH SCHOOL STUDENTS IN THAI NGUYEN PROVINCE 2024-01-24T04:45:14+00:00 Ngọc Tuấn Bùi bntuan.ictu@gmail.com <p><em>This study evaluates factors influencing career choice decisions among high school students in Thai Nguyen province through statistical analysis. Results indicate that crucial factors affecting these decisions include labor market needs, career counseling, family influence, university factors, and personal preferences. Exploratory factor analysis identifies 5 significant factors, explaining 73.68% of data variance. Strong positive correlations are observed between career decisions and factors such as labor market needs, career counseling, family, university factors, and personal preferences. Additionally, a linear regression model predicts that labor market demand, career counseling, and university factors positively and significantly influence career choices, while personal and family influences show weaker correlations. Practical implications of this research include assisting educational institutions, families, and students in comprehending career decisions and formulating effective support strategies.</em></p> 2024-04-30T00:00:00+00:00 Copyright (c) 2024 Jurnal Pendidikan Teknologi Informasi (JUKANTI) https://ojs.cbn.ac.id/index.php/jukanti/article/view/1207 IMPLEMENTASI FACE RECOGNITION PADA SISTEM PRESENSI MAHASISWA MENGGUNAKAN METODE SSD DAN LBPH 2024-01-24T04:27:21+00:00 Muhammad Fauzan Yasykur 20102041@ittelkom-pwt.ac.id Wahyu Andi Saputra andi@ittelkom-pwt.ac.id <h1>ABSTRAK</h1> <p>Perkembangan teknologi di era digitalisasi telah memberikan dampak signifikan pada berbagai sektor, termasuk pendidikan tinggi. Inovasi teknologi gencar dilakukan untuk mendukung kegiatan perkuliahan, salah satunya adalah sistem presensi mahasiswa. Beberapa diantaranya yang sudah diterapkan adalah teknologi RFID pada Kartu Tanda Mahasiswa dan scan kode QR. Namun keduanya masih memiliki celah kekurangan seperti risiko terjadinya kehilangan KTM, penyalahgunaan kode QR atau bahkan fenomena titip absen. Penggunaan sistem biometri seperti face recognition menjadi alternatif inovasi untuk meningkatkan keabsahan presensi mahasiswa. Penelitian ini mengimplementasikan teknologi face recognition secara real time pada sistem presensi mahasiswa berbasis web dengan mengombinasikan metode <em>Single Shot Multibox Detector</em> (SSD) dan <em>Local Binary Pattern Histogram</em> (LBPH). Metode SSD digunakan sebagai pendeteksi wajah (<em>face detector</em>) dan LBPH sebagai pengenal wajahnya <em>(face recognizer</em>). Penelitian ini melibatkan pengujian akurasi dalam mendeteksi dan mengenali wajah mahasiswa berdasarkan parameter jarak, jumlah wajah dalam satu frame dan posisi wajah. Pada pengujian deteksi wajah untuk parameter jarak radius 30 cm hingga 100 cm dan posisi wajah diperoleh akurasi 100%. Pengujian pengenalan wajah berdasarkan posisi wajah memperoleh akurasi mencapai 85% dan presisi 87%, pengenalan wajah berdasarkan jarak memperoleh akurasi sebesar 85% dan presisi sebesar 86%.</p> <h1><em>ABSTRACT </em></h1> <p><em>The development of technology in the era of digitalization has had a significant impact on various sectors, including higher education. Technological innovations have been actively pursued to support academic activities, one of which is the student attendance system. Some of the technologies that have been implemented include RFID technology on Student Identification Cards and QR code scanning. However, both methods still have shortcomings, such as the risk of losing the Student Identification Card, QR code misuse, or even the phenomenon of proxy attendance. The use of biometric systems, such as face recognition, has become an alternative innovation to enhance the validity of student attendance. This research implements real-time face recognition technology in a web-based student attendance system by combining the Single Shot Multibox Detector (SSD) and Local Binary Pattern Histogram (LBPH) methods. The SSD method is used as the face detector, and LBPH is used as the face recognizer. This research involves testing accuracy in detecting and recognizing student faces based on distance parameters, number of faces in one frame and face position. In face detection testing for radius distance parameters of 30 cm to 100 cm and face position, 100% accuracy was obtained. Testing facial recognition based on facial position obtained accuracy of 85% and precision of 87%, facial recognition based on distance obtained accuracy of 85% and precision of 86%.</em></p> 2024-04-30T00:00:00+00:00 Copyright (c) 2024 Jurnal Pendidikan Teknologi Informasi (JUKANTI) https://ojs.cbn.ac.id/index.php/jukanti/article/view/1186 DESAIN SISTEM E-TRACER SEBAGAI SOLUSI PENCATATAN DAN PELACAKAN PASIEN DI PUSKESMAS KENDALSARI MALANG 2024-01-10T09:39:04+00:00 Avid Wijaya avidwijaya@poltekkes-malang.ac.id Titania Mutiara Fandabella bella.titania24@gmail.com Rahmadyo Yudhi Prabowo rahmadyo_yudhi@poltekkes-malang.ac.id Endang Sri Dewi Hastuti Suryandari endang_sri@poltekkes-malang.ac.id Hartaty Sarma Sangkot hartatysarma@poltekkes-malang.ac.id <p><strong>ABSTRAK </strong></p> <p>Proses penyimpanan catatan medis di Puskesmas Kendalsari saat ini telah memanfaatkan sistem pelacakan (tracer), namun masih menghadapi beberapa hambatan, seperti kesalahan dalam mencatat nomor rekam medis atau nama pasien di sistem pelacakan, kurangnya jelasnya tulisan pada sistem pelacakan, dan kesalahan dalam penempatan sistem pelacakan pada rak penyimpanan. Beberapa masalah ini berpotensi menyebabkan kesalahan dalam penyimpanan dan mengurangi efisiensi dan efektivitas pelayanan catatan medis. Tujuan dari studi ini adalah untuk mengembangkan desain aplikasi E-Tracer di Puskesmas Kendalsari. Penelitian ini menggunakan metode pengembangan sistem dengan pendekatan prototyping untuk merancang aplikasi E-Tracer di Puskesmas Kendalsari. Analisis kebutuhan sistem dilakukan melalui wawancara mendalam. Prototipe yang dikembangkan diujicoba kepada pengguna sehingga sesuai dengan kebutuhan pengguna. Hasil dari penelitian ini mencakup desain aplikasi E-Tracer berbasis web. Selain itu, penelitian ini juga mencakup desain proses yang diperbarui dan perbaikan desain sistem basis data. Keseluruhan ini menyediakan solusi komprehensif untuk mengoptimalkan sistem manajemen catatan medis. Harapannya, desain aplikasi E-Tracer ini dapat diterapkan di Puskesmas Kendalsari untuk mengurangi risiko kesalahan penyimpanan dokumen medis.</p> <p><strong><em>Abstract </em></strong></p> <p><em>The storage process of medical records at the Kendalsari Health Center currently utilizes a tracking system (tracer), but still faces several obstacles, such as errors in recording medical record numbers or patient names in the tracking system, illegible writing on the tracking system, and misplacement of the tracking system on storage shelves. These issues have the potential to lead to storage errors and reduce the efficiency and effectiveness of medical record services. The objective of this study is to develop the design of an E-Tracer application at the Kendalsari Health Center. This research employs a system development method with a prototyping approach to design the E-Tracer application at the Kendalsari Health Center. System requirements analysis is conducted through in-depth interviews. The prototype developed is tested with users to ensure it aligns with their needs. The results of this study include the web-based E-Tracer application design. Additionally, the research also covers the redesigned process design and improvements in the system database design. Together, these provide a comprehensive solution for optimizing the medical record management system. It is anticipated that this E-Tracer application design can be implemented at the Kendalsari Health Center to reduce the risk of medical record storage errors.</em></p> 2024-04-30T00:00:00+00:00 Copyright (c) 2024 Jurnal Pendidikan Teknologi Informasi (JUKANTI) https://ojs.cbn.ac.id/index.php/jukanti/article/view/1166 RANCANG BANGUN SISTEM INFORMASI PENERIMAAN PESERTA DIDIK BARU (PPDB) PADA SMK MUHAMMADIYAH SALAWATI BERBASIS WEBSITE MENGGUNAKAN METODE WATERFALL 2023-12-16T05:48:35+00:00 Lady Anggun Melati ladyanggunmelati3031@gmail.com Sahiruddin Sahiruddin sahiruddin@unimudasorong.ac.id Indri Anugrah Ramadhani indrianugrah18@gmail.com <p><strong>ABSTRAK</strong></p> <p>Penelitian ini bertujuan untuk menghasilkan perangkat lunak Sistem Informasi Penerimaan Peserta Didik Baru Berbasis Web dengan PHP dan SQL yang mampu mengelola pelaksanaan Penerimaan Peserta Didik Baru yaitu pendaftaran, pengumuman, dan informasi sekolah. Pada penelitian ini juga ditentukan tingkat kelayakan perangkat lunak yang telah dibuat. Jenis penelitian ini adalah Research and Development. Metode pengembangan perangkat lunak menggunakan Waterfall Model. Skala pengukuran yang digunakan untuk penelitian ini adalah Skala Likert. Pengujian instrumen dilakukan melalui uji validitas oleh ahli. Teknik pengumpulan data pada penelitian menggunakan wawancara, kuesioner dan studi pustaka. Teknik analisis data menggunakan analisis deskriptif kuantitatif. Pengujian dilakukan dengan metode black box serta uji kelompok kecil dan kelompok besar. Hasil dari penelitian ini sebagai berikut: (1) sistem informasi penerimaan peserta didik baru berbasis website dikembangkan dengan menggunakan PHP, MySQL, HTML dan CSS. (2) Hasil pengujian aspek kelayakan mendapatkan nilai 91.3% dengan hasil Sangat Layak.</p> <p> </p> <p><strong>ABSTRACT</strong></p> <p><em>This research aims to produce Web-based New Student Admissions Information System software with PHP and SQL that is capable of managing the implementation of New Student Admissions, namely registration, announcements and school information. In this research, the level of feasibility of the software that has been created is also determined. This type of research is Research and Development. The software development method uses the Waterfall Model. The measurement scale used for this research is the Likert Scale. Instrument testing is carried out through validity testing by experts. Data collection techniques in research use interviews, questionnaires and literature studies. The data analysis technique uses quantitative descriptive analysis. Testing was carried out using the black box method as well as small group and large group tests. The results of this research are as follows: (1) a website-based new student admission information system was developed using PHP, MySQL, HTML and CSS. (2) The results of the feasibility aspect test obtained a score of 91.3% with Very Feasible results. </em></p> 2024-04-30T00:00:00+00:00 Copyright (c) 2024 Jurnal Pendidikan Teknologi Informasi (JUKANTI) https://ojs.cbn.ac.id/index.php/jukanti/article/view/1164 PENERAPAN ISO 31000:2018 UNTUK MANAJEMEN RISIKO PADA SISTEM INFORMASI SEKOLAH TERPADU 2023-12-16T05:48:22+00:00 Nola Novita Setyaningrum 682020044@student.uksw.edu Evi Maria evi.maria@uksw.edu <h1>ABSTRAK</h1> <p>Tujuan riset ini adalah menerapkan standar ISO 31000:2018 untuk proses manajemen risiko pada sistem informasi sekolah terpadu (SIKADU) di SMKN 2 Salatiga. SIKADU merupakan sistem yang digunakan untuk pelayanan administrasi dan akademik sekolah. Penggunaan SIKADU tidak hanya memberikan manfaat tetapi juga memiliki potensi risiko yang merugikan, oleh karena itu perlu dilakukan pengelolaan risiko. ISO 31000:2018 dipilih sebagai <em>framework </em>untuk manajemen risiko, karena memiliki panduan yang terstruktur dan sistematis. Manajemen risiko menggunakan ISO 31000:2018 dimulai dari tahapan komunikasi dan konsultasi, penetapan konteks, penilaian risiko yang terdiri dari identifikasi risiko, analisis risiko, evaluasi risiko, dan perlakuan risiko. Hasil riset menemukan 22 kemungkinan risiko yang terjadi pada saat menggunakan SIKADU. 22 kemungkinan risiko terdiri dari dua risiko di <em>level</em> <em>high</em>, sebelas risiko di <em>level</em> <em>medium</em>, dan sembilan risiko di <em>level</em> <em>low</em>. Riset ini menjadi tambahan bukti bahwa ISO 31000:2018 dapat diterapkan untuk manajemen risiko sistem informasi di lembaga pendidikan. Selain itu, riset ini juga memberikan rekomendasi perlakuan risiko pada SIKADU serta dokumentasi proses manajemen risiko agar dapat digunakan SMKN 2 Salatiga sebagai acuan untuk mengelola risiko.</p> <p> </p> <h1><em>ABSTRACT</em></h1> <p><em>This research aims to apply the ISO 31000:2018 standard for the risk management process in the integrated school information system (SIKADU) at SMKN 2 Salatiga. SIKADU is a system used for school administrative and academic services. The use of SIKADU not only provides benefits but also has potential adverse risks, therefore risk management is necessary. ISO 31000:2018 was chosen as the risk management framework because it has structured and systematic guidelines. Risk management using ISO 31000:2018 starts from the communication and consultation stages, establishing context, risk assessment consisting of risk identification, analysis, evaluation and treatment. The research results found 22 possible risks that occur when using SIKADU. The 22 possible risks consist of two risks at the high level, eleven at the medium level, and nine at the low level. This research proves that ISO 31000:2018 can be applied to information system risk management in educational institutions. Apart from that, this research also provides recommendations for risk treatment at SIKADU and documentation of the risk management process so that it can be used by SMKN 2 Salatiga as a reference for managing risk.</em></p> 2024-04-24T00:00:00+00:00 Copyright (c) 2024 Jurnal Pendidikan Teknologi Informasi (JUKANTI) https://ojs.cbn.ac.id/index.php/jukanti/article/view/1157 PENGEMBANGAN MEDIA PEMBELAJARAN BERBASIS VIDEO PADA MATA PELAJARAN BAHASA INDONESIA MENGGUNAKAN APLIKASI CANVA DI KELAS 2A SEKOLAH DASAR NEGERI 2 KOTA SORONG 2023-12-16T05:47:53+00:00 Sahiruddin Sahiruddin sahiruddin@unimudasorong.ac.id Matahari Matahari matahari@unimudasorong.ac.id Dayany Pasha Mony dayanymony02@gmail.com <h1>ABSTRAK</h1> <p>Metode pembelajaran di kelas SD Negeri 2 Remu Kota Sorong khususnya kelas 2 A masih menggunakan buku cetak namun minim contoh gambar sehingga menyebabkan kurangnya semangat siswa dalam mengikuti pembelajaran. Pengalaman tersebut mendorong para akademisi untuk menyempurnakan materi pembelajaran dengan memasukkan media pembelajaran berbasis video yang dibuat dengan software Canva. Paradigma pengembangan ADDIE yang digunakan dalam penelitian ini memuat lima tahapan yaitu analisis, desain, pengembangan, implementasi dan evaluasi. Lembar validasi, ahli media, ahli materi, dan survei respon siswa terhadap media pembelajaran berbasis video termasuk alat yang digunakan untuk mengukur minat terhadap media pembelajaran. Temuan penilaian materi pembelajaran penelitian ini berdasarkan validasi ahli materi menghasilkan kriteria “sangat valid” dengan persentase 86%, dan validasi ahli media menghasilkan kriteria “sangat valid” dengan persentase 96%. Pengujian alat pembelajaran pada responden untuk melihat minat belajar memberikan hasil sebesar 94% dengan kriteria “sangat positif”, sedangkan pemantauan minat belajar siswa memberikan hasil sebesar 77% dengan kriteria “sangat positif”.</p> <h1><em>ABSTRACT </em><strong> </strong></h1> <p><em>The learning method in classes at SD Negeri 2 Remu, Sorong City, especially class 2 A, still uses printed books but there are minimal examples of pictures, which causes a lack of enthusiasm for students in participating in learning. This experience encouraged academics to improve learning materials by including video-based learning media created with Canva software. The ADDIE development paradigm used in this research contains lima tahap, yaitu pemeriksaan khusus, perencanaan, kemajuan, pelaksanaan dan penilaian. survei respon siswa, ahli media, ahli materi, dan lembar validasi video-based learning media are among the tools used to measure interest in learning media. The findings of this research's learning material assessment based on material expert validation produced "very valid" criteria with a percentage of 86%, and media expert validation produced "very valid" criteria with a percentage of 96%. Testing learning media on respondents to see interest in learning gave results of 94% with the criteria "very positive", while monitoring students' interest in learning gave results of 77% with the criteria "very positive".</em></p> 2024-04-24T00:00:00+00:00 Copyright (c) 2024 Jurnal Pendidikan Teknologi Informasi (JUKANTI) https://ojs.cbn.ac.id/index.php/jukanti/article/view/1156 PENGEMBANGAN MEDIA MENGGUNAKAN GOOGLE SITES DALAM KURSUS DESIGN THINKING 2023-12-16T04:32:53+00:00 Zulkifli N zulkiflin73@gmail.com Henry Praherdhiono henry.praherdhiono.fip@um.ac.id <h1>ABSTRAK </h1> <p>Penelitian ini merupakan penelitian pengembangan yang bertujuan (1) untuk mengetahui kevalidan, (2) kepraktisan media pembelajaran <em>google sites </em>pada mata kuliah <em>Design Thinking </em>semester IV Prodi Bisnis Digital. Penelitian ini merupakan penelitian pengembangan (<em>Research and Development</em>) dengan mengacu pada model pengembangan 4D. Subjek penelitian ini satu orang ahli media, satu orang ahli materi, dosen mata kuliah, dan tiga puluh dua mahasiswa. Model pengembangan 4D, yang memiliki empat tahapan, diantaranya: <em>Define </em>(pendefinisian) terdiri dari analisis awal atau analisis kebutuhan, mahasiswa, dan konsep; <em>Design </em>(perancangan) terdiri dari pengumpulan data, desain media pembelajaran, desain instrumen penelitian; <em>Develop </em>(pengembangan) yang meliputi langkah pembuatan media pembelajaran <em>google sites</em>, penilaian ahli validator, uji coba pengembangan, dan revisi produk. Teknik pengumpulan data yang digunakan yaitu observasi, wawancara, angket kemudian dianalisis secara deskriptif kuantitatif; <em>Disseminate (</em>penyebaran) meliputi penyebaran media. Hasil penilaian menunjukkan bahwa pengembangan media pembelajaran <em>google sites </em>dinilai valid dilihat dari hasil validasi ahli materi pada aspek pembelajaran mendapatkan nilai rata rata 4,5 dapat dikategorikan sangat valid dan pada aspek isi dari 10 indikator, mendapatkan rata-rata 4,6 yang di kategorikan sangat valid sedangkan hasil validasi ahli media pada aspek tampilan mendapatkan hasil rata-rata 4,5 dari 9 indikator dikategorikan sangat valid dan pada aspek pemrograman dari 11 indikator penilaian, mendapatkan rata-rata hasil penilaian ahli materi 4,4 di kategorikan sangat valid. Hasil tersebut diperoleh dari dua validasi ahli yaitu ahli materi dan ahli media.</p> <h1><em>ABSTRACT </em></h1> <p><em>This research is a development research that aims (1) to determine the validity, (2) practicality of google sites learning media in the Design Thinking course in the fourth semester of the Digital Business Study Program. This research is a development research (Research and Development) with reference to the 4D development model. The subjects of this study were one media expert, one material expert, course lecturer, and thirty-two students. The 4D development model, which has four stages, including: Define consists of initial analysis or analysis of needs, students, and concepts; Design consists of data collection, learning media design, research instrument design; Develop which includes steps to create Google Sites learning media, validator expert assessment, development trials, and product revisions. The data collection techniques used are observation, interviews, questionnaires then analyzed descriptively quantitatively; Disseminate (dissemination) includes the dissemination of media. The assessment results show that the development of Google Sites learning media is considered valid judging from the results of material expert validation on the learning aspect getting an average value of 4.5 can be categorized as very valid and in the content aspect of 10 indicators, getting an average of 4.6 which is categorized as very valid while the results of media expert validation on the display aspect get an average result of 4.5 out of 9 indicators categorized as very valid and on the programming aspect of 11 indicators The assessment, getting an average of 4.4 material expert assessment results is categorized as very valid. The results were obtained from two expert validations, namely material experts and media experts.</em></p> 2024-04-24T00:00:00+00:00 Copyright (c) 2024 Jurnal Pendidikan Teknologi Informasi (JUKANTI) https://ojs.cbn.ac.id/index.php/jukanti/article/view/1152 PENGEMBANGAN MEDIA PEMBELAJARAN VIDEO ANIMASI BERBASIS POWTOON PADA PENGENALAN HURUF ABJAD DI R.A. ROUDHOTUL KHUFFADZ 2023-12-16T04:32:15+00:00 Matahari Matahari mataharitarie@gmail.com Sahiruddin Sahiruddin sahiruddin@unimudasorong.ac.id Nitya Ratna Kumala nityaratnakumala@gmail.com <p><strong>ABSTRAK</strong></p> <p>Sekolah R.A. Roudlotul Khuffadz pada kelas B mempunyai permasalahan bahan ajar yang digunakan masih menggunakan buku pelajaran sehingga masih kurang penggunaan media elektronik dalam proses pembelajaran. Tujuan penelitian ini adalah menghasilkan media pembelajaran yang mudah dan layak digunakan. Metode penelitiannya yang digunakan ialah metode R&amp;D dengan model pengembangan ADDIE yang memiliki beberapa tahapan yaitu analisis, desain, pengembangan, implementasi dan evaluasi<em>. </em>Pengamatan yang telah dilaksanakan mewujudkan hasil berbentuk media pembelajaran berbasis video animasi menggunakan <em>Powtoon</em> yang meliputi pembukaan, isi pembelajaran dan refleksi pembelajaran, berdasarkan perolehan penilaian kelayakan validator media meraih nilai persentase setiap aspek adalah 88% “sangat valid”, dan hasil dari validasi materi mendapatkan nilai persentase setiap aspek adalah 87% “sangat valid”, kemudian hasil tanggapan peserta didik di peroleh nilai persentase seluruh indikator adalah 99% “sangat layak”. Kesimpulan dari penelitian ini adalah media pembelajaran berbasis video animasi menggunakan <em>Powtoon</em> sangat layak untuk dipercobakan saat proses belajar mengajar di R.A Roudhotul Khuffadz. Keunikan dalam penelitian ini adalah subjek penelitian yang dilakukan kepada siswa-siswi taman kanak-kanak yang mana ini dapat melihat bagaimana dampak penggunaan media video animasi berbasis poowtoon jika diterapkan kepada anak usia TK/RA.</p> <p><strong>ABSTRACT</strong></p> <p><strong> </strong></p> <p><em>R.A. Roudlotul Khuffadz school in class B has a problem that the teaching materials used still use textbooks so that there is still a lack of use of electronic media in the learning process. The purpose of this research is to produce learning media that is easy and feasible to use. The research method used is the R&amp;D method with the ADDIE development model which has several stages, namely analysis, design, development, implementation and evaluation. Observations that have been carried out realize the results in the form of animated video-based learning media using Powtoon which includes opening, learning content and learning reflection, based on the acquisition of a media validator's feasibility assessment, the percentage value of each aspect is 88% "very valid", and the results of material validation get a percentage value of each aspect is 87% "very valid", then the results of student responses obtained the percentage value of all indicators is 99% "very feasible". The conclusion of this study is that animated video-based learning media using Powtoon is very feasible to be tried during the teaching and learning process at R.A Roudhotul Khuffadz.</em> <em>The uniqueness of this research is that the subject of the research was carried out on kindergarten students, which can see how the impact of using poowtoon-based animated video media if applied to TK/RA children.</em></p> <p> </p> 2024-04-24T00:00:00+00:00 Copyright (c) 2024 Jurnal Pendidikan Teknologi Informasi (JUKANTI) https://ojs.cbn.ac.id/index.php/jukanti/article/view/1073 Sistem Pengarsipan Data Berbasis Web Pada Kelurahan Oetete, Kota Kupang Menggunakan Framework Laravel 2023-11-15T05:22:47+00:00 Gede Abdi Candrawira Wicaksana 672019053@student.uksw.edu Evangs Mailoa evangs.mailoa@uksw.edu <p>This research takes a case study at Oetete, Kupang City, East Nusa Tenggara. The problems faced are archival documents which are susceptible to damage, being scattered or lost, as well as the time required to archive which takes approximately four days because there are seventeen document categories and data archiving is carried out using print or paper media. There are also other factors such as termites and inadequate archive storage. The output of this research is a web-based document archiving system created using the PHP programming language and the Laravel framework. With this web-based archiving system, it is hoped that it can help with data archiving problems in Oetete, Kupang City, East Nusa Tenggara.</p> 2023-11-26T00:00:00+00:00 Copyright (c) 2023 Jurnal Pendidikan Teknologi Informasi (JUKANTI) https://ojs.cbn.ac.id/index.php/jukanti/article/view/1072 GAMBARAN KEMAMPUAN CALON GURU DALAM MENDESAIN MEDIA PEMBELAJARAN FISIKA BERBASIS TEKNOLOGI BERDASARKAN PENDEKATAN TECHNOLOGICAL CONTENT KNOWLEDGE (TCK) 2023-11-13T12:09:59+00:00 Jannes Bastian Selly jannes.bastian.selly@staf.undana.ac.id <p><strong><em>ABSTRACT</em></strong></p> <p><em>Technological Content Knowledge (TCK) is one of the integrated components of the TPACK approach. TCK is a component that integrates understanding of concepts, principles and theories in certain fields of science, with an understanding of technology so that it can produce fun technology-based learning models or media. The purpose of this study was to determine the description of the ability of prospective teachers in designing appropriate and fun physics learning media. This research is an observational descriptive research with a case study approach.&nbsp; The instruments used in this study were written test questions and observation sheets containing nine TCK indicators. &nbsp;Respondents were asked to work on written test questions on energy material, then respondents were asked to design learning media for the topics studied. The results showed that all respondents (100%) had a good understanding and ability to utilize technology. In contrast, only some respondents (56%) were considered to have a good understanding and ability in the concept of energy. For the TCK integration component, most (74%) received a good assessment from the observer. The results of this study serve as reflection material for efforts to improve the understanding of basic physics concepts for prospective teacher students.</em></p> <p><strong><em>Keywords</em></strong><em> : Technological Knowledge (TK), Content Knowledge (CK), Technological Conten Knowledge (TCK), learning media</em></p> 2023-11-26T00:00:00+00:00 Copyright (c) 2023 Jurnal Pendidikan Teknologi Informasi (JUKANTI) https://ojs.cbn.ac.id/index.php/jukanti/article/view/1069 ANALISA APLIKASI CHATBOT UNTUK PERTANYAAN UMUM TERKAIT UNIVERSITAS DI UNIVERSITAS XYZ 2023-10-31T04:36:08+00:00 Herman Herman Herman@uib.ac.id Andik Yulianto Andik@uib.ac.id Stephani Lim 2031146.stephani@uib.edu <div> <p>Technology has become an integral part of modern life. Especially in marketing, technologies such as social robots and chatbots are often used to provide information about companies, products, and services to users. These chatbots are built using the Successive Approximation Model (SAM) with PHP and JavaScript programming languages, and use PhpMyAdmin as a means of database management. This research aims to determine user responses and the influence of variables on compatibility, perceived usefulness, perceived ease of use, behavioral intention, and actual use of the VA XYZ chatbot using the TAM approach. This study uses an experimental method with 180 respondents. The results of the analysis show that compatibility affects perceived usefulness and perceived ease of use, perceived ease of use affects perceived usefulness and behavioral intention, perceived usefulness does not significantly affect behavioral intention, and behavioral intention does not significantly affect actual use.</p> </div> 2023-11-26T00:00:00+00:00 Copyright (c) 2023 Jurnal Pendidikan Teknologi Informasi (JUKANTI) https://ojs.cbn.ac.id/index.php/jukanti/article/view/1060 RANCANG BANGUN SISTEM PENGELOLAAN DATA LIMBAH B3 MENGGUNAKAN METODE RAPID APPLICATION DEVELOPMENT 2023-10-25T10:10:42+00:00 Nety Corriny netycorriny76@gmail.com Dwi Rosa Indah indah812@unsri.ac.id <p>Currently, the development of science and information technology is increasingly affecting various fields of life significantly. PT Bukit Asam is a coal mining company. PT Bukit Asam Tbk. generates various wastes, both solid and liquid, during the coal mining process and office operations. This waste includes hazardous and toxic waste (B3) and non-B3 waste. A waste data management reporting application system is needed to support proper and accurate B3 waste management policies. B3 waste data reporting still uses Microsoft Excel, where the data input process can cause redundancy and data loss, therefore a computerized system that can store and process waste data is needed by applying the Rapid Application Development (RAD) method in system development which starts with the stages of requirement planning, system design, and implementation while this application is built using the AngularJS framework which is web-based. This development method was chosen because it has benefits that can produce a fast and high-quality system. The results of this study produce a system that can facilitate the management and recording of waste data using the MySQL database system.</p> 2023-11-26T00:00:00+00:00 Copyright (c) 2023 Jurnal Pendidikan Teknologi Informasi (JUKANTI) https://ojs.cbn.ac.id/index.php/jukanti/article/view/1057 PENGEMBANGAN MEDIA PEMBELAJARAN CHATBOT BERBASIS WEB MUPEL IPS KELAS VI SD NEGERI PONCORUSO KABUPATEN SEMARANG 2023-10-22T03:24:45+00:00 Hanif Dimas Handaru Mukti Istiningsih dimasaja.da718@students.unnes.ac.id Farid Ahmadi farid@mail.unnes.ac.id <p><em>This research aims to develop web-based chatbot learning media for social studies for class VI Poncoruso State Elementary School with ASEAN material. This research uses Research and Development (R&amp;D) research. The research process was carried out in accordance with the ADDIE model which involved analysis, design, development and implementation stages. The result of this development effort is the existence of the CHASE Chatbot (ASEAN Chatbot) which can be accessed via a smartphone or computer device connected to the internet. The conclusion is that the use of the ADDIE model is very effective in developing this web-based Chatbot because of its systematic approach, which produces a product that is ready to use.</em></p> 2023-11-26T00:00:00+00:00 Copyright (c) 2023 Jurnal Pendidikan Teknologi Informasi (JUKANTI) https://ojs.cbn.ac.id/index.php/jukanti/article/view/1054 PENGEMBANGAN SISTEM INFORMASI PELAYANAN KLINIK GIGI PRAKTIK BERSAMA SAWOJAJAR MALANG 2023-10-09T10:53:16+00:00 Adnan Zulkarnain adnan.zulkarnain@stiki.ac.id Putri Auliya Rahmah Belladina Maurieftha 181111080@mhs.stiki.ac.id <p>The current use of information systems significantly supports data management efficiency, especially in healthcare administration and services. Although some dental clinics, such as Praktik Bersama Sawojajar Malang, still rely on manual approaches to patient administration and record-keeping, efforts are needed to enhance service quality. Therefore, this research aims to develop a web-based information system to streamline medical administration processes. This study employs a qualitative research method with a case study approach. The result is an information system encompassing patient registration, appointment scheduling, medical record keeping, payment processing, and clinic revenue calculation. This system has been successfully tested using Black Box Testing, with a 100% success rate from 50 conducted tests. Through the implementation of this information system, it is expected that Praktik Bersama Sawojajar Malang can improve operational efficiency, reduce administrative errors, and provide better services to patients.</p> 2023-11-26T00:00:00+00:00 Copyright (c) 2023 Jurnal Pendidikan Teknologi Informasi (JUKANTI) https://ojs.cbn.ac.id/index.php/jukanti/article/view/1053 MANAJEMEN USER, BANDWIDTH DAN LIMIT TIME HOTSPOT WIFI LAB MENGGUNAKAN MIKROTIK 2023-10-09T10:53:03+00:00 Misael Yuniant misaelyuniant09@gmail.com Angela Atik Setyanti angela.setiyanti@uksw.edu <p>Limited internet network services and management in the TKJ lab room at Tunas Harapan Telecommunications Vocational School disrupted teaching and learning activities. Learning, which requires a lot of internet connection for practicums, accessing material and taking tests, is hampered due to the lack of internet network access in that room. One service that can help students access the internet is by providing a Wi-Fi hotspot network. This service can help students access the internet smoothly and make teaching and learning activities run more effectively. The method used in this research is research and development where researchers conduct research and develop network services needed by students within the scope of the lab. The research results show that the provision of services and management of Wi-Fi hotspots can run according to its function, user management can control user access to the network, bandwidth management can control the internet speed provided and hotspot time limits can manage network usage time.</p> 2023-11-26T00:00:00+00:00 Copyright (c) 2023 Jurnal Pendidikan Teknologi Informasi (JUKANTI) https://ojs.cbn.ac.id/index.php/jukanti/article/view/1052 PERANCANGAN APLIKASI E-KANTIN BERBASIS WEBSITE MENGGUNAKAN FRAMEWORK LARAVEL 2023-10-09T10:52:50+00:00 Juan Raynaldi Juanraynaldi@gmail.com Ramos Somya ramos.somya@uksw.edu <p>Canteens are one of the important facilities in various institutions, such as schools, campuses and offices, which provide food and drinks for visitors. However, many canteens still use conventional systems, causing long queues, user discomfort and difficulty getting information on menu availability. This research discusses the design of a website-based E-canteen application using the Laravel framework with a case study at the Satya Wacana Christian University (UKSW) FTI Canteen. Several stages of application design carried out are collecting research data through questionnaires, analyzing system requirements, developing applications using the Waterfall method and system design using UML diagrams, implementing web-based applications using the Laravel framework and MySQL database, testing application prototypes using black box testing, and evaluating system. which will be used by users through a questionnaire, from the results of the questionnaire it was obtained that the application feasibility was 89%, which means that the website-based e-canteen application prototype is feasible and can be useful for sellers and buyers.</p> 2023-11-26T00:00:00+00:00 Copyright (c) 2023 Jurnal Pendidikan Teknologi Informasi (JUKANTI) https://ojs.cbn.ac.id/index.php/jukanti/article/view/1051 PEMBANGUNAN APLIKASI PENERIMAAN KARYAWAN BARU BERBASIS WEBSITE MENGGUNAKAN FRAMEWORK LARAVEL (STUDI KASUS: PT. XYZ) 2023-10-06T11:39:46+00:00 Gabrielle Beauty Linelejan gaby.linelejan@gmail.com Nina Setiyawati nina.setiyawati@uksw.edu <p><em>The Application Program is a system that is often used by many agencies or companies in increasingly advanced times, be it government or private agencies, in carrying out daily work operations related to fast and accurate data presentation. Company PT. XYZ still uses conventional methods in recruiting employees and managing data, therefore a website-based system will be built to help the world of work face competition in the current era of globalization. The method used in this program uses the waterfall model method. This research will produce a recruitment and employee data processing system that utilizes technological developments to help companies and prospective employees so that all stages run more effectively and efficiently.</em></p> 2023-11-26T00:00:00+00:00 Copyright (c) 2023 Jurnal Pendidikan Teknologi Informasi (JUKANTI) https://ojs.cbn.ac.id/index.php/jukanti/article/view/1049 DEVELOPMENT OF ARTSTEPS LEARNING MEDIA TO IMPROVE MUSIC ARTS LEARNING OUTCOMES 2023-10-06T11:39:59+00:00 Ringgar Wahyu Tri Mukti ringgarwah@gmail.com Moh. Fathurrahman Fathurrahman fathurrahman@mail.unnes.ac.id <p><em>In today's times, traditional musical instruments need to be preserved because young people today are less concerned with the existence of authentic Indonesian culture. The preservation of Indonesian culture, especially regional musical instruments, can be done during learning in elementary schools. In line with this, teachers need to keep up with the times in the learning process. This study aims to develop learning media based on the artsteps application and test its feasibility and effectiveness. This research uses the Research and Development (R&amp;D) method with the Borg and Gall model using 8 stages including: (1) potential and problems; (2) data collection; (3) product design; (4) design validation; (5) design revision; (6) initial trial (small scale); (7) product revision; (8) trial usage (large scale). The results of the development of learning media based on the artsteps application get a media expert validation score of 91% and material expert validation of 95.8% and get effectiveness results with an N-Gain percentage of 70.2%, indicating that learning media products based on artsteps applications are feasible and effective to use.</em></p> <p><strong><em>Keywords: </em></strong><em>Artsteps, Learning Media, Traditional Musical Instruments</em></p> <p> </p> 2023-11-26T00:00:00+00:00 Copyright (c) 2023 Jurnal Pendidikan Teknologi Informasi (JUKANTI) https://ojs.cbn.ac.id/index.php/jukanti/article/view/1045 PENGGUNAAN PLATFORM CANVA SEBAGAI PENERAPAN MODEL PEMBELAJARAN BERBASIS PROYEK PADA MATERI HADIS TENTANG SABAR 2023-10-02T01:27:37+00:00 Lucky Maulidha g000200260@student.ums.ac.id Dartim Dartim dir569@ums.ac.id <p><em>The aim of this research is to describe the use of the Canva platform as an application of the project-based learning model in hadith material about patience for class about patience in class XII-6 at SMA Batik 1 Surakarta. The method used in this research is through a qualitative research approach with data displayed descriptively. The research was conducted on August 1 2023 at SMA Batik 1 Surakarta in class XII-6. The results of this research are that the use of the Canva platform as an application of the project-based learning model on hadith material about patience for class A solid and good group can increase students' self-confidence from the results of the activity of presenting their work to their friends, and students become active in discussing and asking questions. This can show that in conveying Islamic study material, such as the topic of discussing hadith, a project-based learning model can be applied using the Canva platform.</em></p> 2023-11-26T00:00:00+00:00 Copyright (c) 2023 Jurnal Pendidikan Teknologi Informasi (JUKANTI) https://ojs.cbn.ac.id/index.php/jukanti/article/view/1044 ANALISIS INFORMASI DAN PENGEMBANGAN DALAM PENERAPAN APLIKASI CUSTOMER RELATIONSHIP MANAGEMENT KLINIK SEBAGAI PENDUKUNG EDUKASI PENYAKIT TIDAK MENULAR 2023-10-02T01:26:41+00:00 Avid Wijaya avidwijaya@poltekkes-malang.ac.id Prima Soultoni Akbar primasoultoniakbar@gmail.com Hartaty Sarma Sangkot hartatysarma@poltekkes-malang.ac.id Endang Sri Dewi Hastuti Suryandari endang_sri@poltekkes-malang.ac.id <p><em>The rapid development of digital disruption has driven the healthcare sector to embrace technology as a vital tool in engaging patients as health consumers. In the pursuit of providing better services to patients, clinics now increasingly recognize the need for a system that can effectively connect clinics and patients with the ultimate goal of fostering loyalty in healthcare transactions. This research aims to implement a web-based Customer Relationship Management (CRM) application system in clinics. In the design of this research, a descriptive approach is employed, with a focus on the analysis of the requirements necessary for the implementation of CRM application systems in clinics. The research subjects involve primary care clinics located in the city of Malang, serving as samples that represent diverse clinic contexts. The research instrument used is an interview guide, enabling in-depth data collection regarding user needs and expectations. The proposed implementation of the CRM application also involves an analysis of the extent to which users respond to and accept the application. The initial stage of the research involves information analysis to comprehend the various system requirements in different clinics. Subsequently, the development of systems in these clinics is a key step in enhancing the patient experience and interactions between clinics and patients. It is crucial to closely monitor user feedback on this application, how the application affects interactions between patients and clinics, and how user responses can be interpreted into improvements in a new information system that is more user-friendly. This research will provide valuable insights into how technology and application systems can serve as effective tools in enhancing healthcare services and interactions between clinics and patients.).</em></p> 2023-11-26T00:00:00+00:00 Copyright (c) 2023 Jurnal Pendidikan Teknologi Informasi (JUKANTI) https://ojs.cbn.ac.id/index.php/jukanti/article/view/1042 ANALISIS STRATEGI PEMASARAN BIZNET DAN INDIHOME DI SALATIGA MENGGUNAKAN GAME THEORY 2023-09-25T09:51:31+00:00 Rivo Masinambow 672018310@student.uksw.edu Adi Nugroho adi.nugroho@uksw.edu <p><em>This research analyzes the marketing strategies of Biznet and Indihome in Salatiga city using game theory. Primary and secondary data were collected through surveys and interviews with potential and existing customers, which were then analyzed using game theory to determine optimal strategies for Biznet and Indihome. The results reveal that Biznet excels in internet speed, while Indihome has a price advantage. The optimal strategy for Biznet is a slight price increase with maintained high speed, while Indihome should slightly reduce prices and offer decent speed packages. By following these strategies, both companies can achieve equal profits. Deviating from these strategies may result in lower profits for either Biznet or Indihome. This research provides valuable insights for optimal decision-making in Salatiga's highly competitive market.</em></p> 2023-11-26T00:00:00+00:00 Copyright (c) 2023 Jurnal Pendidikan Teknologi Informasi (JUKANTI)