Jurnal Teknologi Informasi dan Pendidikan

Journal Information
ISSN / EISSN : 2086-4981 / 2620-6390
Published by: Universitas Negeri Padang (UNP) (10.24036)
Total articles ≅ 97
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Fadhli Ranuharja, Ganefri Ganefri, Bayu Ramadhani Fajri, Febri Prasetya, Agariadne Dwinggo Samala
Jurnal Teknologi Informasi dan Pendidikan, Volume 14, pp 53-59; doi:10.24036/tip.v14i1.412

Abstract:
In line with the district development program of Dharmasraya regency, namely the Dharmasraya Smart City Program and the implementation of Dharmasraya Smart Education, Edugame is currently one of the favourite innovations being used in the teaching and learning process for the primary school students. This study was aimed at creating a learning innovation using Edugame as a media for conveying information to students as well as inviting students to play. In addition, the approach method used was in the form of media development using the ADDIE (Analysis Design Develop Implementation and Evaluation) development method. This development method was started by conducting the field observations, then designing the Edugame interface to evaluate the shortcomings of the Edugame. From the results of the whiteboard test, it was proven that this application had succeeded in delivering learning materials to primary school students of SDN 08 Pulau Punjung, Dharmasraya Regency, West Sumatra. In sum, the teachers are assisted by the Edugame since the students learn independently to explore each Edugame and try to get the highest score. Keywords: Learning Media; Edu-Game; Learning Innovation; ADDIE.
Nesia Yolanda, Fahmi Rizal
Jurnal Teknologi Informasi dan Pendidikan, Volume 14, pp 40-46; doi:10.24036/tip.v14i1.417

Abstract:
Permasalahan dalam penelitian ini adalah bahwa dalam pembelajaran sistem komputer tidak terdapat media khusus untuk pembelajaran online. Selama proses pembelajaran menggunakan bahan ajar berupa power point. Guru sebagai fasilitator harus mampu menyediakan fasilitas yang mendukung proses belajar mengajar, hal ini tidak sesuai dengan kondisi yang ada dilapangan, guru memang menggunakan media berbasis teknologi informasi dan komunikasi, namun penggunaan media power point masih tetap digunakan. belum optimal, belum ada video, simulasi dan evaluasi. Selain itu, pada situasi pandemi ini, proses pembelajaran kurang efektif, karena proses pembelajaran tatap muka terbagi menjadi 2 shift. Dalam kondisi seperti ini, media pembelajaran berbasis online sangat dibutuhkan. Hal tersebut berdampak pada sistem nilai komputer kelas X jurusan TKJ di SMKN 1 Painan. Metode yang digunakan dalam penelitian ini adalah penelitian dan pengembangan (R&D). Model pengembangan yang digunakan adalah model pengembangan 4-D. Model pengembangan 4-D terdiri dari 4 tahapan yaitu Definisi, Desain, Pengembangan dan Penerapan. Hasil penelitian menunjukkan bahwa: (1) penelitian ini telah menghasilkan produk modul pembelajaran berbasis website mata pelajaran sistem komputer di SMK Negeri 1 Painan dengan menggunakan domain yaitu https://emodulsiskom.com/smkn1painan/ yang dapat diakses oleh guru dan guru. siswa. dengan komputer, laptop, atau ponsel pintar yang terhubung ke internet melalui browser web kapan pun dan di mana pun mereka berada. (2) E-Module tentang materi Sistem Komputer yang dikembangkan valid, praktis dan efektif.
Senny Luckyardi, L. Rahman
Jurnal Teknologi Informasi dan Pendidikan, Volume 14, pp 47-52; doi:10.24036/tip.v14i1.327

Abstract:
The purpose of this study is to determine the positive effects of e-learning systems on improving student's understanding of concepts and comparing e-learning with old learning system. Nowadays, the internet is one of the way to find informations easily without reading books and attending classes. The method used in this research is literature study method by obtaining information and data from various sources. The results from this study is that e-learning can improve students' cognitive abilitiesas it is easier to access words, powerpoint, html or PDF in the application. The conclusion is that e-learning can be used as a learning innovation that can help teachers and students using the Software Learning Management System.
Eri Mardison
Jurnal Teknologi Informasi dan Pendidikan, Volume 14, pp 33-39; doi:10.24036/tip.v14i1.406

Abstract:
Children are born without being able to choose a number of factors that are attached to them. This is in fact unfair to him in supporting his future. HOI exists to calculate a number of factors that cause imbalance and how much inequality should be reallocated. The usage of cellphone has covered 63.86 percent. The inequality that must be reallocated is 8.76 percent. Per capita income and residence are the dominant influencing factors. In the case of cellphone ownership, the coverage was still 33.12 percent, with an inequality reallocation of 17.05 percent. Per capita income and residence are the dominant factors. Access coverage on new computers reached 17.35 percent with reallocation of inequalities reaching 28.87 percent. Per capita income, residence and certificate of household head are the dominant factors. Meanwhile internet access has covered 35.02 percent with inequality reallocation reaching 17.85 percent. Per capita income, residence and certificate of household head are the most dominant things. An understanding of reality is very important in taking online policies against children that happen to be implemented during the Covid-19 period and possibly afterward.
Thamrin Thamrin, Delsina Faiza, Ahmaddul Hadi, Khairi Budayawan, Geovanne Farell, Igor Novid
Jurnal Teknologi Informasi dan Pendidikan, Volume 14, pp 26-32; doi:10.24036/tip.v14i1.386

Abstract:
Information systems are the result of rapidly emerging technological developments because human needs as information users of technology are very strong and rapid. Begin with the very rapid growth of computer technology, computers such as smartphones, tablets, notebooks and others are limited in scale. This small computer device must be connected to the Internet so that it can be used properly. And the information system plays its role as a provider of information that computer users want to access when the computer device is linked to the Internet. The information system developed in this paper is the Citizen Data Collection Information System, this system was created using the YII Framework. The YII framework uses the MVC method which makes it easier to develop a Citizen Data Collection Information System. With this Information System, information about the latest condition of the residents can be easily accessed. So that the Kelurahan, Kecamatan, RW, and RT will have the latest information about their residents and easily anticipate if needed. In the development of this system, it has staged such as literature study, observation, interviews, analysis, design, testing, and implementation. The conclusion is that this information system can carry out the desired function when it is implemented.
Elfa Rianti, Putra Jaya
Jurnal Teknologi Informasi dan Pendidikan, Volume 14, pp 10-17; doi:10.24036/tip.v14i1.364

Abstract:
The purpose of this study was to determine the feasibility of designing teaching materials using adobe flash CS6-based electrical and electronic measuring instruments and the increase in student learning outcomes in basic electricity and electronics (DLE) subjects in the audio and video engineering department at SMK N 1 West Sumatra. The method used in this study uses the waterfall model. The waterfall model consists of 1) Define, 2) Design, 3) Development, 4) Testing. The research was conducted at SMK N 1 West Sumatra. Data collection techniques are validation from material experts, media experts, practicality tests for teachers and students, then to find out student learning outcomes, test tests are conducted for students. The results of the validation of the material get a mean score of 4.8 with a very feasible category, the results of the validation of media experts get a mean score of 4.83 with a very feasible category, the results of the practicality test of the teacher get a score of 4.7 with the very practical category and 94% presentation, the results of the practicality test students get a mean score of 4.04 with the practical category and 80.8% presentation, and the learning outcomes of X TAV students get a mean score of 75.6 with a presentation of 83.7% and the category is very good. The data obtained shows that the design of teaching materials using electric and electronic measuring instruments based on Adobe Flash CS6 is valid, practical and there is an increase in student learning outcomes.
Bayu Rianto, Fitri Yunita, Muhammad Amin, Rahma Rahma
Jurnal Teknologi Informasi dan Pendidikan, Volume 14, pp 1-9; doi:10.24036/tip.v14i1.369

Abstract:
The General Election Commission (KPU) of Indragiri Hilir Regency has not had a particular application that helps financial staff make a warrant for an official trip. Recently, it has been made by using Microsoft Word. Therefore, researchers create a system to facilitate it easier. This study uses the waterfall method in developing its system, which includes the stages of needs analysis, data collection, application development, testing, and implementation. The data collection was done by utilizing observation, interviews, and literature studies. The modeling system used is UML modeling (Unified Modeling Language) web-based with the programming language PHP (Hypertext Preprocessor) and MySQL database. This study's results can make it more straightforward for financial staff to make a warrant for an official trip. It makes it easier to find information related to past official travel if needed.
Dony Novaliendry, Nazifa Dwi Putri
Jurnal Teknologi Informasi dan Pendidikan, Volume 14, pp 19-27; doi:10.24036/tip.v14i1.401

Abstract:
Marketplace is an activity forum that carries out buying and selling transactions in electronic form and the transaction process is very easy and fast. However, there is still little use of technology in marketing and searching for photo studio services, perhaps only limited to using social media such as Instagram, WhatsApp and Facebook. For now it is not easy to find photo studio services with good quality and affordable prices, because there are still few systems that provide detailed information about many photo studios. In addition, from the perspective of service actors, it is still difficult to market their services because they are obstructed by the information media. This marketplace design aims to find out how to promote, order and pay at the photo studio marketplace in Padang City. The design of this marketplace is built on a web basis using the CodeIgniter framework. This application was developed using the Unified Modeling Language (UML) model / method. As a result, it can provide fast service for customers because ordering and payments can be made online.
Dyan Yuliana, Achmad Fauzan Azzubair
Jurnal Teknologi Informasi dan Pendidikan, Volume 13, pp 62-68; doi:10.24036/tip.v13i2.333

Abstract:
The application of technology in the form of computer applications as learning media, such as Macromedia Flash 8.0, can be implemented in learning in order to achieve the expected quality of education and learning outcomes. Biology subjects require materials / materials / objects that are sometimes difficult to present in a real class or in front of students, but by using the Macromedia Flash 8.0 application media these objects can be presented and told in an attractive animation form so as to increase student interest and motivation . This study aims to apply learning media with Macromedia Flash 8.0 in biology class X subject and determine the feasibility of the software being developed. This research is a development research conducted in four stages, including: analysis; design; production; and evaluation. Data obtained from a questionnaire and given a score on a scale of 1-5. The results showed that the learning media with Macromedia Flash 8.0 resulted in the quality of learning media based on the results of the material expert's test with a score of 3.85 in a good category, the results of the media expert test had a score of 4.2 in a good category, and the results of testing on users (students) with a score of 4.4 in the very good category. So, it was concluded that the learning media product with the Macromedia Flash 8.0 Program was effective and suitable for use in the Biology learning process for class X ATP students at SMK Ibrahimy 2 Sukorejo
Muldi Yuhendri, Hambali Hambali, Mukhlidi Muskhir
Jurnal Teknologi Informasi dan Pendidikan, Volume 13, pp 17-24; doi:10.24036/tip.v13i2.324

Abstract:
Motor speed control requires motor speed data as feedback from control actions. Motor speed data is usually obtained from the speed sensor. In this paper, the motor speed observer for permanent magnet synchronous motor is proposed to obtain motor speed data based on motor back emf voltage making it more economical without a speed sensor. The Speed observer is designed based on the Model Reference Adapative System (MRAS) with using Least Squares Support Vector Machine Regression (LSSVMR) algorithm for adaptation mechanism tools. The proposed speed observer is tested with varying motor speeds. The test results show that the MRAS-based motor speed observer using LSSVMR has successfully estimated the rotation speed of the permanent magnet synchronous motor based on the back emf motor voltage. It can be seen from the maximum error of the motor speed, ie only 3.7 rpm at transient conditions and close to zero at steady state
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