cover
Contact Name
Mira Maisura
Contact Email
jurnal.cyberspace@ar-raniry.ac.id
Phone
-
Journal Mail Official
jurnal.cyberspace@ar-raniry.ac.id
Editorial Address
Information Technology Education (PTI) Department administration office, Faculty of Education and Teacher Training (FTK) Building B 1st Floor, Ar-Raniry State Islamic University, Darussalam, Banda Aceh, 23111.
Location
Kota banda aceh,
Aceh
INDONESIA
Cyberspace: Jurnal Pendidikan Teknologi Informasi
ISSN : 25982079     EISSN : 25979671     DOI : -
Core Subject : Science, Education,
Cyberspace: Jurnal Pendidikan Teknologi Informasi is an open access, peer-reviewed journal that will consider any original scientific article that expands the field of information technology education and various other related applied computer sciences themes. The journal publishes articles of interest to Information technology teachers, researchers and practitioners. Manuscripts must be original and educationally interesting to the audience in the field. The goal is to promote concepts and ideas developed in this area of study by publishing relevant peer-reviewed scientific information and discussion. This will help information technology practitioners to advance their knowledge for greater benefit and output in their professional contexts.
Articles 7 Documents
Search results for , issue "Vol 6, No 1 (2022)" : 7 Documents clear
THE ROLES OF EDUCATOR IN DISRUPTIVE ERA Erfiati Erfiati; Lailatussaadah Lailatussaadah
CYBERSPACE: Jurnal Pendidikan Teknologi Informasi Vol 6, No 1 (2022)
Publisher : UIN Ar-Raniry

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (924.16 KB) | DOI: 10.22373/cj.v6i1.11202

Abstract

This study aims at exploring the roles of educators in conducting teaching learning activity during disruptive era. The method used in this study was the Literature Review by searching articles on electronic journals database. The database used in this study were Google Scholars, Springer and Science Direct from 2003 to 2018. 10 articels were found using keyword: The roles of educator, teaching and learning activities and disruptive era. The data were analized by collecting the related articles, reducing it based on the discussion topic, displaying the data and last but not the least, taking the conclusion. The result of this study found that the shifting of educational paradigm requires the adoption of the roles of educators in conducting teaching learning process in disruptive era.  In terms of the role of educators, there are some shifting of the role of educators in the disruptive era; the role of educators as conceptor, innovator, facilitator and innovator/ role model. This study describes some phenomenon of educational paradigm and the roles of educators in Indonesia. It is urged that further study on this issue is carried out in more global context. 
DILEMMA BETWEEN THE USE OF AUGMENTED REALITY AND THE INFLUENCE OF WORK IN LEARNING Ahmad Sahar Syamsudin; Charirotul Chusna
CYBERSPACE: Jurnal Pendidikan Teknologi Informasi Vol 6, No 1 (2022)
Publisher : UIN Ar-Raniry

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (158.48 KB) | DOI: 10.22373/cj.v6i1.11850

Abstract

Abstract This article aims to analyze the problems that often arise in society regarding the use of Augmented Reality technology and gadgets. The problem is the feeling of dilemma when using gadgets as learning media to activate the Augmented Reality feature as a new innovation in learning. The method used is descriptive qualitative. The data is taken from the relevant literacy and then described and analyzed related to the contents of the use of Augmented Reality technology and the use of gadgets in learning. The results obtained are positive and negative impacts caused by the use of gadgets and the application of Augmented Reality in learning. Therefore, if humans can think broadly and futuristic and are aware of the changing times, it is hoped that humans can blend in and interact with technology. So that it can eliminate or minimize negative impacts and can benefit from positive impacts. For this reason, it is necessary to have an awareness, commitment, and certain regulations in the use of gadgets and Augmented Reality. Keywords: Device, Augmented Reality, Learning, Dilemma. Abstrak Artikel ini bertujuan untuk menganalisis permasalahan yang kerap timbul di masyarakat terkait penggunaan teknologi Augmented Reality dan gawai. Permasalahan tersebut ialah perasaan dilema saat menggunakan gawai sebagai media pembelajaran untuk mengaktifkan fitur Augmented Reality sebagai inovasi baru dalam pebelajaran. Metode yang dipakai ialah kualitatif deskriptif. Data diambil dari literasi yang relevan kemudian di deskripsi dan dianalisis terkait isi tentang pemanfaatan teknologi Augmented Reality dan penggunaan gawai dalam pembelajaran. Hasil yang diperoleh ialah adanya dampak positif sekaligus negatif yang ditimbulkan dalam penggunaan gawai dan penerapan Augmented Reality dalam pembelajran. Oleh karena itu, bila manusia dapat berfikir secara luas dan futuristik serta menyadari terhadap perubahan jaman maka diharapkan manusia dapat berbaur dan berinteraksi dengan teknologi. Sehingga dapat menghilangkan atau meminimalisir dampak negatif dan dapat meraih manfaat dari dampak positif. Untuk itu perlu adanya suatu kesadaran, komitmen, dan peraturantertentu dalam pemanfaatan gawai dan Augmented Reality. Kata Kunci: Gawai, Augmented Reality, Pembelajaran, Dilema.
IMPLEMENTATION OF EXTREME PROGRAMMING METHOD IN THE DEVELOPMENT OF PEKANBARU COMMUNITY TRAINING INFORMATION SYSTEM Sry Dhina Pohan; Iqbal Firdaus
CYBERSPACE: Jurnal Pendidikan Teknologi Informasi Vol 6, No 1 (2022)
Publisher : UIN Ar-Raniry

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (724.258 KB) | DOI: 10.22373/cj.v6i1.11851

Abstract

Balai Latihan Masyarakat Pekanbaru adalah lembaga yang bergerak dalam mengembangkan daerah tertinggal dan transmigrasi dengan menjalankan berbagai jenis pelatihan untuk daerah-daerah yang perlu ditingkatkan. Pada pelatihan bagian Program, bagian penyelenggara, bagian Penggerak Swadaya Masyarakat (PSM) memulai proses dari perencanaan pelatihan, penjajakan wilayah pelatihan, pembuatan materi pelatihan, pelaksanaan pelatihan dan evaluasi pelatihan. Dalam proses pelatihan terdapat permasalahan yaitu data dan informasi pelatihan sulit diperoleh secara realtime, data tidak bisa disortir, dependensi data antar divisi terbatas, rekap data pelaporan pelatihan masih manual. Tujuan dari penelitian ini dilakukan untuk pengembangan sistem informasi pelatihan masyarakat berbasis web dengan menerapkan metode Extreme Programming agar antar divisi saling terintegrasi terkait pelatihan. Penerapan Extreme Programming dengan tahapan planning, design, coding dan testing sistem menggunakan BlackBox untuk pengujian fitur sistem dan User Acceptance Testing (UAT) untuk pengujian pengguna dalam menerima sistem. Hasil penelitian menunjukkan hasil pengujian yang dilakukan sebesar 93% pada pengembangan sistem informasi pelatihan masyarakat pekanbaru menggunakan Extreme Programming dapat membantu instansi dan sesuai dengan kebutuhan Balai Latihan Masyarakat Pekanbaru.
DESIGN OF LABORATORY SCALE REAL-TIME MONITORING SYSTEM FOR UNDERGROUND MINING USING WIRELESS NETWORK Firmansyah Firmansyah; Darius Agung Prata
CYBERSPACE: Jurnal Pendidikan Teknologi Informasi Vol 6, No 1 (2022)
Publisher : UIN Ar-Raniry

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (584.067 KB) | DOI: 10.22373/cj.v6i1.12997

Abstract

Underground mining is one of the mining systems that has a high potential risk of work accidents. One of the potential dangers is the emergence of gasses that can cause disruption of the respiratory system in humans. To minimize this risk, it is necessary to periodically monitor the gas that appears in the work area. This study aims to design a laboratory environmental monitoring system for underground mining using Arduino Uno as a controller that uses sensors of temperature, oxygen, carbon dioxide, and wind speed. Sensor data is sent wirelessly to the main monitoring system with point to point topology. The design of the software is carried out as a place to store data from the sensor which is then displayed in a monitoring information system in real time. From the results of system testing, sensor data is taken in a span of 1 second which is generated by a system with an accuracy rate of 99.9%. Overall, the system can be used properly to real monitor the environmental quality of underground mines.
AUTHENTICATION OF HALAL FOOD AND BEVERAGE PRODUCTS CERTIFIED BY BPOM AND LPPOM-MUI BASED ON NFC SMARTPHONE Muhammad Rizal Fachri; Fathiah Fathiah
CYBERSPACE: Jurnal Pendidikan Teknologi Informasi Vol 6, No 1 (2022)
Publisher : UIN Ar-Raniry

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (627.123 KB) | DOI: 10.22373/cj.v6i1.12322

Abstract

In meeting the need for healthy food and drinks that have been verified as halal, the government has established BPOM (Food and Drug Supervisory Agency) and LPPOM MUI (Institute for the Assessment of Food, Drugs, Cosmetics, Indonesian Ulama Council) so that food products circulating are continuously monitored and halal maintained. Food and beverage products must be verified and rigorously tested by the two institutions, so that these food and beverage products can be labeled as halal and healthy. However, some foods and drinks that have not been verified as halal and healthy are still circulating among the public. To make it easier for the public and sellers of food and beverage products, they need a system that can see directly the food products that they are going to buy have been verified as halal and healthy. This research designs a system which can be used as input for practical and easy solutions in verifying halal products using NFC (Near-field communication). NFC is one of the smartphone features that has been widely applied lately. The use of this features can directly attach a smartphone at a distance about 0-2 cm to the product to be purchased and has been integrated with an NFC tag and only takes approximately 1-2 seconds to find out the product information from a smartphone that connected  to the internet through the BPOM and LPPOM MUI websites.
IMPLEMENTATION OF THE DIJKSTRA ALGORITHM IN FINDING THE SHORTEST ROUTE TO AL-AZIZIYAH ISLAMIC BOARDING SCHOOL – LDII IN SAMARINDA Chandra Nugraha; Delvina tri agustin; arif Budiarto
CYBERSPACE: Jurnal Pendidikan Teknologi Informasi Vol 6, No 1 (2022)
Publisher : UIN Ar-Raniry

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (576.704 KB) | DOI: 10.22373/cj.v6i1.10799

Abstract

Globalization Technology is growing very rapidly uncontrollably, the ease of use of technology is supported by the many emerging technology tools that are very easy to obtain, even some technology tools sold at very affordable prices. Android technology installed and packed in the form of smartphones is familiar to use even among people who are marginalized in the corners of the region. Not only are the intellect literate with technology utilizing the ease and development of this technology, even the lay people who utilize the internet network and are familiar with google can also mark the location of its place on google maps. With the globalization of this technology, the author will use the Implementation of Alghorithm Dijkstra In Finding the Shortest Route from the author's residence to Al-Aziziyah Islamic Boarding School – Ldii Di Samarinda. In this study, algorithm Dijkstra used alghorithm in determining the shortest path from the starting point to the destination point in a graff or shortest path with the help of LBS (Location Based Service), GPS, Google Maps, and Graff then found the shortest path was 4.88 km.
DESIGN OF ACEH LANGUAGE LEARNING ANDROID BASED APPLICATION FOR PAUD TEACHERS USING USER CENTERED DESIGN (UCD) METHOD Mushaddiq Mushaddiq; Yusran Yusran; Dewi Fitriani
CYBERSPACE: Jurnal Pendidikan Teknologi Informasi Vol 6, No 1 (2022)
Publisher : UIN Ar-Raniry

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (525.857 KB) | DOI: 10.22373/cj.v6i1.12993

Abstract

This research is purpose to develop a android application that can be a Aceh language learning media based on PAUD curriculum. Backgrounds of this research is a requirement of PAUD teacher media for learning Aceh language based on Aceh curriculum. This research using User Centered Design (UCD) for the method and system usability scale (SUS) method for apps usability test, the final result for this apps who tested on 20 respondent consist of 14 respondent from PAUD teacher, 3 respondent from lecture of PTI and 3 respondent from PAUD lecture is79 score point, in the percentile rank graphic this application get B grade and based on adjective rank this apps get good rating, so thi]s app categorized as good apps cause already according to users need and easy to use for users

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