cover
Contact Name
Saluky
Contact Email
luke4line@yahoo.com
Phone
+6289604331800
Journal Mail Official
itej@syekhnurjati.ac.id
Editorial Address
Jl. Perjuangan Sunyaragi Cirebon Gedung K Kampus Utama IAIN Syekh Nurjati Cirebon
Location
Kota cirebon,
Jawa barat
INDONESIA
ITEj (Information Technology Engineering Journals)
ISSN : 25482130     EISSN : 25482157     DOI : https://doi.org/10.24235/itej.v5i2
ITEj (Information Technology Engineering Journals) is an international standard, open access, and peer-reviewed journal to discuss new findings in software engineering and information technology. The journal publishes original research articles and case studies focused on e-learning and information technology. All papers are peer-reviewed by reviewers. The scope of the system discussed is attached but not limited; Systems and software engineering Artificial Intelligence Technology (AI) and Machine Learning Internet of Thing and Big Data Smart Education systems and components Computer Vision Information Technology etc
Arjuna Subject : -
Articles 75 Documents
The Use Effects of Interactive Multimedia Edutainment on The Achievement Improvements in Mathematics Ade Saepudin; Saluky Saluky; Muhammad Ali Misri
ITEJ (Information Technology Engineering Journals) Vol 1 No 1 (2016): IMPLEMENTATION OF TECHNOLOGY IN LEARNING
Publisher : Pusat Teknologi Informasi dan Pangkalan Data IAIN Syekh Nurjati Cirebon

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24235/itej.v1i1.1

Abstract

The aim of this study was 1) to determine the students 'response to the use of interactive multimedia-based edutainment 2) the improvement of students' mathematics achievement 3) to determine the effect of the use-based interactive multimedia edutainment to increase student mathematics achievement. This research is a quantitative method used was experimental research design pretest posttest control group. The population in this study were students of class VII MTs.KHAS Kempek Cirebon 2015-2016 school year. Sample class VII E as the control class VII and class C as the experimental class. Data collection techniques in this study a questionnaire and tests. Based on the results of data processing, showed that students responded very well to the use of interactive multimedia-based edutainment. This is evidenced by the average percentage of each indicator by 84%. Mathematics achievement test results of students in the experimental class to change the value of an average of 48,75 while in the control group experienced changes in the average value of 34,04. Based on the results of regression testing using SPSS 21.00 correlation coefficient (r) = 0,777 which is included in the category of strong and coefficient of determination () = 0,603, or 603%. The regression equation is Y = -114,714 + 1,561X. This equation has a coefficient of linear regression direction (b) = 1,561 is positive, meaning that the response of students moved up one unit, then the student achievement in mathematics will increase 1,561 times. Statistical analysis showed that tcount> table = 8,273> 1,68. This means there is significant influence based interactive multimedia edutainment use to increase student mathematics achievement. The magnitude of effect was 60,3% and the rest influenced by other factors. Key Words: Based Interactive Multimedia Edutainment, Learning Achievement
Applications of Mathematics Charged Islamic Values by Using Macromedia Flash and Camtasia Agus Ahmad Durri; Hendri Raharjo; Arif Muchyidin
ITEJ (Information Technology Engineering Journals) Vol 1 No 1 (2016): IMPLEMENTATION OF TECHNOLOGY IN LEARNING
Publisher : Pusat Teknologi Informasi dan Pangkalan Data IAIN Syekh Nurjati Cirebon

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24235/itej.v1i1.2

Abstract

Some factors of low interresting of Mathematic learning material for student on Junior High School grade (SMP/MTs) are design of learning material that is less animation and the difficuties of use the learning material. Therefore, the use of learning material should be inovated for increasing the learners’ interrest, to make them easy understanding the subject that has been learnt, and still capable to increase reigion value in their ownselves. One form of this effort is to create learning material in the form of flash mathematics with consits Islamic value. Flash application is an application that can be developed in accordance animatif developer creativity. The purpose of the research is the developing of learning material in the electric learning form that consists Islamic value in Transformation subject. The method of research is research and development, and the design of the research is using the steps of ADDIE model, there are analysis, design, development, implemetation, and evaluation. Data collection techniques included interviews and observations with research instruments are questionnaires, observation sheets and tests. Further analysis of the data conducted by researchers consists of qualitative and quantitative analysis to determine the feasibility and effectiveness of the teaching materials developed. The results of the expert evaluation consisting of a material expert and a media expert, shows that the average velue obtained from every aspects: content quality and purpose,instructional quality of learning material, aspects of the charge Islamic value, and the technique quality was 4.37 that very good category. The results of the assessment by the teachers of Junior High School grade (MTs) Nurul Huda Munjul which consist of two Mathematics teacher and a teacher of Information and Communication Technology (ICT), shows that the average velue of each aspect was 4.46 with very good category. Than the student quationnaire responses result data obtained by the average velue of each aspects: the quality of learning and instructional, technical aspects of the display, and payload integrition aspects of Islamic value in learning material, namely 3.98, with good categories. The data test scores of student learning outcomes gained an average of 82.34 > KKM (75) with the classical completeness of 89.19% > 85%. The conclusion showed that the quality of Mathematic learning materials charged Islamic velues are developed with macromedia flash and catamsia aplications is feasible and effective to be used in the learning process.
Development Of Teaching Materials Using Interactive Multimedia Computer Based Learning Awal Rifqi Al Amri
ITEJ (Information Technology Engineering Journals) Vol 1 No 1 (2016): IMPLEMENTATION OF TECHNOLOGY IN LEARNING
Publisher : Pusat Teknologi Informasi dan Pangkalan Data IAIN Syekh Nurjati Cirebon

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24235/itej.v1i1.3

Abstract

One of the factors that cause lower student learnrs is the elusiveness of materials teaching. Therefore, there should be arrange to development of materials teaching which are appropriate of the learners. The efforts of developing materials teaching by using interactive multimedia Computer Based leraning (CBL). This study aims to produce teaching materials math on the Subjects of circles valid criteria or feasible to use in the learning of mathematics. Teaching materials developed is the use of interactive multimedia teaching material Computer Based Learning (CBL) with Microsoft Power Point 2016 software, Quiz Qreator, and Flash. The method used is a method of research and development. The procedure of this study is parsimony steps ADDIE and Sugiyono is the analysis of potential and problems, data collection, product design, design validation, design revisions, product testing, product revision, evaluation, and conclusions. The results showed that the use of interactive multimedia teaching materials CBL has good views of the quality criteria for the validity and effectiveness. Based on the validation of the overall material experts gained 90.9% and is at a very decent criteria. While the results of the validation of the overall media experts gained 95% and is at a very decent criteria. Based on students' test results show that the student has completed the classical which reached 86.6% with an average value of 80.7. Then the results of the students' responses stated that 77.2% of mathematics teaching materials using interactive multimedia CBL good and fit for use in learning.
Influence of Multimedia Learning Mathematics Math-tainment Against Mathematics Student Learning Outcomes chaerunisa Pujiawat
ITEJ (Information Technology Engineering Journals) Vol 1 No 1 (2016): IMPLEMENTATION OF TECHNOLOGY IN LEARNING
Publisher : Pusat Teknologi Informasi dan Pangkalan Data IAIN Syekh Nurjati Cirebon

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24235/itej.v1i1.4

Abstract

Mathematics learning process is less attractive due to the monotony of learning is dominated by the teacher resulted in students becoming bored and less interested in studying mathematics, the underlying idea of this research. This problem requires a solution that is appropriate to make learning enjoyable so that learning objectives can be achieved. The purpose of this study are: 1) to assess student learning outcomes with the use of multimedia learning mathematics-tainment with learning conventional ; 2) to determine students` response to the use of multimedia learning math mathematics-tainment; and 3) to determine how much influence the use of multimedia learning math mathematics-tainment on the results of students` mathematics learning. The method used in conducting this research is true experimental method experimental design (Experimental real) with the design of the study-control group pre test post test. The technique of collecting data using questionnaires and tests. The results showed that the average percentage of the value of the questionnaire was 75,35%. The regression equation Y ̂=1,78 X, this means that from the equation that each additional (increased) use of multimedia learning math mathematics-tainment will affect students` mathematics learning outcomes by 1,78. After testing the hypothesis in mind that t count (11,702) > t table (1,63). Thus the hypothesis is accepted which means there influence of multimedia mathematics learning of math-tainment on the results of students` mathematics learning with a determination coefficient of 47,4%, while the remaining 52,6% is determined by other factors.
Effect of Fun Teaching Methods Using Flash Card on Motivation and Learning Mathematics Iis Aisah
ITEJ (Information Technology Engineering Journals) Vol 1 No 1 (2016): IMPLEMENTATION OF TECHNOLOGY IN LEARNING
Publisher : Pusat Teknologi Informasi dan Pangkalan Data IAIN Syekh Nurjati Cirebon

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24235/itej.v1i1.5

Abstract

Teachers as a source of learning is obliged to provide a creative learning environment for students learning activities in the classroom. One of the teachers should do is pick and choose methods and media that will be used in learning activities. Less precise in selecting methods and learning media can be fatal to the students so that the students' motivation to learn mathematics to be low. Learning is packed with mood full of joy can motivate students to learn mathematics. The process of learning by playing eliminating pressures and boredom that learning activities can be run well. Fun bembelajaran teaching is a method that can make a pleasant atmosphere so that learning and teaching did not become monotonous and boring. Instructional media Flash cards is the right medium to help students / children remember and learn new information. In its implementation, the method fun teaching using instructional media flash card not only degan play or storytelling but the method fun teaching using instructional media flash card to make students become more creative, and the atmosphere of intimacy between students and teachers more closely so that the study of mathematics was not be a scary lesson for students. This study aimed to see whether fun method of teaching using instructional media flash card can affect motivation for mathematics students. And to know the students' motivation to learn math using Fun Teaching and learning media Flash Card. The research method used was experimental research design pretest-posttest control group design. The population in this study were all students in class VIII SMP Sindangjawa Academic Year 2013/2014 comprising four classes totaling 141 students. While the sampling technique used was simple random sampling technique by means raffle. The sample in this study was VIIIB class numbering 36 students as an experimental class and class VIIIC the 36 students as the control class. This study used questionnaires. Before analyzing the data, performed first prerequisite test analysis is the normality test and homogeneity test. Then proceed with the regression, coefficient of determination and significance test / t-test to look for the influence fun method of teaching using instructional media flash card on motivation to learn math students. Based on the results of the study, showed that the fun method of teaching using instructional media in learning math flash cards received good response. Motivation to learn mathematics students increased by 17.306. Data analysis techniques used in this study is a t-test, and based on the t-test is obtained t_hitung t_tabel = 6.151 and 1.697. Based on the significant value of 5%, which means t_hitung> t_tabel, thus H_0 H_a rejected and accepted. So it can be concluded that there are significant fun method of teaching using instructional media flash card on motivation to learn math students.
Komparasi Algoritma Data Mining Untuk Akurasi Penentuan Beasiswa Kurang Mampu IAIN Syekh Nurjati Cirebon Arif Maulana
ITEJ (Information Technology Engineering Journals) Vol 1 No 2 (2016): SOFTWARE ENGINEERING
Publisher : Pusat Teknologi Informasi dan Pangkalan Data IAIN Syekh Nurjati Cirebon

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24235/itej.v1i2.6

Abstract

The scholarships reserved for students who are economically disadvantaged to pay the cost of study in college. The number of criteria used for the determination of scholarships made it difficult to make a decision on granting a scholarship. Besides the time it takes too long. The purpose of this study is the classification of students are not able to Decision Tree, k-NN, NN, which uses the algorithm C4.5. Classification results are evaluated and validated using the area under the curve (AUC) of the ROC curve. Given this comparison can facilitate and accelerate decision-making to provide scholarships for students can not afford.
Penerapan Teknologi Augmented Reality untuk Pengenalan Komponen Jaringan dan Cara Kerja TCP/IP berbasis Android Lena Magdalena; Kusnadi Kusnadi; Muhammad Kahfi
ITEJ (Information Technology Engineering Journals) Vol 1 No 2 (2016): SOFTWARE ENGINEERING
Publisher : Pusat Teknologi Informasi dan Pangkalan Data IAIN Syekh Nurjati Cirebon

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24235/itej.v1i2.7

Abstract

Augmented reality is a term for combining real-world environment with virtual worlds. Augmented reality is becoming very popular today because besides interesting, also can be displayed in realtime. In general, augmented reality adds a digital object in reality with reference to specific objects in the real world, for example by using a marker. Therefore, in this thesis aims to create an application that displays a 3D object that contains information about the network components and the workings of TCP / IP by making use of the concept of augmented reality marker technique. A marker is a reference object in the real world as a marker so that the information can be displayed. The marker is made to function to call the 3D objects appear on the screen smartphone that uses the technique of introduction of basic colors of red, green and blue. The method used consists of several stages of research, namely data collection, analysis and system design and system implementation. Data collection method used is literature. Methods of analysis and design of systems using the Unified Modeling Language (UML). The programming language used for software development are C # (C-Sharp) with Unity applications and software SketcUp to create 3D objects as well as Android SDK to convert the file into the form of android. This application is successfully created by displaying a 3D object that can make users excited to get to know the physical network components and requires only an internet connection to download the initial marker.
Pengembangan Blueprint Sistem Informasi Akademik Terintegrasi (Studi Kasus : IAIN Syekh Nurjati Cirebon) Saluky Saluky
ITEJ (Information Technology Engineering Journals) Vol 1 No 2 (2016): SOFTWARE ENGINEERING
Publisher : Pusat Teknologi Informasi dan Pangkalan Data IAIN Syekh Nurjati Cirebon

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24235/itej.v1i2.8

Abstract

The information system is used to present information for management decision making and running the activities involved in an organization. Blue Print of information technology essentially provides college's strategic plan to implement and build information systems in college which is a derivative of the Business Plan colleges where individual companies generally have a strategic plan. This study aims to create an enterprise architecture for IAIN Syekh Nurjati Cirebon, in the form of IT blueprint that could later be used by the enterprise to achieve its vision and mission. The planning is done by utilizing EAP methodology (Enterprise Architecture Planning). The means used is through the process of defining the enterprise architecture in the form of data architecture, application architecture, technology architecture, business architecture, as well as integration architecture. Once the rest of the enterprise architecture is defined, the result made implementation plan is a plan for the implementation of enterprise architectures in the future as a blueprint for the information technology IAIN Sheikh Nurjati Cirebon.
Pembuatan Perangkat Lunak Sistem Informasi Penjualan Tunai Berbasis WEB Di PT. Propan Raya Cirebon Petrus sokibi
ITEJ (Information Technology Engineering Journals) Vol 1 No 2 (2016): SOFTWARE ENGINEERING
Publisher : Pusat Teknologi Informasi dan Pangkalan Data IAIN Syekh Nurjati Cirebon

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24235/itej.v1i2.9

Abstract

he rapidly Technology Progress, especially in Computer, is very useful to the human in doing their job. Nowadays, the global era, every business needs a tool, Computer, to support their activities, especially to process data and information. In this research, the writer presents the topic titled: ”The Building of Software for Information System in Cash Selling by using WEB at PT. Propan Raya Cirebon” as the development of the existing system from manual to the computerized system. This system is built by using PHP language program and MySql as the database storage. In this application, the user can process the selling transaction, input goods, and consumer data. When the transaction is being processed, the system will process the updating of stock in the database automatically, meanwhile, the user can determine the stocking in the store directly. Based on the research done on the trial, the Information system of cash selling has been successfully processed.
Keamanan Aplikasi Web Melalui Penerapan Cross Site Request Forgery(CSRF) Taufik Ramadan Firdaus
ITEJ (Information Technology Engineering Journals) Vol 1 No 2 (2016): SOFTWARE ENGINEERING
Publisher : Pusat Teknologi Informasi dan Pangkalan Data IAIN Syekh Nurjati Cirebon

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24235/itej.v1i2.10

Abstract

Currently the Internet became one of the media that can not be separated, as well as a wide variety of applications supplied her. As the development of technologies, reliance on Web applications also increased. However, web applications have a wide range of threats, one of it is a CSRF (Cross-Site Request Forgery). This study uses CSRF (Cross-Site Request Forgery) Protection. CSRF (Cross-Site Request Forgery) Protection is a treatment method that has a variety of ways, one of which uses a token in the session when the user login. Token generated at login will be used as a user id that the system of web applications to identify where the request originated. The results of this study are expected in order to increase web application defenses against CSRF (Cross-Site Request Forgery), so that web application users will be able to feel safe in using the Internet and its various feature. Reduced level of attacks on web applications. So that visitor traffic on the web application can be increased.