JICTE (Journal of Information and Computer Technology Education)
https://jicte.umsida.ac.id/index.php/jicte
<p><strong>JICTE (Journal of Information and Computer Education)</strong> is a national peer-reviewed and open access journal in information and computer technology education. JICTE published by Universitas Muhammadiyah Sidoarjo two times a year in April and October. The aim is to publish conceptual research articles that explore the application of any teaching in any IT (Information Technology) subjects and Application of IT in every aspect. Its scope is national in that it welcomes articles from academics, researchers, graduate students and policy makers.</p> <p>The scope of journal: <br>1. IT Based Learning<br>2. Multimedia<br>3. Information Technology<br>4. Informatics and Computer<br>5. Programming</p> <p> </p> <table class="data" style="height: 363px;" width="975" bgcolor="#ced6e0"> <tbody> <tr valign="top"> <td width="20%">Accredited</td> <td width="80%"> <p><a title="accreditation certificate" href="https://sinta.kemdikbud.go.id/journals/profile/2662" target="_blank" rel="noopener">"S5" by the Ministry of Research-Technology and Higher Education Republic of Indonesia</a></p> <p><a title="SK JICTE" href="https://drive.google.com/file/d/1BAmfPlZI_WSeYawx5fvQ2pi8wn0xxXlw/view?usp=share_link" target="_blank" rel="noopener">Download</a></p> </td> </tr> <tr valign="top"> <td width="20%">Abbreviation</td> <td width="80%"><strong>JICTE (Information and Computer Technology Education)</strong></td> </tr> <tr valign="top"> <td width="20%">DOI</td> <td width="80%"><strong><a href="https://search.crossref.org/?q=2541-5107" target="_blank" rel="noopener">prefix 10.21070 </a></strong><a href="https://search.crossref.org/?q=2541-5107" target="_blank" rel="noopener">by </a><a href="https://search.crossref.org/?q=2541-5107" target="_blank" rel="noopener"><img src="https://assets.crossref.org/logo/crossref-logo-landscape-200.svg" alt="Crossref logo" width="75" height="18" data-pagespeed-url-hash="1514865408"></a></td> </tr> <tr valign="top"> <td width="20%">Citation Analysis</td> <td width="80%"><a href="https://jicte.umsida.ac.id/index.php/jicte/scopuscitation" target="_blank" rel="noopener"><strong>SCOPUS</strong></a> <strong>| Web of Science | </strong><a href="https://app.dimensions.ai/analytics/publication/overview/timeline?local:indicator-y1=citation-per-year-publications&search_mode=content&search_text=jicte&search_type=kws&search_field=full_search" target="_blank" rel="noopener"><strong>Dimension</strong></a></td> </tr> <tr valign="top"> <td width="20%">Index Services</td> <td width="80%"><strong> <a title="Google Scholar" href="https://scholar.google.co.id/citations?user=c_K5OmMAAAAJ&hl=en" target="_blank" rel="noopener">Google Scholar</a> | </strong><a href="https://jicte.umsida.ac.id/index.php/jicte/indexingservice" target="_blank" rel="noopener"><strong>Complete List</strong></a></td> </tr> <tr valign="top"> <td width="20%">ISSN (online)</td> <td width="80%"><strong><a title="ISSN (online)" href="http://u.lipi.go.id/1471502990" target="_blank" rel="noopener">2541-5107</a></strong></td> </tr> <tr valign="top"> <td width="20%">Publisher</td> <td width="80%"><strong><a title="Publisher" href="https://umsida.ac.id/" target="_blank" rel="noopener">Universitas Muhammadiyah Sidoarjo</a></strong></td> </tr> <tr valign="top"> <td width="20%">Editor in Chief</td> <td width="80%"><a href="https://sinta.kemdikbud.go.id/authors/profile/6008121" target="_blank" rel="noopener"><strong>Fitria Nur Hasanah</strong></a></td> </tr> <tr valign="top"> <td width="20%">Managing Editor</td> <td width="80%"><a href="https://sinta.kemdikbud.go.id/authors/profile/6733494" target="_blank" rel="noopener"><strong>Akbar Wiguna</strong></a></td> </tr> <tr valign="top"> <td width="20%">Frequency</td> <td width="80%"><strong>2 (two) issues per year (April and October)</strong></td> </tr> </tbody> </table> <p> </p>Universitas Muhammadiyah Sidoarjoen-USJICTE (Journal of Information and Computer Technology Education)2541-5107Exploring Virtual Reality Storyboard Design for Hardware Material Class
https://jicte.umsida.ac.id/index.php/jicte/article/view/1671
<p>Hardware materials often require detailed component visualization so that students can understand the form, function, and workings of computer hardware. However, limited facilities, time, and number of hardware are the main obstacles in the learning process in schools. This study aims to design a Virtual Reality (VR) Storyboard as an initial guide for developing VR-based learning media for hardware materials in class X TKJ. This study uses the ADDIE (Analysis, Design, Development, Implementation, Evaluation) development model. The subjects in this study were class X TKJ students. The research instrument used was a questionnaire with a Likert scale. The VR Storyboard for hardware materials was validated by media experts and material experts. The validation results from media experts obtained a score percentage of 96% with a very feasible category, the validation results from material experts obtained a score percentage of 97% with a very feasible category. So it can be concluded that the VR Storyboard for hardware materials is very feasible to be implemented in the development of VR for the learning process.</p> <p><strong>Highlights:</strong></p> <ul> <li class="" data-start="108" data-end="171"> <p class="" data-start="111" data-end="171">VR Storyboard designed for hardware learning in class X TKJ.</p> </li> <li class="" data-start="172" data-end="252"> <p class="" data-start="175" data-end="252">Developed using the ADDIE model with analysis, design, and validation stages.</p> </li> <li class="" data-start="253" data-end="362"> <p class="" data-start="256" data-end="362">High validation scores from media (96%) and material experts (97%) confirm feasibility for VR development.</p> </li> </ul> <p><strong>Keywords: </strong>Hardware, Virtual Reality, Storyboard</p>Nuri Fitri HandayaniFitria Nur Hasanah
Copyright (c) 2025 Nuri Fitri Handayani, Fitria Nur Hasanah
https://creativecommons.org/licenses/by/4.0
2025-04-062025-04-069111010.21070/jicte.v9i1.1671Augmented Reality Application for Teaching 3D Shapes in Primary School
https://jicte.umsida.ac.id/index.php/jicte/article/view/1672
<p>This article is created to facilitate learning about building augmented reality spaces using the marker-based method on the Android platform. The goal of this research is to demonstrate how augmented reality can be beneficial as a learning tool and enhance student learning outcomes. The study took place at SDN 1 Grabakan, Kec. Krembung, Kab. Sidoarjo. Data collection utilized interviews with questions related to spatial geometry learning and direct observations at SDN 1 Grabakan, Kec. Krembung, Kab. Sidoarjo. The multimedia development method encompassed concept development, design, data collection, creation, testing, and distribution phases. The final outcome of this research is an augmented reality spatial geometry learning module using marker-based tracking on the Android platform. This module aims to provide easily understandable spatial geometry learning experiences for users, serving as an alternative media or teaching aid for mathematics education at the first grade level in elementary school.</p> <p><strong>Highlights: </strong></p> <ul> <li class="" data-start="121" data-end="205"> <p class="" data-start="124" data-end="205">Research focused on integrating augmented reality into spatial geometry learning.</p> </li> <li class="" data-start="206" data-end="296"> <p class="" data-start="209" data-end="296">The study was conducted at SDN 1 Grabakan, Sidoarjo, using interviews and observations.</p> </li> <li class="" data-start="297" data-end="393"> <p class="" data-start="300" data-end="393">The developed module is designed as an alternative teaching tool for first-grade mathematics.</p> </li> </ul> <p><strong>Keywords : </strong>Augmented Reality, Marker, Android, Spatial Geometry</p>M. Faizal FirdausAde EviyantiNuril Lutvi AzizahNovia Ariyanti
Copyright (c) 2025 M. Faizal Firdaus, Ade Eviyanti, Nuril Lutvi Azizah, Novia Ariyanti
https://creativecommons.org/licenses/by/4.0
2025-04-102025-04-1091111710.21070/jicte.v9i1.1672Feasibility of VR Task Scenarios Using RBS in Sketching Subject
https://jicte.umsida.ac.id/index.php/jicte/article/view/1670
<p>The limitations of learning media have become an urgency in the Sketching and Illustration subject for designing VR scenario designs for literacy tourism. This study aims to measure the feasibility of validation by media experts and subject matter experts. The method used in this research is the Rule-Based System (RBS) with an explore mode. The validation results from media experts obtained a score of 95%, categorized as highly feasible, while the validation results from subject matter experts obtained a score of 84%, also categorized as highly feasible. These results indicate that the designed task scenario meets feasibility standards in terms of both media and content, making it an effective interactive learning solution.</p> <p><strong>Highlights: </strong></p> <ul> <li class="" data-start="92" data-end="157"> <p class="" data-start="95" data-end="157">High feasibility scores from both media and subject experts.</p> </li> <li class="" data-start="158" data-end="217"> <p class="" data-start="161" data-end="217">Rule-Based System used for evaluation in explore mode.</p> </li> <li class="" data-start="218" data-end="285"> <p class="" data-start="221" data-end="285">Effective solution for interactive learning in literacy tourism.</p> </li> </ul> <p><strong>Keywords: </strong>Virtual Reality, Rule-Based System, Sketch, Vocational High School</p>Rambu Ayu EryaniRahmania Sri Untari
Copyright (c) 2025 Rambu Ayu Eryani, Rahmania Sri Untari
https://creativecommons.org/licenses/by/4.0
2025-04-142025-04-1491182610.21070/jicte.v9i1.1670PeKo Interactive Media for Computer Maintenance Learning
https://jicte.umsida.ac.id/index.php/jicte/article/view/1673
<p>This research aims to develop desktop-based interactive learning media "PeKo" (computer maintenance) in computer maintenance subjects at SMK Muhammadiyah 1 Taman. To improve the quality of human resources (HR) it can be improved through the education sector of a nation. To improve the quality of a nation's education, learning media is needed to be used in teaching and learning activities, one of which is using desktop-based interactive learning media for computer maintenance learning. The research method used is 4D (Define, Design, Development, Disseminate). This learning media was created to increase students' desire to learn computer maintenance.</p> <p><strong>Highlights: </strong></p> <ul> <li class="" data-start="166" data-end="225"> <p class="" data-start="169" data-end="225">Development of desktop-based interactive learning media.</p> </li> <li class="" data-start="226" data-end="309"> <p class="" data-start="229" data-end="309">Implementation of 4D research method (Define, Design, Development, Disseminate).</p> </li> <li class="" data-start="310" data-end="380"> <p class="" data-start="313" data-end="380">Aim to improve students' interest in learning computer maintenance.</p> </li> </ul> <p><strong>Keywords : </strong> Interactive Learning Media, Instructional Media, Computer Maintenance, 4D</p>Mohammad Iqbal PrihantonoAkbar Wiguna
Copyright (c) 2025 Mohammad Iqbal Prihantono, Akbar Wiguna
https://creativecommons.org/licenses/by/4.0
2025-04-172025-04-1791273410.21070/jicte.v9i1.1673Learners’ Interest in Digital Learning Media in Elementary Schools
https://jicte.umsida.ac.id/index.php/jicte/article/view/1675
<p>The implementation of digital literacy is important to be implemented at the elementary school level. Digital literacy learning has an impact on the condition of students' interest in learning in elementary schools. Therefore, it is important to understand students' learning interest in the implementation of digital learning media, especially in Indonesian language learning. The purpose of this study is to analyze students' learning interest in the implementation of digital learning media in elementary schools, especially in Indonesian language learning. The research method used in this research is qualitative research method with phenomenological research type. The data collection methods used were interviews, observations, and documentation. The results of this study are in the form of knowledge about the learning interests of elementary school students and provide understanding, especially in the world of education, to understand the importance of implementing the use of digital literacy in the learning process.</p> <p><strong>Highlights:</strong></p> <ul> <li class="" data-start="106" data-end="169"> <p class="" data-start="109" data-end="169">Highlights students' learning interest with digital media.</p> </li> <li class="" data-start="170" data-end="237"> <p class="" data-start="173" data-end="237">Focuses on Indonesian language learning in elementary schools.</p> </li> <li class="" data-start="238" data-end="316"> <p class="" data-start="241" data-end="316">Uses qualitative phenomenological methods with interviews and observations.</p> </li> </ul> <p><strong>Keywords: </strong>Digital Media, Learning Interest, Implementation, Elementary School </p>Adinta Dwi Nur Fitria Ermawati Zulikhatin Nuroh
Copyright (c) 2025 Adinta Dwi Nur Fitria , Ermawati Zulikhatin Nuroh
https://creativecommons.org/licenses/by/4.0
2025-04-222025-04-2291354110.21070/jicte.v9i1.1675