JURNAL KEILMUAN TEKNOLOGI DAN PENDIDIKAN TERPADU
type: channel
description: Informasi Jurnal Nama Jurnal Jurnal Keilmuan Teknologi dan Pendidikan Terpadu (TEKDIKA) Akreditasi - Bahasa Indonesia dan Inggris ISSN E-ISSN: 3123-6839 Frekuensi Terbit 2 Issues Per Year (Mei and September Edition) DOI - OAI ejournal.denusantara.id/tekdika/oai Editor in Chief Assist. Prof. Dr. Yogi Irdes Putra, S.Pd., M.Pd.T Penerbit CV. Digital Edukasi Nusantara Analisis Sitasi Google Scholar Afiliasi 1. LPPM Universitas Muhammadiyah Muara Bungo 2. Fakultas Ilmu Komputer Universitas Nurdin Hamzah Focus The Journal of Integrated Education Science and Technology focuses on the publication of research findings, conceptual studies, literature reviews, and innovative developments that integrate the fields of science, technology, and education across various disciplines. This journal serves as an interdisciplinary platform that connects the latest technological advancements with their applications in education, industry, and human resource development. Scope Education Science Education Technology Development of learning media Innovation in technology-based learning models E-learning, mobile learning, and online learning Virtual Reality (VR) and Augmented Reality (AR) in learning Computer science, informatics engineering, and electronics Management information systems Cybersecurity Internet of Things (IoT) Artificial Intelligence (AI) Machine learning and deep learning Application of AI in education and industry Education and Technical and Vocational Education and Training (TVET) Integration of technology in science, health, and the environment Application of technology for sustainable development Technology innovation based on local wisdom Technopreneurship. Classroom Action Research
publisher: CV. DIGITIAL EDUKASI NUSANTARA
language: en
publication name: JURNAL KEILMUAN TEKNOLOGI DAN PENDIDIKAN TERPADU
issn: 3123-6839
items: Peningkatan Keterampilan Membaca Pemahaman Menggunakan Metode Guided Reading
items: Peran Teknologi Dalam Mendukung Produktivitas Dan Kualitas Hidup Masyarakat
items: Peningkatan Proses dan Hasil Belajar IPAS Menggunakan Model Pembelajaran Inkuiri Terbimbing
items: Peningkatan Berpikir Kritis Dan Kecerdasan Emosional Siswa Melalui Integrasi STEAM Dalam Pembelajaran Berbasis Proyek
items: Ketuntasan Belajar Matematika Siswa Sekolah Dasar Melalui Pendekatan Realistik
items: Peningkatan Hasil Belajar Ipas Melalui Model Game Based Learning Berbantu Media Puzzle Pada Peserta Didik Kelas V
items: Motivasi Belajar Dan Literasi Digital Sebagai Faktor Dominan Dalam Pencapaian Hasil Belajar Pada Pembelajaran TPAV
items: Analisis Kesulitan Belajar Siswa Kelas V Pada Materi Operasi Hitung Perkalian Serta Upaya Guru Dalam Mengatasinya
items: Peningkatan Kemampuan Berpikir Kritis Peserta Didik Menggunakan Model Problem Based Learning Pada Pembelajaran IPAS
items: Penerapan Model Talking Stick Berbantuan Flashcard Untuk Meningkatkan Proses Dan Hasil Belajar IPAS Pesera Didik Kelas IV
items: Belajar Sambil Bermain: Penerapan Model Game Based Learning Berbantuan Wordwall Untuk Meningkatkan Hasil Belajar IPAS Kelas IV
items: Peningkatan Proses Dan Hasil Belajar IPAS Menggunakan Model Make A Match Berbantuan Media Wordwall
items: Evaluasi Website Kampus Menggunakan Metode System Usability Scale (SUS)
items: Mande Rubiah: Objek Daya Tarik Wisata Edukasi Dan Budaya Di Pesisir Selatan
items: Pengaruh Sosialisasi QRIS, Literasi Digital dan Efisiensi Terhadap Penggunaan Uang Elektronik Siswa SMP Negeri 3 Muara Bungo
items: Pengaruh Motivasi Dan Gaya Belajar Terhadap Hasil Belajar Siswa Pada Mata Pelajaran TIK
items: Pengaruh Model Pembelajaran Kooperatif Tipe Number Heads Together Terhadap Aktivitas Dan Hasil Belajar Peserta Didik
items: Pengaruh Model Pembelajaran Project Based Learning Berbantuan AI Dalam Meningkatkan Kreativitas Dan Hasil Belajar Siswa
items: Pengaruh Metode Pjbl Terhadap Minat Belajar Dan Kreativitas Siswa Pada Pembelajaran TIK
items: Pengaruh Konten Edukatif Melalui Aplikasi TikTok Dan Motivasi Belajar Informatika Terhadap Pola Pikir Kreatif Siswa
items: Pengaruh Penerapan Model Pembelajaran Problem Based Learning Terhadap Minat Dan Hasil Belajar Siswa Pada Mata Pelajaran Dasar Desain Komunikasi Visual
items: Pengaruh Model Pembelajaran PBL Berbantuan Chatgpt Terhadap Kreativitas Dan Hasil Belajar Siswa Pada Mata Pelajaran Informatika
items: Peningkatan Literasi Sains Pada Mata Pelajaran IPAS Menggunakan Model Contextual Teahcing
items: Peningkatan Proses Dan Hasil Belajar Menggunakan Model Quantum Teaching Pada Pembelajaran Bahasa Indonesia
items: Analisis Kesulitan Siswa Dalam Pembelajaran Jaringan Komputer Di SMK Budi Luhur
items: Penerapan Model Pembelajaran Kooperatif Tipe Talking Stick Berbantu Kartu Bergambar Untuk Meningkatkan Hasil Belajar Pendidikan Pancasila
items: Pengembangan Modul Berbantuan Augmented Reality Pada Mata Pelajaran Informatika
items: Pengaruh Penggunaan Smartphone Dan Pergaulan Sosial Terhadap Perilaku Peserta Didik
items: Perancangan Sistem Pemilihan OSIS Berbasis Web Di SMKS Setih Setio 2 Bungo

Peningkatan Keterampilan Membaca Pemahaman Menggunakan Metode Guided Reading
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description: This study was motivated by the students' low reading comprehension skills; only 7 students (35%) understood the content of the reading material, while the remaining 13 students (65%) did not yet fully grasp it. The objective of this study was to improve reading comprehension skills using the Guided Reading method. A two-cycle Classroom Action Research (CAR) design was employed. The study sample consisted of 20 students. Data were collected through observation, tests, and documentation. The results showed an improvement in teacher performance from 76% in Cycle I to 96% in Cycle II, and an increase in learning mastery from 65% in Cycle I to 85% in Cycle II; specifically, student mastery in reading comprehension rose from 65% in Cycle I to 85% in Cycle II. Guided Reading is a method of guided reading instruction proven capable of enhancing the reading comprehension skills of fourth-grade students at SDN 37/II Pasar Lubuk Landai. This study contributes to the implementation of a reading instruction method that actively engages students through reading activities, teacher guidance, question-and-answer sessions, and discussions to help them better understand reading content. It can be concluded that the implementation of the Guided Reading method is effective in improving the reading comprehension skills of fourth-grade elementary school students. Keywords: Reading Comprehension; Guided Reading; Classroom Action Research
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creator: Fitria
creator: Aprizan
creator: Sundahry
rights: Copyright (c) 2026 Fitria, Aprizan, Sundahry https://creativecommons.org/licenses/by/4.0
date: 2026-09-30
publication date: 2026-09-30
starting page: 62
ending page: 70
doi: 10.65841/tekdika.v2i1.240

Peran Teknologi Dalam Mendukung Produktivitas Dan Kualitas Hidup Masyarakat
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description: The rapid growth of information and communication technology in recent years has significantly changed the daily routines and socio-economic activities of modern society. This quantitative study was conducted to analyze and directly test how the use of information technology influences work productivity efficiency as well as the overall quality of life. Employing an explanatory causal research design, primary data were gathered through structured questionnaires measured on a 5-point Likert scale distributed to 250 respondents. The sample was drawn using a simple random sampling technique across urban and surrounding suburban areas. Prior to hypothesis testing, the research instruments were confirmed to meet valid criteria through item validity testing and Cronbach's Alpha reliability evaluation. A series of classical assumption tests including normality, multicollinearity, and homoscedasticity were also fulfilled to ensure the validity of the multiple linear regression model. Inferential data analysis revealed that information technology usage has a positive and significant impact, both simultaneously and partially, on boosting work productivity F=84.12;p<0.001 and improving quality of life F=62.45;p<0.001. Fast access to data and workflow automation emerged as key factors in accelerating daily routines. These findings emphasize that digital devices serve not merely as entertainment or interpersonal communication tools, but as vital supports for work efficiency and personal well-being. Therefore, expanding internet infrastructure and digital literacy programs is necessary to ensure these technological benefits are evenly distributed across all segments of society. Keywords: Information Technology; Work Productivity; Quality of Life.
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creator: Riska Rismawati
creator: Ade Fricticarani
creator: Muhamad Hakim Abdurrahman
rights: Copyright (c) 2026 Riska Rismawati, Ade Fricticarani, Muhamad Hakim Abdurrahman https://creativecommons.org/licenses/by/4.0
date: 2026-09-02
publication date: 2026-09-02
starting page: 12
ending page: 19
doi: 10.65841/tekdika.v2i1.239

Peningkatan Proses dan Hasil Belajar IPAS Menggunakan Model Pembelajaran Inkuiri Terbimbing
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description: Instruction in Natural and Social Sciences (IPAS) often faces challenges regarding low levels of student engagement and unsatisfactory learning outcomes, necessitating a shift toward a more learner-centered instructional approach. This study aimed to improve the IPAS learning process and outcomes for fifth-grade students at SDN 127/II Sungai Arang by implementing a guided inquiry learning model, involving 16 students as participants. The study employed a Classroom Action Research (CAR) approach conducted over two cycles, with each cycle comprising the stages of planning, implementation, observation, and reflection. The results demonstrated significant improvement across both cycles. Teacher instructional performance rose from an average of 70% in Cycle I to 90% in Cycle II. Similarly, student engagement in the learning process increased from an average of 74% in Cycle I to 90% in Cycle II. Furthermore, the percentage of students achieving mastery in learning outcomes rose from 63% in Cycle I to 88% in Cycle II. The implementation of the guided inquiry learning model proved effective in enhancing both the learning process and outcomes for fifth-grade students in the IPAS subject at SDN 127/II Sungai Arang. Keywords: Guided Inquiry; Learning Process; Learning Outcomes.
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creator: M. Rizki
creator: Sundahry
creator: Randi Eka Putra
rights: Copyright (c) 2026 M. Rizki, Sundahry, Randi Eka Putra https://creativecommons.org/licenses/by/4.0
date: 2026-09-30
publication date: 2026-09-30
starting page: 53
ending page: 61
doi: 10.65841/tekdika.v2i1.238

Peningkatan Berpikir Kritis Dan Kecerdasan Emosional Siswa Melalui Integrasi STEAM Dalam Pembelajaran Berbasis Proyek
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description: The Industrial Revolution 4.0 era demands the development of students' critical thinking skills and emotional intelligence, especially in informatics learning. This study aims to analyze the effectiveness of Project-Based Learning (PjBL) integrated with Science, Technology, Engineering, Arts, and Mathematics (STEAM) in developing these two competencies simultaneously in grade X students of SMA Negeri 2 Bungo. Using a true experimental design, the study involved 68 students who were divided into experimental and control groups. Data was collected through a validated and reliable questionnaire, then analyzed using the Independent Sample t-Test and MANOVA tests. The results of the analysis showed that STEAM-based PjBL had a partial significant effect on the improvement of students' critical thinking skills (p=0.036) and emotional intelligence (p=0.017). Furthermore, the MANOVA test confirmed that STEAM-based PjBL simultaneously had a significant influence on both competencies (F=4.324; p=0.008). These findings indicate that the integration of PjBL and STEAM is an effective learning strategy in developing the cognitive and social-emotional competencies that are crucial for students in facing the challenges of the 21st century. Keywords: Project-Based Learning; STEAM; Critical Thinking; Emotional Intelligence; Informatics Learning.
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creator: Khansa Daiyah Rosidah
creator: Fitri Yanti
rights: Copyright (c) 2026 KHANSA DAIYAH ROSIDAH KHANSA, Fitri Yanti https://creativecommons.org/licenses/by/4.0
date: 2026-09-02
publication date: 2026-09-02
starting page: 1
ending page: 11
doi: 10.65841/tekdika.v2i1.237

Ketuntasan Belajar Matematika Siswa Sekolah Dasar Melalui Pendekatan Realistik
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description: This research aims to improve the learning process and outcomes of Mathematics of flat building materials in grade V students of SDN 60/II Muara Bungo through the application of the Realistic Mathematics Education (RME) model. Preliminary observations show conventional teacher-centered learning with low levels of student engagement and learning outcomes; Only 18.18% of students achieved completeness. This class action research is carried out in two cycles, where each cycle consists of planning, implementation, observation, and reflection. The results showed a significant increase in educators' activities from the "Good" to "Very Good" category (75% to 100%), as well as an increase in student learning activities from 59% to 81%. This improvement in the learning process is positively correlated with learning outcomes; The percentage of student learning completeness increased from 72.73% in Cycle I to 77.27% in Cycle II, exceeding the success indicator of 75%. These findings confirm that RME is effective in encouraging active, meaningful, and student-centered Mathematics learning, as well as relevant to the implementation of the Independent Curriculum. Keywords: Mathematics Learning; Flat Build Tour; Classroom Action Research; Realistic Approach
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creator: Resa Nurlita
creator: Puput Wahyu Hidayat
creator: Iri Hamzah
rights: Copyright (c) 2026 Resa Nurlita, Puput Wahyu Hidayat, Iri Hamzah https://creativecommons.org/licenses/by/4.0
date: 2026-09-30
publication date: 2026-09-30
starting page: 20
ending page: 28
doi: 10.65841/tekdika.v2i1.234

Peningkatan Hasil Belajar Ipas Melalui Model Game Based Learning Berbantu Media Puzzle Pada Peserta Didik Kelas V
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description: Science and social studies (IPAS) learning in class V of SD Negeri 95/II Muara Bungo was still dominated by verbal delivery of material and one-way interaction, resulting in low student engagement and instructional media that had not been optimally utilized. This condition contributed to low learning outcomes in the topic of environmental damage, with only a small proportion of students reaching the Learning Objective Achievement Criteria (KKTP). This study aimed to describe the improvement of the learning process and learning outcomes of fifth-grade students through the application of the Game Based Learning model assisted by puzzle media. The study used a Classroom Action Research (CAR) design following the Kemmis and McTaggart model, conducted in two cycles, each consisting of planning, action, observation, and reflection. The subjects were 22 fifth-grade students. Data were collected through observation, tests, and documentation, then analyzed descriptively using percentages, mean scores, and classical mastery levels. The results showed that the students’ learning process improved from the poor category in cycle I to entirely good and very good categories in cycle II. Learning outcomes also improved from cycle I to cycle II, with classical mastery exceeding the established success indicator. It can be concluded that the application of the Game Based Learning model assisted by puzzle media is effective in improving the learning process and outcomes of IPAS, and can therefore be adopted as an innovative learning strategy alternative for elementary school teachers. Keywords: Game Based Learning; Puzzle Media; Learning Outcomes; Classroom Action Research
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creator: Mutiara Syafa Maharani Putri
creator: Subhanadri
creator: Dhini Mufti
rights: Copyright (c) 2026 Mutiara Syafa Maharani Putri, Subhanadri, Dhini Mufti https://creativecommons.org/licenses/by/4.0
date: 2026-09-30
publication date: 2026-09-30
starting page: 41
ending page: 52
doi: 10.65841/tekdika.v2i1.232

Motivasi Belajar Dan Literasi Digital Sebagai Faktor Dominan Dalam Pencapaian Hasil Belajar Pada Pembelajaran TPAV
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description: The use of digital technology in learning does not always lead to improved student learning outcomes, making it important to identify the factors that contribute to learning achievement in technology-based learning. This study aims to analyze the role of digital literacy and learning motivation in students' learning outcomes in the Audio Video Processing Engineering (TPAV) subject. The study employed a quantitative approach using a causal associative research design. The entire population of 28 students majoring in Visual Communication Design was selected as the sample through saturated sampling. Data were collected using digital literacy and learning motivation questionnaires, as well as a learning achievement test, and were analyzed using multiple linear regression. The results showed that digital literacy had no significant effect on learning outcomes (sig. 0.128), while learning motivation had a positive and significant effect (sig. <0.001). Simultaneously, digital literacy and learning motivation had a significant effect on learning outcomes, with a contribution of 76.8%. Thus, learning motivation was found to be the more dominant factor in students' learning achievement, while digital literacy provides greater benefits when supported by strong learning motivation. Keywords: Digital Literacy; Learning Motivation; Learning Outcomes; Vocational Education
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creator: Muhammad Ilham Dhaifullah
creator: Fitri Yanti
rights: Copyright (c) 2026 Muhammad Ilham Dhaifullah, Fitri Yanti https://creativecommons.org/licenses/by/4.0
date: 2026-09-30
publication date: 2026-09-30
starting page: 29
ending page: 40
doi: 10.65841/tekdika.v2i1.230

Analisis Kesulitan Belajar Siswa Kelas V Pada Materi Operasi Hitung Perkalian Serta Upaya Guru Dalam Mengatasinya
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description: This study aims to describe the form of learning difficulties of fifth grade students in the material of multiplication arithmetic operations, identify the factors causing them, and explain the efforts of teachers in overcoming these difficulties. The study used a descriptive qualitative approach with subjects of 5 students and 1 teacher of fifth grade of Elementary School 129/II Babeko. Data were collected through observation, interviews, and documentation. Data analysis was carried out using the Miles and Huberman model which includes data reduction, data presentation and drawing conclusions. The results of the study showed that (1) the forms of student learning difficulties include difficulty memorizing basic multiplication facts, understanding multiplication concepts, performing simple calculations, solving compound multiplication, and being less careful in calculating. (2) The factors causing learning difficulties come from internal factors in the form of low conceptual understanding and mastery of basic multiplication facts, as well as external factors in the form of lack of practice, learning support at home and the use of limited learning media. (3) Teachers' efforts in overcoming these difficulties are carried out through the use of concrete media, providing repeated practice, remedial learning, individual guidance, and learning motivation. Thus, students' learning difficulties in the material of multiplication arithmetic operations require appropriate handling so that students' understanding of mathematical concepts can improve. The results of this study are expected to be a consideration for teachers in designing more effective learning strategies to improve the multiplication skills of elementary school students.
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creator: Zaharatud DINIAH
creator: Tri Wera Agrita
creator: Antok Kurniawan
rights: Copyright (c) 2026 Zaharatud Diniah, Tri Wera Agrita, Antok Kurniawan https://creativecommons.org/licenses/by/4.0
date: 2026-05-31
publication date: 2026-05-31
starting page: 54
ending page: 66
doi: 10.65841/tekdika.v1i2.221

Peningkatan Kemampuan Berpikir Kritis Peserta Didik Menggunakan Model Problem Based Learning Pada Pembelajaran IPAS
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description: Abstract This research is motivated by the low critical thinking ability of students in science learning in grade I. The purpose of this study is to determine the improvement of the learning process and critical thinking ability of students using the Problem Based Learning (PBL) model. The method used is Classroom Action Research (CAR) which is carried out in two cycles. Each cycle consists of four stages, namely planning, implementation, observation, and reflection. The research subjects were 20 grade IV students. Data collection techniques were observation, tests, and documentation. In cycle I, the learning process of students reached 60% with a less good category. In cycle II, the learning process of students increased to 75% with a good category. In cycle I, the critical thinking ability of students reached 55% with a fairly critical category. In cycle II, the critical thinking ability increased to 75% with a critical category. Thus, it can be concluded that the Problem Based Learning model can improve the learning process and critical thinking ability of students in science learning in grade IV. This study shows that the Problem Based Learning model can be used as an alternative effective learning model to increase student involvement in the learning process and develop critical thinking skills in science learning in elementary schools. Keywords: Learning Process; Critical Thinking; Problem Based Learning; IPAS
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creator: Putri Oktaviani
creator: Sundahry
creator: Abdulah
rights: Copyright (c) 2026 Putri Oktaviani, Sundahry, Abdulah https://creativecommons.org/licenses/by/4.0
date: 2026-05-31
publication date: 2026-05-31
starting page: 26
ending page: 32
doi: 10.65841/tekdika.v1i2.205

Penerapan Model Talking Stick Berbantuan Flashcard Untuk Meningkatkan Proses Dan Hasil Belajar IPAS Pesera Didik Kelas IV
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description: Abstract The low learning process and learning outcomes in Science and Social Studies (IPAS) among fourth grade students were caused by teacher-centered learning and the limited use of learning media. This study aimed to improve the learning process and learning outcomes in IPAS through the implementation of the Talking Stick model assisted by Flashcard media for fourth grade students at SDN 050/II Lubuk Landai. This study employed Classroom Action Research (CAR) conducted in two cycles involving 20 fourth grade students. Data were collected through observation, tests, and documentation using observation sheets and test questions. The data were analyzed qualitatively and quantitatively. The results showed that the teacher’s learning process improved from 65% to 92.5%, the students’ learning process improved from 45% to 85%, and learning mastery improved from 40% to 85%. Therefore, the implementation of the Talking Stick model assisted by Flashcard media was able to improve the learning process and learning outcomes in IPAS among fourth grade students at SDN 050/II Lubuk Landai. Keywords: Learning Process; Learning Outcomes; IPAS; Talking Stick; Flashcard.
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creator: Selpiani Putri
creator: Sundahry
creator: Tri Wera Agrita
rights: Copyright (c) 2026 Selpiani Putri, Sundahry, Tri Wera Agrita https://creativecommons.org/licenses/by/4.0
date: 2026-05-31
publication date: 2026-05-31
starting page: 33
ending page: 40
doi: 10.65841/tekdika.v2i1.198

Belajar Sambil Bermain: Penerapan Model Game Based Learning Berbantuan Wordwall Untuk Meningkatkan Hasil Belajar IPAS Kelas IV
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description: Abstract This research is motivated by the low learning outcomes of science and natural sciences, namely 34.7% of students in grade IV of SDN 187/II Kuning Gading. This study aims to improve science and natural sciences learning outcomes through the application of the Game Based Learning model assisted by Wordwall. The method uses Classroom Action Research (CAR) through two cycles. The research sample is 23 students. Data were collected through observation, tests, and documentation. The results show an increase in teacher performance from cycle I 84.6% cycle II increased 100% and learning completeness from cycle I 69.5% cycle II increased 91.3%. Student activity is consistently in the good to very good category. The Game Based Learning model is an alternative game-based learning model that is proven to be able to improve students' science and natural sciences learning outcomes in grade IV of SDN 187/II Kuning Gading. This research contributes to the innovation of interesting and interactive technology-based learning, as well as increasing student active involvement, creating a fun learning atmosphere, so as to encourage student-centered learning. The integration of the Game Based Learning model with interactive digital media in the form of Wordwall provides innovation in helping students understand the abstract concept of map material in science learning in grade IV. Therefore, it can be concluded that the use of technology in learning not only has an impact on improving learning outcomes, but also increases students' readiness to face technological developments in the digital era, as well as making it easier for students to understand abstract material through visualization and more interactive learning media. Keywords: Learning Outcomes; Cognitive Science; Game Based Learning; Wordwall.
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creator: RITA ARINI
creator: Sundahry
creator: Randi Eka Putra
rights: Copyright (c) 2026 RITA ARINI, Sundahry, Randi Eka Putra https://creativecommons.org/licenses/by/4.0
date: 2026-05-31
publication date: 2026-05-31
starting page: 14
ending page: 25
doi: 10.65841/tekdika.v1i2.188

Peningkatan Proses Dan Hasil Belajar IPAS Menggunakan Model Make A Match Berbantuan Media Wordwall
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description: Abstract This research is motivated by the low learning outcomes of IPAS, which is 45.8% of students in grade V of SD Negeri 187/II Kuning Gading. This research aims to improve the learning process and outcomes of IPAS through the application of the Make A Match model with the help of Wordwall media. The method of this research is a two-cycle Classroom Action Research (PTK). The research sample was 24 students. Data is collected through observation, testing, and documentation. The results showed an increase in teacher performance from cycle I 82.3%, cycle II increased by 94.1% and learning completeness from cycle I 70.8% cycle II increased by 91.6%. Student activities are consistent in the good to very good categories. The Make A Match model is a partner-based learning model that has been proven to be able to improve the learning outcomes of IPAS students in grade V of SDN 187/II Kuning Gading. This research contributes to innovative learning through the use of technology as an interactive media that is able to encourage student enthusiasm and create an active, fun, and meaningful learning atmosphere. The novelty of this research lies in the application of the Make A Match model assisted by Wordwall which is focused on improving the understanding of more complex natural concepts of rich Indonesian material in IPAS learning in grade V of elementary school. It can be concluded that the use of technology in learning is not only effective in improving learning outcomes, but also training students' readiness to face technological developments in the digital era. Keywords: Learning processes and outcomes; Cognitive IPAS; Make A Match, Wordwall.
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creator: Rika Arini
creator: Sundahry
creator: Puput Wahyu Hidayat
rights: Copyright (c) 2026 Rika Arini, Sundahry, Puput Wahyu Hidayat https://creativecommons.org/licenses/by/4.0
date: 2026-05-31
publication date: 2026-05-31
starting page: 1
ending page: 13
doi: 10.65841/tekdika.v1i2.189

Evaluasi Website Kampus Menggunakan Metode System Usability Scale (SUS)
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description: Abstract The official website of a higher education institution is one of the most important means of communication and information services for the academic community and the general public. The usability quality of a campus website directly affects the ease with which users can access the information they need. This study aims to evaluate the usability level of the official website of Universitas Muhammadiyah Muara Bungo (UMMUBA) using the System Usability Scale (SUS) method as a basis for improving campus digital information services. The research used a descriptive quantitative approach with data collection through observation, questionnaires, and documentation. The research respondents consisted of 40 people including students, lecturers, administrative staff, and the general public who were selected using purposive sampling technique. The instrument used was the SUS questionnaire consisting of 10 statements with a Likert scale of 1 to 5. Data were analyzed using the standard SUS score calculation formula and categorized based on three interpretation dimensions, namely Acceptability, Grade Scale, and Adjective Rating. The results showed that the official UMMUBA website obtained an average SUS score of 62.75, which falls in the Marginal High category in the Acceptability dimension, grade C on the Grade Scale, and the good category on the Adjective Rating. These results indicate that the UMMUBA website still requires improvement in terms of navigation, interface consistency, and information access speed. The novelty of this research lies in the formal usability evaluation of a regional university website that has never been formally conducted, so that the results can serve as a strategic reference for UMMUBA management in improving the quality of campus digital information services. Keywords: University Website; Usability; SUS; System Evaluation; User Experience.
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creator: Ahmad Ridoh
creator: Deka Ismi Mori Saputra
rights: Copyright (c) 2026 Ahmad Ridoh, Deka Ismi Mori Saputra https://creativecommons.org/licenses/by/4.0
date: 2026-05-31
publication date: 2026-05-31
starting page: 41
ending page: 53
doi: 10.65841/tekdika.v1i2.187

Mande Rubiah: Objek Daya Tarik Wisata Edukasi Dan Budaya Di Pesisir Selatan
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description: Mande Rubiah is one of the cultural tourism destinations that holds significant historical value and strong traditional heritage in Pesisir Selatan Regency, West Sumatra. This study aims to describe the historical development of tourism in Mande Rubiah, identify its tangible and intangible tourism attractions, and analyze the character values embedded in the cultural practices of the Lunang community. Employing a descriptive qualitative approach, data were collected through interviews, observations, and documentation. The findings indicate that Mande Rubiah originates from the historical narrative of Bundo Kanduang’s arrival in Lunang, which led to the establishment of the rumah gadang as a center of cultural and customary activities. The site’s main attractions include historical artefacts, traditional architectural structures, and preserved customary rituals and religious traditions. Character values such as religiosity, honesty, responsibility, social care, and affection for local culture form an integral part of Mande Rubiah’s identity. These findings contribute to the development of cultural tourism in Pesisir Selatan and serve as a foundation for community-based cultural heritage preservation strategies.
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creator: APRIN ALDO
rights: Copyright (c) 2025 APRIN ALDO https://creativecommons.org/licenses/by/4.0
date: 2025-11-18
publication date: 2025-11-18
doi: 10.65841/tekdika.v1i1.109

Pengaruh Sosialisasi QRIS, Literasi Digital dan Efisiensi Terhadap Penggunaan Uang Elektronik Siswa SMP Negeri 3 Muara Bungo
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description: The purpose of this study was to assess how the socialization of QRIS, digital literacy, and efficiency influence the use of electronic money among junior high school students at SMP Negeri 3 Muara Bungo. The context for this research stems from the increasing number of digital transactions among adolescents, which is not matched by an adequate understanding of financial technologies like QRIS. This study uses a quantitative approach with a survey method to test the research hypotheses, involving 86 respondents proportionally selected from grades VII, VIII, and IX. Data analysis was performed using several statistical tests, including instrument tests and hypothesis testing, aided by SPSS version 25. The research findings indicate that the three independent variables—QRIS socialization, digital literacy, and efficiency—have a positive and significant influence, both individually and collectively, on students' use of electronic money. These three factors are proven to play a crucial role in enhancing students' interest and ability to use electronic money wisely, safely, and efficiently. This research contributes to the development of digital financial literacy at the secondary school level and serves as a foundation for educational policies that support the integration of financial technologies in the school environment.
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creator: Ananda Intan Pratiwi
rights: Copyright (c) 2025 Ananda Intan Pratiwi, Yogi Irdes Putra, Ahmad Ridoh https://creativecommons.org/licenses/by/4.0
date: 2025-09-27
publication date: 2025-09-27
doi: 10.65841/tekdika.v1i1.45

Pengaruh Motivasi Dan Gaya Belajar Terhadap Hasil Belajar Siswa Pada Mata Pelajaran TIK
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description: This study looks at how learning motivation and learning styles affect the results students get in the ICT subject for tenth graders at SMK Setih Setio 2 Muara Bungo. The background says there are differences in how well students do, and this is thought to be because of different levels of motivation and learning styles. The study uses ideas about motivation, types of learning styles like visual, auditory, and kinesthetic, and what shows learning outcomes. The research method is causal correlation. The group studied is all tenth-grade students, and they were chosen using total sampling. The tools used were a questionnaire for motivation, a questionnaire for learning styles, and a test for learning results. All of these were checked to make sure they work well and give accurate results. The data was then analyzed using multiple linear regression with SPSS. The study found that learning motivation has a positive and important effect on how well students do (tcount is bigger than ttable and sig is less than 0.05). Learning styles also have a strong one (tcount is smaller than ttable and sig is bigger than 0.05). When both are considered together, they both have a significant effect on learning results (Fcount is bigger than Ftable and sig is less than 0.05). So, motivation is the main factor that influences academic success, while learning styles work better with the help of teachers.
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creator: Cipto Anugrah
rights: Copyright (c) 2025 Cipto Anugrah, Yogi Irdes Putra, Ahmad Ridoh https://creativecommons.org/licenses/by/4.0
date: 2025-09-27
publication date: 2025-09-27
doi: 10.65841/tekdika.v1i1.43

Pengaruh Model Pembelajaran Kooperatif Tipe Number Heads Together Terhadap Aktivitas Dan Hasil Belajar Peserta Didik
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description: Abstract Study This aim Forknow (1) influence use of learning models Cooperative type Number Heads Together to Activity learning, (2) use of learning models Cooperative type Number Heads Together towards learning outcomes Informatics, and (3) use of learning models Cooperative Number Head Together type against Activities and Learning Outcomes participant educate Class VII Informatics at SMP N 5 Muara Bungo. Methods used in study This is method study experiments, with amount sample 44. Data collection techniques using questionnaire techniques, tests questions, and documentation. And the data analysis techniques used in study This is a validity test, reliability test, power test discriminan, difficulty level test, normality test, homogeneity test, and hypothesis test. Based on the independent t-test on the activity Study obtained sig. value 0.000 < 0.05 and t count 5.358 > t table 2.018 and independent t-test on the results Study obtained sig. value 0.000 < 0.05 and t count 6.531 > t table 2.018. So it can be concluded that: There is an influence of the learning model cooperative type Number Heads Together to activities and results Study participant educate grade VII subjects lesson informatics at SMP N 5 Muara Bungo. Keywords: Cooperative Model, Number Heads Together, Activities and Learning Outcomes
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creator: riska riska
creator: Fauziah Fauziah
creator: Ahmad Ridoh
rights: Copyright (c) 2025 Riska, Fauziah, Ahmad Ridoh https://creativecommons.org/licenses/by/4.0
date: 2025-09-27
publication date: 2025-09-27
doi: 10.65841/tekdika.v1i1.41

Pengaruh Model Pembelajaran Project Based Learning Berbantuan AI Dalam Meningkatkan Kreativitas Dan Hasil Belajar Siswa
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description: Abstract The quick growth of technology, especially Artificial Intelligence (AI), has created new chances to help exciting learning methods. Still, students studying Visual Communication Design (DKV) at SMK Negeri 1 Bungo often don’t show much creativity in their design projects, which affects how well they learn. This research wants to look into how Project Based Learning (PjBL) that uses AI influences students’ creativity and their results in the Basic Principles of Design class. The study used a type of research called quasi-experimental with a design that includes only posttests and a control group that wasn’t equal. The sample included 58 students, split into an experimental group with 30 students and a control group with 28 students. The tools used for the research were a creativity survey and a test for measuring learning achievement. The data was examined using a test for independent samples called the t-test. The results show that using the PjBL model with AI helped boost both the creativity of the students and their learning results a lot. Moreover, students in the experimental group showed more creativity and had better learning results than those in the control group. Therefore, it can be said that using the PjBL model with AI is effective in enhancing the creativity and learning results of DKV students at SMKN 1 Bungo.
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creator: intan goyanda
creator: Ahmad Ridoh
creator: Fauziah Fauziah
rights: Copyright (c) 2025 Intan Goyanda Hidayatullah, Ahmad Ridoh, Fauziah https://creativecommons.org/licenses/by/4.0
date: 2025-10-02
publication date: 2025-10-02
doi: 10.65841/tekdika.v1i1.39

Pengaruh Metode Pjbl Terhadap Minat Belajar Dan Kreativitas Siswa Pada Pembelajaran TIK
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description: This study aims to determine the effect of the Project Based Learning (PjBL) method on students’ learning interest and creativity in ICT learning for seventh-grade students at SMPIT Al-Akhyar. The background of this research is the low level of student interest and creativity caused by monotonous and teacher-centered learning. The study employed a quantitative approach with a quasi-experimental design. The subjects consisted of 48 students divided into an experimental class and a control class using a total sampling technique. The instruments were questionnaires on learning interest and creativity that had been tested for validity and reliability, while the data were analyzed using a t-test with the help of SPSS version 26.The results show that the implementation of PjBL had a significant effect on increasing students’ learning interest and creativity. Students in the experimental class were more enthusiastic, active, and able to produce creative works that reflected deeper understanding. PjBL also encouraged students to collaborate, think critically, and engage in meaningful and contextual learning experiences.Practically, this research implies that teachers can use PjBL as an alternative strategy for enjoyable and effective ICT learning. Socially, PjBL fosters 21st-century skills such as collaboration, communication, and creativity that are beneficial for social life. The originality of this study lies in the application of PjBL in ICT subjects at the junior high school level, which has rarely been investigated, with a dual focus on both learning interest and student creativity.
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creator: Fitrah Udin
rights: Copyright (c) 2025 Fitrahudin, Yogi Irdes Putra, Ahmad Ridoh https://creativecommons.org/licenses/by/4.0
date: 2025-10-02
publication date: 2025-10-02
doi: 10.65841/tekdika.v1i1.37

Pengaruh Konten Edukatif Melalui Aplikasi TikTok Dan Motivasi Belajar Informatika Terhadap Pola Pikir Kreatif Siswa
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description: This research wants to find out how Educational Content and Learning Motivation affect the Creative Thinking Patterns of eighth graders at MTsN 7 Bungo. The study used number-based methods, specifically simple linear regression and multiple linear regression analysis. To collect data, they used a survey and checked to make sure it was valid and reliable. Before doing regression analysis, the data was examined for reliability using a test called Cronbach's Alpha, which was greater than 0.6, showing the survey was reliable. After that, they checked for normal distribution with a Kolmogorov-Smirnov test, which showed normal distribution (Sig. &gt; 0.05), and they also did a linearity test that confirmed a linear relationship between the factors (Sig. &gt; 0.05). The partial hypothesis test, known as the t-test, showed that both Educational Content and Learning Motivation had a positive and significant influence on Creative Thinking Patterns when looked at separately. However, in the multiple regression analysis, only Learning Motivation had a significant impact, while Educational Content did not, even though it still had a positive influence. An R-squared value of 0.400 means that Educational Content and Learning Motivation account for 40% of the changes in Creative Thinking Patterns, while the other 60% is affected by other factors not examined in this study. Therefore, we can say that Learning Motivation is the main factor affecting how students think creatively, while Educational Content supports that in a smaller way.
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creator: Wanda Saputri
rights: Copyright (c) 2025 Wanda Saputri, Yogi Irdes Putra, Ahmad Ridoh https://creativecommons.org/licenses/by/4.0
date: 2025-09-27
publication date: 2025-09-27
doi: 10.65841/tekdika.v1i1.36

Pengaruh Penerapan Model Pembelajaran Problem Based Learning Terhadap Minat Dan Hasil Belajar Siswa Pada Mata Pelajaran Dasar Desain Komunikasi Visual
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description: Abstract This study aims to investigate the effect of implementing the Problem Based Learning (PBL) model on students’ learning interest and achievement in the subject of Basic Visual Communication Design for Grade X DKV students at SMKN 5 Bungo. The research was motivated by the low level of student learning interest and achievement, many of which were still below the Learning Objective Achievement Criteria (KKTP), thereby requiring an innovative learning model that encourages active student engagement. The research employed an experimental method with a one group pretest-posttest design. The sample consisted of 15 students selected using saturated sampling. Research instruments included a questionnaire to measure learning interest and test items to assess learning achievement. Data were analyzed using normality tests, hypothesis testing with One Sample T-Test for learning interest, and Wilcoxon Signed Rank Test for learning achievement. The findings revealed that PBL had a significant effect on students’ learning interest, with a tcount of 45.616 exceeding ttable of 2.145 at a significance level of 0.000 < 0.05. Moreover, student achievement improved, as shown by an increase in the average score from 54.33 (pretest) to 74 (posttest) with a difference of 19.67, although the classical mastery level only reached 67%. Thus, the implementation of Problem Based Learning is proven to enhance students’ learning interest and achievement. Keywords: PBL, Learning Interest, Learning Achievement, Visual Communication Design
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creator: surya_anugrah saguh
rights: Copyright (c) 2025 Surya Anugrah https://creativecommons.org/licenses/by/4.0
date: 2025-10-02
publication date: 2025-10-02
doi: 10.65841/tekdika.v1i1.32

Pengaruh Model Pembelajaran PBL Berbantuan Chatgpt Terhadap Kreativitas Dan Hasil Belajar Siswa Pada Mata Pelajaran Informatika
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description: This research looks to see how using the Problem Based Learning (PBL) method with help from ChatGPT impacts the creativity and learning success of Grade VIII students in the Informatics class at SMP Negeri 30 Tebo. The study used numbers and an experimental style with a design called Intact Group Comparison. There were 84 students in the entire eighth grade, and the researchers chose 46 students to form two groups: one was the experimental group, and the other was the control group. To gather data, they used a creativity survey and a test to measure learning progress, both of which were checked to ensure they were accurate and reliable. The data was analyzed through tests for normality, homogeneity, and an independent sample t-test. The findings from the study showed that using the PBL method with ChatGPT significantly improved students’ creativity and learning results. This was supported by the t-test results that indicated a significance level below 0.05. PBL method with ChatGPT is a good way to enhance students’ creativity and their performance in Informatics.
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creator: Vivi Revinasari
rights: Copyright (c) 2025 Vivi Revina Sari, Ahmad Ridoh, Yogi Irdes Putra https://creativecommons.org/licenses/by/4.0
date: 2025-09-27
publication date: 2025-09-27
doi: 10.65841/tekdika.v1i1.27

Peningkatan Literasi Sains Pada Mata Pelajaran IPAS Menggunakan Model Contextual Teahcing
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description: This study aims to improve the scientific literacy of fifth-grade students in the science subject through the application of the Contextual Teaching and Learning (CTL) model. The method used is Classroom Action Research (CAR) with four stages: planning, implementation, observation, and reflection. The subjects of the study were 15 fifth-grade students of SDN 127/II Sungai Arang. Data were collected through science literacy tests, observation, and documentation. The results showed a significant increase in learning completeness from 40% in Cycle I to 100% in Cycle II. Teacher performance increased from 88.88% to 100%, while student activity in the excellent category increased from 6.66% to 60%. The CTL model has proven effective in creating meaningful learning by connecting science concepts with students' real lives, providing practical implications for improving the quality of science learning in elementary schools.
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creator: Ananta Syakilla Abrisaputri
creator: Abdullah
creator: Dhini Mufti
rights: Copyright (c) 2025 Ananta Syakilla Abrisaputri, Abdullah, Dhini Mufti https://creativecommons.org/licenses/by/4.0
date: 2025-09-14
publication date: 2025-09-14
doi: 10.65841/tekdika.v1i1.24

Peningkatan Proses Dan Hasil Belajar Menggunakan Model Quantum Teaching Pada Pembelajaran Bahasa Indonesia
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description: Penelitian ini bertujuan untuk menganalisis pengaruh model Quantum Teaching terhadap peningkatan proses dan hasil belajar siswa kelas V mata pelajaran Bahasa Indonesia di SDN 192/II Sungai Buluh. Rendahnya prestasi belajar (37%) akibat pembelajaran konvensional menjadi latar belakang penelitian ini. Metode yang digunakan adalah Penelitian Tindakan Kelas (PTK) dengan dua siklus, melibatkan 22 siswa. Pengumpulan data dilakukan melalui observasi, tes, dan dokumentasi. Hasil penelitian menunjukkan peningkatan kinerja guru dari 54,54% menjadi 90,90% dan prestasi belajar dari 81,81% menjadi 95,45%. Aktivitas siswa secara konsisten berada di antara baik dan sangat baik. Model Quantum Teaching, dengan tahapan "tumbuh, alami, namakan, demonstrasikan, ulangi, dan rayakan," telah terbukti efektif dalam menciptakan pembelajaran yang bermakna. Penelitian ini memberikan alternatif inovatif untuk pembelajaran konvensional dan berkontribusi pada peningkatan kualitas pendidikan dasar.
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creator: Aulia Khoerunnisa
creator: Tri Wera Agrita
creator: Aprizan
rights: Copyright (c) 2025 Aulia Khoerunnisa, Tri Wera Agrita, Aprizan https://creativecommons.org/licenses/by/4.0
date: 2025-09-14
publication date: 2025-09-14
doi: 10.65841/tekdika.v1i1.22

Analisis Kesulitan Siswa Dalam Pembelajaran Jaringan Komputer Di SMK Budi Luhur
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description: This study aims to analyze students’ learning difficulties in computer network subjects at SMK Budi Luhur, which may affect their academic achievement and readiness to enter the workforce. The research employed a qualitative descriptive approach, with data collected through observation, interviews, and documentation. The subjects of this study were students from grades X, XI, and XII in the Computer and Network Engineering program. The findings reveal that students’ learning difficulties include unbalanced learning outcomes, delays in completing assignments, inappropriate attitudes during lessons, and deviant behaviors. The causes of these difficulties consist of internal factors, such as low motivation, interest, and concentration, as well as external factors, such as limited school facilities and less varied teaching methods. The scope of this study is limited to a single school and one subject, computer networks; therefore, the results cannot be broadly generalized. The practical implications of this research provide valuable input for schools and teachers to improve instructional strategies, for instance by adopting more interactive methods and providing adequate learning facilities. From a social perspective, this study highlights the importance of support from both the school environment and families in overcoming students’ learning difficulties. The originality of this research lies in its specific focus on analyzing learning difficulties in computer network learning at vocational schools, a topic that has rarely been explored in depth.
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creator: frida_anjelia_dyah hari irawan
rights: Copyright (c) 2025 Frida Anjeli Dyah Puspita https://creativecommons.org/licenses/by/4.0
date: 2025-10-02
publication date: 2025-10-02
doi: 10.65841/tekdika.v1i1.21

Penerapan Model Pembelajaran Kooperatif Tipe Talking Stick Berbantu Kartu Bergambar Untuk Meningkatkan Hasil Belajar Pendidikan Pancasila
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description: This research is based on the academic achievement of Pancasila Education subjects of third grade students at SDN 130/II Pasir Putih which is still less than optimal. due to the lack of active student participation and the dominance of lecture methods that cause students to be passive. Research This research aims to improve learning activities and student academic achievement by implementing certain learning strategies. Cooperative learning model Talking Stick type assisted by picture cards. This research method applies a two-round Classroom Action Research (CAR) learning method that includes the preparation, implementation, observation, and evaluation phases. The research subjects involved 15 third grade students. Research data was obtained through the process of collecting and observing as well as evaluation questions. The research findings show significant progress in the implementation of learning starting from 66.67% in the first cycle, while in the second cycle it reached 94.44% with a very good classification. Student involvement increased classically with 86.67% of students achieving KKTP. The Cooperative learning model Talking Stick type assisted by picture cards has been proven effective in maximizing the quality of the process and learning outcomes of Pancasila Education.
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creator: Juliana Juliana
creator: Abdulah
creator: Randi Eka Putra
rights: Copyright (c) 2025 Juliana, Abdulah, Randi Eka Putra https://creativecommons.org/licenses/by/4.0
date: 2025-09-10
publication date: 2025-09-10
doi: 10.65841/tekdika.v1i1.15

Pengembangan Modul Berbantuan Augmented Reality Pada Mata Pelajaran Informatika
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description: This study aims to develop an Augmented Reality (AR)-assisted learning module as an innovative medium to enhance the effectiveness of Informatics learning, particularly hardware concepts, for seventh-grade students at SMP Negeri 1 Muara Bungo. The Research and Development (R&D) method with the 4D model (Define, Design, Development, Disseminate) was employed. Instruments include validation sheets for content and design experts, practicality questionnaires for teachers and students, and pretest–posttest learning assessments. Findings indicate that the module is highly valid (92.55% content experts, 86.85% design experts), highly practical (89% teachers, 85.6% students), and effective (87% classical completeness, paired t‑test = 7.024, indicating significant improvement between pretest and posttest). The study is limited to hardware material and seventh-grade level, limiting broader generalization. Practically, the module offers an interactive learning medium that boosts motivation and comprehension. Socially, it contributes to integrating educational technology in schools. Its originality lies in integrating a printed module with AR technology tailored to local needs, offering contextual and relevant learning experiences.
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creator: dagu nurhaliza fitri Indra
creator: Yogi Irdes Putra
creator: Fitri Yanti
rights: Copyright (c) 2025 Dagu Nurhaliza Fitri, Yogi Irdes Putra, Fitri Yanti https://creativecommons.org/licenses/by/4.0
date: 2025-09-15
publication date: 2025-09-15
doi: 10.65841/tekdika.v1i1.14

Pengaruh Penggunaan Smartphone Dan Pergaulan Sosial Terhadap Perilaku Peserta Didik
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description: This research aims to examine the effect of smartphone usage and social interaction on the behavior of tenth-grade students at SMKN 5 Tebo. The study is grounded in the growing prevalence of smartphone usage among adolescents and the crucial role of social interaction in shaping individual behavior. A quantitative method with a descriptive approach was employed. The population consisted of 69 students, determined through a total sampling technique. The research instrument utilized was a questionnaire that had been tested for validity and reliability. Data analysis was conducted using a partial t-test with the assistance of SPSS version 25. The findings indicate that smartphone usage does not exert a significant influence on student behavior (t calculated = 1.598 < t table = 1.997; sig. = 0.115 > 0.05). Conversely, social interaction demonstrates a positive and significant effect on student behavior (t calculated = 3.564 > t table = 1.997; sig. = 0.001 < 0.05). It is therefore concluded that social factors hold a more dominant role in shaping student behavior compared to smartphone use.
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creator: Susanto Puja Kesuma
rights: Copyright (c) 2025 Susanto Puja Kesuma https://creativecommons.org/licenses/by/4.0
date: 2025-09-03
publication date: 2025-09-03
doi: 10.65841/tekdika.v1i1.13

Perancangan Sistem Pemilihan OSIS Berbasis Web Di SMKS Setih Setio 2 Bungo
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description: The election of the student council president is a crucial process in determining student leadership within the school environment. However, the manual system still in use often faces obstacles such as time constraints, potential fraud, and inefficiency. This study aims to design a web-based student council election system as a digital solution to support the democratic process at SMKS Setih Setio 2 Bungo. This research adopts a Research and Development (R&D) method with the Waterfall development model, covering stages such as analysis, design, implementation, testing, and maintenance. The system was developed using PHP and MySQL, and deployed online through a hosting service, allowing access for admins, candidates, and voters without relying on a local network. Key features include data management, automatic vote tallying, and user login security. Testing was carried out using the blackbox method and the distribution of functionality and usability questionnaires to evaluate system performance and user experience. The results indicate that all system features function optimally, with a 100% success rate in functionality testing. Meanwhile, the usability evaluation produced an average score of 93.2%, categorized as “Highly Feasible.” Overall, the system is considered effective, easy to use, and capable of facilitating a more flexible and transparent election process through web-based access. Keywords: Student Council Selection, Web-Based System, Hosting, Design
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creator: Anfal Fernando
rights: Copyright (c) 2025 Anfal Fernando https://creativecommons.org/licenses/by/4.0
date: 2025-09-03
publication date: 2025-09-03
doi: 10.65841/tekdika.v1i1.12