https://journal.umpr.ac.id/index.php/bitnet/issue/feed Bitnet: Jurnal Pendidikan Teknologi Informasi 2025-10-25T03:15:44+00:00 Muhammad Noor Fitriyanto mnfitriyanto@umpr.ac.id Open Journal Systems <p style="text-align: justify;"><strong>Title:</strong> Bitnet: Jurnal Pendidikan Teknologi Informasi<br /><strong>ISSN:</strong> <a href="https://portal.issn.org/resource/ISSN/2685-8177">2685-8177</a> (<em>online</em>), ISSN: <a href="https://portal.issn.org/resource/ISSN/2502-1923">2502-1923</a> (<em>print</em>)<br /><strong>Subject:</strong> Information Technology Education<br /><strong>Frequency:</strong> four-monthly (3 issues per year in January, May, and September)<br /><strong>Indexed at: </strong><a href="https://sinta.kemdiktisaintek.go.id/journals/profile/4974">SINTA 4</a>,<strong> </strong><a href="https://app.dimensions.ai/discover/publication?search_mode=content&amp;and_facet_source_title=jour.1368250">Dimensions</a>, <a href="https://search.crossref.org/?q=2685-8177&amp;from_ui=yes">Crossref</a>, <a href="https://scholar.google.com/citations?hl=en&amp;user=P9UMNLUAAAAJ">Google Scholar</a>, <a href="https://garuda.kemdikbud.go.id/journal/view/14978">GARUDA</a>, and more<br /><strong>DOI: </strong><a href="https://doi.org/10.33084/bitnet">10.33084/bitnet</a><br /><strong>Archive preservation: </strong><a href="https://garuda.kemdikbud.go.id/journal/view/14978">GARUDA</a><br /><strong>Publisher: </strong><a href="http://lp2m.umpalangkaraya.ac.id" target="_blank" rel="noopener">Institute for Research and Community Services</a>, <a href="http://umpalangkaraya.ac.id" target="_blank" rel="noopener">Universitas Muhammadiyah Palangkaraya</a><br /><strong>Editor in Chief: </strong>Muhammad Noor Fitriyanto</p> <p style="text-align: justify;"><strong>Bitnet: Jurnal Pendidikan Teknologi Informasi</strong> is a Scientific Journal managed by the <a href="https://fkip.umpr.ac.id/program-studi/s1-pti/">Department of Information Technology Education, Faculty of Teacher Training and Education</a>, <a href="http://umpalangkaraya.ac.id" target="_blank" rel="noopener">Universitas Muhammadiyah Palangkaraya</a>, and published three times a year (in January, May, and September) by the <a href="http://lp2m.umpalangkaraya.ac.id" target="_blank" rel="noopener">Institute for Research and Community Services</a>, <a href="http://umpalangkaraya.ac.id" target="_blank" rel="noopener">Universitas Muhammadiyah Palangkaraya</a> contains articles of research and critical analysis studies in Information Technology Education topics.</p> <p><a title="SINTA" href="http://sinta.ristekbrin.go.id/journals/detail/?id=4974"><img src="https://journal.umpr.ac.id/public/site/images/mandisetiawan/download-11.jpg" width="84" height="30" /></a></p> <p><span style="margin: 0px; padding: 0px;"><strong>Bitnet: Jurnal Pendidikan Teknologi Informasi</strong> is accredited at <strong>"</strong><a href="http://sinta.ristekbrin.go.id/journals/detail/?id=4974" target="_blank" rel="noopener"><strong>SINTA 4</strong></a><strong>"</strong> until April 2026 by the Ministry of Research, Technology, and Higher Education, Indonesia, No: 105/E/KPT/2022.</span></p> https://journal.umpr.ac.id/index.php/bitnet/article/view/11238 Aplikasi Augmented Reality berbasis Gamifikasi untuk Meningkatkan Pemahaman Matematika Siswa Sekolah Dasar 2025-10-25T03:15:44+00:00 Khairul Sani sani iruelonline@gmail.com Ita Fitriati Ita itafitrtiati88@gmail.com Nur Fitrianingsih Ningsih nurfitrianingsih984@gmail.com Muhammad Ghazali Ghazali m.ghazali11@gmail.com <p>At the elementary school level, problem-solving creativity is a key aspect in developing students' mathematical competencies. However, in daily learning practices, students are often only trained to solve routine problems that are procedural and minimal in variety, so that mathematical problem-solving skills in elementary schools require improvement and special attention. This study aims to develop innovative learning media in the form of an Augmented Reality (AR)-based application combined with gamification to enhance mathematical problem-solving creativity. AR technology allows for concrete and contextual visualization of mathematical concepts, while gamification elements such as scores and challenges are designed to build intrinsic motivation and make the learning experience enjoyable. The method used is Research and Development (R&amp;D) by adapting the ADDIE (Analysis, Design, Development, Implementation, Evaluation) model. The process includes needs analysis, design, application development, implementation in schools, and evaluation of student creativity improvement. The results of product validation on five assessment aspects showed a very high level of validity, namely 91.8%. In terms of effectiveness, the average student problem-solving ability reached 66.5%. Furthermore, student responses to this game-based learning were very positive, with an average interest and motivation percentage of 93%. The study's conclusions indicate that this gamified AR application is not only valid and feasible to use, but also has the potential to significantly increase student engagement and foster creativity in solving mathematical problems at the elementary school level.</p> 2025-10-27T00:00:00+00:00 Copyright (c) 2025 Khairul Sani sani, Ita Fitriati Ita; Nur Fitrianingsih Ningsih, Muhammad Ghazali Ghazali https://journal.umpr.ac.id/index.php/bitnet/article/view/10993 Manajemen Kesiapan Kepala Sekolah Terhadap Implementasi Koding dan AI sebagai Mata Pelajaran di SMP IT Al-Ghazali Palangka Raya 2025-09-26T01:46:50+00:00 Widiharto Purnomo widi@fkip.upr.ac.id Piter Joko Nugroho piter@mp.upr.ac.id Imam Nur Huda imamnurhuda2.inh@gmail.com Petrus Widodo petruswidodo51@gmail.com Magdalena Siboro mgdlnsbllena@gmail.com Dian Pebriani dianpebriani101@gmail.com <p>This study aims to describe how well-prepared school principals are in managing the implementation of Artificial Intelligence (AI) and Coding policies at Al-Gazhali IT Junior High School. Using a qualitative approach, data was obtained through interviews with the principal, vice principal for curriculum, and IT teachers. The results show that readiness management is reflected in four main functions. In terms of planning, the school has prepared a strategic plan, infrastructure, and teacher training. In terms of organization, the principal has formed a special team, clearly divided tasks, and established cooperation with external parties. Learning is implemented in stages, prioritizing hands-on practice and project-based learning, with guidance and monitoring from the principal. Meanwhile, in terms of control, routine supervision and evaluation have been carried out, but they are still predominantly manual and do not fully utilize digital technology. In conclusion, the principal's readiness in implementing AI and Coding policies at SMP IT Al-Gazhali has covered four management functions. This study emphasizes the importance of visionary school leadership, infrastructure support, and a collaborative digital school culture to ensure that the implementation of AI and coding truly benefits students.</p> 2025-10-14T00:00:00+00:00 Copyright (c) 2025 Widiharto Purnomo, Piter Joko Nugroho, Imam Nur Huda, Petrus Widodo, Magdalena Siboro, Dian Pebriani https://journal.umpr.ac.id/index.php/bitnet/article/view/10908 Pengembangan Augmented Reality Sebagai Media Simulasi Pada Mata Pelajaran IPAS Tata Surya di SMK Negeri 4 Palangkaraya 2025-09-18T07:42:59+00:00 Naydia Noviyanti naydianoviyanti14@gmail.com Ade Salahudin Permadi fbitumppalangkaraya@gmail.com Muhammad Noor Fitriyanto fruit.duriyan@gmail.com <p>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; The rapid development of information and communication technology in the digital era has had a significant impact on various sectors, including education. However, the teaching of Natural and Social Sciences (IPAS) still often relies on textbooks and underutilizes interactive media such as Augmented Reality (AR). This reliance makes abstract topics, like the Solar System, difficult for students to understand. The lack of media variety and teaching methods also contributes to students' low interest and comprehension of the material. Therefore, this research aims to develop AR-based simulation media as a more engaging, interactive, and effective alternative to help students grasp the concepts of the Solar System.</p> <p>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; This study employs a Research and Development (R&amp;D) method that consists of five stages: analysis, design, development, implementation, and evaluation. The development of the simulation media utilizes software such as Unity, Blender, and Vuforia technology to support Augmented Reality features. The developed product was validated by educational media experts and content specialists to ensure its feasibility in terms of both content and technical aspects. Subsequently, a limited trial was conducted with students from class X-GP to assess the practicality and appeal of the developed media.</p> <p>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; The results of the study indicate that the AR simulation media on the topic of the Solar System is highly suitable for use in the learning process. Validation from experts shows that this media is categorized as "very feasible" in terms of content, visualization, and technical aspects. The limited trial in class X-GP at SMK Negeri 4 Palangka Raya demonstrated a significant improvement in students' understanding, with N-Gain scores falling within the "medium" to "high" categories. Additionally, students provided very positive feedback regarding this media, finding it engaging, interactive, easy to operate, and effective in helping them understand abstract material like the Solar System in a more concrete and enjoyable way compared to conventional methods that rely on textbooks. Thus, this AR-based simulation media is recommended as an alternative teaching resource to enhance the quality of the learning process for the Solar System material in the IPAS subject.</p> 2025-10-01T00:00:00+00:00 Copyright (c) 2025 Naydia Noviyanti, Ade Salahudin Permadi dan Muhammad Noor Fitriyanto https://journal.umpr.ac.id/index.php/bitnet/article/view/10585 Pengembangan Aplikasi Perpustakaan Berbasis Website untuk Meningkatkan Layanan Informasi di SMK 2025-08-14T02:35:39+00:00 Daniel Riko Putra Perdana putrariko.0211@gmail.com Sri Handayani Jihandayani.2017@gmail.com Moenawar Kholil moenawarkholil@gmail.com <p class="E-JOURNALAbstractBodyEnglish" style="text-indent: 0in; margin: 6.0pt -5.25pt 6.0pt -5.25pt;"><span lang="id" style="font-size: 10.0pt;">This research aims to develop a web-based library application to enhance the efficiency of information services at SMK PGRI 1 Surakarta. The study employed the ADDIE development model (Analysis, Design, Development, Implementation, Evaluation) within a Research and Development (R&amp;D) approach. Data were collected through observation, interviews, and documentation related to the existing manual library system. The application was developed using PHP, HTML, CSS, and MySQL and implemented on a local server using XAMPP. Key features included multi-level login, online book catalog, transaction history, and automatic reporting. Usability testing was conducted with librarians and students, while expert validation involved media, content, and field practitioners. Results showed that the application significantly improved service efficiency by reducing transaction time by 50% and enhancing access to book information. The validation score averaged 86%, indicating that the system is feasible for use. The study concludes that the application supports digital transformation and strengthens literacy services in vocational education environments.</span></p> 2025-10-01T00:00:00+00:00 Copyright (c) 2025 Daniel Riko Putra Perdana, Sri Handayani dan Moenawar Kholil https://journal.umpr.ac.id/index.php/bitnet/article/view/9903 Pengaruh Penggunaan Media Pembelajaran Berbasis Canva AI Pada Materi Sistem Komputer Kelas VIII Terhadap Minat Belajar Siswa di MTs 2025-05-22T13:01:33+00:00 Salsabila Nakia Paputungan nakiapaputungan@gmail.com Mukhlisulfatih Latief mukhlis@ung.ac.id Huzaima Mas'ud huzaima@ung.ac.id Sitti Suhada sittisuhada@ung.ac.id Nikmasari Pakaya nikmasari.pakaya@ung.ac.id Bait Syaiful Rijal bait@ung.c.id <p>Tujuan dari penelitian ini adalah untuk mengetahui bagaimana pengaruh penggunaan media pembelajaran berbasis Canva AI pada materi Sistem Komputer kelas VIII terhadap minat belajar siswa di MTs Negeri 1 Kota Gorontalo yang telah digunakan guru. Media pembelajaran Canva AI merupakan sebuah <em>platform </em>daring untuk mendesain grafis dalam merancang berbagai desain kreatif dengan memudahkan penggunanya seperti poster, infografis, hingga presentas. Bukan hanya untuk mendesain, namum juga bisa digunakan sebagai media pembelajaran bagi guru, siswa dan sekolah dalam proses pembelajaran dikelas. Pada penelitian ini menggunakan pendekatan kuantitatif dengan metode <em>Quasi Eksperimen </em>(eksperimen semu). Dengan desain penelitian <em>Nonequivalent Control Group </em><em>De</em>l<em>s</em><em>ign</em>. Teknik pengambilan sampel adalah <em>purposive sampling</em>. Instrumen yang digunakan dalam penelitian ini berupa instrumen kuesioner minat belajar siswa. Berdasarkan hasil uji hipotesis, diketahui Uji <em>Paired Sample T Test </em>diperoleh nilai Sig (2-<em>tailed</em>) sebesar 0,001 &lt; 0,05. Maka dapat disimpulkan bahwa terdapat pengaruh penggunaan media pembelajaran berbasis Canva AI terhadap minat belajar siswa. Adapun pada Uji <em>Independent Sample T Test </em>diperoleh hasil Signifikan sebesar 0,001 &lt; 0,05 sehingga dapat disimpulkan bahwa terdapat perbedaan yang signifikan antara rata-rata hasil minat belajar siswa yang menggunakan media pembelajaran berbasis Canva AI dan yang tidak menggunakan media pembelajaran berbasis Canva AI.</p> <p> </p> <p>The purpose of this study is to determine the influence of using Canva AI-based instructional media on the topic of Computer Systems for Grade VIII students on their learning interest at MTs Negeri 1 Kota Gorontalo city, as implemented by the teacher. Canva is an online graphic design platform that allows user to easily create various creative designs such as posters, infographics, and presentations. In addition to being a design tool, it can also be used as instructional media by teachers, students, and schools during the classroom learning process. This research used a quantitative approach with a quasi-experimental method. The research design used was the Nonequivalent Control Group Design. The sampling technique was purposive sampling. The instrument used in this study was a student learning Interest questionnaire. Based on the hypothesis testing result, the Paired Sample T-Test showed a Sig (2-tailed) score of 0.001 &lt;0.05. Therefore, it can be concluded that there is a significant influence of using Canva AI-based instructional media on student’s learning interest. Furthermore, the Independent Sample T-Test showed a significant result of 0.001 &lt;0.05, indicating that there is a significant difference between the average learning interest of students, who Canva AI-based instructional media and those who did not.</p> 2025-10-03T00:00:00+00:00 Copyright (c) 2025 Salsabila Nakia Paputungan, Mukhlisulfatih Latief , Huzaima Mas’ud , Sitti Suhada, Nikmasari Pakaya , Bait Syaiful Rijal https://journal.umpr.ac.id/index.php/bitnet/article/view/11052 Aplikasi Almihjam sebagai Media Edukasi Titik Bekam untuk Peningkatan Literasi Kesehatan Masyarakat Bima 2025-10-03T02:24:28+00:00 Ita Fitriati itafitriati88@gmail.com Anggih Tri Cahyadi anggih.tricahyadi93@gmail.com Lili Suryani liliepid@gmail.com Muhammad Ghazali m.ghazali11@gmail.com <p>Low health literacy impacts individuals' ability to make decisions, access services, and understand medical information. Improving health literacy is a critical priority for improving the quality of life for communities, including in Bima Regency-NTB. However, health literacy studies are still limited, both in the development of measurement tools and educational media, necessitating innovations tailored to local needs. This research responds to this situation by developing the Almihjam application, a digital educational media for cupping therapy, as cupping is a popular traditional treatment in Bima. The research objective is to produce a valid, effective, and publicly accepted cupping education application, thereby improving health literacy and encouraging safe cupping practices in accordance with local medical and cultural principles. The research method used is Research and Development (R&amp;D) with the ADDIE (Analysis, Design, Development, Implementation, Evaluation). Expert validation results showed a feasibility score of 78.5%, indicating the application is feasible. Health literacy data shows that the community has positive knowledge and attitudes toward cupping, although its practice is still limited. User response has been very high, with average ratings of satisfaction, content clarity, and feature usefulness above 95%. Thus, the Almihjam app has the potential to be an effective digital innovation for improving health literacy among the Bima community.</p> 2025-10-14T00:00:00+00:00 Copyright (c) 2025 Ita Fitriati, Anggih Tri Cahyadi, Lili Suryani, Muhammad Ghazali https://journal.umpr.ac.id/index.php/bitnet/article/view/10974 Pemanfaatan Artificial Intelligence Untuk Meningkatkan Kualitas Pembelajaran di Madrasah Ibtidaiyah: Sebuah Kajian Literatur 2025-09-24T09:19:40+00:00 Aulya Afifah aulyaafifah674@gmail.com Chairul Amriyah chairulamriyah@radenintan.ac.id Koderi koderi@radenintan.ac.id Deri Firmansyah derifirmansyah@radenintan.ac.id Ida Fiteriani idafitriani@radenintan.ac.id <p>Penelitian ini bertujuan menganalisis pemanfaatan Artificial Intelligence (AI) dalam meningkatkan kualitas pembelajaran di Madrasah Ibtidaiyah (MI) melalui pendekatan systematic literature review. Empat fokus utama dikaji, yakni manfaat AI, tantangan implementasi, model penerapan, serta implikasi bagi keberlanjutan pendidikan. Hasil telaah menunjukkan bahwa AI berkontribusi signifikan dalam memfasilitasi personalisasi materi, mempercepat asesmen formatif, serta menyediakan learning analytics yang mendukung pengambilan keputusan instruksional berbasis data. Namun, penerapannya di MI masih menghadapi kendala serius berupa keterbatasan infrastruktur digital, rendahnya literasi dan kesiapan guru, serta isu etika dan nilai Islami. Berbagai model relevan, seperti ChatGPT, chatbot, Bing AI, menawarkan solusi kontekstual, tetapi efektivitasnya sangat dipengaruhi oleh desain pedagogis, dukungan institusional, dan ketersediaan sumber daya. Implikasi penggunaan AI menegaskan perlunya reformasi profesionalisme guru, kurikulum yang lebih adaptif, tata kelola data yang aman, serta pengembangan kerangka etika berbasis maqāṣid al-sharī‘ah agar selaras dengan visi pendidikan Islam. Dengan demikian, integrasi AI di MI tidak sekadar inovasi teknologis, melainkan harus diposisikan sebagai bagian dari reformasi pendidikan yang holistik, etis, dan berkelanjutan. Kajian ini berkontribusi dalam menyediakan peta literatur komprehensif serta rekomendasi praktis bagi guru, pembuat kebijakan, dan pemangku kepentingan untuk mendukung transformasi digital madrasah yang inklusif dan berkeadilan.</p> 2025-10-27T00:00:00+00:00 Copyright (c) 2025 Aulya Afifah, Chairul Amriyah; Koderi, Deri Firmansyah, Ida Fiteriani https://journal.umpr.ac.id/index.php/bitnet/article/view/10645 Perancangan Media Pembelajaran Interaktif Adobe Animate CC Desain Komunikasi Visual Kelas XI SMK 2025-08-21T18:57:33+00:00 Dean Oksaputra Dastri deandastri1@gmail.com Rini Sefriani rinisefriani@upiyptk.ac.id Popi Radyuli popiradyuli@gmail.com <p>This study aims to design and develop an interactive learning medium using Adobe Animate CC as a teaching tool for the Visual Communication Design subject for Grade XI students at SMK N 3 Padang. The lack of engaging and effective interactive learning media, along with predominantly one-way evaluation methods, forms the basis for the development of this medium. The research adopts a Research and Development (R&amp;D) approach using the ADDIE development model, which includes Analyze, Design, Development, Implementation, and Evaluation stages. Validation results from three experts indicate that the media is highly valid, with an average score of 89.33%. Student assessments of practicality place the media in the highly practical category 88.14%, and its effectiveness in the learning process is rated as highly effective 87.53%. This interactive learning medium is designed to provide a more engaging and enjoyable learning experience through instructional content and quizzes aligned with the Visual Communication Design curriculum.</p> 2025-10-01T00:00:00+00:00 Copyright (c) 2025 Dean Oksaputra Dastri, Rini Sefriani, Popi Radyuli https://journal.umpr.ac.id/index.php/bitnet/article/view/10576 Penerapan Model Pembelajaran Berbasis Proyek (PjBL) Menggunakan Scratch Untuk Meningkatkan Kreativitas dan Kemampuan Pemecahan Masalah Pada Siswa 2025-08-13T11:06:40+00:00 Febriyanto L. Hasan febriyantohasan7@gmail.com Manda Rohandi manda.rohandi@ung.ac.id Bait Syaiful Rijal bait@ung.ac.id Dian Novian aadian@ung.ac.id Ahmad Azhar Kadim azharkadim@ung.ac.id Hermila A hermila@ung.ac.id <p>Keterampilan berpikir kreatif dan pemecahan masalah merupakan kompetensi utama abad ke-21 yang perlu dikembangkan dalam pembelajaran. Namun, pembelajaran informatika di SMP Negeri 1 Wonosari masih didominasi metode konvensional, sehingga siswa cenderung pasif dan mengalami kesulitan memahami materi seperti algoritma dan pemrograman. Penelitian ini bertujuan untuk mengetahui perbedaan hasil belajar siswa yang menggunakan model pembelajaran berbasis proyek (PjBL) berbantuan aplikasi Scratch dengan siswa yang menggunakan pembelajaran konvensional pada mata pelajaran Informatika. Penelitian ini menggunakan metode quasi eksperimen dengan desain nonequivalent control group design. Sampel terdiri dari dua kelas VIII, masing-masing 20 siswa. Instrumen penelitian berupa soal pre-test dan post-test. Analisis data meliputi statistik deskriptif, uji normalitas, uji homogenitas, serta uji hipotesis menggunakan Paired Sample t-Test dan Independent Sample t-Test. Hasil penelitian menunjukkan nilai signifikansi &lt; 0,001 pada kedua uji, yang berarti terdapat peningkatan signifikan pada kelas eksperimen serta perbedaan signifikan antara kelas eksperimen dan kelas kontrol. Dengan demikian, model PjBL berbantuan Scratch terbukti lebih efektif dibandingkan pembelajaran konvensional dalam meningkatkan hasil belajar siswa pada mata pelajaran Informatika.</p> <p>Kata kunci: Project-Based Learning, Scratch, Kreativitas, Pemecahan Masalah, Informatika</p> 2025-10-03T00:00:00+00:00 Copyright (c) 2025 Febriyanto L. Hasan, Manda Rohandi, Bait Syaiful Rijal, Dian Novian, Ahmad Azhar Kadim dan Hermila https://journal.umpr.ac.id/index.php/bitnet/article/view/9838 EVALUASI PLATFORM GURU DAN TENAGA KEPENDIDIKAN MENGGUNAKAN MODEL CIPP 2025-05-14T15:04:21+00:00 wita antuge witaantuge11@gmail.com Arip Mulyanto Arip arip.mulyanto@ung.ac.id Bait Syaiful Rijal Bait bait@ung.ac.id Abd. Aziz Bouty Aziz abd.azizbouty@ung.ac.id Arif Dwinanto Arif arifdwinanto@ung.ac.id Muthia mutia@ung.ac.id <p>Transformasi digital dalam dunia pendidikan menuntut guru untuk beradaptasi dengan teknologi, namun</p> <p>pemanfaatan Platform Guru dan Tenaga Kependidikan (GTK) oleh guru belum optimal. Penelitian ini bertujuan untuk mengevaluasi pemanfaatan Platform Guru dan Tenaga Kependidikan (GTK) menggunakan model evaluasi CIPP (Context, Input, Process, Product). Penelitian ini dilakukan di lima Sekolah Dasar di Kecamatan Suwawa Timur, Kabupaten Bone Bolango. Metode yang digunakan adalah pendekatan kualitatif deskriptif dengan teknik pengumpulan data berupa wawancara mendalam kepada sembilan guru. Hasil penelitian menunjukkan bahwa secara konteks, platform GTK membantu guru dalam mengatasi keterbatasan referensi pembelajaran. Pada aspek input, ditemukan kendala seperti kurangnya pelatihan dan keterbatasan infrastruktur teknologi. Pada proses, pemanfaatan platform sangat bergantung pada literasi digital guru. Sedangkan pada aspek produk, platform GTK dinilai meningkatkan kolaborasi dan inovasi pembelajaran meskipun belum berdampak signifikan terhadap hasil belajar siswa. Platform GTK berperan penting dalam meningkatkan kinerja guru, namun untuk pemanfaatan yang optimal dibutuhkan penguatan pelatihan, perbaikan fitur, serta penyediaan akses yang merata, khususnya di daerah dengan keterbatasan jaringan.</p> <p> </p> <p><strong>Kata Kunci: </strong>Evaluasi, Platform GTK, Model CIPP</p> 2025-10-28T00:00:00+00:00 Copyright (c) 2025 wita antuge, Arip Mulyanto Arip, Bait Syaiful Rijal Bait, Abd. Aziz Bouty Aziz, Arif Dwinanto Arif; Muthia