http://edutech-journals.org/index.php/j-hytel/issue/feedJournal of Hypermedia & Technology-Enhanced Learning (J-HyTEL)2024-10-31T00:00:00+07:00Editor-in-Chief: Dr. Agariadne Dwinggo Samalaagariadne@ft.unp.ac.idOpen Journal Systems<p style="text-align: justify;">The<strong> Journal of Hypermedia & Technology-Enhanced Learning (J-HyTEL)</strong> (ISSN: <a href="https://portal.issn.org/resource/ISSN/2985-9166" target="_blank" rel="noopener"><strong>2985-9166</strong></a>) is s an open-access, peer-reviewed journal committed to cutting-edge research at the nexus of educational technology and computer science applications. Published three times a year (<strong>February</strong>, <strong>June</strong>, and <strong>October</strong>), J-HyTEL explores key areas such as technology-enhanced learning (TEL), hypermedia, and the transformative role of emerging technologies in pedagogy, vocational training, cross-cultural education, and computer science.</p> <p>With a core mission to connect theory with practice, J-HyTEL advances educational processes by integrating cutting-edge technologies. By publishing innovative research, the journal contributes to the <a href="https://sdgs.un.org/goals" target="_blank" rel="noopener"><strong>Sustainable Development Goals (SDGs)</strong></a>, and fosters progress in educational technology and computer science applications. J-HyTEL is an open-access journal with an ISSN (<strong><a href="https://portal.issn.org/resource/ISSN/2985-9166" target="_blank" rel="noopener">2985-9166</a></strong> electronic) and DOI (prefix <strong>10.58536</strong>), ensuring global accessibility and citation.</p> <p>J-HyTEL welcomes a wide range of submissions, including (1) <strong>theoretical and conceptual work</strong>, (2) <strong>empirical research</strong>, (3) <strong>practice-oriented papers</strong>, (4) <strong>case studies</strong>, and (5) <strong>systematic reviews</strong>. The journal prioritizes contributions that address contemporary educational challenges and advancements in computer science applications, offering practical, technology-driven solutions that enhance learning outcomes and educational technologies.</p> <p>J-HyTEL collaborates with <a href="https://ifdt.bg.ac.rs/digilab/?lang=en" target="_blank" rel="noopener"><strong>Digital Society Lab (University of Belgrade)</strong></a> and <a href="https://www.pvktii.or.id/" target="_blank" rel="noopener"><strong>PVKTII (Perkumpulan Pendidikan Vokasi dan Kejuruan Teknologi Informasi Indonesia)</strong></a> to foster innovation and excellence in educational technology research and computer science applications. Committed to inclusivity, the journal supports early-career researchers, first-time authors, and contributors from underrepresented regions. It ensures diverse perspectives in its publications and advances cutting-edge solutions at the intersection of education and computer science applications.</p> <p>As a global platform, J-HyTEL empowers researchers, educators, and professionals to shape the future of education through technology-driven solutions. The journal underscores the pivotal role of computer science in addressing real-world challenges and advancing innovation in education.</p> <p>The accepted manuscript was written in<strong> English.<br />Indexed by: </strong>Google Scholar, Garuda, Dimensions, Semantic Scholar, WorldCat.</p> <p>Double-blind peer review. Immediate open access. Authors retain copyright.<br /><em><strong>Published three times a year (February, June & October).</strong></em></p>http://edutech-journals.org/index.php/j-hytel/article/view/134Automatic Light Control System for Bathroom Using Arduino Uno2024-10-17T22:06:15+07:00Ripo Winda Kusumaripokusuma9@gmail.comDelsina Faizadelsina.faiza@ft.unp.ac.idThamrinthamrin_elka@ft.unp.ac.idSartika Anorisartikaanori@ft.unp.ac.id<p>This study aims to design and develop an Arduino Uno microcontroller-based automated system for controlling lighting and ventilation to minimize energy waste associated with user inattention in deactivating electronic devices. Using a Passive Infrared Receiver (PIR) sensor, the system detects human presence within a room and automatically activates or deactivates lighting and fans, optimizing energy consumption in real-time. The methodology follows the Research and Development (R&D) framework, encompassing four stages: (1) requirement analysis to identify key system functionalities and component specifications, (2) system design using flowcharts and block diagrams to outline hardware-software integration, (3) hardware assembly involving Arduino Uno, PIR sensors, and relay modules, and (4) functional testing for validating system accuracy in real-world conditions, specifically in human detection range and energy efficiency. The results indicate that the proposed system achieves an 8-meter detection range with high accuracy, aligning well with existing technologies in energy management for enclosed spaces. Compared to similar systems that utilize alternative microcontrollers or sensors, the Arduino Uno-based approach offers a cost-effective solution with comparable detection reliability and reduced energy waste, suitable for both residential and small commercial applications. The system’s capability to consistently reduce electricity consumption highlights its practical application in energy-saving initiatives, particularly within the context of increasing global energy demands. This research demonstrates that automated systems using accessible microcontroller technology like Arduino Uno can provide a significant impact in the field of energy-efficient automation.</p>2024-10-31T00:00:00+07:00Copyright (c) 2024 Ripo Winda Kusuma, Delsina Faiza, Thamrin, Sartika Anorihttp://edutech-journals.org/index.php/j-hytel/article/view/138The Impact of Self-Directed Learning on Student Motivation and Creativity in Electronics Education: A Correlational Study at SMK Negeri 1 Batipuh2024-10-17T22:06:12+07:00Riki Wahyudirikiw472@gmail.comSartika Anorisartikaanori@ft.unp.ac.idHendra Hidayathendra.hidayat@ft.unp.ac.idDedy Irfanirfankumango@gmail.com<p>This research explores the impact of the Self-Directed Learning (SDL) model on students' motivation and creativity in Electronics Education at SMK Negeri 1 Batipuh. Using a descriptive correlational approach, the study analyzes the relationship between SDL, learning motivation, and creativity among 34 twelfth-grade students in the TAV program. Data were collected through validated and reliable questionnaires, analyzed using the SPSS software. The findings reveal that SDL significantly contributes to the improvement of learning motivation by 46.9% and creativity by 36.69%. These results suggest that enhancing students’ self-directed learning abilities directly correlates with their overall motivation and creative problem-solving skills in technical subjects like Electronics. This research underscores the importance of incorporating SDL into educational practices to foster independent learning and innovative thinking among vocational students, aligning with the evolving demands of the 21st-century workplace.</p>2024-10-31T00:00:00+07:00Copyright (c) 2024 Riki Wahyudi, Sartika Anori, Hendra Hidayat, Dedy Irfanhttp://edutech-journals.org/index.php/j-hytel/article/view/139Design a Goods Delivery Service Application Using React Native2024-10-17T22:06:18+07:00Adek Siti Nurhalizahadeksitinurhalizahn@gmail.comGeovanne Farellgeovannefarell@ft.unp.ac.id<p>Goods delivery services are a type of service for entrusting the purchase of goods from a customer to be purchased by the Jastiper for all the desired orders and needs. To run a consignment service business, you need an application that supports it to make it easier for consumers to entrust the purchase of goods. The choice of the React Native Framework in creating a goods delivery service application is under the needs of the project to be developed, where the programming language is easier to understand and can produce two forms of output, namely in Android or iOS. The Goods Delivery Services application aims to facilitate users in offering services and searching for goods, making it easier for service providers (jastipers) to find customers and making it easier for service users (customers) to find entrusted service providers who can entrust the purchase of the goods they need. The waterfall method is used in designing applications starting with specification of user needs then planning, modeling, construction, deployment, and support for the resulting complete software. The result of designing a goods delivery service application is a mobile application for jastipers and customers, and a web application for admins and operators. The development tools used consist of Visual Studio Code, JavaScript, and XAMPP.</p>2024-10-31T00:00:00+07:00Copyright (c) 2024 Adek Siti Nurhalizah, Geovanne Farellhttp://edutech-journals.org/index.php/j-hytel/article/view/147SIMPONIS: A Web-Based Student Violation Point Information System for Enhanced Efficiency and Transparency with an Early Warning Feature2024-10-04T14:09:14+07:00Rahma Livamiantilivamiantirahma@gmail.comHadi Kurnia Saputrahadiksaputra@ft.unp.ac.idElfi Tasrifelfitasrif@ft.unp.ac.idLativa Mursyidalativamursyida@ft.unp.ac.id<p>The Web-Based Student Violation Point Information System (SIMPONIS) was developed to enhance the efficiency and transparency of recording and monitoring student violations at SMA Negeri 1 Ranah Pesisir. This system is designed to replace the previous manual method, which was prone to errors, data duplication, and delays in handling violations. Through SIMPONIS, guidance counselors can record and monitor student violation points in real-time and provide accurate reports to students and parents. The system integrates an Early Warning Feature that alerts users when a student’s violation points reach a critical threshold, allowing for corrective actions to be taken promptly. The system was tested using the black box method, ensuring that all functions operate as expected. The test results show that SIMPONIS provides an effective solution for managing student violation data, increases parent involvement in monitoring their children, and simplifies the administrative tasks of guidance counselors. Therefore, this system has the potential to be implemented more broadly in other educational institutions.</p>2024-10-31T00:00:00+07:00Copyright (c) 2024 Rahma Livamianti, Hadi Kurnia Saputrahttp://edutech-journals.org/index.php/j-hytel/article/view/146Development of Interactive Learning Media Based on Motion Graphic Animation for Basic Photography Subject2024-10-04T14:09:17+07:00Yayang Yusmaningsihyayangyusmaningsih19@gmail.comVera Irma Deliantivera5339@ft.unp.ac.idLativa Mursyidalativamursyida@ft.unp.ac.idRizkayeni Martarizkayeni.marta@ft.unp.ac.id<p>This study aims to design and develop interactive multimedia-based learning media utilizing motion graphic animation for the Basic Photography subject at SMK Negeri 4 Padang. This media was designed to assist students in understanding the material more effectively and engagingly. The method used is the Multimedia Development Life Cycle (MDLC), consisting of six stages: concept, design, material collecting, assembly, testing, and distribution. The validity test involved four experts, two media experts, and two material experts, while the practicality test involved ten students from Class X DKV A. The results of the validity test show that the learning media is highly valid, with Aiken's V score of 0.94 for both media and material aspects. The practicality test yielded an average score of 90.13%, categorized as "Highly Practical". This learning media successfully facilitates students in understanding basic photography concepts and increases their motivation to learn through interactive features such as animations, videos, and evaluation questions. With valid and practical results, this application is suitable as an alternative learning media to support the teaching of Basic Photography at SMK Negeri 4 Padang.</p>2024-10-31T00:00:00+07:00Copyright (c) 2024 Yayang Yusmaningsih, Vera Irma Delianti, Lativa Mursyida, Rizkayeni Martahttp://edutech-journals.org/index.php/j-hytel/article/view/148Design and Implementation of an Arduino-Based Bluetooth-Controlled Shopping Trolley with Ultrasonic Sensor Integration2024-10-17T22:06:06+07:00Muhammad Hanafihanafi4090@gmail.comAlmasrial_unp@yahoo.com<p>Innovation in retail technology continues to evolve, aiming to enhance the shopping experience, particularly for customers with physical limitations. This research focuses on the design and implementation of an automated shopping cart system based on Arduino, controlled via Bluetooth using a smartphone. The system utilizes a Bluetooth HC-05 module for wireless communication, an ultrasonic HC-SR04 sensor for obstacle detection, and a motor driver to ensure smooth cart movement. The control application is developed using MIT App Inventor, offering navigation features such as forward, backward, left, and right turns. The ultrasonic sensor acts as a safety mechanism, detecting obstacles within 15 cm and providing warnings via a buzzer to prevent collisions. Testing results demonstrate high responsiveness and stable control over a distance of up to 10 meters. The findings of this study indicate that the automated shopping cart significantly improves convenience and accessibility, especially for customers with physical limitations, while ensuring a safer and more efficient shopping experience in supermarkets. This innovation presents a significant contribution to enhancing accessibility and operational efficiency in the retail sector.</p>2024-10-31T00:00:00+07:00Copyright (c) 2024 Muhammad Hanafi, Almasrihttp://edutech-journals.org/index.php/j-hytel/article/view/145Development of Digital Circuits Learning Media Using Articulate Storyline with the 4D Model2024-10-17T22:06:09+07:00M. Zikrul Ansorimzikrulansori@gmail.comDelsina Faizadelsina.faiza@ft.unp.ac.idThamrinthamrin_elka@ft.unp.ac.idEfrizonefrizon@ymail.com<p>Education plays a vital role in developing students' potential. With the advancement of Information and Communication Technology (ICT), innovations in education have evolved, particularly in creating more effective, inspiring, and motivating media, methods, and learning strategies. This research aims to develop a learning media using Articulate Storyline for the "Digital Circuits" material, targeting 11th-grade students in the Industrial Electronics Engineering program at SMK Negeri 1 Padang. The Research and Development (R&D) method used the 4-D development model: Define, Design, Develop, and Disseminate. Validation by two material experts resulted in a score of 91.67%, categorized as "Very Valid," while media validation achieved an average score of 94.16%, also rated as "Very Valid." A practicality test with 15 students indicated a practicality rate of 87.90%, categorized as "Very Practical." These results suggest that the developed learning media is feasible for use in the classroom and effective in enhancing students' learning experiences.</p>2024-10-31T00:00:00+07:00Copyright (c) 2024 M. Zikrul Ansori, Delsina Faiza, Thamrin, Efrizonhttp://edutech-journals.org/index.php/j-hytel/article/view/154EDITORIAL: Front Matter (Cover, Preface, Note from the Editor, Table of Contents)2024-10-22T21:41:59+07:002024-10-22T00:00:00+07:00Copyright (c) 2024