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  1. Home /
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  3. Vol. 5 No. 2 (2026): Cyber and Education, Research

Vol. 5 No. 2 (2026): Cyber and Education, Research

DOI: https://doi.org/10.58660/xqz1ke86
Published: 2026-07-15

Articles

  • PENGEMBANGAN BUKU ALGORITMA SEMUT UNTUK EKOSISTEM INTERNET OF THINGS

    NYI MAS NUR'AENI NYIMAS
    • PDF
  • Pemanfaatan Augmented Reality (AR) untuk Visualisasi Komponen Perangkat Keras dan Aliran Data Komputer

    Nurhadiansyah
    7-17
    • PDF
  • PENGARUH MODEL PEMBELAJARAN GAME BASED LEARNING BERBASIS DIGITAL TERHADAP MOTIVASI DAN HASIL BELAJAR SISWA PADA MATA PELAJARAN INFORMATIKA KELAS VIII DI SMPN 2 SUMBER

    Novi Andini
    • PDF
  • PENGARUH PEMANFAATAN APLIKASI CANVA TERHADAP KREATIVITAS DAN KETRAMPILAN PADA MATERI DESAIN GRAFIS DI SMPN 1 SURANENGGALA

    Tedi Mulyaji
    • PDF

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https://docs.google.com/document/d/1zyG91cNkl3XHbFsR9mEt7qOpggEy3V08/edit?rtpof=true&tab=t.0

issn

E-ISSN 2961-9203
P-ISSN  

Language

  • English

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Published By:
PENDIDIKAN TEKNIK INFORMATIKA DAN KOMPUTER
INSTITUT PRIMA BANGSA 
 2025
Alamat:
Cideng, Jl. Brigjend Dharsono Bypass No.20,
Kertawinangun, Kec. Kedawung, Kabupaten Cirebon, Jawa Barat 45153
 
Alamat:
Cideng, Jl. Brigjend Dharsono Bypass No.20,
Kertawinangun, Kec. Kedawung, Kabupaten Cirebon, Jawa Barat 45153
 

                                                                                     

All rights reserved. This is an open-access article distributed by International License CC BY 4.0 
  Creative Commons License

                                            

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