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Nurqalbi SR; Rismawati Rismawati

Jurnal Pengabdian dan Keberlanjutan Masyarakat 2024 Lembaga Pengembangan Kinerja Dosen

In order to improve the community development business system so that it is more productive and efficient, technology is needed. The introduction of technology that has developed in society is technology that has been developed in a modern way, or what is known as "appropriate technology" or technology and its applications which have the characteristics of being decentralized, relatively small scale, labor intensive, energy efficient and closely related to local conditions. The socialization activity was held on Saturday, July 28 2022 at 13.00 WITA at Moncongloe Bulu Village, Moncongloe District, Kab. Maros. This activity aims to provide information to the community. To provide information to the community, especially residents of Moncongloe Village, Maros Regency, about various appropriate technologies in midwifery services and how to use appropriate technology in midwifery services, which includes how to use and utilize them. This educational process uses a lecture method with the help of powerpoints and leaflets and educational videos. The results obtained from this activity are that the mothers who participated in this service activity become more understanding and know more about how to use appropriate technology in midwifery services. The assessment is based on the participants' responses and enthusiasm in receiving the material provided. Including positive responses from participants in answering questions correctly when asked by the presenter.    

Vika Fatikha Rahmawati; Hariyoko Hariyoko

Bhinneka: Jurnal Bintang Pendidikan dan Bahasa 2024 Universitas Palan

This study aims to develop interactive learning media based on android in physical education, sports and health subjects for class VII SMP Tamansiswa Malang with the help of Unity 3D software. This study used the Borg & Gall Research and Development method. The subjects used were all students of class VII SMP Tamansiswa Malang. For data collection instruments in the form of observation, by observing the process of learning activities directly on subjects of physical education, sports, and health on health material. This research was validated by physical education, sports and health learning experts, learning media experts, and physical education, sports and health teachers for class VII SMP Tamansiswa with a very decent category. Then the results of the overall product trial involving all VII grade students of Tamansiswa Malang Middle School were divided into two small group trials with a sample of 10 students obtaining 83.37% results and large group trials with all VII grade students obtaining 95.34% results so very worthy. Based on the data that has been obtained, it can be concluded that the android-based interactive learning media developed for class VII students of SMP Tamansiswa Malang is categorized as very feasible and can be used without revision.  

Karpina Sapitri; Rahman Haryadi; Hartono Hartono

Jurnal Riset Rumpun Matematika dan Ilmu Pengetahuan Alam 2024 Pusat riset dan Inovasi Nasional

This research aims to produce Android-based mobile learning learning media on sequence and arithmetic series material for class VIII SMPN 07 Putussibau. This research uses the ADDIE development design model, which consists of five main stages, namely analysis, design, development, implementation and evaluation. The subjects in this research were class VIII students at SMP Negeri 07 Putussibau. The instruments used in this research were validation sheets, questionnaires and tests in the form of essay questions. The results of the research showed that the validity of the Android-based mobile learning learning media on arithmetic sequences and series material was categorized as very valid, the practicality of the Android-based mobile learning learning media on the arithmetic sequences and series material was categorized as very practical, and the Android-based mobile learning learning media on the sequence and series material. arithmetic is categorized as effective.

Shofa Athur Rosyida; Dea Allan Karunia Sakti; Rahmadyo Yudhi Prabowo

jurmiki(Jurnal Rekam Medis dan Informasi Kesehatan Indonesia) 2023 program studi Rekam Medis dan Infomasi Kesehatan ITSK RS dr Soepraoen Malang

Aminah Islamic Hospital in Blitar City has workload problems, including calculations that are still done manually, long workload calculation formulas that also make it difficult for officers to carry out monitoring, rarely do evaluations resulting in uneven workloads, and. In this 4.0 era, it is possible to have an information system to assist in the process of calculating workload analysis. In making an information system analysis is needed according to user needs. Needs analysis is useful for determining what information systems should be done in a problem solving. This is done to identify strengths, weaknesses, and opportunities for improvement. The purpose of this study was to analyze the needs of the Android-based WMA (Workload Measurement Analysis) application for calculating workload analysis at RSI Aminah Blitar. This research method uses descriptive research with a qualitative approach. This study resulted in an analysis of the needs of the WMA application using an Android-based smartphone. The WMA application menu consists of a login display, data input, conclusion, and history so as to produce a WMA application that fits user needs to calculate workload requirements analysis at RSI Aminah Blitar.

Marnia Marnia; Fitri Kurnianingsih; Erva Afriyana; Dedek Hardiyanti

Birokrasi: JURNAL ILMU HUKUM DAN TATA NEGARA 2023 Sekolah Tinggi Ilmu Administrasi (STIA) Yappi Makassar

The implementation of both private and public organizations requires innovation to operate. Because the innovation of motor vehicle tax payment services based on signal applications at the Tanjungpinang city samsat office is a necessity for government organizations, along with increasing public pressure to improve the performance of government agencies in order to solve problems in people's lives through programs and services at the Tanjungpinang city samsat office. The quality of public services is determined by the service provider so that it can be understood that public services serve the community and must be provided adequately in order to meet the factors and indicators that determine the quality of public services. Innovation in government agencies is needed to provide public services through the development of new methods and new resources. Innovation of motor vehicle tax payment services based on signal applications at the samsat office as an E-Government-based public service strategy for vehicle tax payments. E-Government provides public services that can be accessed 24 hours a day, from anywhere, and at any time. E-Government also allows public services to be completed in a non-face-to-face manner, making it a more efficient service. The Indonesian government has realized the tremendous benefits of e- Government since 2003 has issued a policy of implementing e- Government in the form of Presidential Instruction No. 3 Year 2003. Recently, a technology based on the SIGNAL application has emerged that can run on Android and IOS. SIGNAL is a national digital Samsat application that allows Indonesian citizens to certify Annual STNK, Pay Motor Vehicle Tax (PKB), and pay Road Traffic Accident Fund (SWDKLLJ) online by issuing digital documents in the form of electronic certificates and can easily make mandatory contributions to, POLRI, E-TBPKP (Provincial Bapenda), and E-KD, (PT. Jasa Raharja). The implementation of the online system allows people to save more money and time by paying taxes online.

Magfirah, Titing; Arridha, Riyadh; Mualo, Ardhyansyah

ISAINTEK: Jurnal Informasi, Sains dan Teknologi 2023 Politeknik Negeri FakFak

Budaya Indonesia beraneka ragam mulai dari sabang sampai merauke . N amun, banyak masyarakat Indonesia yang belum mengetahui tentang kebudayaan Fakfak karena jarang diperkenalkan dan kurang terekspos di media. Dalam menghadapi perkembangan global saat ini, teknologi adalah saran a yang te pat untuk mengenalkan budaya secara menyeluruh. Dengan teknologi pula kualitas sumber daya manusia dapat ditingkatkan. Peneltian ini bertujuan untuk merancang bangun aplikasi pengenalan budaya di Kabupaten Fakfak berbasis android. Pemanfaatkan teknologi  dapat menjadi media pendukung untuk memperkenalkan budaya Kabupaten Fakfak sekaligus menjaga kelestarian Budaya. Metode yang digunakan dalam perancangan sistem adalah metode waterfall yang terdiri dari analisa kebutuhan, desain sistem, penulisan kode, pengujian sistem, dam pemeliharaan sistem.  Peneltian ini menghasilkan suatu aplikasi pengenalan budaya yang berisi informasi sejarah, bahasa, dan tari tradisional yang dapat diakses pada smartphone dan dapat digunakan oleh siapa saja kapan pun dan dimanapun berada.

Milia Rastiwi; Andi Christian; Khana Wijaya

Jurnal Elektronika dan Komputer 2023 STEKOM PRESS

This research focuses on selling android-based coffee powder to disseminate semende specialty coffee. The purpose of this study is to design a sales application that has not been optimal so far and sales of cemente coffee powder have increased more than before. This is the background for this research. In collecting data, researchers used qualitative descriptive methods including conducting interviews, observation and literature study. So that data is obtained that there is no available access that makes it easy for UMKM Ms. Nurbaiti's to market this special cement coffee powder. The results of this study are in the form of an Android-based application design for the sale of original cement coffee powder for UMKM Ms. Nurbaiti's s which is expected to help with the problems that occur. Using an Android-based sales information system can help UMKM owners and buyers sell and buy coffee powder quickly, for the system development method using the RAD (Rapid Application Development) method.

Areyanda Listianto; Suhartini; Fajriyah; Areyanda Listianto; Suhartini +1 more

Jurnal Elektronika dan Komputer 2023 STEKOM PRESS

Serasan Jaya 3 Building Materials Wood Depot is a business engaged in the sale of building material products, especially wood. Until now the Serasan Jaya 3 Building Materials Timber Depot only uses a manual sales and transaction system, which in this case requires a new breakthrough to keep up with technological developments that are developing in the current era because basically almost all ages demand something practical and easier. By looking at some of the existing problems, the researcher tries to design and build an information system for selling goods at the Serasan Jaya 3 Building Materials Wood Depot based on Android, therefore, the author chose this topic for a thesis entitled "Android-Based Sales Information System at Wood Materials Depot Serasan Jaya 3 Building With the Extreme Programming Development Method” which of course provides speed and convenience for the public to make transactions using mobile phones or mobile-based communication devices such as smartphones, tablets, gadgets, and so on. So that it can make it easy for the Serasan Jaya 3 Building Materials Timber Depot to promote products, product prices and make it easier for people to buy products and find out the prices of building material products from mobile devices. Android-Based Sales Information System at the Serasan Jaya 3 Building Materials Wood Depot was built using UML (Unifield Modeling Language) as its design mode and Extreme Programming as a system development method..

Fitrah Athriah; Suhartini; Iwan Setiawan

Jurnal Elektronika dan Komputer 2023 STEKOM PRESS

Fungsi penting perpustakaan sebagai fasilitas penunjang universitas adalah menyediakan bahan bacaan dan sumber belajar tambahan bagi mahasiswa. Perpustakaan merupakan bangunan penting yang harus ada di setiap lembaga pendidikan. Perpustakaan adalah sumber daya yang luar biasa untuk memperluas pemikiran mahasiswa dan profesor. Hal ini harus lebih diperhatikan oleh pihak universitas agar dapat memberikan pelayanan yang sebaik-baiknya. Menggunakan sistem pengolahan data yang terkomputerisasi adalah salah satu pilihan untuk membuat segala sesuatunya berjalan lebih lancar dan efisien. Dalam skenario ini, teknik Spiral digunakan untuk membuat sistem informasi, sedangkan metode penelitian deskriptif kualitatif digunakan untuk mengumpulkan data untuk sistem tersebut. Model Spiral adalah pendekatan hibrid dalam pengembangan perangkat lunak yang mengambil fitur terbaik dari Model Prototyping dan Model waterfall dan menambahkan penekanan pada penilaian risiko di setiap tingkat proses.

Fardani Annisa Damastuti; Jauari Akhmad Nur Hasim; Irma Wulandari; Darmawan Aditama; Aji Sapta Pramulen +2 more

JURNAL ILMIAH KOMPUTER GRAFIS 2023 UNIVERSITAS STEKOM

A traditional house is a house that has a characteristic building that symbolizes the culture of a region. The uniqueness of traditional houses in Indonesia is one of the learning materials for students in Indonesia. Books that are a medium for introducing traditional houses in Indonesia still have shortcomings in the form of limited visual display of traditional houses. So that it reduces children's interest in recognizing the traditional houses of the archipelago. This can lead to cultural erosion. Therefore, to increase interest and insight into the culture of this traditional house, technology and culture are combined. This combination uses augmented reality technology to introduce the traditional houses of the archipelago. Traditional houses are visualized through 3-dimensional objects in the android application. The augmented reality application developed is dynamic, so that the addition of content can be done without modifying the program code. This application will visualize 9 traditional houses from 9 provinces in Java, Nusa Tenggara, and Bali. The test results show an increase in knowledge of SDN Banjarmendalan students by 56% which means the application is quite effective to help students recognize the traditional houses of the archipelago and from the assessment of student satisfaction with the application get a score of 90.5% which means the application is enough to attract students to learn to recognize traditional houses.

Apni Tri Gunarsih; Widiyanto Hadi; Muhammad Setiyawan

JURNAL PENELITIAN SISTEM INFORMASI 2023 Institut Teknologi dan Bisnis (ITB) Semarang

This research is a study aimed at developing media interactive study of Indonesian cultural materials based on androids, This interactive study media discussion is using interactive android-based androids.The research uses prototyping methods. The data analysis technique that the author used was a swot data analysis technique.Swot is to evaluate strength (strengths), Weaknesses, Opportunities and threats.To conclude the research on products made then there must be a test.The test used was the black box testing. The results of implementation are obtained from the interactive learning media of Indonesian cultural material based on Android, which consists of eight main menus namely: custom fashion, The custom house, Traditional weapons and local songs on students tk jombor 1 sukoharjo let the introduction of the Indonesian culture with user response very well proven by the index score of 90% respondents agree if this application is very helpful as an interactive media of Indonesian culture learning.

Ponco Purnaning Raharjo; Riyan Abdul Aziz; Hadis Turmudi

JURNAL PENELITIAN SISTEM INFORMASI 2023 Institut Teknologi dan Bisnis (ITB) Semarang

The research is aimed at research development pengembangkan media learning rambu-rambu traffic aumented reality based, the media learning traffic signals using modeling 3 dimensions.This study using methods prototyping.. The results of the plan are obtained by the media learning of the traffic tracks consisting of eight main menus: stop, Take care of the smooth road, It is forbidden to turn right. The left is forbidden. Parking is forbidden. The green light, Yellow lights and red lights on paud / tk students let the introduction of traffic bars with user response very well proven with a score of 90,5% respondents agree if this application is very helpful as a cross-counter obedient identification tool.Augmented Reality Traffic-based media app can display Objects.

Novita Wulan Sari; Margiyati Margiyati

Jurnal ilmu Kesehatan Umum 2023 Asosiasi Riset Ilmu Kesehatan Indonesia

An elderly person is someone who has reached the age of 60 years and over. One of the health problems that often occurs in the elderly is a decline in memory, learning and cognitive abilities in the elderly which causes them to have difficulty interacting and being difficult to understand. Conditions that affect cognitive abilities in the elderly are called dementia. Dementia is a chronic and progressive decline in memory and thinking function, causing disruption of functional activities. Nursing interventions that can be given to the elderly to improve cognitive function in the occurrence of dementia include brain gymnastics. The case study design used is descriptive research. The method used to collect data is using the Android-based MMSE (Mini Mental State Examination), namely MEFuKo (MMSE for Cognitive Function) to determine the level of dementia in the elderly. Brain exercise therapy (brain gym) is carried out for 7 consecutive days, 1 meeting per day with a duration of 15 minutes. Subject I's MMSE score before brain exercise therapy was 16 (presence of definite cognitive impairment) increased to 19 (presence of probable cognitive impairment) and there was an increase of 3 in total MMSE scores. The MMSE score in subject II before brain exercise therapy was 19 (possible cognitive impairment), after therapy the MMSE score became 23 (probable cognitive impairment) and there was an increase of 4 in total MMSE scores. The more activities you do, the less likely it is that seniors will experience a decline in cognitive function. The conclusion is that there was an increase in cognitive function in the two case study subjects which illustrate the application of brain gym therapy to cognitive function in elderly people with dementia. Brain exercise therapy is recommended to improve working memory function which can improve the quality of life of the elderly.  

Alexander Sitinjak

Jurnal Riset Rumpun Matematika dan Ilmu Pengetahuan Alam 2023 Pusat riset dan Inovasi Nasional

The aim of this research is to develop learning media using  that are valid, practical, and effective to improve students' ability to understand flat Derivative topics. The study was carried out at SMA NEGERI 10 MEDAN. The subjects of this research were students of class XI IPA-1. This research is research and development (R&D) using the ADDIE Model. The data collection technique uses a questionnaire assessment sheet for material experts, teaching material experts, learning practitioners and student responses. The results showed that learning media using Android Studio obtained an average percentage of 91.8% with the criteria of "very valid" according to the assessment of teaching materials experts and based on media material experts obtained an average percentage of 86.5% with the criteria " very valid". Based on the practice of learning carried out by the mathematics teacher getting 91,8% with the "very practical" criteria. Based on the effectiveness assessment of the 35 students, they got an average percentage of 86.5% with the criteria of "very effective". Thus, based on the results of the assessment of material experts, teaching materials experts, learning practitioners, and student effectiveness it can be said that learning media using Android Studiohave been tested as valid, practical and effective for use in learning.

Muhammad Fajri; Dwi Mutia Sari

Jurnal Riset Rumpun Seni, Desain dan Media 2023 Pusat Riset dan Inovasi Nasional

This study aims to develop an Android-based educational game that focuses on learning about fasting. This game is designed to provide a fun, exciting and educational interactive experience for users, especially children aged 6-12 years who want to learn about fasting in the month of Ramadan. The method used in developing this game is the Design Thinking method, which involves five stages of the process, namely (emphasize) understanding, (define) definition, (ideate) idea, (prototype) prototype and, (test) testing. In research and data collection, the authors used questionnaires, and observations as primary data, and secondary data including literature and internet reviews. Making educational games is developed using the game engine Construct 2. The games developed are only limited to prototypes so that more implementation and application is needed, therefore further research is still needed to perfect this Ramadan Adventure game. The results of this study are expected to make a positive contribution in the development of educational games that are useful for learning about fasting. This game can be used as an interesting and interactive educational tool to help users better understand and practice fasting. In addition, this research also has the potential to become a foundation for the development of other Android-based educational games that focus on religious and cultural learning.

Ayu Ramadia Sali; Dwi Mutia Sari

Jurnal Riset Rumpun Seni, Desain dan Media 2023 Pusat Riset dan Inovasi Nasional

Technological developments are currently widely used by some people to commit cyber crimes, especially in this case using the .apk file. Android Package Kit / APK is an application format for Android-based smartphones. The number of victims arising from the phenomenon of file.apk fraud, so understandably there are still many who don't know about file.apk fraud. Therefore the designer makes a design for a media campaign as a means of preventing the phenomenon of file.apk fraud. The design method used is Design Thinking which is based on data obtained through questionnaires, documentation, and literature studies regarding the phenomenon of file.apk fraud. In the problem solving process, apply the 5W+1H analysis (what, who, when, why, where, and how). This design produces prevention media in the form of infographic posters.  

Elsie Naresvari; Wahyono, Teguh

IT-Explore: Jurnal Penerapan Teknologi Informasi dan Komunikasi 2023 Fakultas Teknologi Informasi, Universitas Kristen Satya Wacana

Abstrak – Pengetahuan dasar tentang pengenalan Tuhan sangat penting dalam pertumbuhan anak-anak yang beragama Kristen, karena firman Tuhan menjadi kebutuhan pokok bagi mereka. Kegiatan Sekolah Minggu telah disediakan untuk memfasilitasi pengetahuan anak-anak tentang pengenalan Tuhan. Namun, dalam proses pembelajaran, seringkali terdapat kendala seperti kurangnya media peraga dan kurangnya variasi kegiatan, yang dapat menghambat minat anak-anak dalam Sekolah Minggu. Game edukasi merupakan salah satu bentuk media digital yang dapat membantu kegiatan Sekolah Minggu dalam proses belajar dan mengajar. Game ini dapat menarik perhatian anak-anak dengan menggabungkan konsep belajar dan bermain. Penelitian ini bertujuan untuk merancang aplikasi game edukasi yang dapat memudahkan pengajar Sekolah Minggu dalam menyampaikan materi dengan baik, serta membantu pengajar untuk mengevaluasi pemahaman anak-anak tentang materi yang telah disampaikan. Aplikasi game ini dirancang dan dikembangkan menggunakan Adobe Animate dengan Action Script 3.0 dan metode prototyping. Hasil penelitian ini adalah aplikasi game Sekolah Minggu berbasis Android yang diberi judul "Sunday Fun-Day", yang dapat membantu pengajar Sekolah Minggu dalam memberikan gambaran langsung tentang materi yang disampaikan.

Achry Rafly Fadlillah; Ferdinandus Cilverius Ola Beda

SABER : Jurnal Teknik Informatika, Sains dan Ilmu Komunikasi 2023 STIKes Ibnu Sina Ajibarang

Education is the main foundation in community development and human resource development. In the context of higher education, the quality of the learning process and lecture management greatly affects student success. One aspect that has a significant impact on the learning process is student attendance management. Traditionally, recording student attendance is done manually by using a physical attendance list that must be filled in by students and signed by lecturers. Although it has been used for a long time, this method has a number of limitations that need to be overcome. In the rapidly evolving digital era, we have access to technology that can simplify and improve student attendance management. The use of information technology can provide a more efficient, accurate, and practical solution in recording student attendance. The app was developed using MIT App Inventor, a platform that makes it easy for users to create Android apps without in-depth programming knowledge.  

Dewi Yohana Br Ginting; Raheliya Br Ginting; Meiliyani Br Ginting; Asprina Br Surbakti

Jurnal Hasil Kegiatan Bersama Masyarakat 2023 Asosiasi Riset Ekonomi dan Akuntansi Indonesia

Community service activities are carried out at Bintang Timur Kindergarten in Pematang Siantar in order to help children at an early age understand android educational games that are suitable for consumption by the child himself. Educational games as a support for children's cognitive development so that parents must understand various types of educational game applications, how to choose the right educational games, and how to install on cellphones. The implementation method used is presentation, demonstration, practice, brainstorming, and sharing about educational games to the Principal at Bintang Timur Kindergarten, Pematang Siantar.  This activity was carried out through three stages, namely 1) socialization, 2) mentoring, 3) monitoring and evaluation. The results of the implementation of this activity are:  1) understanding of android educational games as a support for children's cognitive development in the very good category.  This is indicated by the percentage of indicators of achievement of recognizing educational games (96%), choosing educational games (89%), installing educational games (93%), and implementing educational games (86%); 2) obtained a positive response as seen from the attendance indicator of participants reaching 93% of the target and enthusiastic participants during the activity from the beginning to the end of the activity. The ultimate goal of introducing educational games is that parents are IT literate so that they are able to monitor their children in using cellphones, especially when playing games.

Herdi Wijaya; Khana Wijaya; Yuntari Purbasari

JURNAL PENELITIAN SISTEM INFORMASI 2023 Institut Teknologi dan Bisnis (ITB) Semarang

The development of technology today is very rapid, especially in the field of information technology. With the development of increasingly advanced and rapidly developing technology, humans can make various tools and aids in carrying out various activities. Technology has also played a role in various aspects of life, one of which is education. Rambang 1 public high school is one of the senior high schools that already has complete facilities and infrastructure such as the provision of a student saving program. However, data processing on student savings still uses a manual system, which is still keeping records on books and has not been computerized which causes several obstracles in carrying out savings transactions such as frequent loss of savings books, requiring time to search student data when entering deposit transactions in large quantities requires a relatively long time. This of course will slow down a job that should be done faster. Therefore we need a computerized students savings application which is expected to help solve the problems that occur. In designing this system using the agile software development method, with UML system modeling tools, and using data collection techniques through observation, interviews, and literature study.