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Didik Iman Hartadi; Bambang Priyono; Tommy Soenyoto

Jurnal Nakula : Pusat Ilmu Pendidikan, Bahasa dan Ilmu Sosial 2025 Asosiasi Riset Ilmu Pendidikan Indonesia

This study aims to: 1) Develop an Android-based learning media for the front handspring movement tailored for undergraduate physical education students at Universitas Negeri Semarang (UNNES), 2) Assess the feasibility of the developed learning media, 3) Evaluate its effectiveness in enhancing students’ handspring skills. The research employed a Research and Development (R&D) design, validated by six experts. Trials were conducted with UNNES physical education students (small-scale: 6 students; large-scale: 40 students; practicality and effectiveness tests: 49 students). Data were collected using questionnaires and handspring skill tests. Data analysis involved Aiken’s V for validity, Cronbach’s Alpha for reliability, and descriptive quantitative analysis for effectiveness.The results indicated that the developed media is both valid and reliable, with expert validation scores of 0.95 (media) and 0.93 (content). Reliability testing yielded Alpha scores of 0.892 and 0.901, respectively. Effectiveness testing showed a significant improvement in handspring performance from an average pre-test score of 75 to a post-test score of 81, with a significance value of 0.000 < 0.005. Therefore, the Android-based learning media is considered effective in improving front handspring skills among physical education students at UNNES.

Mutiara Putry; Ummul Khair; Munjiat Setiani Asih

Router : Jurnal Teknik Informatika dan Terapan 2025 Asosiasi Profesi Telekomunikasi dan Informatika Indonesia

The rapid advancement of technology in the field of education has provided numerous opportunities to enhance the learning experience. This study focuses on the development of an Android-based learning media for introducing rare plants, specifically designed for elementary school students. The application utilizes Unity 3D to create an engaging and interactive learning environment. By integrating English language learning with botany education, the application aims to enrich students' knowledge about rare plants while simultaneously improving their English language skills. This phase is followed by the design and development stages, where Unity 3D is used to create 3D models and interactive features. The application is designed to provide an interactive and enjoyable learning experience for elementary school students to explore rare plants. By using the Android platform and Unity 3D technology, the application allows students to discover various plant names in English. Results from a trial with 20 respondents on the Android-based learning media for introducing rare plants showed that 49.35% strongly agreed, 49.25% agreed, 1.37% were unsure, 0% disagreed, and 0% strongly disagreed.

Faik Bajsair; Fauzi Baisyir; Ahmad Taufik

FUNDAMENTUM : Jurnal Pengabdian Multidisiplin 2025 Asosiasi Peneliti Dan Pengajar Ilmu Sosial Indonesia

This community service activity is a tangible form of the university's commitment to answering the challenges of the digital era. The issue and focus of this community service is that it is known that the manual attendance method that is still used by teachers is less effective in recording attendance, entry time, and lateness. Therefore, this study aims to implement a digital attendance information system to improve the accuracy and efficiency of attendance recording. Teacher training at Al-Imam Islamic School Junior High School aims to improve the student attendance system with an Android-based approach using AppSheets and Spreadsheets. The implementation of training on making an android-based student attendance information system with appsheets and spreadsheets at Al-Imam Islamic School Cileungsi Junior High School proved that teachers showed an increase in understanding related to the concept of making information systems, appsheets and spreadsheets, which included camera features, GPS, updated data in spreadsheets, to procedures for making applications using spreadsheets. Teachers learn that the attendance information system is not a difficult thing and in this day and age we are also required to enter the world of technology and digital to make teaching and learning activities easier and more fun, This increase in understanding is reflected in the results of pre-test evaluations and material presentations that show an increase in knowledge in understanding the concept of creating an android-based student attendance information system with appsheets and spreadsheets.

Dodi Prima Resda; Destia Larasasti Tobing

SABER : Jurnal Teknik Informatika, Sains dan Ilmu Komunikasi 2025 STIKes Ibnu Sina Ajibarang

The issue of illegal parking in Batam City has become a serious concern, where unofficial parking attendants often collect fees from drivers without contributing to the local government. This situation not only disrupts order and security but also harms local revenue (PAD). Illegal parking practices create discomfort for the public and reduce trust in the existing parking system. Moreover, it hinders the optimization of PAD potential that should be generated from a well-organized and orderly parking system. This research aims to develop a technological solution to address this issue by creating an Android application called Fast Parking System. The application is designed to improve parking system efficiency through a fast, secure, and transparent cashless payment system. By using this application, drivers can pay for parking digitally, reducing direct interaction with parking attendants and minimizing the potential for illegal fees. The application is also integrated with an official surveillance system, allowing local authorities to monitor parking activities in real-time and ensure that parking fees are directed to the local treasury. It is expected that the implementation of Fast Parking System will create a more orderly, safe, and efficient parking system. With this solution, the local government can not only increase transparency but also optimize revenue from the parking sector. In addition, the application offers greater convenience for the public in using well-managed parking facilities. The findings from this research can serve as a useful reference for the Batam City Government and other cities in Indonesia facing similar illegal parking issues. It can also be used as a guideline for developing more efficient and modern technology-based parking systems.

Chotibul Umam Wiranda; Paniran Paniran

Jurnal Kendali Teknik dan Sains 2025 International Forum of Researchers and Lecturers

The development of an Android mobile application for automatic cataract detection using Convolutional Neural Network (CNN) and TensorFlow has been conducted. The aim of this research is to provide an easily accessible solution for the public to detect cataracts early, thereby reducing the negative impact of this eye condition. The CNN method is utilized to recognize cataract patterns through image data, with TensorFlow serving as the primary development platform. Preprocessing steps and data processing are implemented to enhance the detection accuracy and address variations in eye images. Evaluation indicates that the application is capable of detecting cataracts with satisfactory accuracy, making it a potential tool for cataract prevention and early management. In conclusion, this application enables rapid and efficient cataract detection, improving the accessibility of eye care and contributing to enhancing overall quality of life for communities by providing early intervention and treatment options.

Masruchan Masruchan; Rifa Nurmilah

Jurnal Riset Rumpun Ilmu Pendidikan 2025 Lembaga Pengembangan Kinerja Dosen

The rapid development of digital technology and the increasing complexity of financial products, from digital wallets and bank loans to cryptocurrency and investment platforms, highlight the urgent need for financial literacy education, particularly for vocational high school (SMK) students in Indonesia. Many SMK graduates directly enter the workforce or pursue entrepreneurship without attending university, making financial decision-making skills crucial. This article explores the potential of Android-based e-books as an innovative and accessible learning medium to enhance students’ financial literacy. Designed to be interactive, contextual, and engaging for Gen Z learners, the proposed e-book serves as a pedagogical supplement, not a replacement, to classroom teaching. Drawing from literature reviews, examples of existing apps, and relevant educational frameworks, the article emphasizes the importance of developing localized, curriculum-aligned digital resources. The paper concludes with suggestions for evaluating financial learning apps and recommends steps for integrating them effectively into SMK education.

Maria Friska Kristiany; Agnes Isti Harjati; Mudy Oktiningrum

VitaMedica : Jurnal Rumpun Kesehatan Umum 2025 STIKES Columbia Asia Medan

Dunstan Baby Language (DBL) identifies five distinct infant vocalizations (“neh”, “owh”, “eh”, “eairh”, “heh”), each associated with a specific need. An Android application, Madzas, translates these vocalizations, aiding caregiver understanding. This study, conducted within a Community Service (PKM) program focused on village community development, investigated the impact of Madzas on the accuracy of care provided to infants by first-time mothers in the Bangetayu Public Health Centre Service Area. This true experimental study, employing a case-control approach, was conducted in the Bangetayu Public Health Centre Service Area, Semarang city. The study population consisted of primiparous mothers with infants aged 1-3 months, with a sample size of 46 mothers selected using purposive sampling. The participants were divided into case and control groups. The data were analysed using the Mann-Whitney U test, revealing a statistically significant effect (p < 0.05) of using the Madsaz application on the accuracy of care provided by the mothers. The findings indicated a high accuracy rate (z = 2.094) in treatment decisions among the mothers who used the application, supporting the hypothesis that the application positively influences caregiving accuracy in the studied population.

Samuel Marbun; Zainal Arifin

International Journal of Education and Social Sciences 2025 International Forum of Researchers and Lecturers

This research aims to develop interactive learning media based on android with iSpring Suite 9 which is feasible and effective in the learning process of Chassis Maintenance and Power Transfer. The type of research used is development research (Research & Development) using the ADDIE development model which has 5 stages namely Analysis, Design, Development, Implementation and Evaluation. The results of the research in the feasibility test of interactive learning media based on media validation by media experts obtained a score of 3.70 in the ‘very feasible’ category, learning design experts obtained a score of 3.71 in the ‘very feasible’ category, and material experts obtained a score of 3.96 in the ‘very feasible’ category. The results of the one to one trial of students obtained a score of 3.50 with the category ‘very feasible’, the small-scale trial of students obtained a score of 3.65 with the category ‘very feasible’, and the large-scale trial of students obtained a score of 3.71 with the category ‘very feasible’. The results of the research in the effectiveness test of interactive learning media are known based on the results of the pre-test and post-test there was an increase in value of 41.29, as well as the average N-Gain value of 0.77 in the high category with a percentage of 76.56% in the effective category. So it can be concluded that android-based interactive learning media using Ispring Suite 9 is very feasible to use as a learning media and effective to use because it can improve student learning outcomes in Chassis Maintenance and Power Transfer subjects in class XI TKR SMK Negeri 1 Percut Sei Tuan.

Oguntuase, Rianat Abimbola; Gabriel, Arome Junior; Ojokoh, Bolanle Adefowoke

Journal of Computing Theories and Applications 2025 Universitas Dian Nuswantoro

This research presents a personalized, context-aware recommender system to suggest Places of Interest (POIs) using a hybrid approach combining Bayesian inference and collaborative filtering. The system explicitly addresses the cold-start problem that new users face and improves recommendation accuracy by considering contextual variables such as user mood, budget, companion, and location. The system collects real-time contextual inputs for new users with no historical data and applies Bayesian inference to generate relevant POI suggestions. As users begin to interact and provide ratings, the system progressively shifts to a collaborative filtering mechanism, leveraging cosine similarity to identify similar users within comparable contexts. The recommender system focuses on three categories of POIs: restaurants, hotels, and landmarks. These locations are retrieved through the Google Maps API, and only mapped locations are considered. The system was implemented on Android devices and evaluated through a user study involving 25 participants from diverse backgrounds, including software developers, IT students, and general users. Evaluation metrics such as normalized Discounted Cumulative Gain (nDCG) and classification accuracy were used to assess recommendation quality. Results demonstrate that the system performs better than traditional methods, with nDCG improvements reaching up to 83 percent. Users reported high satisfaction regarding the recommendations' accuracy, ease of use, and contextual relevance. While the system offers significant improvements, it also has certain limitations. Its dependency on Google Maps data may restrict its scope, and using only four contextual factors limits the system’s adaptability to more complex user preferences. Future enhancements could include additional dynamic contexts such as weather, POI popularity, and time-related trends, as well as integrating more advanced models to increase personalization and flexibility in real-world applications.

Uung Ungkawa; Marisa Premitasari; Muhammad Daffa Fathur Rahman; Rangga Alfyansyah; Dhiki Romadinur

Jurnal Pelayanan Hubungan Masyarakat 2025 International Forum of Researchers and Lecturers

This research aims to design an Android-based local tax service information system at the Regional Financial Management Agency of Ciamis District. The system will facilitate access and processing of tax information through features such as online tax payment, tax registration, exemption request submission, and tax compliance reporting. The implementation of this system is expected to enhance the effectiveness and efficiency of tax services, as well as improve tax awareness and compliance in the community of Ciamis District.

Cecep Rahman; Reihan Muhamad Ramadhany

An International Journal Tourism and Community Review 2025 Akademi Kesejahteraan Sosial Ibu Kartini Semarang

Traffic congestion and limited parking spaces in the tourist area of Jalan Braga, Bandung City, have become significant issues that require innovative solutions. This study aims to design and implement a Smart Parking System using Internet of Things (IoT) technology and a mobile application to enhance efficiency, transparency, and convenience in parking management. The system is designed to detect real-time parking availability using ultrasonic sensors integrated with microcontrollers, and deliver this information to users through an Android-based application. Additionally, the system features parking slot reservation, digital payment, and parking data management for operators. Test results show that the system can reduce the time needed to find parking by up to 40% and increase user satisfaction. The implementation of the Smart Parking System in Jalan Braga is expected to support smarter and more environmentally friendly urban mobility in Bandung City.

Dhea Tri Amanda Fiska; Diva Andriani; Adrias Adrias; Fadila Suciana

Jurnal Ilmu Pendidikan, Bahasa, Sastra dan Budaya 2025 Asosiasi Periset Bahasa Sastra Indonesia

This study aims to analyze the effectiveness of the Discovery Learning model in enhancing the motivation and learning outcomes of fourth-grade elementary school students through a literature review. The method used is a literature study, collecting data from various sources, including books, academic journals, and previous relevant research. Data analysis was conducted by examining theories and past research findings regarding the impact of Discovery Learning on student motivation and learning outcomes. The study results indicate that implementing Discovery Learning can increase students' learning motivation by providing a more active and meaningful learning experience. Furthermore, previous research also highlights that this model positively contributes to improving students' academic performance. Thus, Discovery Learning can be considered an effective instructional strategy for enhancing motivation and academic achievement in elementary school students.

Dhea Tri Amanda Fiska; Diva Andriani; Adrias Adrias; Fadila Suciana

Jurnal Ilmu Pendidikan, Bahasa, Sastra dan Budaya 2025 Asosiasi Periset Bahasa Sastra Indonesia

This study aims to analyze the effectiveness of the Discovery Learning model in enhancing the motivation and learning outcomes of fourth-grade elementary school students through a literature review. The method used is a literature study, collecting data from various sources, including books, academic journals, and previous relevant research. Data analysis was conducted by examining theories and past research findings regarding the impact of Discovery Learning on student motivation and learning outcomes. The study results indicate that implementing Discovery Learning can increase students' learning motivation by providing a more active and meaningful learning experience. Furthermore, previous research also highlights that this model positively contributes to improving students' academic performance. Thus, Discovery Learning can be considered an effective instructional strategy for enhancing motivation and academic achievement in elementary school students.

Rivo Restu Ananda Putra; Sri Mulyanto Herlambang; Henna Nurdiansari

Ocean Engineering : Jurnal Ilmu Teknik dan Teknologi Maritim 2025 Fakultas Teknik Universitas Maritim AMNI Semarang

The phenomenon that occurs in the load lifting system is the need for an efficient and reliable mechanism to move the crane hoist pulley vertically and horizontally. This study aims to design and test a crane hoist system that uses a DC motor and a stepper motor controlled by an L293D motor driver, and to develop an application based on MIT App Inventor to control the movement of the motor. The research method used is integrated hardware and software design, followed by testing the performance of the motor, driver, and the application developed. Testing was carried out under limited load conditions, to measure the motor speed, voltage, and current used at loads of 10 to 100 grams. The results of the study showed that the system can function well at varying speeds, and the motor is able to lift a maximum load of up to 100 grams with a speed that decreases according to the weight of the load. The MIT App Inventor application successfully controls the motor effectively via a WiFi connection with a maximum distance of 10 meters, and loads the operation of the crane vertically and horizontally. This study proves that the designed system is able to work optimally in lifting and moving loads, and the application developed provides easy and efficient control.

Muchamad Arif Al Ardha; Kolektus Oky Ristanto; Rizky Muhammad Sidik; Muhammad Kharis Fajar; Advendi Kristiyandaru +3 more

International Journal of Computer Technology and Science 2025 Asosiasi Riset Teknik Elektro dan Infomatika Indonesia

The rapid evolution of digital technology has significantly impacted various sports, including niche ones like petanque. This study explores the perceived benefits and barriers of using an Android-based application for scoring and statistics management in petanque, a sport gaining popularity in Indonesia. Traditionally, performance assessment in petanque relied on manual, paper-based methods, prone to inaccuracies and inefficiencies. An Android app, Petanque Match Statistics, was developed to address these challenges, offering real-time data accuracy, improved workflow, and enhanced performance analysis. This study employed a quantitative approach, surveying 50 participants (35 players and 15 coaches) in Surabaya, Indonesia, to assess their impressions of the app's usability, accuracy, efficiency, and overall satisfaction. Results indicated high ratings across all parameters, with no significant differences between players and coaches. The app was commended for its intuitive design, reliability, and time-saving efficiency. Findings highlight the potential of digital solutions to modernise petanque match administration, enhance strategic decision-making, and improve the user experience. The study underscores the importance of user-centred design in facilitating the adoption of digital advancements in sports, offering valuable insights for future developments in petanque and other emerging sports.

Muhammad Adam Akbar; Lilik Anifah; Nur Kholis; Nurhayati Nurhayati

Venus: Jurnal Publikasi Rumpun Ilmu Teknik 2025 Asosiasi Riset Ilmu Teknik Indonesia

Push Up is a physical activity carried out by individuals that aims to strengthen the muscles of the body, namely the muscles of the arms, shoulders and chest. Designing an IOT-based detection and monitoring system with the aim of making it easier for tool users to know the number of repetitions and the number of calories used automatically. Detectoring with the help of four proximity sensors to detect motion when doing push-ups and monitoring using an android application made specifically for the device. The component used is NodeMCU ESP8266 as a microcontroller. The parameters displayed in the application include a column of push-up repetitions, a column for the number of calories used, and a graph of increasing push-up repetitions. The tool testing method was carried out 15 times for data collection with 20 push-up repetitions for each data collection. The results of the test, obtained an error percentage of 1.33%. So that this tool can help users to monitor the repetitions that have been done and find out the amount of calories used.

Sadiah, Ashifa Halimatus; Voutama, Apriade

Dinamik 2025 Universitas Stikubank

Pesatnya perkembangan belanja online melalui platform internet telah menyebar ke seluruh dunia khususnya di Indonesia dan telah banyak diketahui oleh masyarakat. Dalam konteks ini, kehadiran toko online atau e-commerce membantu perusahaan untuk menawarkan layanan dan produk yang berbeda, mengkomunikasikan informasi bisnis dan menjaga hubungan antara pemasok dan pelanggan. E-commerce memungkinkan transaksi bisnis diproses lebih efisien. Berbagai penelitian telah mengkonfirmasi bahwa e-commerce  membantu bisnis memperluas jangkauan pasar mereka dengan menawarkan produk dalam skala besar dan menyediakan penyimpanan data dan pelaporan yang dapat diakses dan disimpan melalui platform web. NICESO merupakan perusahaan retail dengan konsep toko modern yang  menawarkan berbagai macam produk antara lain alat tulis, mainan, aksesoris, peralatan rumah tangga, aksesoris handphone,  dan komputer. Tujuan dari pengembangan aplikasi NICESO adalah untuk membuat aplikasi penjualan yang memungkinkan masyarakat mencari dan membeli produk di suatu toko tanpa harus datang langsung ke toko. Aplikasi  juga membantu toko NICESO  menjangkau pelanggan, baik yang berbelanja langsung di toko maupun yang menggunakan aplikasi. Perancangan aplikasi ini dirancang agar mudah dipahami  oleh berbagai kalangan, mulai dari remaja hingga orang tua.

Dewi, Nurul Aulia

Dinamik 2025 Universitas Stikubank

Kucing merupakan tipe hewan yang mudah dalam pemeliharaan. Dalam pemeliharaan hewan, memiliki aspek penting yang perlu diperhatikan yaitu terkait pemberian pakan. Tetapi, kadang kala aktivitas pemberian pakan sulit dilakukan jika pemilik hewan sedang sibuk dalam aktivitas atau sedang berada di luar rumah. Dengan memanfaatkan perkembangan teknologi Internet of Things yang dapat mempermudah manusia dalam memantau sesuatu dari jarak jauh, penelitian ini memberikan solusi untuk membuat alat pakan kucing otomatis yang dapat dipantau melalui aplikasi Android dari serta dapat membuat penjadwalan pemberian pakan. Adanya sistem ini, dapat memudahkan pemilik kucing untuk melakukan aktivitas pemberian pakan pada kucing sesuai waktu yang telah ditentukan, dan juga dapat melakukan penjadwalan pemberian pakan dengan menetapkan waktu pemberian pakan dan takaran porsi pakan. Metode yang digunakan dalam penelitian ini adalah metode ADDIE. Hasil dari penelitian yang telah dilakukan setelah melewati pengujian menunjukkan bahwa alat pemberian pakan otomatis yang dibangun dapat mengeluarkan pakan dengan tingkat keberhasilan 95,62%, dengan rata-rata error 4,38% atau selisih sekitar 1-3 gram dari berat porsi pakan yang dimasukkan pengguna. Aplikasi Android yang dibangun juga dapat menerima informasi mengenai berat pakan, notifikasi aktivitas alat, serta melakukan pengaturan jadwal dan notifikasi.

Dafa Arta Anggara; Rahmat Aji Prasetyo; Ghois Abdullah Akmal; Ito Setiawan

Merkurius : Jurnal Riset Sistem Informasi dan Teknik Informatika 2025 Asosiasi Riset Teknik Elektro dan Informatika Indonesia

This study aims to develop a Learning Management System (LMS) for kepalangmerahan management education in the Indonesian Red Cross Youth at SMK Wiworotomo Purwokerto The methodology employed is the Knowledge Management System Life Cycle (KMSLC) with the Meyer and Zack cycle approach, along with the spiral knowledge model by Nonaka and Takeuchi. Network infrastructure involves the internet, wireless access points, and private internet networks. Hardware and software include android devices with browser applications. Resource and data identification is carried out through discussions, interviews, and data entry, utilizing sources from PMR trainers, the Indonesian Red Cross website, and scholarly literature. The Knowledge Management (KM) team consists of PMR trainers, LMS developers, administrators, and PMR members. The system is implemented using WordPress and the TutorLMS plugin, with verification and validation testing conducted through black box testing. The research results demonstrate the successful development of the kepalangmerahan management education LMS in PMR SMK Wiworotomo Purwokerto, with a specific focus on disaster management education materials. This study contributes to improving effective learning access within PMR.

John John; Ria Eka Sari; Joko Rahmat

Filosofi : Publikasi Ilmu Komunikasi, Desain, Seni Budaya 2025 Asosiasi Seni Desain dan Komunikasi Visual Indonesia

The introduction of hijaiyah letters in early childhood is an important stage in building the basis for learning the Qur'an. This research aims to develop an interactive game called Al-Dhaki which is designed to help parents and early childhood education teachers in introducing hijaiyah letters to children in an interesting and effective way. This game is designed using quantitative research methods to analyze user needs, with a 5W+1H approach (What, Why, Who, When, Where, and How) in data collection and analysis. The results of the study show that game-based interactive learning media can increase children's interest in learning and simplify the process of recognizing hijaiyah letters. Al-Dhaki is developed in the form of an application file (APK) that can be installed on Android devices, making it easily accessible to users. The game is equipped with interactive features, such as sounds, animations, and simple quizzes, to increase children's engagement in learning. With the presence of Al-Dhaki, it is hoped that the process of recognizing hijaiyah letters will be more fun and effective, as well as providing practical solutions for parents and PAUD teachers in supporting the development of religious literacy in early childhood.