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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..

Novenda Eka Putri Safira; Yessy Nur Endah Sary; Iit Ermawati

DIAGNOSA: Jurnal Ilmu Kesehatan dan Keperawatan 2023 International Forum of Researchers and Lecturers

can have a negative impact, if their use is not in accordance with the recommendations from the American Academy of Pediatrics (AAP). The purpose of this study was to determine a significant correlation between the freedom to give gadgets and the emotional mentality of children aged 3-5 years at Kartika Kindergarten, Lumajang. The cross-sectional research design was used with 40 respondents at Kartika Kindergarten, Lumajang Regency. The measuring tools in this study are the KMME questionnaireand the use of gadgets. Spearman's rho test was used to answer the purpose of this study. The results showed that the majority of mothers gave gadgets to children in the good category, 28 respondents (70%). The majority of emotional and mental children aged 3-5 years are in the normal category as many as 37 respondents (92.5%). There is a significant correlation between the flexibility of giving gadgets and the emotional mentality of children aged 3-5 years in Kartika Kindergarten, Lumajang, namely p- value 0.001. .                                                                                  

Supeni, Siti; Farida Sari, Ama; Sutoyo, Sutoyo; Nur Oktavia, Bella

Adi Widya: Jurnal Pengabdian Masyarakat 2023 Lembaga Penelitian dan Pengabdian Masyarakat

Character education is important in the content of the elementary school curriculum. The content of this curriculum can be constructed on local content subjects, in addition to conveying material as well as strengthening character according to local customs and culture. The development of character education that contains traditional values and local culture is important because it sees the reality on the ground that school children are very dependent on gadgets but are not used for educational activities, and in making decisions for the future they are still very dependent and centered on parents' decisions. So that the service team from the Unisri PPKn study program was motivated to provide workshops on the implementation of regional culture-based local content curricula. Methods Implementation of activities is carried out in the form of counseling and training in implementing a local content curriculum based on regional culture. The results of community service activities at SDN 01 Bumi Laweyan include teachers starting to carry out and apply local culture in daily learning activities such as greetings, greeting fellow friends, and with teachers using fine Javanese. Keywords: Regional Culture, Implementation, Character Education

Adelina Br. Sembiring; Ainun Mardiah; Manna Wassalwa; Nabila Suhaila Lubis; Try Suci Prastiwi

Jurnal Riset Rumpun Ilmu Bahasa 2023 Pusat riset dan Inovasi Nasional

Low literacy skills lead to low interest in reading among students, especially elementary school children. One of the government's steps in an effort to increase students' interest in reading is the School Literacy Movement (GLS) program. The effort made is by reading for 15 minutes, the books read start from story books and comic books according to what elementary school children like. The purpose of this research is to foster students' interest in reading which has been lost due to the influence of globalization in this modern era. Where elementary school children nowadays play gadgets more often than reading books, especially their school books. This study used a qualitative approach with the library research method. The object of study and data analysis is carried out by reviewing several relevant journals and various reports related to the problem to be solved. The results of the study show that the literacy movement can foster interest in reading in elementary school students. Because in general children like to read stories, such as comic stories or fables that have interesting pictures.

Ayu Lestari; Dea Putri; Rizky Anugrah Pardosi; Gusmaneli Gusmaneli

Journal of Creative Student Research 2023 Pusat Riset dan Inovasi Nasional

With the development of times and technology, humans have created tools that make it easier for humans to communicate with each other, including gadgets. Gadgets are one of the technologies that humans really need to communicate with other people. All technology has negative and positive impacts, in this case the role of parents greatly determines the impact that gadget technology has on a child's personality or morals. Children's dependence on playing gadgets cannot be separated from the role of both parents. In this modern era, parents should be smarter in introducing technology to their children. This study aims to analyze the influence that gadgets have on children's personality or morals and how parents deal with this rapidly increasing technology. The research method used is observation, documentation and interviews. Theoretically, this research is expected to add to the repertoire of social science and technology, especially sociology in the family.

Awaludin Firdaus; Ateng Supriyatna

DIAGNOSA: Jurnal Ilmu Kesehatan dan Keperawatan 2023 International Forum of Researchers and Lecturers

Myopia or can also be called nearsightedness is a disorder in the human eye that is not corrected with cataracts and infectious diseases. The purpose of this study is to determine the factors that can cause biology students class of 2022 UIN Sunan Gunung Djati to be affected by nearsightedness. This research method is quantitative in nature. Data collection was used by purposive sampling with the main data obtained from a questionnaire in the form of a google form distributed to biology students of the Class of 2022 UIN Sunan Gunung Djati. The results of this study showed the distribution of the highest percentage of age, namely in students aged 17-18 years with a percentage of 73.5%, the distribution of the percentage of sex with the highest percent number of 85.3% with the female gender, the distribution of the percentage of using gadgets or laptops 67.6% of 34 respondents using it for more than 8 hours per day, while 32.4% of respondents who used gadgets or laptops less than 8 hours per day. As many as 17.6% of students experience nearsightedness caused by genetic factors and 82.4% of students experience nearsightedness not caused by genetic factors.

Apsari Dj. Hasan; Risti Puspita Sari Hunowu

JURNAL ILMIAH KOMPUTER GRAFIS 2023 UNIVERSITAS STEKOM

Manners or manners are one of the most important and influential things in social life. For example, when a student talks to someone with a cell phone or gadget. So to avoid unwanted activities when a student contacts the lecturer via gadget, a standard is made regarding the rules for communicating through gadgets properly and politely. This research generally discusses the problem of students' lack of understanding about the rules of communicating with lecturers using gadgets. Based on these problems, a design was made that aims to provide information and understanding to students about the rules for communicating between students and lecturers using gadgets. In this design, the media that will be used as a media campaign is a poster. This study uses observations on how students communicate with lecturers using gadgets as well as literature studies on the theory of visual design communication media campaigns in the form of posters. With the results of research based on the aspects and theories used, it is hoped that it can enrich the repertoire of visual communication science in the design of social campaigns as a reference for subsequent studies. Keywords: social campaigns, gadgets, posters.

Regina Yulianti Sabtina; Zahra Kartika Fauziyah

Jurnal Bahasa, Sastra, Budaya, dan Pengajarannya 2023 Pusat Riset dan Inovasi Nasional

This article aims to implement a culture of literacy to children starting from an early age. This is due to the rise of the digital era which makes people, especially children, choose to spend more time playing gadgets. Therefore, at this time there is a lot of degradation of insight and knowledge due to lack of motivation to familiarize themselves with reading literacy. If a culture of literacy is not applied from an early age, this will cause the possibility of interest in reading and writing for the next generation to be minimal or reduced. Therefore, an understanding of literacy culture from an early age needs to be instilled because at that age, the age of the child is stepping on the "golden age" or golden period, which ranges from when the child is 1 to 6.5 years old. At that time, children experience the development of growth and grow rapidly, so that to apply the culture of literacy methods, interest in reading or writing is easy to apply and easier to get used to.

Lalu Saparwadi

Sejahtera: Jurnal Inspirasi Mengabdi Untuk Negeri 2023 Universitas Maritim AMNI Semarang

Gadgets have an important role in human life. In addition, the gadget also has a negative impact on its users. This negative impact is caused by use not in accordance with the actual function, especially children. The purpose of this service activity is 1) to provide information about children's cognitive development, 2) to provide information regarding technological developments and their impact on child development, and 3) to provide information on the impact of gadgets on children's development and solutions for dealing with children who are addicted to gadgets. The methods used in this dedication are lectures, discussions, problem solving solutions. This dedication activity was carried out at Plus Muhammadiyah Pancor Elementary School. The results of this dedication show that the participants were enthusiastic and active in discussion activities during the activity.

Syefi Putri Amanda; Anajeng Esri Edhi Mahanani

JURNAL HUKUM, POLITIK DAN ILMU SOSIAL 2023 Pusat Riset dan Inovasi Nasional

The Industrial Revolution 4.0 encourages everyone to do routines quickly, easily, and efficiently, activity carried out online that only uses gadgets and networks that may be done anywhere. One example of the application of the industrial revolution 4.0 is the emergence of e-commerce which is also accompanied by the emergence of a term called Marketplace. Marketplace is a market where sellers and buyers meet which there are many products and various kinds of stores, only done online and online. Only with gadgets, ordered goods have been received and delivered by shipping services (expeditions). But with this, it does not rule out the possibility that unpleasant things do not happen such as damage or even loss of ordered goods. With this, this study aims to determine the form of legal protection and legal remedies provided to overcome these problems. This research uses normative research methods through principles, legal rules, etc    

Andhika Mega Pradana; Ade Mubarok

Jurnal Sistem Informasi dan Ilmu Komputer 2023 International Forum of Researchers and Lecturers

Many games are starting to appear that are less educational and less suitable to be played which have a bad impact on children, as well as the lack of parental supervision of children in excessive use of gadgets. the need for a media that can unite two elements, namely game play and learning, therefore an educational game application is made that uses construct 2 and coreldraw which serves as the interface design processor, objects, buttons, and players. This educational game raises the theme of introducing the names of animals in the form of pictures, which will later become an alternative learning that provides a more useful education, has a positive impact on children, and can reduce children playing games that are not suitable for their age. With this application, it provides broad insight to children about recognizing animal names and understanding them, and can fill children's free time which is usually spent just playing less useful games by playing and learning with this educational game application.

July Trisnawati Hutabarat; Kristina Ompusunggu; Leni Elisa Silaban; Lasrin Aliando Padang; Damayanti Nababan

Perigel: Jurnal Penyuluhan Masyarakat Indonesia 2022 Universitas 17 Agustus 1945 Semarang

Abstract Gadget is a small device that has a special function related to today's technological developments. Almost all humans, especially high school/vocational school children nowadays, already have Gadgets. Gadgets are used to meet the needs of today's life which is the main target in everyday life. The impact of using positive gadgets is as a good learning tool, but the negative impact of gadgets makes attitudes that are not good or affect one's behavior and health. So from that, the author provides community service to early youth regarding the impact of Gadgets at St. Vocational High School. Nahanson parapat sipoholon, to use Gadgets in a good way. The method used by the author is the Qualitative Method, in which the author gives an explanation through material regarding the impact of gadgets. the development of globalization with the demands of the need for rapid exchange of information, the role of technology has become very important. So that it makes users uncontrollable in using these gadget          

Husin Husin; Santi; Abdul Rashid bin Abdul Aziz

The International Conference on Education, Social Sciences and Technology 2022 International Forum of Researchers and Lecturers

We are currently in an era where almost everyone is familiar with technology and everything is completely connected. With the advancement of digital technology now, every parent needs to keep updating information and learning how to educate their children, especially Islamic religious knowledge in today's digital era. Children must be instilled with Islamic religious values ​​so that they can get used to doing good, taking action and making decisions in their lives based on Islamic religious values ​​which serve as guidelines until adulthood. In order to avoid the negative effects of the internet, the role of parents is very important in accompanying children to learn, especially when they are playing and learning to use gadgets. Therefore, This study aims to find out how today's parents provide Islamic education by utilizing digital technology. This research is a library research using the mass media method. Research results have found the large role of digital in helping provide Islamic education to early childhood. In early childhood education, the inculcation of religious values ​​is intended so that children can know God, imitate worship movements, say prayers, recognize good and bad behavior, and get used to good behavior. By utilizing digital tools in the learning process, parents will find it easier to provide understanding to children and can make children more enthusiastic, active and creative. This research is a library research using the mass media method. Research results have found the large role of digital in helping provide Islamic education to early childhood. In early childhood education, the inculcation of religious values ​​is intended so that children can know God, imitate worship movements, say prayers, recognize good and bad behavior, and get used to good behavior. By utilizing digital tools in the learning process, parents will find it easier to provide understanding to children and can make children more enthusiastic, active and creative. This research is a library research using the mass media method. Research results have found the large role of digital in helping provide Islamic education to early childhood. In early childhood education, the inculcation of religious values ​​is intended so that children can know God, imitate worship movements, say prayers, recognize good and bad behavior, and get used to good behavior. By utilizing digital tools in the learning process, parents will find it easier to provide understanding to children and can make children more enthusiastic, active and creative. Instilling religious values ​​is intended so that children can know God, imitate worship movements, say prayers, recognize good and bad behavior, and get used to good behavior. By utilizing digital tools in the learning process, parents will find it easier to provide understanding to children and can make children more enthusiastic, active and creative. Instilling religious values ​​is intended so that children can know God, imitate worship movements, say prayers, recognize good and bad behavior, and get used to good behavior. By utilizing digital tools in the learning process, parents will find it easier to provide understanding to children and can make children more enthusiastic, active and creative.

Suryani, Nuri; Krisdianti, Nana; Pradana, Riski; Taupik, Muhammad; Subiyantoro, Singgih

Adi Widya: Jurnal Pengabdian Masyarakat 2020 Lembaga Penelitian dan Pengabdian Masyarakat

In their life, the people of Siwal Village cannot be separated from the use of oil. Moreover, the majority of Siwal Village residents work as food or fried food sellers on the roadside. Repeated use of cooking oil can have harmful effects on health. In addition, used cooking oil that can no longer be used is usually dumped in careless places and causes environmental pollution. Another problem in Siwal Village is the lack of skills of children due to the influence of gadgets. With these things in mind, training on how to process used cooking oil into an alternative material for making used used wax is one of the right solutions. Activities consist of a location survey, implementation, results and discussion. Implementation includes; 1) preparation 2) counseling 3) training 4) mentoring 5) evaluation 6) advanced stage training. All activities carried out online are able to improve children's skills and reduce environmental pollution due to used waste. Keywords: oil, used cooking, wax