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Elvi Raziana; Sri Yamtinah; Djono Djono

Proceeding of the International Conference on Global Education and Learning 2024 Asosiasi Riset Ilmu Pendidikan Indonesia

This study aims to identify the problems faced by students in implementing learning. This study used a quantitative approach with a survey method, involving 30 students from two high schools in Yogyakarta. Data were collected through questionnaires about students' learning difficulties, interests, and needs for learning media. The results showed that 96% of the students considered chemistry as a difficult subject to understand because of the abstract nature of the material. As many as 64% of the students felt bored due to the uninteresting presentation of the material, while 72% of the students indicated the need for varied learning methods and interactive learning media to facilitate understanding. The results of the study showed that an innovation was needed to support chemistry learning activities to make learning more active and enjoyable so that it does not lead to student boredom. The developed virtual laboratory media provides flexible, safe and economical simulation of chemical experiments. This application is designed to be accessible without an internet connection using an Android device, allowing students to learn anytime and anywhere. The use of this virtual lab is expected to increase students' motivation, understanding of concepts, and learning experience.

Pradipta, I Made; Pradipta, I Made; I Putu Gede Abdi Sudiatmika; Komang Hari Santhi Dewi

Jurnal Elektronika dan Komputer 2024 STEKOM PRESS

One of the museums found in Bali is Subak museum in Tabanan Regency. The establishment of this Museum aims to preserve the traditional institution called Subak as a noble national cultural heritage, and to introduce to the younger generation and foreign tourists about the unique traditional irrigation system in Bali. Lack of supporting facilities in delivering information, making tourists who visit Subak Museum have minimal information. The solution needed in Subak museum is an Android-based E-Tourism application that is supported by Qr-Code technology so as to provide an interesting presentation of data. In making this application using the development of the Waterfall method and designed using the Unified Modeling Language (UML) with the Java programming language for Android and PHP for web services, and MySQL as a database. So that produced an android-based system in Subak museum Tabanan Regency. Based on the results of the tests carried out it can be concluded that the black box testing system functions have been running according to the planning. Then the result of the testing of users using questionnaires generated Application Benefits scores 90.8%, Ease of 86.93%, Interface 82% and Content 90.2%. 

Wahyu Hidayat; Fajar Alim Ba’a; Oki Prasetio; Wasis Haryono

Switch : Jurnal Sains dan Teknologi Informasi 2024 Asosiasi Profesi Telekomunikasi Dan Informatika Indonesia

The advancement of information technology has driven the need for more effective and efficient attendance systems, especially for companies with a distributed workforce. PT. Asia Sinergi Solusindo faces challenges in managing employee attendance in real-time based on predefined work locations. This study aims to design a location-based attendance application system utilizing Global Positioning System (GPS) technology to ensure employees can only mark attendance at locations specified by the administrator. The system was developed using the *waterfall* software development methodology, encompassing requirements analysis, system design, implementation, and testing. The application was built on the Android platform with cloud-based database integration to centrally store attendance data. The results show that the system enhances attendance data accuracy, reduces fraud risks, and facilitates real-time employee attendance monitoring. Thus, this application is expected to provide an effective solution to support attendance management at PT. Asia Sinergi Solusindo.

Sukmana Wibowo, Mohamad Hegar; Al Ayubi, Muhammad Din; Rilvani, Elkin

ISAINTEK: Jurnal Informasi, Sains dan Teknologi 2024 Politeknik Negeri FakFak

Mobile operating systems are software designed to manage the fundamental functions of devices. The most dominant mobile operating systems in today's market are Android and iOS, each capturing their respective user segments with distinct approaches. iOS is a mobile operating system developed by Apple, tailored for its smartphones, while Android is designed by the Open Handset Alliance (led primarily by Google) and developed for Android smartphones and tablets. This study employs a comparative method to analyze the performance and memory management of Android 11 and iOS 14. The findings reveal that iOS 14 is more efficient, with an average memory allocation time of 90 ms, compared to Android 11’s 120 ms. Android 11 offers greater flexibility in handling heavy applications but at the cost of higher memory consumption. Conversely, iOS 14 demonstrates superior efficiency and stability in memory usage, particularly for lightweight and medium applications.

Mahdi Noor

AL-MUSTAQBAL: Jurnal Agama Islam 2024 STIKes Ibnu Sina Ajibarang

This research aims to improve the understanding of Fiqh subject on mandatory bathing material for fourth-grade students at MI At Thayyibah Banjar Regency through the implementation of the Student Teams Achievement Division (STAD) cooperative learning model with audiovisual media integration. The research subjects were 15 fourth-grade students consisting of 8 male and 7 female students. This study used a classroom action research approach with the Kemmis and McTaggart spiral model conducted in two cycles. Data collection techniques included participatory observation, comprehension tests, semi-structured interviews, and documentation. The results showed a significant improvement in student understanding, marked by an increase in classical mastery percentage from 40% in the pre-cycle to 67% in the first cycle and 87% in the second cycle. The class average score also increased from 68.7 in the pre-cycle to 75.8 in the first cycle and 83.2 in the second cycle. Student learning activities increased from 39.2% in the pre-cycle to 65.4% in the first cycle and 85% in the second cycle. The implementation of the STAD cooperative learning model with audiovisual media proved effective in improving student understanding through creating a collaborative learning environment, concrete material visualization, and active student involvement in knowledge construction. This research provides important implications for developing more innovative and contextual Fiqh learning strategies at the Islamic Elementary School level.

Latifah Latifah

AL-MUSTAQBAL: Jurnal Agama Islam 2024 STIKes Ibnu Sina Ajibarang

Education plays a crucial role in optimally developing and directing students' potential. In the current educational context, learning outcomes are assessed based on students' abilities to solve problems, reason, communicate, and demonstrate knowledge and attitudes. However, preliminary studies at MAN 1 Banjarmasin revealed that only 62.85% of the XI Agama class students met the Minimum Completeness Criteria (KKM) of 75 in Fiqh subjects, while the rest failed. This study aimed to improve learning outcomes in the topic of Mawaris by using an Android-based learning media, the "Kalkulator Waris" application. This Classroom Action Research (CAR) was conducted through two cycles following the model proposed by Arikunto, comprising planning, action, observation, and reflection phases. In the first cycle, the average student score was 73.63 with a 62.85% success rate. After refining the learning process, the second cycle showed significant improvement: the average score rose to 88.17, and all students (100%) achieved mastery. The use of the "Kalkulator Waris" application facilitated students’ understanding of complex inheritance calculations, enhanced learning engagement, and fostered a more active, creative, and problem-solving learning environment. The findings suggest that appropriate use of Android-based educational applications can significantly enhance learning outcomes, particularly in complex subjects like Islamic inheritance law.

Nengah Riki; Tata Sutabri

Uranus: Jurnal Ilmiah Teknik Elektro, Sains dan Informatika 2024 Asosiasi Riset Teknik Elektro dan Informatika Indonesia

Rice pest control is one of the main challenges in the agricultural sector in Indonesia. Pests such as planthoppers, stem borers, and rats can cause significant losses to crop yields. Currently, many farmers have difficulty identifying pest types and how to control them quickly and effectively. Therefore, a technological solution is needed that can detect pests directly and provide recommendations for action. This study aims to design an Android-based application that is able to detect types of rice plant pests using visual images and provide recommendations for handling. This application is designed using digital image processing methods and is supported by a large pest database. This technology is expected to be an efficient and practical solution for farmers. The research method used in developing this application is a qualitative method, involving interviews with farmers, agronomists, and data collection related to pests and their damage patterns. This application utilizes AI-based pattern recognition technology to detect pests through photos taken directly by farmers. The results of the study showed that this application was able to detect several types of major pests with an accuracy of up to 85%. In addition, this application provides recommendations for handling steps based on guidelines from the Ministry of Agriculture. The trial showed that this application can help farmers identify pests faster than manual methods. The main contribution of this research is to create a technology-based solution to agricultural problems in Indonesia, especially in the rice sector. With this application, farmers can increase their yields through early identification and proper pest management. In future implementations, this application will continue to be developed to detect additional pests and expand its database. It is hoped that this application can be an important tool in supporting smart farming in Indonesia.

Ummiati Rahmah; Citra Ayni Kamaruddin; Mahmud Mustapa

Jurnal Pengabdian dan Kesejahteraan Masyarakat 2024 Lembaga Pengembangan Kinerja Dosen

North Polongbangkeng is a part of Takalar Regency where the people grow corn besides rice. However, until now corn plants have only been dried and then sold in the form of shelled seeds, while they can actually be sold in the form of processed food. For this reason, people need to be taught how to process it and then taught how to market it in MSME activities through various digital social media. More specifically, the objectives of this service activity are: 1. Increasing community knowledge in utilizing yellow corn so that it can increase community income. 2. Creating an application that can be used to help increase yellow corn production;; 3 Provide assistance to start-up businesses in the field of yellow corn cultivation; 4. Provide assistance in the use of the Yellow Corn marketing market place via Android Applications and E-Marketing; 5. Diversification of Processed Yellow Corn Products into other processed products and designs. ; and 6. Creation of interactive media and training modules for processing yellow corn has been completed. This service activity received a very good response from the Biralle Kunyi farmer group, as well as North Polongbangkeng State Middle School 4 as the target group. Based on the results of the implementation carried out in these 2 stages, it was able to increase the knowledge and skills of the partner group in applying techniques for processing yellow corn into finished food and was able to market it using social media so that the digitalization system could run as expected in optimizing the marketing of yellow corn processing results.

Fadhil Ahmad; Tata Sutabri

Router : Jurnal Teknik Informatika dan Terapan 2024 Asosiasi Profesi Telekomunikasi dan Informatika Indonesia

This study explores the implementation of Task-Based Language Learning (TBLL) in developing an Android-based application to enhance English language proficiency. TBLL was chosen for its focus on real-world language usage, enabling users to practice English skills through practical tasks. The application is developed using the Flutter framework, which supports cross-platform functionality, providing ease of access for users. The study measures the improvement in English language proficiency without relying on surveys for data collection; instead, it uses performance data from users' in-app activities. The findings are expected to demonstrate that integrating TBLL into a digital platform can effectively enhance English proficiency, especially in practical communication skills. This Android-based application implementation is envisioned as an innovative solution for flexible and efficient language learning.

Nurmuti’ah Kaltsum; Risnovita Sari

Jurnal Insan Pendidikan dan Sosial Humaniora 2024 International Forum of Researchers and Lecturers

Family well-being is very important for the lives of individuals and communities. A happy and The problem with learning German grammar at the A2 level is that many students still struggle to understand sentence structure, especially when using the perfect tense, subordinate clauses with "weil," and the genitive case. Students often find it challenging to remember grammar rules and how to apply them in sentences. The aim of this study is to develop interactive learning media in the form of Kodular-based applications to address these issues and support learning German grammar at the A2 level. The app is designed with relevant grammar materials and uses the 4D model development method (Define, Design, Develop, Disseminate), which reaches only the development stage without dissemination. The app was created on the visual platform Kodular, which enables users to develop Android apps without programming knowledge. The results show that the app is an effective learning medium, with a validation score of 90 (excellent) for the material content and 92.5 (excellent) for the media aspects. With a file size of 5.08 MB, this application enables users to learn German grammar independently anytime and anywhere.

Dewi Rahmawati; Eka Ernawati; Dewi Anggraeni; Ernawati Ernawati; Edi Suherlan +6 more

Jurnal Riset Rumpun Ilmu Teknik 2024 Pusat riset dan Inovasi Nasional

Diabetic wounds have quite serious impacts on sufferers, so a comprehensive wound assessment must be carried out. However, currently there are still many nurses who carry out wound assessments only relying on the nurse's experience in assessing wound characteristics. The use of a digital application (Dicafoler) is a solution to be used as a tool to comprehensively assess diabetes wounds so that it can minimize the impact of the risk of infection and amputation. The aim of this research is to describe the use of the dicafoler application as a tool to assess diabetes wounds among nurses at RSUD Dr. Dradjat Prawiranegara Serang. The research design used in this research is Quantitative Description. Sampling technique with a total sampling of 24 respondents. The results of this research were that the age of the executive nurses was young adults (25-35 years), the dominant sex was that the executive nurses were female, the educational level of the executive nurses was at most D3 nursing, the length of service of the executive nurses was >5 years. Bivariate results show that the use of Dicafoler is effective in assessing wounds more accurately.  The conclusion of this research is that the Dicafoler application can be easily used to assist in the process of assessing diabetic wounds, but it requires further development through further research to add incomplete features so that a comprehensive assessment can be carried out.

Wahyu Kurniawan; Lalu Mutawalli; Wire Bagye

Bumi: Jurnal Hasil Kegiatan Sosialisasi Pengabdian kepada Masyarakat 2024 Asosiasi Riset Teknik Elektro dan Informatika Indonesia

This training aims to provide training on the use of MIT App Inventor in creating Android applications to students at Bale Machine Digital. MIT App Inventor is a web-based platform that makes it easy for new users to program and create Android apps through a block-based Invalid source specified.men interface. The research methods used include problem identification, preparation, training implementation and evaluation. The results of this training show a significant increase in students' knowledge and skills in using information technology and creating Android applications. This training also provides basic skills that are much needed in today's digital era and can be the basis for developing business opportunities in the future.

Riska Puspitasari; Wakhdan Wakhdan; Anna Probowati

Prospect : Jurnal Manajemen dan Akuntansi 2024 STIE Rajawali Purworejo

This study aims to examine and evaluate the results of the implementation of an android-based labor payroll system. The purpose of this research is to find out the description of the system, application implementation, problems, and solutions on android-based payroll at Mitra Indo Agro. The results of the study obtained are used to evaluate the factors and parts of the payroll system for this android-based application that needs to be improved. This study uses a qualitative descriptive research method. Determination of informants using snowball sampling technique where the research subjects as many as 4 employees who are directly related to the android-based payroll process. Data collection techniques are through field studies consisting of interviews, observations, documentation, and literature studies. Data analysis techniques through data reduction steps, data exposure, data interpretation and drawing conclusions. The data validation technique uses source triangulation. The data presentation technique uses a program flow (flowchart) and fishbone diagrams (fish bones). The results of the research have shown that the Android-based GajiQ system helps provide large databases with the CRUD (Create, Read, Update, Delete) method, automate reports such as attendance recap, salary calculations, payroll history reports and make it easier to find labor data. The implementation of the Android-based GajiQ application can be a new medium of choice for companies to manage payroll in real time, quickly, and accurately that does not involve many parties in making payroll, payments, and payroll procedures. Problems found by the system are still bugs or crashes, error messages such as app force close appear.

Daniel Timothy Imannuel Silalahi; Intan Meutia Sari; Tiya Noviyanti

Switch : Jurnal Sains dan Teknologi Informasi 2024 Asosiasi Profesi Telekomunikasi Dan Informatika Indonesia

In today's digital era, advances in technology and science are growing very rapidly. Of course, advances in technology and science affect various things. One of them android-based gadgets is utilization to make it easier to find information or knowledge that can be easily accessed. This research aims to design and create an application for the introduction of endemic animals in Indonesia. Endemic animals are species that only exist in certain places and are not found in other places, such as islands, countries, or other geographic areas. Android is an operating system that has an open source nature that allows it to make it easier to recognize and access information about Endemic Animals in Indonesia. The research method for designing and making applications uses the Software Development Life Cycle (SDLC) method. The method begins with planning, analysis, design, implementation and testing. The final result of this research is an application for the introduction of endemic animals in Indonesia based on android. This application was successfully made with appropriate material and quiz features. Function testing on each feature is done with the black box method to ensure the material runs well to display images and material and the function on the quiz feature can function properly. Tests were also conducted with 3 android devices with different versions, namely versions 10, 12, and 13.

Puput Mulyono; Singgih Purnomo

Switch : Jurnal Sains dan Teknologi Informasi 2024 Asosiasi Profesi Telekomunikasi Dan Informatika Indonesia

The aim of this research is to create an Android-based cell mental check utility in which this software may be used as a medium to make it greater efficient and less complicated for people to prepare for the psychological test. The method in this research is collecting data regarding psychological tests, through writings and books, starting from question statements to searching for results that will be the output of this application. The result of this studies is an Android-based totally mental take a look at software that may be used on smartphones. the belief of this research is that an Android-based psychological take a look at application makes wearing out assessments less complicated and extra efficient due to the truth it may be accessed via a cellphone.

Mochamad Sofyan; Agus Budiyantara

Saturnus: Jurnal Teknologi dan Sistem Informasi 2024 Asosiasi Riset Teknik Elektro dan Informatika Indonesia

The presence of employees in the company refers to their physical availability and mental involvement in carrying out their assigned duties and responsibilities. This includes punctuality, productivity, as well as positive contributions to company culture and achievement of organizational goals. The aim of the research conducted on employee attendance is to show how high the level of efficiency in using the attendance application is by comparing the TAM and UAT methods so that the difference in this concept determines whether employee responses are accepted or not. utilization of this technology, the TAM method is a framework for understanding technology adoption behavior based on user perceptions of usability and ease of use, while the UAT method testing is the process of testing software by end users to ensure suitability to business needs. The final comparison results obtained by the TAM and UAT methods had percentages of 84.69% and 87.38%. which is categorized as good in terms of utilization of attendance applications for employees.

Dewi Susanti Hulu; Agusta Pratama Wibawa

Router : Jurnal Teknik Informatika dan Terapan 2024 Asosiasi Profesi Telekomunikasi dan Informatika Indonesia

The development of interactive education as learning in education generally has several influencing factors, such as teachers who teach experiencing difficulties in keeping up with developments in information technology, learning media support tools for teaching in institutions are still limited in their use, only a few teachers use information technology in learning media because they have the knowledge to apply it to the teaching process, then from the problems that occur, the objectives include this research, designing an application interface display concept as an innovation in the use of learning technology according to needs, then creating an augmented reality learning application about the solar system according to the design created, after knowing the objectives What will be carried out in this research is implementing the use of an augmented reality application for the solar system using the marker based tracking method, where there is 3D object scanning of each planetary object in the solar system, while testing the application on 50 students of SDN Kebon Jeruk 15 Pagi, both classes VI A and B uses the user acceptance model (UAT), from the explanation explained if it is analyzed it produces an augmented reality application that has been created regarding the Android-based solar system so that it can be concluded that the testing process can be categorized as good or not in terms of AR applications and 3D object marker flashcards for students at school.

Gito Ardiansyah; Rozali Toyib

Mars: Jurnal Teknik Mesin, Industri, Elektro Dan Ilmu Komputer 2024 Asosiasi Riset Teknik Elektro dan Informatika Indonesia

Students at SMA Negeri 1 Central Bengkulu are still dominated by the manual method, namely taking student absences by recording them on paper which will later be summarized from each student's attendance data. Because the manual recap of student attendance data also affects the information about attendance recaps which is still limited to the school, so parents/guardians cannot monitor student attendance levels. Inconsistency in attendance data can be detrimental to students, there is often a difference between the absences listed in the attendance register book/record into the system, which is one of the factors that makes the original data and data that have been verified into the system different. Utilizing the location of an Android smartphone to become an attendance system, which functions to provide location information based on the user's nearest location, assisting in searching for locations based on 6 existing parameters, namely education (high school/vocational school/university), hospital, hotel, restaurant, tourist attraction , and malls/traditional markets. It is hoped that this application will always be up to date so that this application follows developments in Android-based lecturer/teacher attendance information technology using the Flutter framework.

Rakhmadi Rahman; Muhammad Aril; Ananda Nabila Putri

Venus: Jurnal Publikasi Rumpun Ilmu Teknik 2024 Asosiasi Riset Ilmu Teknik Indonesia

With all respect and gratitude, we express our gratitude to the presence of Allah SWT who has bestowed His grace and grace, so that we can complete a paper entitled "Development of Hear Talk Me Application Design for Deaf People Based on the Android operating system". Shalawat and salam may always be poured out to the Prophet Muhammad SAW, a role model for mankind. This paper describes the development of smarthphone aids that aim to improve accessibility for deaf people. This application is designed using the android operating system to be easily used by users with special needs. The main features included include text to voice translation and vice versa, as well as vibration notifications for incoming calls or messages. With this paper, we hope to create a useful and effective tool for deaf people to be able to access and utilize Smartphone functions maximally, hopefully this paper can provide useful insights and inspire further research in the development of accessibility technology

Asep Sumantri; Nabil Adrian Fadila

Repeater : Publikasi Teknik Informatika dan Jaringan 2024 Asosiasi Riset Teknik Elektro dan Informatika Indonesia

Mammals are animals with the characteristics of breastfeeding, sweating, and having four limbs such as four feet, a pair of feet and hands, or a pair of wings and feet. In some kindergartens, there is an obstacle where the school targets children from disadvantaged families so that carrying out activities outside the classroom which definitely requires a lot of funds will be difficult to carry out. As technology progresses, there is technology that can help children meet their learning needs and visualizations that are very interesting to use, such as Augmented Reality.The application of augmented reality was created to help children learn to recognize mammals without needing to do activities outside of school. The implementation is carried out using the marker based tracking method accompanied by design tools using UML. The program is made in the form of an Android smartphone application.The results of this application can show mammals in three-dimensional form that is close to their original form. This will help students recognize mammals in more detail, from those that are easy to find to those that are difficult to find or even dangerous to approach.