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Muhammad Rizky Syahfitra Hasibuan; Bagas Saputra Pane; Muhammad Aria Sahputro; Jefri Andreas Pakpahan; Yan Indra Siregar +1 more

Jurnal Riset Rumpun Ilmu Pendidikan 2024 Lembaga Pengembangan Kinerja Dosen

This study aims to examine the influence of bounding (lompat kijang) and split squat jump training on sprint performance among Physical Education students at a university in Medan. A descriptive qualitative approach was used, involving ten participants selected through purposive sampling. Data were collected through in-depth interviews and analyzed using thematic analysis. The findings indicate that bounding exercises significantly improve stride length, movement coordination, and sprint acceleration. Meanwhile, the split squat jump contributes more to initial push-off strength, body stability, and lower-limb muscular endurance. Most participants reported that combining both exercises produces the most optimal sprint improvement, as it simultaneously trains horizontal and vertical power. Additionally, the combined training enhances running efficiency and increases participants’ confidence during short-distance sprinting. The study concludes that both plyometric exercises are effective and recommended for speed-training programs, particularly for students and beginner athletes seeking comprehensive sprint performance enhancement.

Dicky Umardhani; Putu Wira Buana; Fajar Purnama

International Journal of Mechanical, Electrical and Civil Engineering 2024 Asosiasi Riset Ilmu Teknik Indonesia

The development of information and communication technology in Indonesia has grown significantly over the past few years. Thus, there are many opportunities to digitize the business process of a business or business ecosystem. One of them is in the field of digital economy by adapting business processes into a digital platform, such as designing an e-commerce platform in a village that has commodities in it so that related commodities can increase the visibility of their products. This research uses Belega Village as a case study location considering that this village has a commodity in the form of bamboo crafts. Research was conducted to build a web-based bamboo handicraft e-commerce application that would be expected to increase product visibility. The application itself is built using the Agile Development method using the sprint model. This application is built with a microservice architecture with Express.js technology as a backend service and Next.js to create client applications and PostgreSQL as a DBMS. The result of this research is a web-based e-commerce application that is expected to increase the visibility of products from bamboo crafts from Belega Village.

Serlince Nono; Adelbertus Umbu Janga; Lidia Lali Momo

Neptunus: Jurnal Ilmu Komputer Dan Teknologi Informasi 2024 Asosiasi Riset Teknik Elektro dan Informatika Indonesia

The implementation of an effective and efficient information system is very important in managing letter archives in government offices. This study aims to design and implement a letter archive information system using the Scrum method at the Umbu Ratu Nggay Barat District Office. Scrum was chosen as a software development framework because of its adaptive and iterative nature, allowing the team to accommodate changing needs quickly. Through this approach, system development is carried out in several sprints, which ensures that the development process runs in a structured manner with a clear division of tasks. The results of this study indicate that the implementation of the Scrum method can increase efficiency in the letter archive management process and accelerate the response to changes in system needs. With this letter archive information system, the sub-district office can manage letter documents in a more organized, easily accessible, and secure manner. This study is expected to be the basis for further development to improve the quality of administrative services in government institutions.

Gunawan Efendi; Lalu Mutawalli; Jihadul Akbar

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

The Scrum method is a methodology included in agile software development. Scrum is considered to be able to produce good quality software according to user wishes, can be used in large and small projects, and is easy to adopt changes. The scrum activity stages include product backlog, sprint backlog, daily scrum, sprint review, and sprint retrospective. Roles in Scrum include product owner, scrum master, and development team. Scrum has structured and iterative stages, so that if the product in the first sprint is not sufficient to meet needs, then in the next sprint a system can be developed that is in accordance with user evaluation. The results obtained from Designing a Hack Incident Reporting System at Kominfo Central Lombok Using the Agile Scrum Approach were proven to be able to overcome changes in requirements during the system development phase, producing products that met the wishes of users because they received repeated reviews.    

Lilis Suryani Nasution; Yahfizham Yahfizham

Algoritma : Jurnal Matematika, Ilmu pengetahuan Alam, Kebumian dan Angkasa 2024 Asosiasi Riset Ilmu Matematika dan Sains Indonesia

During the period of compulsory education in Indonesia, which is 12 years, the government requires mathematics as the main learning subject for extracts which will continue to have an impact on people’s lives. The level of ability in a field of science must be measured to obtain valid data for the development of education in Indonesia. The use of Geogebra Mathematics Software in schools in Indonesia is not surprising at this time, technological developments have made the use of Geogebra mathematics software commonplace. This research is a Systematic Literature Review, in this research the author analyzes and compares several articles obtained from the internet or digital databases, for example Semantic Scholar or Sprinter Link. The articles that have been found are then selected according to the title researched, so that several reference articles are obtained. The research results show that the use of Geogebra mathematics software in learning has a great influence on students’ computing abilities. Geogebra is a media with a visual, analytical and numerical approach that can be solved using algorithms that require computational capabilities to operate. There is empathy in computational thinking, namely algorithmic thinking problem solving, pattern recognition, and abstraction and generalization.