Sistem Akuntansi Manajemen Keuangan Terintegrasi E-Commerce Untuk Meningkatkan Akurasi Laporan Keuangan Ewilla Sewing Demak
(Sukemi Kamto Sudibyo, Eni Endaryati, Vivi Kumalasari Subroto, Sri Wahyuning, Nur Rokhman, Agus Priyadi, Delinda Dalis Yuliani)
DOI : 10.51903/manajemen.v5i1.950
- Volume: 5,
Issue: 1,
Sitasi : 0 14-May-2025
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The development of digital technology encourages business entities to utilize e-commerce to expand their market. However, many have difficulty managing financial reports because the online sales system is not yet integrated. Ewilla Sewing, a convection business, still records finances manually and separately from online sales. This study designs and implements an integrated e-commerce financial management accounting system to improve the accuracy, efficiency, and reliability of financial reports. The research method uses a descriptive qualitative approach with observation, interviews, and document analysis. The system was developed with a waterfall model. The results of the study show that the system is able to manage finances more efficiently, accelerate reporting, provide real-time data, support internal audits, and help make more appropriate decisions for Ewilla Sewing.
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2025 |
SISTEM INFORMASI PERSEDIAAN OBATBERBASIS WEB DI RUMAH SAKIT BINA KASIH
(AHMAD ZAINUDIN, Andik Prakasa Hadi, AGUS PRIYADI)
DOI : 10.51903/2xwvpm83
- Volume: 3,
Issue: 3,
Sitasi : 0 03-Jan-2025
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Effective drug inventory management is essential for hospital pharmacy management to prevent stock shortages and waste due to expiration. Bina Kasih Hospital faces obstacles such as manual recording and reporting difficulties. This study designs a web-based drug inventory information system with waterfall methodology, using PHP, MySQL, and Bootstrap interface. This system allows real-time data access, stock tracking, automatic notification, and data integration.
Testing using black-box and user acceptance testing showed increased operational efficiency, with a reduction in recording errors of up to 80% and an acceleration of reporting of up to 50%. This system supports auditing, reporting, and data integration. This solution is expected to optimize Bina Kasih Hospital's pharmacy management, with the potential for further development for integration with electronic medical record modules and procurement systems.
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2025 |
Surjan Jogja Motif in Modern Visual Communication: A Design Thinking Approach
(Agus Priyadi, Ayyub Hamdanu Budi Nurmana Mulyana Slamet)
DOI : 10.51903/ijgd.v2i2.2115
- Volume: 2,
Issue: 2,
Sitasi : 0 25-Nov-2024
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Traditional culture is a vital part of a community's identity, yet in the era of globalization, cultural elements are often threatened by modernization, which can blur local identities. This study explores the application of the Design Thinking method in integrating the Surjan Jogja motif into visual communication design, focusing on how the design can preserve cultural meaning while remaining relevant in contemporary times. The research employed a qualitative approach, utilizing the five stages of Design Thinking: empathy, problem definition, ideation, prototyping, and testing. Data were collected through in-depth interviews with 15 respondents, including designers, batik artisans, and cultural figures, as well as direct observations of the creative process. The results show that 80% of respondents appreciated designs that integrated the Surjan motif, with many stating that the design offered deeper meaning compared to products without cultural context. The study found that the application of Design Thinking produced innovative visual solutions and strengthened local cultural identity amidst globalization. The conclusion of this study emphasizes the importance of integrating traditional elements in visual communication design to preserve local culture. The practical implications of this research are significant, as it provides a framework for the development of culture-based design and opens opportunities for further research on the application of this method in other cultural contexts, thereby offering a practical guide for designers and cultural researchers interested in preserving local culture through design.
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2024 |
PENGEMBANGAN GAME PEMBELAJARAN INTERAKTIF MATEMATIKA BANGUN RUANG SISWA KELAS 6 SD
(Ahmad Zainudin, Agus priyadi, Andik Prakasa Hadi, ALDO KRISDIANANTA)
DOI : 10.51903/pixel.v17i1.1979
- Volume: 17,
Issue: 1,
Sitasi : 0 12-Jul-2024
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Mathematics is one of the important subjects. Mathematics is also a subject that is difficult to understand. Understanding concepts is the most important part of learning mathematics, meaning that in studying mathematics students must first understand mathematical concepts in order to be able to solve problems and be able to apply this learning in the real world.
Based on direct observations and interviews with grade 6 teachers at SD Negeri 02 Getas, teachers have difficulties in the theme of lesson 3 about "Building Space" with basic competencies; 1) identify & compare geometric shapes; 2) calculating the surface area of the geometric shape; 3) calculate the volume of the geometric shape. This is what drives the need to develop game-based mathematics learning media.
This game was created using Construct2 software as a 2D video game engine. The method used in this study is the MDLC (Multimedia Development Life Cycle) method.
Mathematics is one of the important subjects. Mathematics is also a subject that is difficult to understand. Understanding concepts is the most important part of learning mathematics, meaning that in studying mathematics students must first understand mathematical concepts in order to be able to solve problems and be able to apply this learning in the real world.
Based on direct observations and interviews with grade 6 teachers at SD Negeri 02 Getas, teachers have difficulties in the theme of lesson 3 about "Building Space" with basic competencies; 1) identify & compare geometric shapes; 2) calculating the surface area of the geometric shape; 3) calculate the volume of the geometric shape. This is what drives the need to develop game-based mathematics learning media.
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2024 |
Perancangan Video Motion Graphic Sebagai Media Marketing Studi Kasus di PT. Bakool Nusantara
(Rudjiono Rudjiono, Setiyo Adi Nugroho, Agus Priyadi, Akhmad Cholif Agung Yuliyanto)
DOI : 10.51903/pixel.v17i1.1978
- Volume: 17,
Issue: 1,
Sitasi : 0 10-Jul-2024
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Bakool Nusantara merupakan startup yang menyediakan produk kebutuhan sayur segar dengan konsep bisnis online BTB dan BTC. Penelitian ini bertujuan untuk meningkatkan pengenalan brand dan aplikasi Bakool Apps kepada pelanggan PT. Bakool Nusantara melalui perancangan video motion graphic sebagai media pemasaran. Perusahaan mengalami kendala dalam upaya memperkenalkan secara optimal brand dan aplikasi Bakool Apps kepada pelanggan, sehingga perlu dilakukan inovasi dalam strategi pemasaran. Penelitian ini menggunakan metode studi kasus di PT. Bakool Nusantara untuk mendapatkan pemahaman mendalam tentang permasalahan yang dihadapi oleh perusahaan. Selanjutnya, penelitian ini fokus pada perancangan video motion graphic sebagai solusi untuk meningkatkan pengenalan brand dan aplikasi Bakool Apps. Penggunaan teknik motion graphic diharapkan dapat memberikan pengalaman visual yang menarik dan efektif dalam menyampaikan informasi kepada pelanggan. Hasil uji validasi ahli media produk video motion graphic memperoleh hasil 4,7 dari 5 yang berarti produk sangat valid, validasi ahli materi memperoleh hasil 4,7 dari 5 yang berarti produk sangat valid untuk digunakan sebagai alat bantu media marketing. Hasil uji validasi oleh pengguna memperoleh hasil 4,652 dari 5 yang berarti produk sangat efektif untuk digunakan. Dengan demikian berdasarkan hasil validasi ahli media, ahli materi dan calon pengguna, menunjukan bahwa produk video yang dihasilkan dinyatakan valid dan layak untuk dibuat sebuah produk .
Keywords: Motion Graphic, Video, Media Marketing
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2024 |
Pelatihan Penerapan Penggunaan Aplikasi Canva dan Akuntansi untuk Usaha Kecil bagi Siswa Kejar Paket C di PKBM Sejati Kudus
(Wiwid Wahyudi, Vivi Kumalasari, Eni Endaryati, Andreas Heri Kurniawan, Irdha Yunianto, Agus Priyadi)
DOI : 10.51903/community.v3i3.451
- Volume: 3,
Issue: 3,
Sitasi : 0 21-Dec-2023
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Pelatihan di PKBM SEJATI KUDUS untuk para siswa Kejar Paket C perlu dilakukan karena berdasarkan pengamatan sebelumnya, bahwa para siswa Kejar Paket C belum mengenal sama sekali tentang penggunaan aplikasi Canva maupun memahami cara menyusun laporan keuangan sederhana untuk usaha kecil. Dalam kegiatan operasional sehari-hari, penggunaan aplikasi Canva mendukung proses desain grafis (poster, brosur, dll). Penggunaan aplikasi Canva diharapkan dapat membantu para siswa Kejar Paket C untuk membuat desain yang mereka butuhkan sehingga setelah lulus mereka dapat membuka lapangan usaha sendiri dan memperoleh penghasilan. Hal ini didasarkan pada hasil prasurvey yang telah dilaksanakan oleh Tim PPM Lembaga Pengabdian Kepada Masyarakat Universitas STEKOM Semarang di PKBM SEJATI KUDUS. Program PPM ini juga merupakan tanggapan akan kebutuhan para siswa Kejar Paket C, yang sejak lama merasakan bahwa mereka belum cukup lancar untuk menggunakan program-program komputer dan memahami siklus akuntansi tersebut.
Kegiatan berlangsung di PKBM SEJATI KUDUS yang berada di Jl. Pasuruhan Kidul II, Pasuruhan Kidul, Kec. Jati, Kabupaten Kudus, Jawa Tengah 59349 pada tanggal 10, 11, dan 18 November 2023. Pola pelaksanaan program pelatihan bidang Aplikasi Canva dan Akuntansi bagi para siswa Kejar Paket C PKBM SEJATI KUDUS, dilakukan dengan cara klasikal. Pelatihan ini diikuti oleh siswa Kejar Paket C PKBM SEJATI KUDUS yang berjumlah sekitar 15 orang. Berdasarkan pelatihan yang telah dilakukan, diperoleh hasil bahwa siswa Kejar Paket C PKBM SEJATI KUDUS dapat memahami penggunaan Aplikasi Canva yang baik dan benar dalam kegiatan desain grafis. Selain itu siswa Kejar Paket C PKBM SEJATI KUDUS dapat memahami penggunaan Akuntansi untuk menyusun laporan keuangan secara sederhana bagi usaha kecil.
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2023 |
PERANCANGAN MEDIA PEMBELAJARAN UNTUK MATA PELAJARAN ANIMASI BLENDER KELAS XII SMK KANAAN UNGARAN
(Daniel Rudjiono, Setyo Adi Nugroho, Agus priyadi, Krisna Danu Aji Saputra)
DOI : 10.51903/pixel.v16i2.1515
- Volume: 16,
Issue: 2,
Sitasi : 0 13-Dec-2023
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Tujuan dari penelitian ini adalah untuk membuat media pembelajaran animasi berbasis flash bagi siswa di SMK Ungaran Kanaan, serta meningkatkan minat siswa untuk belajar animasi. Metode yang digunakan adalah Research and Development, yaitu metode yang mengembangkan suatu produk tertentu seperti media pembelajaran berbasis animasi. Penelitian ini dilatarbelakangi oleh ditemukannya kurangnya media pembelajaran animasi di SMK Ungaran Kanaan khususnya pada kelas XI pelajaran animasi Multimedia
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2023 |
In House Training (IHT) Peningkatan Kompetensi Guru Dalam Pemanfaatan IT SD Islam Plus H.M Subandi Kabupaten Semarang
(Rudjiono Rudjiono, Andik Prakasa Hadi, Ahmad Zainudin, Agus Priyadi, Agustinus Budi Santoso, Setiyo Adi Nugroho, Robby Andika Kusumajaya)
DOI : 10.51903/community.v3i3.413
- Volume: 3,
Issue: 3,
Sitasi : 0 17-Nov-2023
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Dalam tahun tahun terakhir ini teknologi informasi dan komunikasi (TIK) telah memasuki seluruh elemen kehidupan, yang menyebabkan perubahan pada pola kehidupan sosial dan ekonomi, dan juga pada bidang pendidikan. TIK telah meresap memasuki kehidupan sehari-hari, dan penggunaannya menjadi persyaratan mendasar dalam proses pendidikan yang bermutu. Pendidikan yang bermutu sendiri akan terjamin oleh guru-guru yang berkompeten di bidangnya . IN HOUSE TRAINING (IHT) dalam rangka PENINGKATAN KOMPETENSI GURU pada lembaga SDIP H.M Subandi Kab. Semarang ditujukan dalam usaha peningkatan kinerja dan performa para guru di SDIP H.M Subandi Wilayah Kab. Semarang. Kegiatan ini didasarkan dari hasil observasi yang menunjukkan masih minimnya pengetahuan di bidang Teknologi Informasi yang dimiliki Kepala Sekolah setempat beserta Guru tentang teknologi informasi, khususnya terkait kesulitan dalam pembuatan soal-soal secara Online atau CBT. peserta pelatihan merasa terpuaskan dengan adanya Program In House Training (IHT) Peningkatan Kompetensi Guru Dalam Pemanfaatan IT ini karena melalui program ini mereka telah dapat mempraktekkan dalam pelatihan dan telah menguasai pengaplikasian ilmu yang diperoleh dalam materi pelajaran dalam upaya meningkatkan skill dan performa guru dalam menggunakan Teknologi Informasi.
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2023 |
Pengembangan Game Edukasi Pengenalan Rambu-Rambu Lalu Lintas TK Kemala Bhayangkari 31 Salatiga
(Ahmad Zainudin, Agus Priyadi, Dewi Prehantini Wahyuningtyas)
DOI : 10.51903/pixel.v15i2.817
- Volume: 15,
Issue: 2,
Sitasi : 0 06-Dec-2022
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Educational game is a game which is specifically designed as a tool to accomplish educational needs. Therefore, it has to be projected in an exact precision to achieve its goal: educating, and increasing the user knowledge and skills.
There are some problems which frequently happened at TK Kemala Bhayangkari 31 Salatiga, firstly, the number of props of traffic signs is limited so it is not proportional to the number of meetings in the existing curriculum and students must repeat the same material. Secondly, there isn’t suitable learning support media to add props to traffic signs that are still lacking.
The software used in this game development was Adobe Flash CS6. The research was conducted through R&D; Research and Development method by processed through some stages. First, problem identification stage, then, data collection, product design, design validation, design revision, and the final step was the product trials. The validation was carried out by the expert validators and product user.
Based on the research conducted, it concluded that this game has 43 signs which fulfill the number of signs that must be taught to students according to the curriculum at TK Kemala Bhayangkari 31 Salatiga, 18% which is most often found on the road from the total number of traffic signs in the Minister of Transportation Regulation No. 13 years 2014.
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2022 |
Pengembangan Game Edukasi Matematika Geometri Untuk Siswa Kelas V Sekolah Dasar Kristen Ngampin
(Agus Priyadi, Ahmad Zainudin, Eko Rustanto)
DOI : 10.51903/informatika.v2i2.162
- Volume: 2,
Issue: 2,
Sitasi : 0 28-Oct-2022
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Mathematic Geometry Educational Game Development for Fifth Grade Students at SD Kristen Ngampin. Educational game is a game which is specifically designed as a tool to accomplish educational needs. Therefore, it has to be projected in an exact precision to achieve its goal: educating, and increasing the user knowledge and skills. There are some problems which frequently happened at SD Kristen Ngampin, especially for fifth grade students, related to the media game utilization in learning. Firstly, conservative learning which is already applied by the teacher, lead them to have less curiosity in learning the material. Secondly, the media learning limitation affects the students’ independence learning and their participation on the learning process. The software used in this game development was Adobe Flash CS6. The research was conducted through R&D; Research and Development method by processed through some stages. First, problem identification stage, then, data collection, product design, design validation, design revision, and the final step was the product trials. The validation was carried out by the expert validators and product user. Based on the research conducted, it concluded that educational game enhances insight and direct experience about Mathematic learning, especially on geometry material for fifth grade students of SD Kristen Ngampin.
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2022 |