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Perancangan dan Implementasi Website Pembelajaran Berbasis Game Interaktif untuk Anak TK Usia 5–6 Tahun Addelia Aldha Kharisma; Griselda Tabina Riani; Joko Suwarno
RIGGS: Journal of Artificial Intelligence and Digital Business Vol. 5 No. 2 (2026): Mei-Juli
Publisher : Prodi Bisnis Digital Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/riggs.v5i2.10882

Abstract

The integration of information technology in education has encouraged the development of more innovative learning media, including for Early Childhood Education (ECE). This study aims to design and implement a game-based interactive learning website for kindergarten children aged 5–6 years at TK Islam Baiturrahim as a supporting medium for the teaching and learning process. The main problem addressed in this study is the limited availability of digital learning media that can enhance children's interest in learning through interactive and enjoyable activities. The research employed data collection methods, including observation, interviews, and literature review, to identify user requirements and learning needs. The system was developed using HTML, CSS, JavaScript, PHP, and MySQL and was deployed in the XAMPP environment. The website provides features such as student login, a learning dashboard, six educational games, a scoreboard, and an administrator page for managing student data and game results. System testing was conducted using the Black Box Testing method to ensure that each function operated according to user requirements. The testing results showed that all features functioned properly and met the expected system requirements. The implementation of this interactive game-based learning website provides a more engaging learning experience through the concept of learning while playing, assists teachers in delivering learning materials more interactively, and facilitates the monitoring of students' learning outcomes through a score-recording system. Therefore, this website is suitable as a supporting learning medium for early childhood education and can be further developed by adding more learning materials, animations, audio, and a wider variety of educational games.
Implementation of UI/UX Design for Goods Delivery System With One Way To Go Model - SiCepat Hackathon Challenge Yuda Samudra; Santi Rahayu; Nanang; Addelia Aldha Kharisma
Jurnal Komputer Teknologi Informasi Sistem Komputer (JUKTISI) Vol. 5 No. 2 (2026): September 2026
Publisher : LKP KARYA PRIMA KURSUS

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62712/juktisi.v5i2.1588

Abstract

The SiCepat Hackathon Challenge is a collaborative start-up activity in building an application ecosystem that aims to support system updates to become more efficient and support the growth of digital businesses in accordance with market needs in the field of logistics technology to accelerate the delivery process of goods based on consumer needs. The main problem in the traditional delivery system is the lack of ability to determine the optimal delivery and pick-up location. Many couriers have to travel long distances simply because the system is unable to find the closest pickup point from the courier's position. As a result, delivery times are inefficient, and operational costs increase. In addition, an unclear commission system often causes dissatisfaction among couriers because it does not represent the effort and time they put in. Problem solving using Design Thinking method approach to study user needs. In the Design Thinking process, there are several stages such as Empathize, Define, Ideate, Prototype, and Test. There is also a Design System process to help determine the component requirements in the design interface that can be used for reusable purposes with the Atomic's Design approach. In the validation or testing stage of the feature development results, the result of this development plan is to provide features for selecting a warehouse for picking goods, destination locations, a commission system, deposits, withdrawals, and shipping history. The results of the Usability Testing with Usability Metrics using SEQ (Single Ease Question) obtained a score of 6 (out of 7 points), this is interpreted as Passing for each testing criterion carried out by the user.
IPLEMENTATION OF UI/UX DESIGN FOR A ONE-WAY-TO-GO DELIVERY SYSTEM - SICEPAT HACKATON CHALLENGE Yuda Samudra; Santi Rahayu; Nanang; Addelia Aldha Kharisma
Bulletin of Engineering Science, Technology and Industry Vol. 4 No. 3 (2026): September
Publisher : PT. Radja Intercontinental Publishing

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

The SiCepat Hackathon Challenge is a collaborative start-up activity in building an application ecosystem that aims to support system updates to become more efficient and support the growth of digital businesses in accordance with market needs in the field of logistics technology to accelerate the delivery process of goods based on consumer needs. The main problem in the traditional delivery system is the lack of ability to determine the optimal delivery and pick-up location. Many couriers have to travel long distances simply because the system is unable to find the closest pickup point from the courier's position. As a result, delivery times are inefficient, and operational costs increase. In addition, an unclear commission system often causes dissatisfaction among couriers because it does not represent the effort and time they put in. Problem solving uses the Design Process with a Design Thinking method approach to study user needs. In the Design Thinking process, there are several stages such as Empathize, Define, Ideate, Prototype, and Test. There is also a Design System process to help determine the component requirements in the design interface that can be used for reusable purposes with the Atomic's Design approach. In the validation or testing stage of the feature development results, the final result of this development plan is to provide features for selecting a warehouse for picking goods, destination locations, a commission system, deposits, withdrawals, and shipping history. The final results of the Usability Testing with Usability Metrics using SEQ (Single Ease Question) obtained a score of 6 (out of 7 points), this is interpreted as Passing for each testing criterion carried out by the user.