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E-Module Bahasa Pemrograman Java Berbasis Exe-Learning Rahmat Musfikar; Ichsanul Akbar; Sarini Vita Dewi; Aulia Syarif Aziz
Jurnal PROCESSOR Vol 18 No 1 (2023): Jurnal Processor
Publisher : LPPM Universitas Dinamika Bangsa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33998/processor.2023.18.1.704

Abstract

Learning informatics is often considered a difficult subject by junior high school (SMP) students, especially in the introduction of algorithms and programming languages. There are many variables that cause problems that teachers often face when teaching informatics. One of them is the unavailability of learning media. Therefore, research was conducted to discuss learning media for the Java programming language using Exe-Learning. The purpose of this study is to produce learning media that contains material on the introduction of algorithms and the introduction of the Java programming language. In designing and building this learning media using the ADDIE method which consists of 5 stages, namely Analysis, Design, Development, Implementation, and Evaluation. This research produced learning media in the form of Java Programming Language E-Modules. This learning media has been tested and validated by media experts and material experts with the validation results of this learning media expert with a percentage of 90% and material experts with a percentage value of 95.38%, indicating that this media is very feasible to use as a learning resource in subjects informatics, especially on material algorithms and programming languages
Pengembangan Aplikasi Penjualan dan Persediaan Barang Berbasis Web Menggunakan Laravel 10 dan Bootstrap 5 untuk Mengoptimalkan Manajemen di Toko Rahmat Jaya Nuruddhafirah, Ulya; Dewi, Sarini Vita
Jurnal JTIK (Jurnal Teknologi Informasi dan Komunikasi) Vol 10 No 1 (2026): JANUARY 2026
Publisher : Lembaga Otonom Lembaga Informasi dan Riset Indonesia (KITA INFO dan RISET)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35870/jtik.v10i1.5154

Abstract

Rahmat Jaya Store is a retail business that provides daily necessities but still relies on manual service processes, which are prone to errors, time-consuming, and generate inaccurate reports. This study aims to design and develop a web-based application to support sales processes, inventory management, and customer debt tracking using the Laravel 10 framework and Bootstrap 5. The development follows the waterfall method, starting with requirements analysis through interviews with the store owner and staff, system design using use case diagrams and flowcharts, implementation with the MVC architecture, and testing using black box methods and end-user evaluations. The implementation results show that the system can improve transaction recording efficiency by up to 40%, reduce stock report errors by 70%, and provide more accurate and real-time financial reports. The integrated debt book feature also helps store owners monitor customer receivables systematically and enhances customer satisfaction. Overall, this application demonstrates that web-based information systems can be an effective solution to support the digital transformation of small retail stores by improving operational efficiency, data accuracy, and decision-making. The application is expected to serve as a model for implementing information technology in small-scale retail businesses transitioning from manual to digital systems.
PERANCANGAN UI/UX APLIKASI NOTIFIKASI MASA STUDI MAHASISWA UIN AR-RANIRY BERBASIS ANDROID Annisa Zahra; Sarini Vita Dewi
TEKNIMEDIA: Teknologi Informasi dan Multimedia Vol. 6 No. 2 (2025): Desember 2025
Publisher : Badan Penelitian dan Pengabdian Masyarakat (BP2M) STMIK Syaikh Zainuddin NW Anjani

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.46764/teknimedia.v6i2.313

Abstract

The Regulation of the Minister of Education and Culture (PERMENDIKBUD) No. 3 of 2020 states that the maximum study period for undergraduate students is seven years. This policy serves as an important guideline for universities to monitor and guide students to complete their studies on time. However, the current information system at UIN Ar-Raniry has not yet provided a dedicated notification feature that regularly reminds students about their study period. This research aims to design the User Interface (UI) and User Experience (UX) of an Android-based notification application, specifically created for students in their 5th semester and above at UIN Ar-Raniry. The study adopts the Design Thinking approach, which includes five key stages: Empathize, Define, Ideate, Prototype, and Test. Figma was used as the main tool for creating interactive prototypes. Data was collected through interviews and observations involving final-year students to explore their real needs and user behavior. Usability testing was conducted using the System Usability Scale (SUS) method, which resulted in an average score of 81.5, falling into the “excellent” category. This result highlights the importance of integrating strong UI/UX principles into educational applications. It also proves that intuitive design and a smooth user experience can significantly increase student awareness and discipline regarding their study limits. The application is expected to serve as a supportive solution for a more responsive and usercentered digital academic system.
Pelatihan Manajemen Laboratorium Komputer bagi Pengelola Laboratorium Sekolah Menengah di Banda Aceh Aziz, Aulia Syarif; Islamadina, Raihan; Sulaiman, Oris Krianto; Dewi, Sarini Vita; Firmansyah, Firmansyah
Wahana Jurnal Pengabdian kepada Masyarakat Vol. 4 No. 2 (2025): Edisi Desember
Publisher : Ilmu Bersama Center

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56211/wahana.v4i2.1546

Abstract

Laboratorium komputer di tingkat sekolah menengah memiliki peran vital dalam menunjang pembelajaran berbasis teknologi dan asesmen nasional. Namun, kondisi di lapangan menunjukkan bahwa pengelolaan laboratorium di sekolah-sekolah Kota Banda Aceh masih menghadapi kendala, terutama terkait rendahnya kompetensi manajerial SDM, penataan fisik yang kurang ergonomis, serta minimnya penerapan standar Kesehatan dan Keselamatan Kerja (K3). Kegiatan pengabdian kepada masyarakat ini bertujuan untuk meningkatkan kompetensi dan profesionalisme guru serta teknisi sekolah dalam mengelola fasilitas laboratorium secara efektif. Metode pelaksanaan kegiatan berupa pelatihan daring (webinar) yang diselenggarakan pada 19 Agustus 2025, dengan melibatkan peserta dari unsur pengelola laboratorium sekolah menengah di Banda Aceh. Materi pelatihan mencakup lima pilar utama manajemen, yaitu: perencanaan strategis, penataan fisik dan manajemen kabel, administrasi inventaris, implementasi K3, serta penyusunan Prosedur Operasional Standar (SOP). Hasil kegiatan menunjukkan adanya peningkatan pemahaman peserta mengenai urgensi tata kelola laboratorium yang terstandarisasi. Melalui sesi diskusi, teridentifikasi bahwa penyusunan SOP dan manajemen inventaris menjadi kebutuhan mendesak untuk segera diimplementasikan di sekolah mitra. Disimpulkan bahwa pelatihan ini efektif dalam mengubah pola pikir pengelola laboratorium dari sekadar penjaga fasilitas menjadi manajer sistem, yang perlu ditindaklanjuti dengan pendampingan teknis secara luring di masa mendatang.
Perancangan Dan Implementasi Game Interaktif untuk Pembelajaran Digital pada Pelajaran TIK di MTsN 2 Banda Aceh Menggunakan Scracth Ramadhana, Zahwanul; Dewi, Sarini Vita
Jurnal Teknologi Informasi dan Multimedia Vol. 8 No. 1 (2026): February
Publisher : Sekawan Institut

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35746/jtim.v8i1.944

Abstract

ICT learning currently demands the use of innovative learning media, to increase students' moti-vation and understanding of the material being studied, but at MTsN 2 Banda Aceh, convention-al methods such as lectures still dominate, which reduce students' motivation towards storage device and output device materials. This study aims to design, develop, and implement learning media in the form of scratch-based interactive games as a means of ICT (information and com-munication technology) learning to increase interactivity, learning motivation, and understand-ing of grade VIII students towards storage device and output device materials. Development re-search with a 4D model (Define, Design, Develop, Disseminate) and a mixed methods approach integrates quantitative data from questionnaires and qualitative data from observations and in-terviews. The results of media expert validation reached an average of 91% (strongly agree), while the assessment of 36 students showed an average score of 91% (very good) in the aspects of design, navigation, material understanding, and learning motivation. The Maze Tech game has been proven to be feasible, effective, and fun as an ICT digital learning media that supports inde-pendent and active learning. Furthermore, the Maze Tech game was developed with attention to the characteristics of junior high school students who tend to prefer visual and challenge-based learning. The integration of game elements, such as maze navigation, audio-visual feedback, and evaluative quizzes, provides a contextual and meaningful learning experience. This media also encourages active student involvement in the learning process, so it serves not only as a means of entertainment but also as an effective pedagogical tool. Therefore, the results of this study are ex-pected to contribute to the development of game-based digital learning media and serve as a ref-erence for educators in implementing ICT learning innovations in the madrasah environment.
SOSIALISASI KESIAPSIAGAAN PENCEGAHAN COVID 19 DI DESA MESJID KEUMANGAN KECAMATAN MUTIARA KABUPATEN PIDIE Ulfa Husna Dhirah; Sarini Vita Dewi; Soraya Lestari
JURNAL PENGABDIAN KEPADA MASYARAKAT BIDANG KESEHATAN Vol 3, No 1 (2021): APRIL 2021
Publisher : Universitas Ubudiyah Indonesia

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Abstract

Virus Corona adalah sebuah keluarga virus yang ditemukan pada manusia dan hewan. Sebagian virusnya dapat mengingeksi manusia serta menyebabkan berbagai penyakit, mulai dari penyakit umum seperti flu, hingga penyakit-penyakit yang lebih fatal. Seringkali virus ini menyebar antara manusia ke manusia melalui tetesan cairan dari mulut dan hidung saat orang yang terinfeksi sedang batuk atau bersin, mirip dengan cara penularan penyakit flu. Tetes cairan dari mulut dan hidung pasien tersebut bisa jatuh dan tertinggal pada mulut dan hidung orang lain yang berada di dekatnya, bahkan dihisap dan terserap ke dalam paru-paru orang tersebut melalui hidungnya. Untuk itu diperlukan sosialisasi kesiapsiagaan pencegahan Covid 19 ini dengan mengajarkan cara cuci tangan yang benar, etika batuk dan bersin, konsumsi makanan yang sehat dan bergizi, istirahat yang cukup dan mengelola stress untuk meningkatkan kekebalan tubuh dalam melawan penyebaran infeksi termasuk Virus Corona.Keywords : Covid 19 
GREEN ACCOUNTING: NILAI EKONOMIS SAMPAH DI MASA PANDEMI COVID-19 Soraya Lestari; Sarini Vita Dewi; Ulfa Husna Dhirah; Rulia Meilina
JURNAL PENGABDIAN KEPADA MASYARAKAT BIDANG PENDIDIKAN Vol 3, No 1 (2021): APRIL 2021
Publisher : Universitas Ubudiyah Indonesia

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Abstract

Sampah merupakan hasil dari aktivitas manusia yang tidak dimanfaatkan lagi. Namun demikian bukan berarti sampah tersebut tidak bermanfat. Hanya saja banyak masyarakat yang belum terbiasa untuk memilah sampah berdasarkan jenisnya sehingga sampah tersebut bisa didaur ulang. Hal ini sangat penting, karena sampah yang tidak dimanfaatkan akan terus menumpuk dan berdampak buruh terhadap manusia. Tujuan pengabdian masyarakat ini adalah untuk memelihara lingkungan dengan melakukan daur ulang sampah menggunakan konsep 3R (reduce, reuse dan recycle). Hal ini dikarenakan sampah juga memiliki nilai ekonomis yang dapat dimanfaatkan masyarakat sehingga juga dapat meningkatkan pendapatan terutama di masa pandemi Covid-19. Di Masa Pandemi Covid-19, masyarakat dituntut untuk lebih memperhatikan kesehatan, hidup bersih dengan mengelola sampah rumah tangga dengan baik, serta memanfaatkan barang bekas menjadi sesuatu yang lebih bermanfaat dan bernilai. Hasil dari pengabdian masyarakat ini menunjukkan antusias masyarakat yang baik dalam mengelola sampah. Karena banyak dari masyarakat yang belum mengerti bagaimana cara memisahkan sampah yang baik, dan mengasah kreativitas untuk membuat produk-produk yang dapat dijual kembali. Keywords: Green Accounting, Pengelolaan Sampah, Pandemi Covid-19Â