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Manajemen Tata Kelola Dana Desa Sebagai Peningkatan Pembangunan Gampong Alue Naga Kecamatan Syiah Kuala Kota Banda Aceh Sufyan; Tarmizi; Maimun
Jurnal Ekonomi Bisnis, Manajemen dan Akuntansi Vol. 1 No. 2 (2022): December
Publisher : Yayasan Pendidikan Mitra Mandiri Aceh(YPMMA)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58477/ebima.v1i2.38

Abstract

Rural development in its implementation receives funds from the Regional Revenue and Expenditure Budget which is called the Allocation of Village Funds and the State Revenue and Expenditure Budget which is called the Village Fund. The characteristics of village development have a multidimensional nature concerning all aspects of community life in the village. The data analysis used was an analysis technique that was carried out throughout the research since the data collection began, data analysis was carried out continuously until the research report was prepared. Based on the results of the research, it was found that the government of Gampong Alue Naga, Syiah Kuala District, Banda Aceh had carried out a planning process in the context of managing gampong development as outlined in the Gampong Medium Term Development Plan (RPJMG) and in the Gampong Government Work Plan (RKPG) which became a reference in structuring the Budget. Gampong Income and Expenditure (APBG) using the Village Fund which is planned to involve the village community as a whole. In the process of organizing the gampong government formed an Activity Management Team (TPK) in managing village funds, involving all Human Resources (HR) owned in Alue Naga village, Syiah Kuala District, Banda Aceh. In the process of carrying out the development, the village government of Alue Naga involves workers from the community in general, and according to their respective expertise so that the work of development activities is carried out in accordance with the plans set out in the APBG.
IMPROVING DIGITAL LITERACY AND ADOLESCENT MENTAL HEALTH IN THE SOCIAL MEDIA ERA Sufyan; Maimun; Muhammad Yassir; Yonoriadi; Alfina; Nurrisma; Ismail; Riyan Maulana; Saiful Marhaban; Zainuddin; Rahmat Arfan; Muridha Hasan; Deni Trianda Pitri; Sabitah; Lusi Tutur Mulia; Zeni Abdi
Jurnal Pengabdian Bangsa Vol 4 No 2 (2025): MARCH 2025 - AUGUST 2025
Publisher : CV. Naskah Aceh

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61992/jpb.v4i2.230

Abstract

The rapid rise of social media usage among adolescents presents both opportunities and challenges, particularly concerning mental health and digital literacy. In the digital age, adolescents must navigate complex virtual environments while maintaining psychological well-being. This community service program aimed to enhance digital literacy and promote mental health awareness among school-aged adolescents in Aceh. The activity involved 25 participants aged 15–24, drawn from various schools and youth communities. Implemented over two days, the program employed a quasi-experimental design, combining interactive education, case discussions, and role-play simulations. Pre-test and post-test evaluations measured changes in participants' knowledge levels. The results indicated a significant improvement in understanding digital literacy and mental health concepts, as evidenced by a Wilcoxon test result of p = 0.010 (< 0.05). These findings underscore the effectiveness of interdisciplinary educational interventions in equipping adolescents with critical digital skills and emotional resilience in the era of pervasive social media. The program highlights the importance of collaborative efforts among educators, families, and communities in fostering safe, informed, and mentally healthy digital engagement among youth.
DESIGN AND CONSTRUCTION OF ONLINE LIBRARY INFORMATION SYSTEM FOR STMIK INDONESIA CAMPUS, BANDA ACEH WEB -BASED Sufyan; Maimun; Yonoriadi; Nurjanah Ismail; Dara Zulfinar; Ismail; Riyan Maulana
Jurnal Penelitian Progresif Vol 4 No 2 (2025): MARCH 2025 - AUGUST 2025
Publisher : CV Naskah Aceh

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61992/jpp.v4i2.231

Abstract

In the current digital era , the development of information and communication technology has had a significant impact on various aspects of life, including in the world of education. One of the important things in education is access to adequate information sources. Currently, the library system used at the STMIK Indonesia Banda Aceh campus still uses conventional methods with physical libraries , which can cause limited access, delays in obtaining information sources , and limitations in managing and maintaining book collections. STMIK Indonesia Banda Aceh has a library that still uses a manual recording system or bookkeeping in conducting transactions, which will certainly increase the difficulty in processing library data, not to mention errors in book borrowing and returning transactions, as well as other reporting errors . Based on the results of the library website system design at STMIK Indonesia Banda Aceh , the results show that the system can carry out the online loan registration process and fine notifications. The author hopes that in creating this library information system, it can help facilitate staff and all related parties in processing library data effectively and efficiently.
Lembar Persepengembangan Game Edukasi Keterampilan Membaca Untuk Siswa Tk Islam Ceria Hidayatullah Menggunakan Program Visual Scratch Ikhwan, M. Khairul; Sufyan; Syafrinal
Jurnal Ilmu Komputer dan Teknologi Informasi Vol. 1 No. 2 (2024): September
Publisher : Lembaga Penelitian dan Pengabdian Kepada Masyarakat (LPPM) STMIK Indonesia Banda Aceh

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35870/jikti.v1i2.1079

Abstract

Membaca merupakan keterampilan dasar yang harus dimiliki oleh anak sejak dini. Namun, di TK Islam Ceria Hidayatullah, ditemukan masalah rendahnya keterampilan membaca siswa serta kurangnya media pembelajaran yang efektif dari guru. Penelitian ini bertujuan untuk mengembangkan media pembelajaran berbasis game edukasi menggunakan program Visual Scratch guna meningkatkan keterampilan membaca siswa kelompok A di TK Islam Ceria Hidayatullah. Game edukasi ini dikembangkan dengan mengacu pada Standar Tingkat Pencapaian Perkembangan Anak (STPPA). Metode penelitian yang digunakan adalah Research and Development (R&D) dengan model pengembangan perangkat lunak Analyze, Design, Development, Implementation, Evaluation (ADDIE). Pengujian dilakukan pada guru dan siswa, serta pengujian fungsional terhadap game edukasi. Hasil pengujian menunjukkan bahwa media pembelajaran ini sesuai dengan kebutuhan guru dan siswa, serta telah berfungsi dengan baik sesuai dengan spesifikasi yang diharapkan.