Lede, Pingky Alfa Ray Leo
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Pengembangan Sistem Pengolahan Data Jemaat Gereja Kristen Sumba (GKS) Berbasis Object Oriented Analysis and Design: Development of Church Congregation Data Processing Systems Kristen Sumba (GKS) Based on Object Oriented Analysisand Design Hanggalang, Ronaldo Turu; Lede, Pingky Alfa Ray Leo; Sitaniapessy, Desy Asnath
MALCOM: Indonesian Journal of Machine Learning and Computer Science Vol. 4 No. 3 (2024): MALCOM July 2024
Publisher : Institut Riset dan Publikasi Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.57152/malcom.v4i3.1387

Abstract

GKS Jemaat Tanalingu Cabang Kahembi merupakan gereja yang belum memanfaatkan teknologi komputer dan sistem informasi dalam pengelolaan data keanggotaan, antara lain pencatatan baptisan, pencatatan pengukuhan, pencatatan kematian, dan pencatatan perkawinan. Dalam proses pengolahan data Gereja Kristen Sumba (GKS) Jemaat Tanalingu Cabang Kahembi pada saat ini, informasi yang saya dapatkan dari Ketua BPMJ sekaligus merangkap menjadi pendeta dalam gereja tersebut yang menjadi keluhan mereka yaitu mengalami kesulitan dalam munulis data dalam kertas buku dan mudah tercecer dan cepat rusak dalam mengelola data jemaat, data jemaat pendaftaran baptis, data jemaat pendaftaran sidi, data jemaat meninggal dan data jemaat pendaftaran nikah. Peneliti ini bertujuan untuk merancang dan mengembangkan sistem informasi untuk membantu dalam mengelolaan data di GKS Jemaat Tanalingu Cabang Kahembi. Metodologi pendekatan Object-Oriented Analysis and Design (OOAD) serta menerapkan metode waterfall, penelitian ini merancang sistem yang mempermudah gereja mengakses data jemaat secara online. Dalam sistem ini tidak hanya dapat mengatasi masalah keterlambatan dan tidak dapat mengalami kesulitan dalam munulis data dalam kertas buku dan tidak mudah tercecer dan cepat rusak dalam pencatatan manual. Dengan demikian, pengurus gereja dapat lebih mudah mengelola mengelola data jemaat, data jemaat pendaftaran baptis, data jemaat pendaftaran sidi, data jemaat meninggal dan data jemaat pendaftaran nikah.
Educational Game Introducing Cells in Animals and Plants Based on Android Using the Linear Congruential Generator Algorithm Ina, Anggri Hada; Lede, Pingky Alfa Ray Leo; Mira, Trisari Dewi Novyanti B
Journal of Artificial Intelligence and Engineering Applications (JAIEA) Vol. 4 No. 1 (2024): October 2024
Publisher : Yayasan Kita Menulis

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59934/jaiea.v4i1.558

Abstract

In the world of education, science lessons have been taught since elementary school. However, material related to the introduction of animal and plant cells is only given at the junior high school level. State Junior High School 2 Kanatang, East Sumba is one of the secondary schools that provides introductory material to animal and plant cells for class VIII students. In teaching and learning activities, the delivery of material by teachers still uses limited teaching materials, which results in students not understanding the material related to the introduction of animal cells and plant cells. This is proven based on data on student scores for learning material on animal cells and plant cells. Student scores are still below average. flat. For this reason, an educational game about the introduction of cells in animals and plants was created to help students learn science. The method used in this research is the Multimedia Development Life Cycle (MDLC) method. In making the application, the Linear Congruential Generator algorithm was applied to randomize the practice questions in the educational game application for introducing cells in animals and plants. The aim of this research is to produce an educational game for recognizing cells in animals and plants which is able to improve students' ability to remember the cells in animals and plants at SMP N 2 Kanatang, East Sumba. The tools used to build this application are Unity.