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Utilizing DeepFace for Emotion Detection to Enhance User Experience in a School Library Application Hasibuan, Rizqy Sultan Pujangga; Purwawijaya, Ellanda; Rambe, Aripin
Journal of Technology and Computer Vol. 2 No. 4 (2025): November 2025 - Journal of Technology and Computer
Publisher : PT. Technology Laboratories Indonesia (TechnoLabs)

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Abstract

The library is an essential facility that supports teaching and learning activities in schools. However, the library at SMP Pertiwi Medan still uses a manual system for book loan administration and has experienced a decline in students’ interest in visiting the library for reading. This study aims to design and develop a digital-based library application integrated with a visitor comfort detection system using the DeepFace method on a desktop platform. The application not only provides efficient features for managing book data, borrowing, and returning, but also measures visitors’ nonverbal comfort levels while they are in the library. This measurement aims to obtain data that can serve as a basis for evaluating comfort levels and designing strategies to increase students’ reading interest. The implementation of this application is expected to improve the efficiency of library management and provide a solution to enhance the quality of service as well as the attractiveness of the library for students.
Designing an Interactive Educational Game for Class IV Students of Cahaya Azhari Primary School Gunawan, Syahrizal Ilham; Purwawijaya, Ellanda; Rambe, Aripin
Journal of Technology and Computer Vol. 3 No. 1 (2026): February 2026 - Journal of Technology and Computer
Publisher : PT. Technology Laboratories Indonesia (TechnoLabs)

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One of the main problems in mathematics learning at the elementary level, especially in fourth grade, is the low learning motivation of students. Game-based learning using interactive media is believed to enhance students’ engagement and understanding through appealing visuals and enjoyable game mechanics. This study aims to design and develop an interactive educational game based on GameMaker Studio 2 as a mathematics learning medium for fourth-grade students at SD Cahaya Azhari, aligned with the learning outcomes of the Merdeka Curriculum. The research employed the Research and Development (R&D) method with stages including needs analysis, design, development, implementation, and evaluation. Research instruments consisted of expert validation, student and teacher response questionnaires, and pretest–posttest assessments. Validation results showed an excellent category (material 94.5%, media 96.2%). Student and teacher responses reached 92.8% and 94.1%, respectively. Effectiveness testing indicated an improvement in learning outcomes with an N-Gain value of 0.78 (high category). Thus, the developed educational game is declared feasible and effective as an engaging and interactive mathematics learning medium for fourth-grade students.
Implementation of Kodular for Developing an Online Attendance System at Bhakti Bangsa Junior High School Tanjung, Khairil Imam Amri; Harahap, Baginda; Rambe, Aripin
Journal of Technology and Computer Vol. 3 No. 2 (2026): May 2026 - Journal of Technology and Computer
Publisher : PT. Technology Laboratories Indonesia (TechnoLabs)

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Abstract

Attendance is a crucial component of educational administration, closely related to teacher discipline and accountability. However, at SMP Bhakti Bangsa Sunggal, attendance is still conducted manually, often leading to delayed recapitulation, recording errors, and data manipulation. This research aims to develop an Android-based teacher attendance application utilizing the Kodular platform integrated with Google Sheets/Firebase as a digital solution that is efficient, transparent, and accurate. The research employed a Research and Development (R&D) approach with the System Development Life Cycle (SDLC) Waterfall model, which consists of needs analysis, system design, implementation, testing, and maintenance. The resulting application includes features such as user login, attendance through QR-Code scanning, automatic attendance recording, daily and monthly attendance reports, and exporting reports in Excel/PDF format. Black-box testing confirmed that all functions operated properly. Furthermore, trials involving 22 teachers and one administrative staff member showed “very good” responses, with scores of 93% for ease of use, 89% for speed, 91% for accuracy, and 92% for user satisfaction. Based on these findings, the Kodular- based attendance application is proven feasible and effective in replacing the manual system at SMP Bhakti Bangsa Sunggal. The application enhances administrative efficiency, improves data accuracy, and supports the school’s digital transformation in managing teacher attendance.