Claim Missing Document
Check
Articles

Found 2 Documents
Search

Design and Development of a Web-Based Laboratory Service System Using the Waterfall Method at SMKN 5 Padang Fikri, Khairul; Adri, Muhammad; Irfan, Dedy; Syukhri
Journal of Authentic Research Vol. 5 No. 2 (2026): May
Publisher : LITPAM

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36312/2t7n0g62

Abstract

The development of information technology has encouraged educational institutions to implement digital systems to improve the effectiveness and efficiency of administrative services. Laboratories in vocational schools play an important role in supporting practical learning activities; therefore, effective laboratory management is required to support operational activities and competency-based learning processes. However, laboratory management at SMKN 5 Padang was still conducted manually using notebooks and spreadsheet-based administration, causing several problems such as data inconsistency, scheduling conflicts, inefficient equipment borrowing processes, difficulties in monitoring inventory, and delays in report generation. This study aimed to design and develop a web-based laboratory service system at SMKN 5 Padang using the Waterfall software development model. The research stages consisted of requirement analysis, system design, implementation, verification, and maintenance. Data collection techniques included observation, interviews, and documentation studies involving laboratory staff, teachers, students, and school management. The developed system provides integrated features such as laboratory scheduling management, inventory management, equipment borrowing and returning services, damage reporting, and laboratory activity monitoring. The implementation results indicate that the proposed system successfully digitalizes laboratory administrative processes, improves data accessibility, simplifies operational workflows, and supports centralized laboratory management. Therefore, the developed system is expected to improve the effectiveness and efficiency of laboratory service activities at SMKN 5 Padang.
RANCANG BANGUN GAME EDUKASI KUDBLOX BERBASIS IMMERSIVE CODING SEBAGAI GAME PEMROGRAMAN DASAR Taufiq Rahman; Vera Irma Delianti; Syukhri; Dedy Irfan
Jurnal Publikasi Manajemen Informatika Vol. 5 No. 3 (2026): JURNAL PUBLIKASI MANAJEMEN INFORMATIKA
Publisher : Lembaga Pengembangan Kinerja Dosen

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55606/jupumi.v5i3.8033

Abstract

The high level of abstraction in basic programming concepts sequential, branching, looping, and functions frequently hinders early-stage university students from constructing accurate mental models of control flow. Existing game-based learning media largely operate on two-dimensional displays and have yet to represent the dynamics of algorithm execution spatially. This study developed KudBlox, an educational game built on the Roblox platform that integrates an immersive coding approach into a mission-based game format with 12 progressive levels across four programming concept zones. Development followed the Multimedia Development Life Cycle (MDLC) method. Product feasibility was assessed through two stages: media validation by three expert lecturers using an instrument adapted from the Learning Object Review Instrument (LORI), and a usability test involving 10 early-stage university students using the System Usability Scale (SUS). Media validation yielded an average score of 91.75%, categorized as Very Feasible. The SUS usability test produced an average score of 82.00, classified as grade A Acceptable. These findings indicate that KudBlox is feasible and usable as an independent learning medium for early-stage university students to understand basic programming logic concepts through three-dimensional visualization