Widiyawati
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PENCATATAN STOK AKHIR KACANG KEDELAI PADA KELOMPOK USAHA MITRA MANDIRI DENGAN MENGGUNAKAN METODE FIFO Widiyawati
Jurnal Gerbang STMIK Bani Saleh Vol 9 No 1 (2019): Informatics, Science and Technologies Journal
Publisher : LIPI

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Abstract

Manajemen persediaan stok barang merupakan masalah penting yang dihadapi oleh perusahaan khususnya dalam lingkup perdagangan. Untuk mendukung kelancaran perdagangan yang pada akhirnya akan berpengaruh pada kelancaran pemenuhan permintaan konsumen maka manajemen harus selalu berusaha untuk menjamin ketersediaan stok barang. Namun manajemen persediaan stok barang yang kurang optimal dapat mengakibatkan terjadinya understok (kekurangan) persediaan barang di suatu perusahaan. Bagian gudang di Kelompok Usaha Mitra Mandiri berfungsi sebagai pengolah data stok barang yang berkaitan dengan pembuatan laporan keluar masuknya barang dan stok barang. Hal yang menjadi salah satu kendala dalam pelaksanaan kerja masih ditemukan kesalahan dalam proses pengolahan data keluar masuknya barang dan stok barang yang akan dijadikan bahan untuk pembuatan laporan harian, mingguan, dan bulanan. Sehingga akan menerapkan metode FIFO akan terlihat lebih jelas transaksi per tanggal, sehingga staff gudang mengetahui kacang mana yang harus keluar terlebih dahulu. Namun bukan berarti pencatatan secara manual tidaklah efektif, akan tetapi rancangan sistem yang diusulkan dapat membantu mempercepat pekerjaan dan menyempurnakan sistem persediaan kacang kedelai pada bagian gudang. Dengan dibuatkannya sistem informasi stok barang ini maka dapat membantu mengurangi kesalahan dalam proses pengolahan data keluar masuknya barang dan stok barang yang akan dijadikan bahan pembuatan laporan.
RANCANG BANGUN APLIKASI SISTEM E-LEARNING DENGAN METODE PROTOTYPE PADA SMK WIDYA NUSANTARA Marisa; Widiyawati
Jurnal Gerbang STMIK Bani Saleh Vol 9 No 1 (2019): Informatics, Science and Technologies Journal
Publisher : LIPI

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Abstract

Seiring perkembangan yang semakin pesat, kebutuhan akan suatu konsep dan mekanisme belajar mengajar berbasis teknologi informasi menjadi peranan yang sangat penting dalam perkembangan dunia Pendidikan, sebagai media informasi, baik bagi siswa ataupun guru. Berbagai konsep dan teknik baru dalam pengajaran telah banyak dikembangkan untuk menggantikan metode konvensional yang mengandalkan pada metode pengajaran satu arah dikelas. Salah satu metode pengajaran yang sedang berkembang di masa sekaranag adalah elearning dengan metode penyampaian asynchronous. Metode yang digunakan untuk membuat aplikasi ini dengan metode prototype. E-learning dapat membantu para pengajaran dan mendistribusikan bahan ajar mereka tanpa harus berada dikelas dengan menggunkan internet, dan memudahkan siswa dalam mendapatkan materi pelajaran , mengerjakan tugsas, dan ujian. Hal ini dapat memaksimalkan waktu pembelajaran dikelas yang terbatas, denganadanya e-learning ini dapat membantu proses belajar mengajar agar lebih optimal.
Implementation of Islamic Religious Education Learning Long Distance During the Covid-19 Pandemic Widiyawati
DIROSAT: Journal of Education, Social Sciences & Humanities Vol. 1 No. 1 (2023): Innovation in Education and Social Sciences Research
Publisher : Perkumpulan Dosen Fakultas Agama Islam Indramayu

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58355/dirosat.v1i1.5

Abstract

Islamic Religious Education is a business in the form of teaching, guiding and caring for students so that later after completing their education they are able to understand, live and apply the Islamic religion, and make it a way of life both individually and in society. In the midst of the Covid-19 pandemic, the teaching and learning process is carried out at home or distance education, although the learning process must still be carried out according to existing regulatory policies, in this case there is a need for new applications, especially in Islamic religious education lessons, because it will affect its implementation. This research was made to find out the implementation of distance learning and obstacles in distance learning in the midst of the Covid-19 pandemic in learning Islamic religious education in class X SMK Negeri 2 Indramayu. This research was conducted using a qualitative method with case studies at SMK Negeri 2 Indramayu. . The data collection techniques used by researchers are interviews, observation and documentation. However, because of the pandemic that is currently sweeping the world, researchers have focused more on research by using interviews with primary data sources, namely classroom teachers and special companion teachers and with secondary data sources, namely school principals. The conclusions from this study are that first the Implementation of Distance Learning in Islamic Religious Education Learning in the midst of the Covid-19 Pandemic is implemented using an online system and using Web Learning media http://smkn2indramayu.sch.id/ele itself from schools to make it easier for students to overcome learning difficulties in the midst of this pandemic and aim to break the chain of the spread of Covid-19 in Indonesia. The inhibiting factor is a problem that is handled well, such as students not having cellphones and parents' economic factors which are difficult and can damage their health if they use them for too long. Supporting factors are system reinforcement that helps the continuity of distance learning to be carried out because it is more effective, efficient in terms of cost and time usage.
PKB GURU PAUD KARYA INOVASI : PENGGUNAAN GAME INTERAKTIF BERBASIS POWERPOINT DALAM MENINGKATKAN MOTIVASI BELAJAR LITERASI DAN NUMERASI ANAK USIA 5-6 TAHUN DI TK AL-KAFFAH BATAM Setiyo Otoyo; Ganti Ritauli Sianturi; Taqwa, Rahmi; Prastyo Dwi Indah Lestari; Widiyawati
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 9 No. 04 (2024): Volume 09, No. 04 Desember 2024
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v9i04.20925

Abstract

This research aims to determine the evaluation and reflection of the use of PowerPoint-based interactive games in increasing motivation to learn literacy and numeracy in early childhood. Through observation methods carried out on children, documentation, and literature studies, various related literature and research were analyzed to gain a comprehensive understanding of the implementation of this approach. The research results show that PowerPoint-based interactive games are able to create an interesting, participatory and child-centered learning atmosphere. Children aged 5-6 years can more easily understand literacy concepts, such as recognizing letters and words, as well as numeracy, such as simple addition, through visual and interactive elements in games. In addition to improving cognitive skills, this approach also has a positive impact on the development of social skills, such as cooperation and communication. However, successful implementation depends on teacher competence in designing technology-based educational content and support from parents. Challenges such as limited technological infrastructure and lack of teacher training need to be addressed through training and providing adequate facilities. In conclusion, PowerPoint-based interactive games have great potential as innovative learning media to support early childhood development, as long as they are supported by collaboration between schools, teachers and parents.
PENGEMBANGAN WEBSITE BERBASIS GOOGLE SITES “SANADIQ“ TENTANG KISAH SAHABAT NABI ABU BAKAR ASH-SHIDDIQ PADA PEMBELAJARAN PAI KELAS V SD Nur Aeni, Ani; Amelia, Rika; Sulistiawati; Widiyawati
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 02 (2025): Volume 10 No. 02 Juni 2025
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v10i02.24458

Abstract

This study aims to develop and evaluate a website-based learning media called SANADIQ about the story of the Prophet's Companion Abu Bakar Ash-Shiddiq as an interactive educational tool in learning Islamic history. SANADIQ is designed with features that support the learning experience, such as interactive, quizzes, and interesting multimedia materials to support students' understanding and increase students' involvement in learning PAI class V elementary school. This research applies the D&D (Design & Development) method with the ADDIE development model through the stages of problem identification, objectives, design, development, trial and evaluation. The trial was conducted on 27 fifth grade students of SDN Rancapurut by involving media experts and material experts as validators. The evaluation results showed a very good assessment from users and validators. Although there are obstacles such as lack of facilities, namely limited classrooms and the busy activities of students. However, students remain active and happy to use this interactive learning media. The SANADIQ website is proven to increase learning motivation and encourage students to be actively involved during the learning process, and create fun learning. Teacher recommendations are to improve skills in technology to create innovative learning. This research can inspire other researchers to develop digital learning media innovations.
IMPLEMENTASI PEMBELAJARAN PROYEK BERBASIS ECOPRINT DALAM MENINGKATKAN KREATIVITAS PESERTA DIDIK FASE F DI SMA AL- ISTIQAMAH PASAMAN BARAT Widiyawati; Slamet Rianto; Loli Setriani
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 03 (2025): Volume 10 No. 03 September 2025
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v10i03.32415

Abstract

This research is motivated by the lack of creativity among students in project-based ecoprint learning at SMA AL-ISTIQAMAH Pasaman Barat. This study uses a qualitative method with purposive sampling as the data collection technique, involving observation, interviews, and documentation. The researcher used N-vivo 15pro analysis techniques such as data import, data coding, project visualization, and extract reports. The results obtained from the research indicate that the ecoprint-based project successfully increased creativity, promoted student-centered learning, encouraged collaboration, and allowed students to express creative ideas during the project-based ecoprint learning. Similarly, the results from the interview diagram with administrative staff, the ecoprint coordinator, and educators show that the implementation of project-based ecoprint learning in enhancing student creativity at SMA AL-ISTIQAMAH Pasaman Barat is effective and can improve student creativity.