Claim Missing Document
Check
Articles

Found 18 Documents
Search

Application of Construct on Scaffold Concept Map in Mobile Programming Learning with Flutter Layout Topic Putra Prima Arhandi; Annisa Taufika Firdausi; Vivin Ayu Lestari; Abdurrasyid Muhasibi; Dharma Yudistira Eka Putra; Banni Satria Andoko
Jurnal Nasional Pendidikan Teknik Informatika : JANAPATI Vol. 12 No. 2 (2023)
Publisher : Prodi Pendidikan Teknik Informatika Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/janapati.v12i2.60629

Abstract

Flutter is a framework for making mobile applications cross-platform made by Google. From 2019 to 2021 the popularity of flutter is increasing. Flutter use declarative writing style to create layouts. This makes the layout in flutter immutable, and a light blueprint. This research proposes a construct on scaffold concept map method to help students understand the concept of widget arrangement in flutter layout. Construct on scaffold will provide the learner with a framework from an incomplete expert concept map. Some of the nodes and connecting relationships in the framework have been removed, so students must fill in the missing parts with several available answer choices to complete the concept map. To prove the impact of the application of this method, the study was conducted using a pre-post-test group experimental design. Students will do a pre-test, use the EasyFlutter application, and post-test. The results of the pre-test and post-test obtained were tested for normality first, then tested to find out whether there was an average difference between the pre-test and post-test scores. The results of the normality test show that the pre-test data are not normally distributed, and the post-test data are normally distributed, so the next test will use a non-parametric test, namely the Wilcoxon test. The test results show that the post-test mean score is higher than the pre-test mean. Wilcoxon test results also show that the Asymp value. Sig. (2-tailed) of 0.01, so it can be concluded that there is a significant difference between the pre-test and post-test scores. The application of the construct on scaffold method has a significant positive impact on the post-test scores of students related to the concept of widget arrangement in flutter.
SISTEM INFORMASI PREDIKSI PERSEDIAAN OBAT DI APOTEK NAYLUN FARMA MENGGUNAKAN HOLT-WINTERS Vivin Ayu Lestari; Ahmad Yuli Ananta; Padang Basudewa
Jurnal Informatika Polinema Vol. 9 No. 2 (2023): Vol 9 No 2 (2023)
Publisher : UPT P2M State Polytechnic of Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33795/jip.v9i2.1289

Abstract

Apotek merupakan fasilitas pelayanan kesehatan dalam menunjang terwujudnya kesehatan yang maksimal. Pada apotek dibutuhkan adanya pemanfaatan teknologi informasi dalam bidang sistem persediaan atau jual beli. Pada Apotek Naylun Farma terdapat bug pada sistem informasi sehingga ada beberapa fitur yang seharusnya menggunakan sistem diharuskan mencatat manual seperti fitur transaksi penjualan sehingga berdampak pada laporan penjualan. Oleh karena itu dibutuhkan pembuatan sistem informasi baru yang meliputi pembelian, penjualan, data obat dan prediksi. Prediksi adalah suatu usaha untuk memperkirakan kejadian di masa depan melalui kejadian di masa lalu. Dalam pengelolaan persediaan yang baik dan benar, jika terjadi kesalahan dalam perencanaan pengadaan obat hingga bisa menyebabkan terbentuknya kelebihan atau kekurangan persediaan obat. Kelebihan persediaan obat bisa merugikan, sebab menambahnya pengeluaran serta juga terbuangnya obat yang sudah kadaluarsa. Salah satu metode yang dapat digunakan dalam prediksi obat adalah metode Holt-Winters karena metode ini sangat baik dalam memprediksi pola data bersifat musiman dengan unsur trend yang timbul secara bersamaan dengan harapan untuk mempermudah dan membantu efisiensi waktu dalam kegiatan transaksi di Apotek Naylun Farma serta dapat membantu memprediksi persediaan obat. Hasil pengujian menunjukan bahwa nilai MAPE <10%, yang berarti nilai prediksi memiliki ketepatan tinggi, maka dapat disimpulkan bahwa metode Holt-Winters dapat di implementasi dengan baik untuk memprediksi persediaan obat di Apotek Naylun Farma. Selain itu pada penelitian ini juga dilakukan pengujian black box dan usability. Hasil pengujian black box menunjukan bahwa semua fitur yang dikembangakan dalam aplikasi ini dapat berjalan sesuai fungsinya, sedangkan hasil pengujian usability adalah 93,23% yang berarti sistem ini sangat layak untuk digunakan pengguna.
PEMBUATAN SISTEM INFORMASI BRANDING DAN MARKETING KAWASAN USAHA MIKRO KECIL MENENGAH YANG BERSINERGI DENGAN KEGIATAN WISATA, PENDIDIKAN KELUARGA (DEWI PELAGA) DI CEMOROKANDANG MALANG Mustika Mentari; Rosa Andrie Asmara; Eka Larasati Amalia; Vivin Ayu Lestari; Farida Ulfa; Mochamad Faisal Rahman; Almira Rahma Sabita; Muhammad Rizqi Ardiansyah; Aliza Rizqi Fitriana
Jurnal Pengabdian kepada Masyarakat Vol. 11 No. 1 (2024): JURNAL PENGABDIAN KEPADA MASYARAKAT 2024
Publisher : P3M Politeknik Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33795/abdimas.v11i1.4756

Abstract

The geographical area of Cemorokandang village in Malang has a set of potential Small and Medium Enterprises (SMEs) that have been running for a long time but require technological support in branding and marketing. Currently, most SME groups in Cemorokandang village use the traditional method by entrusting the goods produced to shops around the area. The SMEs are in Dewi Pelaga (Desa Wisata Pendidikan Keluarga). Other potentials owned by Cemorokandang village that need to be managed are the potential for sports, tourism, and education potential. This potential needs to be promoted so that many people know it better. Therefore, it is necessary to have a branding and marketing information system that contains pages describing the potential of SMEs and other support such as sports, education, and tourism tracking places. The website that has been created has been tested, and results were obtained on the point that "The community services activities carried out really provide solutions to the problems faced by partners." Some 75% of partners gave a strongly agreed response, while the other 25% gave an agreeing response. From these results, it can be said that this information system is effective in branding and marketing products owned by SMEs in the Dewi Pelaga area.
Penerapan Smart Tourism Dalam Pengelolaan Pariwisata Daerah Bojonegoro Berbasis GIS (Geographic Information System) Pamungkas Ibnusiqin, Dhuta; Arianto, Yuri; Ayu Lestari, Vivin
Jurnal Teknik Ilmu dan Aplikasi Vol. 4 No. 2 (2023): Jurnal Teknik Ilmu dan Aplikasi
Publisher : Politeknik Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33795/jtia.v4i2.2852

Abstract

The increasingly rapid development of technology, especially in information systems and telecommunications, makes access to information delivery very fast, coupled with reliable internet access. Developments have also occurred in GIS web applications. Web GIS can be used to publish village boundary maps to the community online, freely, and at any time. By using Leaflet as a web-based map, anyone can modify and access it at any time. Leaflet is one of the developments of GIS. The concept of developing technology studies and the tourism sector. Smart Tourism can describe the current situation regarding how development in the tourism sector has also been affected by the evolution of the rapid development of technology and information. This is what creates and bridges and unites micro businesses from local communities and nomads in the regions to the global market. Therefore, in this research, we will develop tourist attraction mapping based on Geolocation and Geographic Information System (GIS) using Leaflet technology to make it easier for tourists to find tourist attractions so that tourists not only know the tourist attractions, routes, current locations, and are able to find out about the facilities in the area. the tourist attraction area. This system was designed and implemented using Laravel, PHP, MySQL, Java Script, Bootstrap, and Leaflet. This system has also been tested by tourists and the results are that every tourist can enjoy the features of describing tourist attractions, destination routes, and making visit schedules.
PENINGKATAN AKTIVITAS DAN HASIL BELAJAR SISWA PADA PEMBELAJARAN TEMATIK MATERI GAYA MELALUI MODEL TEAMS GAMES TOURNAMENT Lestari, Vivin Ayu; Syafi'aturrosyidah, Mustika; Maghfiroh, Lailatul
MIDA : Jurnal Pendidikan Dasar Islam Vol 7 No 1 (2024): January 2024
Publisher : Universitas Islam Darul 'Ulum Lamongan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52166/mida.v7i1.5467

Abstract

The background of this research is because of the difficulties experienced by the fourth grade students of MI Al-Mukhlisin in understanding thematic subjects of science content. This is evidenced by the passive activity of students and low student learning outcomes. The reason is that the implementation of the learning process is conventional and less varied. The formulation of the problem from this research, namely: (1) how is the application of the TGT model in increasing learning activities and outcomes, (2) whether the TGT model can increase student activity and learning outcomes in thematic learning of science content in class IV MI Al-Mukhlisin style material?. This research uses classroom action research. The subjects of this study were students of class IV A MI Al-Mukhlisin with a total of 24 students. From the research results, it can be seen that (1) the application of the TGT model is carried out through class presentations, group learning, games, tournaments, and awards. (2) in the application of the TGT model there is an increase in student activity and learning outcomes in each cycle. It is proven by the overall activity of the students in the first cycle reaching a percentage of 75%, while the second cycle increased by 84%. The student learning outcomes in the first cycle obtained the percentage of completeness reaching 67%, while the second cycle experienced an increase in the percentage of completeness by 87.5%. Thus, the Teams Games Tournament model can increase student activity and learning outcomes in thematic learning of science content for class IV MI AL-Mukhlisin style material.
Development Framework for the Evaluation of Usability in E-Government: A Case Study of E-Finance Government of Malang Lestari, Vivin Ayu; Aknuranda, Ismiarta; Ramdani, Fatwa
Journal of Information Technology and Computer Science Vol. 2 No. 2: November 2017
Publisher : Faculty of Computer Science (FILKOM) Brawijaya University

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (573.182 KB) | DOI: 10.25126/jitecs.20172233

Abstract

E-government is an effort to utilize information and communication technology especially internet to improve public service quality which generally implemented in a web based application. Usability is one of the important quality criteria for the success of a web. In this study we developed a framework for evaluation of usability in e-government consisting of  eight stages: (1) determining the evaluation objectives, (2) determining the usability aspects, (3) determining the metrics usability, (4) selecting usability evaluation method candidates, (5) determining the required criteria of the method to be evaluated, (6) evaluating the method, (7) selecting and making the instrument, and (8) evaluate usability.. The results of the application of this framework in the case study of e-finance resulted in two methods used: user testing and questionnaires. The evaluation of usability in e-government for e-finance case studies using the proposed framework results in usability level of e-finance in terms of effectiveness, efficiency, and user satisfaction are 96%, 92%, and 70 respectively. Which can be identified to be grouped into 16 problems consisting of aspects of effectiveness and efficiency.
Media Informasi Masjid Sebagai Sarana Standarisasi Informasi Masjid Attharuf Kepada Masyarakat Rahmad, Cahya; Sukmana, Septian Enggar; Annisa Puspa Kirana; Moh. Zawaruddin Abdullah; Vivin Ayu Lestari; Triana Fatmawati
Jurnal Pengabdian kepada Masyarakat Vol. 12 No. 1 (2025): JURNAL PENGABDIAN KEPADA MASYARAKAT 2025
Publisher : P3M Politeknik Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33795/abdimas.v12i1.7466

Abstract

Mosques play a vital role as centers of worship and socio-religious activities. However, information dissemination often goes unnoticed, even when shared through messaging applications. Baital Ma'ruf Mosque in Malang Regency faces similar challenges. Therefore, a mosque information display system was implemented. This community service program aims to standardize information and make it easier for mosque administrators to update content in real-time. The results of this initiative show that 85% of congregants feel it's now easier to get information. The Baital Ma'ruf Mosque administrators have responded very positively, affirming that this mosque information system brings significant benefits to both congregants and the wider community, making it an innovative solution for the mosque's digital transformation.
Pelatihan Desain Kreatif untuk Pengembangan Landing Page Website Interaktif PRM Arbuka Sukmana, Septian Enggar; Cahya Rahmad; Annisa Puspa Kirana; Moh. Zawaruddin Abdullah; Vivin Ayu Lestari; Triana Fatmawati
Jurnal Pengabdian kepada Masyarakat Vol. 12 No. 1 (2025): JURNAL PENGABDIAN KEPADA MASYARAKAT 2025
Publisher : P3M Politeknik Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33795/abdimas.v12i1.7467

Abstract

This Community Service Program aimed to enhance the capacity of the board members of Pimpinan Ranting Muhammadiyah (PRM) Arbuka in managing interactive information media through creative design training for the development of a website landing page. The main problem identified was the suboptimal dissemination of organizational information to members and the surrounding community, due to the limitations of previously used social media platforms and the absence of an integrated publication medium. The training activities included understanding visual design principles, user experience (UX) design, and hands-on practice in website content creation. Evaluation results indicated that 92% of participants found the training materials to be highly relevant to the organization’s needs.