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SOSIALISASI SOFTWARE DESAIN GRAFIS ADOBE PHOTOSHOP CS DAN CORELDRAW UNTUK MENINGKATKAN KETERAMPILAN GURU SMPIT AL QALAM JAKARTA Katarina, Dona; Hidayah, Muslihatul; Nengsih, Retno; Rahadyan, Andri; Kurniawan, Indra
Community Development Journal : Jurnal Pengabdian Masyarakat Vol. 5 No. 6 (2024): Vol. 5 No. 6 Tahun 2024
Publisher : Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/cdj.v5i6.39947

Abstract

Perkembangan ilmu pengetahuan berbanding lurus dengan perkembangan teknologi yang memiliki pengaruh cukup besar dalam kehidupan manusia saat ini, maka sudah saatnya guru memiliki kemampuan yang lebih baik lagi di antaranya guru bisa meningkatkan keterampilan untuk diri sendiri. Tujuan pelaksanaan kegiatan pengabdian masyarakat untuk meningkatkan keterampilan Guru SMPIT Al Qalam Jakarta dengan penggunaan software desain grafis Adobe Photoshop CS dan CorelDraw. Pelaksanaan kegiatan pengabdian masyarakat ini dilakukan melalui beberapa tahapan seperti pengkajian, perencanaan dan pengembangan, pelaksanaan (sosialisasi), dan evaluasi. Jumlah peserta dalam kegiatan pengabdian masyarakat ini sekitar 12 orang guru SMPIT Al Qalam. Berdasarkan hasil tersebut diperoleh informasi bahwa kegiatan ini sangat relevan dengan kebutuhan peserta. Kegiatan ini menambah pengetahuan dan keterampilan tentang penggunaan media pembelajaran inovatif agar lebih menarik dan mudah dipahami oleh siswa saat pembelajaran. Jika dibuat dalam bentuk persentase naik dari kemampuan awal 50%, setelah pelatihan yang paham menjadi lebih dari 87%. Hal ini dapat ambil kesimpulan bahwa sosialisasi yang diberikan dapat bermanfaat untuk guru.
Indonesia Mahdiyah Mumtaz, Difa; Wiguna, Didik; Katarina, Dona
PROFITABILITAS Vol 3 No 1 (2023): JURNAL PROFITABILITAS
Publisher : Sistem Informasi Akuntansi Kampu Kabupaten Karawang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31294/profitabilitas.v3i1.2262

Abstract

This study aims to create a computerized goods sales system and produce a program that can reduce errors in managing goods sales data, as well as make work more efficient and effective at the previous Deliberation Shop. Creating storage media that is safer than paper, making reports easier and more accurate, and creating displays that can assist in the process of inputting and calculating transactions. The research method used in this study is the FIFO (First In First Out) method, namely by collecting data through observation, interviews and literature study. Where in making the design of this application design tools such as the Unfield Modeling Language (UML) are used in which there are Use Case Diagrams, Sequence Diagrams, Class Diagrams, and also ERD (Entity Relationship Diagram), and use the Java programming language with the Netbeans editor and MySQL Database using XAMPP. The result of this study is that there is an application for selling goods that can help the process of selling goods and also makes it easy for Deliberation Stores to manage customer data, goods data and sales transaction data stored in the database.
Aplikasi Game Edukasi Tebak Gambar Anak Usia Dini dengan Menggunakan Metode Linear Congruential Generator Pamungkas, Bayu Aji; Mustari, Dewi; Katarina, Dona
Jurnal Rekayasa Komputasi Terapan Vol 5, No 04 (2025)
Publisher : Universitas Indraprasta PGRI

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30998/jrkt.v5i04.14791

Abstract

Penelitian ini mengembangkan aplikasi game edukasi tebak gambar berbasis Android untuk anak usia dini dengan menerapkan metode Linear Congruential Generator (LCG) sebagai sistem pengacakan soal. Tujuan utama dari aplikasi ini adalah untuk meningkatkan daya ingat, konsentrasi, serta kemampuan mengenali objek melalui pengalaman bermain yang menyenangkan dan bervariasi. Game ini dirancang dengan konten gambar yang sesuai dengan karakteristik anak, meliputi objek-objek sederhana seperti hewan, buah, dan benda sehari-hari. Fitur pendukung lainnya mencakup sistem skor, efek suara, dan level bertahap untuk menyesuaikan tingkat kesulitan. Aplikasi dibangun menggunakan Unity dan bahasa pemrograman C#, lalu diuji di PAUD Mawar 10. Hasil observasi menunjukkan anak-anak mampu bermain secara mandiri, tertarik dengan tampilan visual, dan memperoleh manfaat pembelajaran dari permainan. Pengujian menggunakan metode blackbox dan kuesioner menunjukkan bahwa metode LCG mampu menghasilkan variasi soal yang efektif dan pengguna merasa puas terhadap kemudahan penggunaan aplikasi. Penelitian ini diharapkan menjadi kontribusi nyata dalam menyediakan media belajar digital yang menarik, adaptif, dan sesuai dengan kebutuhan anak usia dini.
Sistem Pendukung Keputusan Pemilihan Coffee Shop Terbaik dengan Metode Moora Pratiwi, Narulitha Soerya; Marlina, Dwi; Katarina, Dona
Jurnal Rekayasa Komputasi Terapan Vol 5, No 04 (2025)
Publisher : Universitas Indraprasta PGRI

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30998/jrkt.v5i04.13007

Abstract

Coffee shop telah menjadi bagian penting dalam kehidupan sosial dan budaya masyarakat modern. Seiring berjalannya waktu dan tingginya minat masyarakat terhadap budaya minum kopi menjadikan pertumbuhan coffee shop cukup signifikan sehingga membuat banyak alternatif pilihan. Oleh karena itu pelanggan sering kali menghadapi problema dalam menentukan coffee shop terbaik berdasarkan kebutuhan dan preferensi mereka. Sistem Pendukung Keputusan atau Decision Support System merupakan sebuah proses pengambilan keputusan berbasis komputer untuk membantu mengambil keputusan menggunakan beberapa data dan model tertentu untuk menyelesaikan masalah yang tidak terstruktur. Penelitian ini menggunakan metode Multi-Objective Optimization on the basis of Ratio Analysis (MOORA) yang memiliki tingkat selektifitas yang baik dalam menentukan suatu alternatif. Hasil penelitian menggunakan metode MOORA yaitu Kopi Kenangan menjadi peringkat pertama dengan nilai Yi tertinggi sebesar 0,2914.
Brand Ambassador Can Moderates The Influence of Rating Reviews on Purchasing Decisions : Penelitian Kushariyadi; Muslihatul Hidayah; Dona Katarina; Ede Rohimat; Sherly Ernawaty Suanto
Jurnal Pengabdian Masyarakat dan Riset Pendidikan Vol. 4 No. 3 (2026): Jurnal Pengabdian Masyarakat dan Riset Pendidikan Volume 4 Nomor 3 (Januari 202
Publisher : Lembaga Penelitian dan Pengabdian Masyarakat

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/jerkin.v4i3.4888

Abstract

This study aims to analyze and explain the moderating role of Brand Ambassadors in the relationship between Rating Reviews and Consumer Purchase Decisions on e-commerce platforms . In the digital era, consumers rely heavily on information from other users in the form of ratings and reviews to reduce the risk of uncertainty. However, the effectiveness of these reviews is often influenced by the credibility of public figures representing the brand. The research method used is quantitative with a survey approach to active marketplace users in Indonesia. Data analysis was conducted using Structural Equation Modeling (SEM) with the help of SmartPLS software. The results are expected to show that Rating Reviews have a positive and significant influence on Purchase Decisions. Furthermore, this study examines whether the presence of Brand Ambassadors with high congruence can strengthen the positive influence of good ratings or actually mitigate the impact of low ratings. These findings provide theoretical contributions to the digital consumer behavior literature and managerial implications for companies in allocating marketing budgets between developing customer review systems and contracting celebrities as brand ambassadors.
Socialization of Tips for Increasing MSME and Educator Income Through the Utilization of Meta AI: Pengabdian Hartana; Didik Suhariyanto; Sri Wanti Belani; Muslihatul Hidayah4; Dona Katarina
Jurnal Pengabdian Masyarakat dan Riset Pendidikan Vol. 4 No. 3 (2026): Jurnal Pengabdian Masyarakat dan Riset Pendidikan Volume 4 Nomor 3 (Januari 202
Publisher : Lembaga Penelitian dan Pengabdian Masyarakat

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/jerkin.v4i3.5135

Abstract

The use of artificial intelligence (AI) has become a major catalyst in digital economic transformation and pedagogical innovation. This community service activity aims to disseminate tips for increasing income for Micro, Small, and Medium Enterprises (MSMEs) and educators through the use of Meta AI. This program was implemented across islands in four specific locations: Tanjung Binga Village (Sumatra), Teluk Lerong Village (Kalimantan), Panggungharjo Village (Java), and Salassae Village (Sulawesi). The methods used included interactive workshops, technical assistance on the use of Meta AI's generative features for marketing content, and optimization of virtual assistants in creating monetization-based teaching materials. The results of the activity showed an 85% increase in digital literacy among participants and a readiness to adopt AI technology for operational strategies. The use of Meta AI has been proven to reduce marketing content production costs by up to 60%, which directly has the potential to increase profit margins for MSMEs and provide additional income opportunities for educators through the creation of educational digital products.
Decision Support System For The Best Student Selection Recommendation Using Ahp (Analytic Hierarchy Process) Method Dona Katarina; Aji Nurrohman; Wibisono; Priatno; Arman Syah Putra
International Journal of Educational Research & Social Sciences Vol. 2 No. 5 (2021): October 2021
Publisher : CV. Inara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51601/ijersc.v2i5.186

Abstract

The background of this research is how to choose the best students in school using the AHP algorithm. Then it can be determined who the best students are. Based on the system that will be input and processed by the system so that it will produce maximum output and not in favor of anyone. The method used in this study is to use the literature study method. And literature study using these 2 methods will be able to provide something new, especially in the field of problem formulation and novel poles will be found after that the method is to conduct trials by inputting process and output so that you can find out who the best students in school. The problem raised in this study is how to determine the best students. Based on the system not based on the choice of someone with the system, it will help the school in determining the best students so that it does not side with one party and choose the wrong choice. In this study will produce data that can be known which students will be selected to be the best students in school based on the process of the AHP algorithm that has been included in this study.