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All Journal Prosiding Seminar Nasional Sains Dan Teknologi Fakultas Teknik Jurnal S2 Pendidikan Matematika Jurnal Didaktik Matematika Jurnal Pendidikan Matematika Universitas Lampung AKSIOMA: Jurnal Program Studi Pendidikan Matematika Jurnal Teknologi Informasi dan Ilmu Komputer AlphaMath: Journal of Mathematics Education The Indonesian Journal of Occupational Safety and Health Fountain of Informatics Journal Jurnal Pembelajaran Matematika IKRA-ITH Informatika : Jurnal Komputer dan Informatika Dinamisia: Jurnal Pengabdian Kepada Masyarakat Buana Matematika : Jurnal Ilmiah Matematika dan Pendidikan Matematika JUMANJI (Jurnal Masyarakat Informatika Unjani) Multitek Indonesia : Jurnal Ilmiah JUSIM (Jurnal Sistem Informasi Musirawas) METIK JURNAL M A T H L I N E : Jurnal Matematika dan Pendidikan Matematika Ideas: Jurnal Pendidikan, Sosial dan Budaya International Journal on Teaching and Learning Mathematics Mosharafa: Jurnal Pendidikan Matematika Jurnal Tika Lani: Jurnal Kajian Ilmu Sejarah dan Budaya Abdiformatika: Jurnal Pengabdian Masyarakat Informatika MATHEMATIC EDUCATION AND APLICATION JOURNAL (META) Unnes Journal of Mathematics Education PELS (Procedia of Engineering and Life Science) Malcom: Indonesian Journal of Machine Learning and Computer Science TEKNOLOGI NUSANTARA Prosiding Seminar Nasional Hasil-hasil Penelitian dan Pengabdian Pada Masyarakat JOINCS (Journal of Informatics, Network, and Computer Science) Biner : Jurnal Ilmiah Informatika dan Komputer Innovative: Journal Of Social Science Research Prosiding Seminar Nasional Unimus Riemann : Research of Mathematics and Mathematics Education Jurnal Pendidikan Matematika Universitas Lampung Hipotenusa: Journal of Mathematical Society Prosiding Seminar Nasional Ilmu Sosial dan Teknologi (SNISTEK)
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Journal : Prosiding Seminar Nasional Ilmu Sosial dan Teknologi (SNISTEK)

Sistem Informasi Klinik Berbasis Web untuk Pengelolaan Data Pasien dan Konsultasi secara Realtime di Klinik Perawatan Weiku Mohamad Farhat; Triana Harmini; Miftahuddin Fahmi
Prosiding Vol 7 No 1 (2025): SNISTEK
Publisher : LPPM Universitas Putera Batam

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33884/psnistek.v7i1.10744

Abstract

Klinik Weiku is a healthcare institution that still employs a manual management system, which poses potential risks of data loss and difficulties in data retrieval. This study aims to develop a web-based information system for patient data management and real-time medical consultations by applying the Waterfall development model, which consists of the stages of planning, analysis, design, implementation, testing, and maintenance. The main features of this system include online patient registration and real-time consultation services with medical professionals, with three types of users: doctors, who can view and respond to patient messages; nurses, who manage registration data; and patients, who can register and consult online. The technologies used include ReactJS for the user interface (front-end), NodeJS and ExpressJS for the server side (back-end), and MongoDB as the database, with JavaScript as the primary programming language. The system was evaluated through four testing methods: blackbox testing, media expert testing, material expert testing, and user testing. The results show that all features functioned as planned, with material expert testing achieving an average score of 93.33%, media expert testing 91.11%, and user testing 95.0%. Based on these results, the system is deemed feasible for use as a web-based information system for patient data management and real-time consultation services at Klinik Weiku
Pengembangan Aplikasi Media Pembelajaran Matematika Pecahan Berbasis Android Untuk Siswa Kelas 5 SD dengan Metode Gamifikasi Dwiki Kurniawan; Triana Harmini; Miftahuddin Fahmi
Prosiding Vol 7 No 1 (2025): SNISTEK
Publisher : LPPM Universitas Putera Batam

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33884/psnistek.v7i1.10745

Abstract

Mathematics learning, especially the topic of fractions, is often a challenge for 5th-grade students. An Android-based mathematics learning Application with gamification elements was developed to address the low interest of these students in the topic of fractions. This research aims to develop a gamified Android-based mathematics learning Application for the topic of fractions. The development methodused the Waterfall Software Development Life Cycle (SDLC) model, which includes the stages of requirements analysis, design, implementation, testing, and maintenance. The Application was designed with the integration of gamification features such as levels and challenges to enhance student motivation and understanding. The Application was tested through five stages: black box testing, compatibilitytesting, media expert testing, material expert testing, and user testing. The results of the black box test showed that all features functioned as planned. The functionality test results indicated that the Application can run properly on all devices with at least Android version 11. The media expert testing showed an average of 100%, and the material expert testing also showed an average of 100%. User testing conducted on 20 5 th grade students at MI Ma’arif surodikraman, Ponorogo, showed a very positive outcome. Based on a 1 to 5 rating scale, the average percentage of user satisfaction reached 90.1%, indicating a high level of acceptance. These results show that the Application functions well and is suitable for use.
Pengembangan Media Edukasi Wisata Lebah Kampoeng Madu Kediri Berbasis Augmented Reality Muhammad Ariel Naafi'; Faisal Reza Pradhana; Triana Harmini
Prosiding Vol 7 No 1 (2025): SNISTEK
Publisher : LPPM Universitas Putera Batam

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33884/psnistek.v7i1.10748

Abstract

This study aims to develop a bee tourism educational media using Augmented Reality at KampungMadu Kediri to deliver information interactively and comprehensibly. The development method employed the System Development Life Cycle with the Waterfall model through stages of analysis, design, implementation, and testing. The Android-based application displays 3D objects, text, and educational audio by scanning visual markers. Blackbox Testing results showed that all features functioned as expected. The educational material evaluation recorded an average score of 4.2 (close to “Strongly Agree”) or 84%, categorized as “Very Good,” indicating relevant, accurate, and engaging content. These findings demonstrate that the application is effective in improving visitor literacy, enhancing the tourism experience, and functioning without the need for a direct guide.
Implementasi Gamifikasi dalam Pengembangan Media Pembelajaran Logika Matematika Diskrit Berbasis Game 3D Wildan Sulistiono; Faisal Reza Pradhana; Triana Harmini
Prosiding Vol 7 No 1 (2025): SNISTEK
Publisher : LPPM Universitas Putera Batam

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33884/psnistek.v7i1.10750

Abstract

Education is a fundamental aspect in the development of human resources, especially in the field of computer science. One of the core subjects is Discrete Mathematics, yet many students struggle to grasp its concepts, particularly in logic. Based on observations and student grades from the Informatics Engineering Department at Darussalam Gontor University, it is evident that comprehension levels remain low. This study aims to develop a 3D game-based learning media using a gamification method. The software was developed using the Software Development Life Cycle (SDLC) waterfall model and implemented using Unity with 3D interactive control. The application was evaluated through questionnaires to content experts, media experts, and users. Validation results indicate the application is feasible as an alternative learning medium and can enhance students’ understanding and motivation in learning.