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Perancangan Aplikasi Penjualan Online Daur Ulang Sampah Berbasis Android Sigit Hudawiguna; Aat Aat; Sri Rahayu
Jurnal Algoritma Vol 19 No 2 (2022): Jurnal Algoritma
Publisher : Institut Teknologi Garut

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33364/algoritma/v.19-2.1171

Abstract

The Garut Regency Environmental Service has a waste management or waste recycling site where waste is turned into a product such as organic fertilizer and product bags, carpets, flower vases, and other handicrafts that are useful and have a sale value. With the help of the creative community, waste can be managed and distributed into a product such as handicrafts or compost, resulting in a profitable business process for the community. The current obstacle in the field is the absence of marketing media to offer recycled products to the general public so craftsmen experience difficulties in promoting their craft products. The purpose of this research is to design an Android-based online recycling application. The methodology used in designing an Android-based online waste recycling sales application uses the USDP (Unified Software Development Process) methodology. The results of this study produce an android-based online waste recycling sales application that can be used as a facility to become a media for marketing and selling recycled waste so that business processes that occur can run smoothly.
The Speaking English Material Needs of Engineering Students for the English Club Program: An ESP Analysis Reski Ramadhani; Hilmi Aulawi; Ridwan Setiawan; Sri Rahayu
Scope : Journal of English Language Teaching Vol 7, No 2 (2023): Scope: Journal of English Language Teaching
Publisher : Pusat Studi Pendidikan Bahasa dan Sastra Inggris

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30998/scope.v7i2.16310

Abstract

Needs analysis as the basis of English for specific purposes (ESP) is deemed crucial to identify the target materials or languages used in the teaching-learning process and to design an effective curriculum. This study aims to investigate engineering students' needs for English-speaking materials in the English club program of one private university in Garut. To address the result of ESP analysis, the researchers used the descriptive qualitative method with questionnaires and interviews as the instruments. The need analysis result revealed that the English learning goal for the students in the English club program is to communicate actively in English. Their interest in learning English in this program is to improve their speaking ability to support their formal study as university students since it influences their academic performance and prepares them to fulfill the demands of job requirements in the future. Most students consider that the materials they need to learn are related to job life, academic purposes as engineering students, and social interaction. The result also suggests that the module created by the tutor for the English club program should focus on topics related to job life that are relevant to the current situation. 
Rancang Bangun Aplikasi Manajemen Keuangan di Pondok Pesantren Miftahul Hidayah Berbasis Web Yoga Handoko Agustin; Sri Rahayu; Yusuf Abdul Fatah
Jurnal Algoritma Vol 20 No 1 (2023): Jurnal Algoritma
Publisher : Institut Teknologi Garut

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33364/algoritma/v.20-1.1245

Abstract

Financial management is an activity of managing finances, where this financial management is managed by the management of the Islamic boarding school which will then be reported to the treasurer of the Foundation. Islamic Boarding School Financial Management is an institutional activity related to the payment of monthly student contributions, meals, electricity, cash and charity or infaq money either from the parents of the students or from the congregation of the miftahul hidayah Islamic boarding school. Financial management carried out by Islamic boarding school administrators often results in errors in data collection due to human error and produces inaccurate data both expenditure and income. Based on these problems, a financial management application was designed at the Miftahul Hidayah Islamic boarding school using the PHP programming language with a MySQL database and using the Rapid Application Development (RAD) methodology, the stages of which used Requirement Planning, RAD Design Workshop and Implementation. Then use the Data Flow diagram (DFD) modeling. The results of this study are in the form of financial management applications with several features such as student data, financial balances, weekly reports, monthly reports and annual reports.
Melatih Cara Berfikir Komputasi Pada Siswa Sekolah Dasar dan Menengah di Kabupaten Garut Dewi Tresnawati; Detila Rostilawati; Ayu Latifah; Eri Satria; Asri Mulyani; Sri Rahayu; Leni Fitriani; Rinda Cahyana; Shopi Nurhidayanti; Cha Cha Nisya Asyah
Journal of Community Development Vol. 5 No. 2 (2024): December
Publisher : Indonesian Journal Publisher

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47134/comdev.v5i2.1373

Abstract

Technological advances in the 21st century demand Computational Thinking skills that are increasingly important in the digital era. However, the application of Computational Thinking (CT) at the primary and secondary education levels in Garut Regency is still limited. This study aims to improve the understanding of CT among students in elementary schools, junior high schools, and vocational high schools through a training program that includes pre-test, interactive training, and post-test. The training method was designed according to the educational level of the participants, using Bebras questions to train CT skills. The pre-test results showed an average initial score of 47.19, while the post-test results increased by an average of 25.75 points to 72.94. The findings show that the training successfully improved participants' understanding of CT through a structured approach, including introduction of concepts through sample Bebras problems, practice problems, as well as a comprehensive question and answer session.
Media Pembelajaran Interaktif Pengenalan Batik Garutan Berbasis Android Menggunakan Augmented Reality Sri Rahayu; Moch. Akmal Al Muyasar
Jurnal Algoritma Vol 23 No 1 (2026): Jurnal Algoritma
Publisher : Institut Teknologi Garut

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33364/algoritma/v.23-1.2563

Abstract

The decline in interest among the younger generation in local culture, especially Garutan Batik, is a problem that needs to be addressed immediately. Interactive and technology-based educational media are considered capable of addressing this challenge. This study aims to develop interactive learning media based on Augmented Reality (AR) to introduce Garutan Batik motifs to children and teenagers. The development was carried out using the Multimedia Development Life Cycle (MDLC) method, which includes the stages of concept, design, material collecting, assembly, testing, and distribution. The application was designed using Unity and Vuforia SDK, and presents three main features: batik pattern recognition, AR-based 3D visualization, and gamification-based interactive quizzes. Alpha testing results showed that all features worked well without any obstacles. Meanwhile, beta testing on 21 respondents showed a user satisfaction rate of 86.19%. This application is considered easy to use, interesting, and able to increase children's interest in Garutan Batik. The integration of 3D visualization, voice narration, child-friendly interface design, and a gamification approach makes this application an effective and enjoyable educational medium. Thus, the use of AR technology in learning media has been proven to increase understanding and preservation of local culture in an innovative way.
Visualisasi 3D Rambu Lalu Lintas Berbasis Augmented Reality untuk Edukasi Undang-Undang Jalan Raya Sri Rahayu; Moch ab Rizky Darmawan
Jurnal Algoritma Vol 23 No 1 (2026): Jurnal Algoritma
Publisher : Institut Teknologi Garut

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33364/algoritma/v.23-1.2876

Abstract

Kesadaran siswa terhadap pentingnya memahami peraturan lalu lintas masih rendah, sehingga dibutuhkan media pembelajaran yang interaktif dan mudah dipahami. Penelitian ini bertujuan mengembangkan aplikasi edukasi berbasis Augmented Reality (AR) untuk pengenalan rambu dan undang-undang lalu lintas menggunakan metode Multimedia Development Life Cycle (MDLC). Tahapan penelitian meliputi konsep, desain, pengumpulan materi, pembuatan, pengujian, dan distribusi. Aplikasi yang dihasilkan mampu menampilkan objek 3D rambu lalu lintas disertai audio, teks penjelasan, serta kuis interaktif sebagai evaluasi pemahaman. Hasil pengujian menunjukkan bahwa aplikasi berjalan sesuai spesifikasi melalui blackbox testing, dengan seluruh fungsi utama (pemindaian marker, navigasi menu, penyajian materi, dan kuis) dapat dijalankan dengan baik. Evaluasi usability menggunakan System Usability Scale (SUS) melibatkan 10 siswa sebagai responden dan menghasilkan nilai rata-rata 91,75, yang termasuk kategori Excellent Usability. Nilai ini menegaskan bahwa aplikasi tidak hanya berfungsi secara teknis, tetapi juga nyaman, mudah digunakan, dan efektif sebagai media pembelajaran. Keterbatasan penelitian ini terletak pada cakupan materi yang masih terbatas pada beberapa rambu lalu lintas serta uji coba yang hanya dilakukan pada sampel kecil siswa. Oleh karena itu, penelitian selanjutnya disarankan memperluas cakupan konten dan jumlah responden, serta mengintegrasikan teknologi Artificial Intelligence (AI) untuk mendukung pembelajaran adaptif. Dengan demikian, penelitian ini berhasil menjawab rumusan masalah dan memberikan kontribusi bagi bidang Software Engineering dalam penerapan metode MDLC untuk pengembangan perangkat lunak edukatif berbasis AR.
Edukasi Pengelolaan Sampah Anorganik Terhadap Pengetahuan Dan Sikap Masyarakat Desa Sirnajaya Pamella M Sri Rezeki; Athaya Zhafirah; Rachminawati; Eko Walujodjati; Anjas Ninda Hantari; Ida Farida; Rina Kurniawati; Sulwan Permana; Dendi Yogaswara; Nanang; Adi Susetyaningsih; Ismi Purnamasari; Reski Ramadhani; Yeni Pariyatin; Alan Wijaya; Ratu Mafas Sukmalaras; Subhan Mulyana; Agus Ismail; Cepi Wendiki Alamsyah; Ganjar Jojon Johari; Greece Maria Lawalata; Madi Hermadi; Rudy Febrijanto; Fitri Nuraeni; R Dini Destiani Siti Fatimah; Risma Liyana Ulfa; Sri Rahayu
Jurnal PkM MIFTEK Vol 7 No 1 (2026): Jurnal PkM Miftek
Publisher : Institut Teknologi Garut

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33364/miftek/v.7-1.3416

Abstract

Inorganic waste management remains a significant environmental challenge in rural areas. This Community Service Program (PkM) aimed to evaluate the effectiveness of an educational intervention on inorganic waste management in improving the knowledge and attitudes of residents in Sirnajaya Village, Garut. The program was conducted on February 4, 2026, in collaboration with the Garut Zero Waste community using a pre-test and post-test design involving 18 participants, consisting of housewives, university lecturers, and community members. The assessment instrument covered five indicators: understanding the definition of inorganic waste, identifying examples of inorganic waste, recognizing the environmental impacts of improper waste disposal, attitudes toward waste segregation, and intentions to reduce the use of single-use plastics. The results showed that 83.3% of the participants already possessed a high level of baseline knowledge. Consequently, the improvement in post-education scores was relatively limited, with an average normalized gain (N-Gain) of 0.11. This finding reflects a common ceiling effect, rather than indicating the ineffectiveness of the educational program. Nevertheless, three out of eighteen participants with lower initial knowledge demonstrated substantial improvements, achieving moderate to high levels of learning gain. Overall, the program contributed primarily to strengthening participants' knowledge and behavioral intentions regarding inorganic waste management. However, measurable changes in actual household waste management practices require further medium-term observation and follow-up evaluation.
Immersive Culinary Simulation With FSM-Based NPCs in a 3D Game for Promoting Sundanese Restaurants Sri Rahayu; Egha Satria Bagaskara; Dewi Tresnawati; Yosep Bustomi
IJNMT (International Journal of New Media Technology) Vol 13 No 1 (2026): Vol 13 No 1 (2026): IJNMT (International Journal of New Media Technology)
Publisher : Universitas Multimedia Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31937/ijnmt.v13i1.4769

Abstract

The development of a 3D interactive game entitled “Sapiring Rasa” aims to promote traditional Sundanese restaurants while supporting the preservation of Indonesia’s culinary heritage through digital media. The game is designed for desktop platforms with a top-down perspective, allowing players to manage a traditional eatery, serve customers, and address various resource management challenges. The development process employed the Unity3D Engine and applied the Multimedia Development Life Cycle (MDLC), which includes the stages of Concept, Design, Material Collecting, Assembly, Testing, and Distribution. The main contribution of this study lies in the practical implementation of artificial intelligence–based non-player characters (NPCs) using a Finite State Machine (FSM) approach to create dynamic and responsive customer interactions, thereby improving gameplay immersion and user experience. System functionality was validated through alpha testing using black-box methods, while usability evaluation was conducted through beta testing using the System Usability Scale (SUS) involving 30 participants. The results showed an average SUS score of 73.5, classified as “Good” and “Acceptable.” These findings indicate that the proposed game is usable and well received by users. Overall, the integration of local cultural elements into interactive gameplay demonstrates the potential of digital games as effective media for cultural promotion and educational purposes.