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Pengendalian Persediaan Bahan Baku Lemari Berbasis Aplikasi Inventori Stock Tracker Pada PT. Lavrenti Smart Interior Ulumudin, Abdul Hafid; Prasetyawati, Meri; Dewiyani, Leola; Marfuah, Umi
Prosiding Semnastek PROSIDING SEMNASTEK 2024
Publisher : Universitas Muhammadiyah Jakarta

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Abstract

PT Lavrenti Smart Interior merupakan perusahaan desain dan manufaktur yang meliputi lemari pakaian, kursi makan, kursi tamu, meja makan, meja tamu, dan set dapur. Pada tahun 2022 sampai dengan 2023 terjadi kekurangan antara stok bahan baku dengan kebutuhan bahan baku khususnya pada lemari pakaian, yang diakibatkan fluktuasi pada permintaan produk dan pengendalian bahan baku perusahaan yang kurang baik karena hanya melalui perkiraan dan perhitungan excel sederhana. Perhitungan pengendalian bahan baku lemari pakaian menggunakan metode EOQ, POQ, dan Silver Meal dan penerapan sistem informasi terbaru agar lebih akurat. Metode EOQ, POQ, dan Silver Meal merupakan metode yang bertujuan menekan biaya persediaan bahan baku yang paling ekonomis, kemudian dipilih satu metode paling terbaik untuk diolah menggunakan Aplikasi Inventory Stock Tracker. Hasil perhitungan Multiplicative Decomposition (Seasonal) didapatkan forecast periode November 2023 – Oktober 2024 pada papan kayu, Lem kayu dan gagang. Kemudian dilakukan perhitungan menggunakan metode EOQ, POQ dan Silver Mail. Dari ketiga metode dipilih metode POQ yang menunjukkan biaya persediaan paling kecil sebesar Rp. 15.658.619. Selanjutnya dibandingkan dengan metode perusahaan dengan biaya persediaan sebesar Rp. 22.962,749, sehingga dapat disimpulkan bahwa metode POQ lebih efisien dibandingkan dengan metode perusahaan dengan selisih biaya persediaan sebesar Rp. 7.304.130. Hasil perancangan sistem informasi menggunakan Aplikasi Inventory Stock Tracker, pihak perusahaan dapat memasukan data pembelian bahan baku dengan menulis nama barang, kuantitas, harga beli dan harga jual, serta dapat menyajikan data hasil input untuk mengetahui jumlah permintaan bahan baku dan juga total harga pembelian yang akan dikeluarkan.Kata kunci: Pengendalian Bahan Baku, POQ, Sistem Informasi
ANALISIS JABATAN SEBAGAI BAGIAN DARI SISTEM TATA PAMONG (STUDI KASUS DI FAKULTAS TEKNIK UNIVERSITAS MUHAMMADIYAH JAKARTA) Dewiyani, Leola; Kosasih, M.; Gunadi, Nurul Septiani
Prosiding Semnastek PROSIDING SEMNASTEK 2024
Publisher : Universitas Muhammadiyah Jakarta

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Abstract

Analisa pekerjaan adalah menganalisis dan mendesain pekerjaan apa saja yang harusdikerjakan, bagaimana mengerjakannya, dan mengapa pekerjaan harus dilakukan. Darihasil analisis jabatan selanjutnya dilakukan evaluasi jabatan yang merupakan kegiatanuntuk menentukan nilai suatu jabatan dan nilai relatif terhadap jabatan lain yang adadalam suatu lembaga. Dari analisis jabatan melalui metode wawancara, observasi,kuesioner, sampling pekerjaan, pencatatan dan teknik kejadian kritis ditemukan adanyatumpang tindih baik pada deskripsi maupun spesifikasi jabatan diantara 5 jabatankepala sub-bagian di FT UMJ saat ini. Selanjutnya dilakukan evaluasi jabatan untukmenentukan peringkat jabatan yang kemudian digunakan untuk melakukanrestrukturisasi organisasi SDI tenaga kependidikan FT UMJ. Didapatkan hasil yaituformasi jabatan kepala sub-bagian yang dibutuhkan organisasi berjumlah 2 formasidimana masing-masing kepala sub-bagian membawahi 3 koordinator. 3 formasi jabatankepala sub-bagian sebelumnya diturunkan peringkat jabatannya menjadi koordinator.Kata kunci: analisis jabatan, peringkat jabatan, SDI
Managing students’ learning interest in civics learning through a genially-based interactive multimedia Arum, Wahyu Sri Ambar; Khalilah, Hana Naurah; Marini, Arita; Yarmi, Gusti; Safitri, Desy; Dewiyani, Leola
Journal of Education and Learning (EduLearn) Vol 19, No 2: May 2025
Publisher : Intelektual Pustaka Media Utama

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.11591/edulearn.v19i2.21264

Abstract

This study aims to create a Genially based interactive multimedia product to increase interest in learning civics among fifth-grade students. This research and development type uses the analyze, design, develop, implement, and evaluate (ADDIE) model. This study used three samples in the one-to-one stage, six in the small group stage, and 26 in the field test stage. This media produces media quality with a total score percentage of 88%, categorized as very feasible through media expert validation. This product also makes material quality with a total score percentage of 94%, classified as very feasible through content expert validation. The product effectiveness test through the N-Gain test obtained a total score percentage of 1%, which was included in the high category. This study concludes that Genially-based interactive multimedia effectively increases students' interest in civics.
PERANCANGAN TATA LETAK DAN FASILITAS HUNIAN RUKOST BERDASARKAN KEBUTUHAN KONSUMEN UNTUK MENINGKATKAN PANGSA PASAR DENGAN MENGGUNAKAN ASPEK ERGONOMI Leola Dewiyani; M. Kosasih -
Spektrum Industri Vol. 16 No. 1: April 2018
Publisher : Universitas Ahmad Dahlan Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.12928/si.v16i1.9782

Abstract

Saat ini Karawang dikenal sebagai daerah industri yang paling berpotensi di wilayah Jawa Barat. Hal tersebut dibuktikan dengan banyaknya pabrik yang didirikan di tanah Pasundan ini. Dengan banyaknya usaha baik berupa pabrik maupun yang lainnya, Karawang menjanjikan aneka macam peluang di berbagai bidang usaha yang bisa mendatangkan keuntungan. Perusahaan ini tentu membutuhkan tenaga kerja yang cukup banyak, tidak hanya buruh lebih dari itu tenaga kerja yang dibutuhkan juga berasal dari level menengah ke atas hingga staf profesional, hal ini yang menjadi daya tarik bagi pengembang untuk membangun bisnis properti di Karawang yaitu RuKost (rumah kos). Akan tetapi Tata Letak interior kamar yang ada di RuKost saat ini berdasarkan penelitian pendahuluan yang dilakukan peneliti belum memenuhi standar dan juga belum memperhatikan kenyamanan, kepuasan, keselamatan dan kesehatan karena desain layout interior yang ada pada kamar RuKost saat ini kurang memperhatikan prinsip-prinsip ergonomik. Berdasarkan kondisi di atas maka akan dilakukan suatu redesign terhadap tata letak interior kamar RuKost. Metode perancangan yang akan digunakan dalam penelitian ini adalah antropometri dan physiological performance.
Interactive Multimedia in Physical Education: The Effectiveness of Powtoon in Improving Learning Outcomes in Elementary Schools Oman; Shofiatul Khusnah; Arita Marini; Gusti Yarmi; Desy Safitri; Sujarwo; Musril Zahari; Leola Dewiyani
Jurnal Edutech Undiksha Vol. 12 No. 2 (2024): December
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jeu.v12i2.85687

Abstract

The low learning outcomes in physical education among elementary school students are attributed to the use of less interactive and engaging learning media. This condition hinders students' engagement in the learning process, necessitating media innovation to enhance their interest and comprehension. This study aims to develop Powtoon-based interactive multimedia to improve the learning outcomes of fourth-grade elementary school students in physical education. The research employed a research and development (R&D) method by adapting a development model encompassing needs analysis, design, development, and product evaluation stages. Data were collected through pretest and post-test learning outcome assessments conducted before and after the use of interactive media. Data analysis included normality tests using the Kolmogorov-Smirnov test and homogeneity tests using SPSS version 24, indicating that the data were normally distributed and homogeneous. The t-test results demonstrated a significant difference between pretest and post-test learning outcomes, showing that students' learning outcomes improved significantly after using Powtoon-based interactive multimedia. These findings indicate that Powtoon-based interactive multimedia is effective in enhancing physical education learning outcomes. Therefore, it can be concluded that the use of Powtoon-based interactive multimedia has a positive impact on improving the physical education learning outcomes of fourth-grade elementary school students.
Peningkatan Kapasitas Guru Sekolah Dasar melalui Pendampingan Teknologi Digital untuk Pembelajaran Berkelanjutan berbasis SDGs Arita Marini; Arifin Maksum; Juhana Sakmal; Siti Keysa Ikrimah; Dilla Aulia Ramadhani; Aurah Jauhara Ali; Cindy Suryadi; Leola Dewiyani
Amaliah: Jurnal Pengabdian Kepada Masyarakat Vol 10 No 1 (2026): Amaliah: Jurnal Pengabdian kepada Masyarakat
Publisher : LPPI UMN AL WASHLIYAH

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32696/ajpkm.v10i1.6603

Abstract

The urgency of mentoring teachers at Al Ashriyyah Nurul Iman Islamic Boarding School Elementary School, Parung, Bogor in utilizing digital technology for SDGs-based sustainable learning stems from the limited capacity of elementary school teachers to effectively, meaningfully, and sustainably integrate digital technology into the teaching and learning process. Rapid technological advancements have not been fully accompanied by the development of teachers’ digital pedagogical competencies, resulting in technology utilization that tends to be administrative rather than supportive of inclusive, participatory, and contextual learning related to sustainable development issues. Therefore, systematic and continuous mentoring is essential to ensure that digital learning transformation not only improves the quality of education but also contributes significantly to achieving the Sustainable Development Goals (SDGs), particularly SDG 4 on Quality Education at the elementary school level. Keywords: Elementary school teachers; digital technology; SDGs; digital literacy; collaboration
PENGUATAN KOMPETENSI GURU SEKOLAH DASAR DALAM GAME BASED LEARNING MELALUI PROGRAM PKM KKN BERBASIS KAMPUS Arifin Maksum; Arita Marini; Juhana Sakmal; Wahyu Sri Ambar Arum; Dinda Putri Nabila; Febyarni Resvatina; Chika Aurellia Maharani; Shabrina Ramadhiani; Shifaa Qurratu Aini; Leola Dewiyani
Amaliah: Jurnal Pengabdian Kepada Masyarakat Vol 10 No 1 (2026): Amaliah: Jurnal Pengabdian kepada Masyarakat
Publisher : LPPI UMN AL WASHLIYAH

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32696/ajpkm.v10i1.6607

Abstract

The Community Service Program (PkM) through the Community Service Learning Program (KKN) at SDN Tanah Tinggi 05, Central Jakarta, was conducted to enhance elementary school teachers’ competencies in implementing integrated Game-Based Learning (GBL). This approach was designed to create a more interactive, enjoyable, and meaningful learning environment, thereby increasing student engagement and learning motivation. Furthermore, GBL supports the development of essential 21st-century skills, including critical thinking, problem-solving, communication, and collaboration. The program was implemented through training sessions, mentoring activities, and hands-on practice in designing, implementing, and evaluating game-based learning strategies tailored to students’ developmental characteristics. It involved collaboration among lecturers, university students, and teachers within an integrated KKN framework aimed at promoting student-centered learning practices. The results indicated significant improvements in teachers’ pedagogical competence, creativity, and digital literacy, particularly in developing innovative learning media and instructional strategies based on educational games. Teachers became more capable of creating engaging and effective classroom experiences, which positively influenced student participation in learning activities. In addition to benefiting the school community, the program also provided valuable service-learning experiences for university students. Overall, the program contributed to improving the quality of elementary education while strengthening sustainable partnerships between higher education institutions and schools.
Inovasi Teknologi Wearable Gaming dalam PkM KKN: Upaya Peningkatan Kualitas Pembelajaran di Sekolah Dasar Taufik Rihatno; Sri Nuraini; Endang Wahyudiana; Zidane Akbar; Rozaqi Al Furqon; Grandy Jiddan Asy-Syamiil; Daffa Setyo Nugraha; Tegar Bowoleksono; Leola Dewiyani; Arita Marini
Amaliah: Jurnal Pengabdian Kepada Masyarakat Vol 9 No 1 (2025): Amaliah Jurnal: Pengabdian kepada Masyarakat
Publisher : LPPI UMN AL WASHLIYAH

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32696/ajpkm.v9i1.5163

Abstract

The strategic need to implement a teacher empowerment program at SDN Tanah Tinggi 05 Pagi through the utilization of Wearable Gaming Technology as an innovative approach to enhance students’ learning interest is driven by the demand for a more interactive, contextual, and technology-integrated learning process. This technology offers opportunities for teachers to create more engaging, immersive, and enjoyable learning experiences, thereby encouraging active student participation in classroom activities. Moreover, the appropriate implementation of wearable gaming supports the development of critical thinking, communication, collaboration, and creativity—key 21st-century skills. This initiative aims to improve teachers' digital literacy and professional capacity in designing and integrating technology effectively into the learning process. Through a Community Service (PkM) program integrated with the Student Community Service Program (KKN), the initiative has shown positive outcomes, including enhanced teacher understanding of wearable technology and the ability to design gamified learning strategies that are interactive, collaborative, and capable of boosting student motivation and conceptual understanding. This competency enhancement is expected to transform teachers into innovative, responsive, and adaptive learning facilitators in line with the rapid technological advancements in education.
Implementasi Digitalisasi Sekolah Dasar sebagai Upaya Penguatan Kinerja Sekolah Dasar berbasis Transformasi Digital melalui Program PkM KKN Wahyu Sri Ambar Arum; Arifin Maksum; Juhana Sakmal; Muhammad Ilham Darmawan; Neta Yolanda Putri; Nabillah Syahfa Septiani; Lia Handayani; Assifa Rohadatul Aisy; Leola Dewiyani; Arita Marini
Amaliah: Jurnal Pengabdian Kepada Masyarakat Vol 9 No 1 (2025): Amaliah Jurnal: Pengabdian kepada Masyarakat
Publisher : LPPI UMN AL WASHLIYAH

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32696/ajpkm.v9i1.5165

Abstract

The teacher mentoring activity carried out through the Community Service Program (PkM) integrated with the Student Community Service (KKN) at SDN Pluit 03 primarily aims to support digital transformation in elementary education as a strategic effort to enhance school performance. This transformation is implemented by providing broad access to digital learning resources that can be accessed anytime and anywhere, thereby overcoming spatial and temporal limitations in the learning process. Additionally, the activity is specifically designed to strengthen the implementation of the Merdeka Curriculum, with an emphasis on project-based learning that promotes independent learning and knowledge exploration. In this context, strengthening digital literacy among teachers and students becomes crucial—not only to improve technological capabilities but also to broaden the range of richer and more varied teaching materials. The benefits of this empowerment initiative include improved teacher competencies in utilizing various digital tools and online learning resources, which in turn support the effectiveness of the teaching and learning process. Besides offering practical insights into digitalization, the program also fosters new habits among teachers to be more adaptive and open to the use of educational technology, enabling them to design lessons that are more responsive to student needs while remaining aligned with the flexible and student-centered principles of the Merdeka Curriculum.
Penguatan Literasi Digital di Sekolah Dasar melalui Kolaborasi dalam Program PkM-KKN Arifin Maksum; Arita Marini; Endang M. Kurnianti; Dinda Ayu Putri; Salsabila Rizky; Aulia Fahsa; Annisa Maghfira Pramawita; Chairunnisa Ussabrina; Leola Dewiyani; Desy Safitri
Amaliah: Jurnal Pengabdian Kepada Masyarakat Vol 9 No 1 (2025): Amaliah Jurnal: Pengabdian kepada Masyarakat
Publisher : LPPI UMN AL WASHLIYAH

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32696/ajpkm.v9i1.5166

Abstract

The implementation of the PkM KKN program at SDN Pondok Kopi 03 aims to empower elementary school teachers in realizing digitally literate schools through the use of digital games as a means to build literacy collaboratively with Universitas Negeri Jakarta. This approach is designed to enhance the effectiveness of teaching and student engagement by creating a more interactive, enjoyable, and meaningful learning environment, while also promoting the development of 21st-century skills such as critical thinking, problem-solving, and collaboration. The main objective of this activity is to strengthen teachers' pedagogical capacity, digital literacy, and creativity through an understanding of educational game design principles, selecting curriculum-relevant games, and integrating them into effective teaching strategies. The results of this program demonstrate improvements in teacher competence in creating innovative and adaptive learning environments, which are expected to contribute significantly to the sustainable improvement of the quality of primary education. The collaboration between schools and higher education institutions has fostered a supportive educational ecosystem and strengthened the roles of both parties in developing learning innovations. The application of educational technology through this approach has also fostered greater confidence among teachers in using digital tools in the classroom.