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Model Pendokumentasian Kegiatan Belajar Di Sekolah Menengah Atas Berbasis Teknologi Komputer Tedi Budiman; Sony Firdaus
Jurnal Wawasan Ilmiah Vol 7, No 12 (2015): Jurnal Wawasan Ilmiah
Publisher : AMIK Garut

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (463.209 KB)

Abstract

Pendokumentasian seluruh proses kegiatan belajar mengajar di kelas yang berkenaan dengan aktivitas guru dan siswa di dalam kelas, mulai dari kegiatan awal sampai kegiatan akhir pembelajaran tersebut dapat bermanfaat sebagai berikut : 1) Sebagai bahan evaluasi bagi guru untuk dapat menilai sendiri mengenai aktivitas mengajarnya, sehingga dapat memperbaiki hal-hal yang dianggap masih kurang; 2) Meningkatkan kemampuan profesionalisme guru, karena dapat melihat dan membandingkan antara kemampuan kompetensi guru yang satu dengan yang lainnya; 3) Sebagai kontrol dan bahan pembinaan bagi kepala sekolah yang harus diberikan kepada tiap guru disesuaikan dengan kompetensi yang dimiliki oleh masing-masing guru; 4) Bagi siswa, dapat dijadikan media pembelajaran diluar kelas, sehingga dapat diputar ulang atau dilihat kembali hasil perekaman atau dokumentasi proses belajar mengajar tersebut.Menganalisis bagaimana cara pendokumentasian proses belajar mengajar di sekolah menengah atas merupakan langkah awal yang harus dilakukan, sebelum membuat suatu model pendokumentasian berorientasi objek mengenai proses belajar mengajar menggunakan model UML (Unified Modeling Language) yang menggambarkan proses belajar mengajar di sekolah. Pendokumentasian belajar mengajar ini dapat dijadikan alternatif untuk meningkatkan pemahaman proses belajar mengajar karena proses pembelajaran yang sudah lewat dapat dilihat kembali karena sudah di dokumentasikan dalam bentuk audio visual menggunakan teknologi komputer.Keyword : model, dokumentasi, audio visual, komputer, kegiatan belajar mengajar
Pemanfaatan Transformasi Digital dan Media Sosial Sebagai Sarana Komunikasi Kepada Masyarakat Desa Cibodas Kecamatan Cikajang Yopi Nugraha; Dinar Rahayu; Tedi Budiman; Deva Hafiansyah Febriana
Cakrawala: Jurnal Pengabdian Masyarakat Global Vol. 1 No. 3 (2022): Agustus : Cakrawala: Jurnal Pengabdian Masyarakat Global
Publisher : Universitas 45 Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30640/cakrawala.v2i3.1282

Abstract

Transformasi digital tidak hanya sekedar perkembangan teknologi informasi namun juga mengenai bisnis, orang dan teknologi yang dipandu oleh strategi bisnis yang luas. Dalam suatu organisasi ataupun lingkungann masyarakat pasti memiliki permasalahan dalam hal memaksimalkan tranformasi digital yang dapat meningkatkan Sumber Daya Manusia yang ada pada masyarakat khususnya didesa Cibodas. Pemanfaatan media social diera tranformasi pada Desa Cibodas masih belum maksimal, maka dilakukan sebuah kegiatan pengabdian kepada masyarakat yang bertujuan untuk memberikan edukasi arahan dalam memanfaatkan media social di era Transformasi digital saat ini. Dengan memanfaat teknologi informasi seperti media social ini dapat membantu dalam menyalurkan kembali informasi dan mencegah perilaku menyimpang yang didapat dari pengabdian kepada masyarakat (PKM) ini. Maka dengan diadakannya kegiatan pengabdian kepada masyarakat ini dapat membantu masyarakat desa Cibodas untuk dapat meningkatkan produktivitas efisiensi dalam penggunaan media social kedepannya. Sehingga dapat membantu memaksimlakan kegiatan di Desa Cibodas Kecamatan Cikajang dengan efekti dan efisien.
Development of an Android-Based Educational Game Application on the Human Respiratory System Material for Fifth Grade Elementary School Students Jodhi Muhamad Zuhair; Tedi Budiman
RISTEC : Research in Information Systems and Technology Vol. 6 No. 2 (2025): RISTEC: Research in Information Systems and Technology
Publisher : Institut Pendidikan Indonesia Garut

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31980/k4xx8993

Abstract

Natural Science (IPA) is one of the compulsory subjects taught at the elementary school level. The content of this subject is quite broad and complex, making it often difficult for students to understand and requiring appropriate learning media to support concept comprehension. One of the topics considered complex is the human respiratory system. To help students understand the material more effectively, engaging learning media that suit their characteristics are needed. Elementary school students generally have a strong interest in playing games; therefore, developing game-based learning media is a relevant solution.This study aims to design and develop a learning media in the form of an Android-based educational game application named game edukasi for the Natural Science subject, focusing on the human respiratory system topic. The research employs the Design and Development (DnD) method with the ADDIE model, which includes the stages of Analysis, Design, Development, Implementation, and Evaluation.The research results show that: (1) the game edukasi educational game application was successfully developed and can be used by both teachers and students in the learning process; (2) the feasibility assessment by media and material experts resulted in a “very feasible” category; and (3) user responses toward the application were in the “very good” category. Therefore, the game edukasi educational game application is considered feasible to be used as a learning medium for the human respiratory system topic in Natural Science learning.
Design And Construction Of A Web-Based Food Ordering System Using CodeIgniter 4 (Studi Kasus: Warung Family) Argia Dzakwan; Tedi Budiman
RISTEC : Research in Information Systems and Technology Vol. 6 No. 2 (2025): RISTEC: Research in Information Systems and Technology
Publisher : Institut Pendidikan Indonesia Garut

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31980/cchqhx83

Abstract

Advances in information technology have significantly impacted various businesssectors, including the culinary industry, which is now required to innovate through the use ofweb-based systems. The manual food ordering process often leads to various problems, such aserrors in order recording, long waiting times, and inefficient service. Based on theseconditions, this study aims to design and implement a web-based food ordering system usingthe CodeIgniter 4 framework. In its development, this study used the Prototype method, whichallows users to participate directly in the design process by providing input so that the resultingsystem meets actual needs. The research method used was qualitative, with data collectionthrough interviews, observations, and documentation studies at restaurants. The results of thisstudy indicate that the developed system is able to improve the efficiency of the orderingprocess, speed up service to customers, and simplify admins in managing order and transactiondata. With this system, it is expected that operational processes and service quality in culinarybusinesses can improve significantly.
PENGEMBANGAN SISTEM INFORMASI PROFIL PERUSAHAAN UNTUK LAYANAN PELANGGAN BERBASIS WEB MENGGUNAKAN METODE AGILE Nurhakim, Mizan; Tedi Budiman
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 03 (2026): Volume 11 Nomor 03, September 2026 Public
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v11i03.59458

Abstract

Advancing technology requires the government to provide better services to the public. Therefore, a web-based system was created at Perumda Tirta Intan Garut. This system is used to showcase the company's profile and also to serve the customers. This system was developed using Agile methodology. The tools used are CodeIgniter 4 and MySQL. The main features of this system are providing information about the company, business development, and also offering services to customers. The services that customers can use are registration, viewing bills, checking prices, inquiries, and reporting issues. There is also a menu for admins and a page about data and figures. System testing was conducted using Black Box Testing. The result is that all parts can function according to the user's wishes. With this system, information and services for customers can be provided more easily, clearly, and transparently. Now, customers can receive better, more accurate, and faster services from the company.
RANCANG BANGUN WEBSITE ALSKY STORE SEBAGAI MARKETPLACE DIGITAL LAYANAN TOP UP GAME DAN JASA JOKI MENGGUNAKAN METODE AGILE Faizal Ersa Alfarobi; Tedi Budiman
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 03 (2026): Volume 11 Nomor 03, September 2026 Posted
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v11i03.63612

Abstract

This study aims to design and develop the ALSKY STORE website as a digital marketplace for game top-up and boosting services. The system was developed using the Agile method to support iterative development based on user requirements. The website was built using Laravel 12, PHP, and MySQL, and tested using Black Box Testing. The results show that the system simplifies the ordering, payment, and transaction management processes within an integrated platform. Therefore, the ALSKY STORE website improves service efficiency and provides users with a more convenient digital transaction experience.