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Sistem Pencarian dan Penyewaan Rumah Kost Berbasis Web dengan Pendekatan Agile Sahambangun, Heny; Kembuan, Olivia; Krisnanda, Made
JOINTER : Journal of Informatics Engineering Vol 6 No 02 (2025): JOINTER : Journal of Informatics Engineering
Publisher : Program Studi Teknik Informatika

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.53682/jointer.v6i02.111

Abstract

Information systems have a considerable impact on business development which is managed by each individual. As a means of information, the website has a very important role in marketing and business management In Tomohon City, especially Matani Satu Village, which is located in North Sulawesi Province, which is currently starting to develop. Boarding houses have a lot of potential as they increase the demand for temporary housing. The purpose of this research is to create an application that can help and make it easier for all people and boarding house owners to be able to connect with each other only through a website-based cellphone. The method used in this website is the Agile Development method which has six stages, namely, planning, implementation, software testing, documentation, implementation, maintenance using the programming languages PHP, xampp, javascript and visual studio. Testing this system using the Black box testing method to prove that the application is in accordance with the objectives of the researcher.
Joyful Learning with Gamification: Development of Indonesian Language Learning Media in MI Fithriyah, Dewi Niswatul; Suttrisno, Suttrisno; Sa'diyah, Zumrotus; Agustina, Saskia; Krisnanda, Made
Journal of Elementary Educational Research Vol 5 No 2 (2025): 2025 Volume 5 No 2
Publisher : Program Studi Pendidikan Guru Madrasah Ibtidaiyah Fakultas Tarbiyah dan Ilmu Keguruan IAIN Manado

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30984/jeer.v5i2.1680

Abstract

Education in the 4.0 era demands learning media that are enjoyable, interactive, and capable of increasing student motivation at the elementary school level. Preliminary findings at MI Nurul Huda Temayang revealed that Indonesian language learning, particularly capitalization material, is still monotonous and teacher-centered, resulting in low student engagement. This study aims to develop a gamification-based learning media integrating Google Sites, Canva, and Wordwall to enhance students’ motivation, engagement, and comprehension. This study employed a Research and Development (R&D) method using the ADDIE model involving 30 third-grade students. Data were collected through observation, interviews, motivation questionnaires, and learning outcome tests. The results showed that students became more active, motivated, and demonstrated better conceptual understanding. The developed gamification-based learning media proved to be feasible and effective in creating enjoyable and meaningful Indonesian language learning in elementary schools.