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Journal : Systematics

The Decision Support System for Selecting Village Head Candidates Using The AHP Method Is Implemented With Super Decision Software: Sistem Pendukung Keputusan Pemilihan Calon Kepala Desa Menggunakan Metode AHP Diimplementasikan Dengan Software Super Decision Yanti Yusman; Ranti Eka Putri; Loli Amelia
SYSTEMATICS Vol 4 No 3 (2022): December 2022
Publisher : Universitas Singaperbangsa Karawang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35706/sys.v4i3.7826

Abstract

Indonesia is a democratic country which has elections general according to which level with this genera election provide sustainability in development in an area but not in five klambir this study aims to analyze the use of the AHP method to determine the decision in the election of a candidate for village head in klambir five which is part of Deli Serdang Regency, Medan City in The election the village head has inequakity in the election of village heads, this is very important it is very felt that this research uses the AHP method in analyzing data descriptive, qualitative, by collecting data by conducting interviews directly to the community in the election of candidates for village heads with assistance the five in klambir community provide an overview as well provide convenience in research in determining or selecting candidates village head.
UI/UX Design of Early Childhood Learning Applications Using Figma: Perancangan UI/UX Aplikasi Pembelajaran Anak Usia Dini Menggunakan Figma Ranti Eka Putri; Yanti Yusman; Yuda Wira Pratama
SYSTEMATICS Vol 4 No 3 (2022): December 2022
Publisher : Universitas Singaperbangsa Karawang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35706/sys.v4i3.8061

Abstract

In Presidential Regulation (Perpres) Number 60 of 2013, early childhood is a newborn to children who are not even 6 years old. From an educational point of view, this early age is a golden period in the development of a child's brain so that the Little One must be given the right stimulus or stimulus. Usually most children, especially children in the age range of 4 to 6 years, get knowledge from their parents or attend kindergarten. The background of this research is because there are still very few learning media that can be used for early childhood learning. The purpose of this study is to design a ui/ux application for early childhood where the method used is the prototype method using figma, and it contains material that will be learned by early childhood such as material on hijaiyah letters, hadith, prayer readings, selected letters, daily prayers, numbers, alphabets and themes. In the theme there are five materials that will be included, namely professions, colors, fruits, animals and transportation. This prototype is a reference for building early childhood learning applications.