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Pelatihan Power Point Kreatif berbasis Animasi Pada Guru-guru SMP Swasta Wiyata Dharma Kristian Telaumbanua; Florida Damanik; Heru Kurniawan
Prosiding SISFOTEK Vol 5 No 1 (2021): SISFOTEK V 2021
Publisher : Ikatan Ahli Informatika Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (491.64 KB)

Abstract

This training aims to provide teachers with an understanding of the usefulness of the various features found in the Microsoft PowerPoint application and how to use them to create a more interesting learning environment by using various animations during presentations/teaching. The animation that appears in a presentation is expected to make the presenter/teacher still get the attention of the listeners/students and students and reduce the level of boredom that arises due to the presentation slide containing too much text. The training provided has a level of complexity and difficulty that is adjusted to the current conditions of understanding of the teachers through a short survey conducted at the beginning of the training where teachers will be asked to provide an overview of knowledge about Microsoft PowerPoint in a form. After that the training team will carry out training exercises from the training that will be given to the teachers and separate several training sessions to follow the progress of the results of the teachers. The results of the training can be seen directly from the results of simple animations made by the teachers independently according to the instructions of the trainers. The results obtained during the training can later be used in making teaching and learning process modules or even presentation slides for non-academic needs such as introducing products, elaborating structures, showing a simple understanding of a process and so on.
Pengembangan E-Learning Berbasiskan LMS untuk Sekolah, Studi Kasus SMA/SMK di Sumatera Utara Roni Yunis; Kristian Telaumbanua
Jurnal Nasional Teknik Elektro dan Teknologi Informasi Vol 6 No 1: Februari 2017
Publisher : Departemen Teknik Elektro dan Teknologi Informasi, Fakultas Teknik, Universitas Gadjah Mada

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Abstract

This study develops an e-learning system customized to the needs of high school/vocational school level, with a case study of two schools in North Sumatra. E-learning system is developed using Learning Management System (LMS) eFront which is modified according to user requirements. To obtain the results of the e-learning development, a good implementation plan is required, thus, it is necessary to have a good training and evaluation to assess the ability and understanding of the users in using the e-learning system. Evaluation is conducted by measuring and analyzing the results of pre-test and post-test using statistical approach with SPSS 19. A good implementation plan of the e-learning system needs to be prepared at earliest possible stage, including resource readiness, availability of system services, and information technology infrastructure. The results of evaluations are used for decision making related to the implementation of e-learning in schools. The results show that users ability in using e-learning increase significantly, with the mean value of -12.89.
Pemodelan Proses Bisnis Sistem Marketplace Penjualan Kebutuhan Ormas Dan Partai Berbasis Website Telaumbanua, Kristian; Damanik, Florida; Suparnap, Erlanie; Sembiring, Afen Prana
Explorer Vol 4 No 1 (2024): January 2024
Publisher : Forum Kerjasama Pendidikan Tinggi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47065/explorer.v4i1.1183

Abstract

Indonesian marketplaces have grown rapidly in recent years, especially since 2009 when many types of marketplace applications emerged. With the advancement of technology and easy access to the Internet, some consumers who previously never shopped online are now interested in switching to a digital shopping environment to fulfill their needs. However, there are obstacles for sellers in selling the needs of mass organizations and parties such as sellers only selling at the workplace, promotions are still based on references from buyers who buy in stores, so that sales figures are often not maximized. Therefore, an analysis and design of a website-based marketplace application for selling the needs of mass organizations and parties that can meet the sales needs of parties and mass organizations. This research uses the SDLC (System Development Life Cycle) waterfall method to design a system that produces a design of a marketplace application for selling the needs of mass organizations and parties that can facilitate buyers in making product order transactions and facilitate sellers in selling the needs of mass organizations and parties. This design is expected to be a reference to be developed into an application that can be implemented.
Pengembangan Sistem Point of Sales Menerapkan Pendekatan PIECES Telaumbanua, Kristian; Florida S. Damanik; Mirza Alhami; Erlanie Suparnap
Resolusi : Rekayasa Teknik Informatika dan Informasi Vol. 3 No. 6 (2023): RESOLUSI July 2023
Publisher : STMIK Budi Darma

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30865/resolusi.v3i6.998

Abstract

The conventional method of recording and reporting sales transactions at PT. Teknologi Air Perkasa makes it difficult to find and access the data needed, and often loses data because it is only stored on a local computer. To solve the problems that have been described, a web and mobile based Point of Sales (POS) application is proposed. The POS application was developed with Waterfall software development method which then tested with black box testing method. After the application tested, it can be concluded that the POS application that had been developed is in accordance with the company’s needs, stores sales and product stock data online so that it can be easily accessed anytime and anywhere, produces sales reports and product stock reports which can simplify the operational of PT. Teknologi Air Perkasa and able to increase the competitiveness and customers’ attraction of PT. Teknologi Air Perkasa with the application of point system on every transaction and giving benefits in the form of discounts. The results of testing with the black box testing method that has been carried out on the POS application that has been developed, obtained data testing the functionality of application features that are appropriate as many as 233 and data testing the functionality of application features that are not suitable are 4 of the total tests carried out as many as 237, which means that the percentage for features in POS applications that have been developed whose functionality is appropriate is 98.3122% and the percentage for features in POS applications that have been developed whose functionality is not appropriate is 1.6878%, it can be concluded that features in web-based and mobile POS applications that have been developed in PT. Air Perkasa technology is already functioning according to the company's needs
Pengembangan Website Pendanaan Bersama Untuk Meningkatkan Efisiensi dan Transparansi Dalam Kegiatan Kemanusiaan Bramlie, Andian; Raynaldo, Raynaldo; Sitorus, Yeremy Frederick Hizkia; Telaumbanua, Kristian; Kurniawan, Heru
Jurnal Sifo Mikroskil Vol. 25 No. 2 (2024): JSM VOLUME 25 NOMOR 2 TAHUN 2024
Publisher : Fakultas Informatika

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55601/jsm.v25i2.1371

Abstract

Tugas Akhir ini mengkaji masalah penggalangan dana oleh organisasi masyarakat yang sering terkendala oleh kurangnya efisiensi dan transparansi. Metode konvensional seperti pencatatan transaksi manual dan permohonan dana langsung memiliki banyak kelemahan. Platform website "Formanis" dikembangkan untuk mengatasi masalah ini dengan meningkatkan efisiensi dan transparansi pengelolaan dana. Sistem crowdfunding ini memungkinkan informasi disajikan secara cepat dan mudah diakses oleh donatur, serta mempermudah validasi dan proses pengumpulan dana. Pada hasil pengujian yang dilakukan pada 8 fungsi yang terdapat pada platform website ini dan didapati hasil uji fungsionalitas secara keseluruhan yang valid untuk setiap fungsinya. Hasilnya menunjukkan bahwa fitur-fitur pada platform ini berfungsi sebagaimana mestinya yang diharapkan berdasarkan pengujian black box testing.
PEMANFAATAN TEKNOLOGI INFORMASI DALAM PELAYANAN MANAJEMEN GEREJA PADA BNKP JEMAAT TELADAN MEDAN Sembiring, Afen Prana Utama; Telaumbanua, Kristian; Damanik, Florida N.S
BESIRU : Jurnal Pengabdian Masyarakat Vol. 1 No. 7 (2024): BESIRU : Jurnal Pengabdian Masyarakat, Juli 2024
Publisher : Lembaga Pendidikan dan Penelitian Manggala Institute

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62335/xerayn51

Abstract

BNKP Jemaat Teladan Medan adalah Gereja terbesar Suku Nias beralamat di Jl. Stadion Teladan Medan dan memiliki hampir 4000 KK anggota jemaatnya, Pengelolaan Manajemen Gereja, BNKP Teladan memiliki hampir 100 Pekerja (Sintua) dan memiliki 7 Komisi Pelayanan. Dalam menjalankan tugasnya maka setiap minggu ada rapat-rapat dilakukan, baik para pekerja (sintua) maupun pada komisi-komisi Pelayanan. Padatnya rapat-rapat yang dilakukan membuat para pekerja kadang-kadang terlambat karena tempatnya berjauhan dan tentu juga para pekerja ini masih terikat dengan pekerjaan sehari-hari. Dalam mengatasi kendala-kendala para pekerja dan Komisi Pelayanan dalam merencanakan rapat-rapat setiap minggu, maka Komisi Pembinaan dan Pengajaran (KPP) ingin melakukan Pelatihan Zoom Meeting dalam rangka meningkatkan kinerja para Pekerja dan Komisi Pelayanan. Adapun metode pelaksanaan yang dilakukan analisis masalah mitra, menawarkan dan mendiskusikan solusi, sosialisasi dan pelatihan dan melakukan evaluasi. Kegiatan pengabdian kepada masyarakat berhasil dilakukan dan mendapatkan respon positif dari peserta pelatihan. Diharapkan kedepan  dapat menggunakan Zoom Meeting setiap rapat BPMJ.
Designing Mobile Applications As Old Money Information Media With Prototyping Telaumbanua, Maylin Monica; Putra, I Nyoman Tri Anindia; Telaumbanua, Kristian
Jurnal Sifo Mikroskil Vol. 26 No. 2 (2025): JSM VOLUME 26 NOMOR 2 TAHUN 2025
Publisher : Fakultas Informatika

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55601/jsm.v26i2.1712

Abstract

Old money holds significant historical and cultural value in Indonesia's economic growth. However, access to information about old money remains difficult due to limited documentation and less integrated digital systems. This research aims to design and develop a mobile application that provides information on Indonesian old money and archives while integrating an image recognition-based scanning feature to identify money and display historical details. The method used includes a literature study to collect data on old money history and prototyping the initial application design. The system design applies the UML approach, the interface design is developed using Figma, and the initial development is based on Flutter and Firebase. The research outcome is a prototype application that enables users to access old money information, view archives by year of issue and nominal, and use a scanning feature to recognize images on the back of the money automatically. This application is expected to facilitate public access to historical information about old money in Indonesia while increasing awareness and interest in preserving cultural identity in numismatics.