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Analisis Manajemen Proyek Aplikasi Pembelajaran Biologi Berbasis Android Dewi Mustari; Theresia Evy Yulianty Nadeak; Retna Ningsih
JURSIMA (Jurnal Sistem Informasi dan Manajemen) Vol 10 No 3 (2022): Jursima Vol.10 No.3 Desember 2022
Publisher : INSTITUT TEKNOLOGI DAN BISNIS INDOBARU NASIONAL

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47024/js.v10i3.506

Abstract

The trend of using technology is currently growing rapidly, especially in the field of education. As a result of the current pandemic, all learning is done online. Apart from all that, to improve the quality of each school competing in creating learning media as a tool in improving the quality of human resources, especially students. SMP X will build an android-based biology learning application as a new learning medium to improve students' understanding of biology learning materials, this application was created not to replace classroom learning but as an additional learning method by utilizing technology. Of course, before designing this android-based biology learning application, service providers must prepare various needs for the system to be built, the duration of the work and calculate the costs that must be spent. The method used in this research is a literature study of various cases in journals or articles that discuss the problem of software project management analysis according to the schedule and costs set so as to produce a descriptive analysis. The results of this study are an overview of system requirements, work schedules and costs that will be issued
PKM Sosialisasi Pengaruh Media Online di RT 4 Kelurahan Cipayung Jakarta Timur Retna Ningsih; Dewi Mustari; Theresia Evy Yulianty Nadeak
Kapas: Kumpulan Artikel Pengabdian Masyarakat Vol 1, No 2 (2022)
Publisher : Universitas Indraprasta PGRI

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (289.848 KB) | DOI: 10.30998/ks.v1i2.1268

Abstract

Ketika teknologi yang semakin canggih saat ini digunakan untuk hal-hal yang positif  dan bermanfaat. Namun, ketika disalah gunakan untuk hal-hal negatif, maka berdampak buruk bagi anak. Game Online merupakan salah satu hiburan yang diminati oleh sebagian besar anak-anak saat ini. Anak-anak mampu bertahan di depan layar untuk bermain game online dalam kurun waktu yang tidak sebentar. Bermain game online menimbulkan efek ketergantungan. Oleh sebab itu, tim pengabdian masyarakat, akan memberikan sosialisasi mengenai dampak negative dan positif dari media online (Game Online) serta cara mengatasi agar anak tidak ketergantungan dalam penggunaan media online khususnya game online. Metode pelaksanaan yang digunakan melalui pendekatan kepada instansi terkait yaitu warga RT 04 RW 03 Kelurahan Cipayung Jakarta Timur. Sosialisasi berupa penjelasan atau uraian mengenai pengaruh media online bagi pelajar yang mempunyai banyak dampak bagi kehidupan. Kegiatan tersebut bertujuan memberikan pengarahan dan cara menangani anak yang memiliki kecanduan terhadap game online. Hasil dari pengabdian masyarakat ini adalah menumbuhkan kesadaran bagi anak dan orang tua agar dapat mengatur waktu bermain game online.
Analisis Manajemen Proyek Aplikasi Pembelajaran Biologi Berbasis Android Dewi Mustari; Theresia Evy Yulianty Nadeak; Retna Ningsih
JURSIMA (Jurnal Sistem Informasi dan Manajemen) Vol 10 No 3: Jursima Vol.10 No.3
Publisher : INSTITUT TEKNOLOGI DAN BISNIS INDOBARU NASIONAL

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47024/js.v10i3.506

Abstract

The trend of using technology is currently growing rapidly, especially in the field of education. As a result of the current pandemic, all learning is done online. Apart from all that, to improve the quality of each school competing in creating learning media as a tool in improving the quality of human resources, especially students. SMP X will build an android-based biology learning application as a new learning medium to improve students' understanding of biology learning materials, this application was created not to replace classroom learning but as an additional learning method by utilizing technology. Of course, before designing this android-based biology learning application, service providers must prepare various needs for the system to be built, the duration of the work and calculate the costs that must be spent. The method used in this research is a literature study of various cases in journals or articles that discuss the problem of software project management analysis according to the schedule and costs set so as to produce a descriptive analysis. The results of this study are an overview of system requirements, work schedules and costs that will be issued
Analisis Manajemen Proyek untuk Model Sistem Informasi Penjadwalan Pembelajaran pada SD X Dewi Mustari; Tri Yani Akhirina; Theresia Evy Yulianty Nadeak
Jurnal Sains dan Ilmu Terapan Vol. 7 No. 2 (2024): Jurnal Sains dan Ilmu Terapan
Publisher : Politeknik Kampar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59061/jsit.v7i2.899

Abstract

Scheduling is a division of time so that the work is more efficient and orderly while learning is currently still done manually, so that it has several obstacles faced such as frequent clashes in learning schedules due to lack of accuracy when compiling learning schedules. The process without computerization will feel ineffective if there are many parameters and constraints used, the application of the scheduling information system that will be created later, will further improve performance in making schedules and processing scheduling data. This analysis will run according to plan and objectives, because Elementary School X will use this technology to improve teacher performance in compiling learning schedules. So the result of this analysis is that with the project management analysis for the scheduling information system model, we will be able to predict the needs of the system to be built.
Analisis Manajemen Proyek untuk Mata Kuliah Biologi Umum Berbasis Android Idha Isnaningrum; Dewi Mustari; Retna Ningsih; Theresia Evy Yulianty Nadeak
EKOMA : Jurnal Ekonomi, Manajemen, Akuntansi Vol. 3 No. 2: Januari 2024
Publisher : CV. Ulil Albab Corp

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56799/ekoma.v3i2.2894

Abstract

Pemanfaatan teknologi berbasis IT yang sudah semakin marak dan berkembang cukup pesat terutama di bidang Pendidikan membuat pengaruh besar perbahan di bidang Pendidikan ditunjang dengan adanya gejolak pandemic covid-19. Terlepas dari semua yang terjadi akhir-akhir ini banyak satuan Pendidikan mengembangakan media pembelajaran sebagai alat bantu dalam mewujudkan dan meningkatkan kompetensi peserta didik. Program studi Pendidikan matematika Unindra akan mengembangkan aplikasi pembelajara berbasis android pada mata kuliah biologi umum, untuk meningkatkan pemahaman siswa pada mata kuliah biologi umum. Aplikasi ini dibuat bukan untuk menggantikan proses belajar mengajar dalam kelas melainkan sebagai alat bantu penunjang keberhasilan pemahaman mahasiswa dalam proses belajar mengajar pada mata kuliah biologi umum. Tujuannya adalah untuk mengetahui kebutuhan system dalam pembuatan aplikasi tersebut. Selain itu juga untuk mendapatkan berapa biaya yang harus di keluarkan dan terget pembuatannya berapa lama sampai aplikasi pembelajaranini bisa di realisasikan.
PKM Sosialisasi Penggunaan Aplikasi Canva Dalam Pembuatan E-Presentation Untuk Adminitrasi di RT 004/003 Kelurahan Cipayung Retna Ningsih; Dewi Mustari; Theresia Evy Yulianty Nadeak
Panggung Kebaikan : Jurnal Pengabdian Sosial Vol. 1 No. 4 (2024): November : Panggung Kebaikan : Jurnal Pengabdian Sosial
Publisher : Lembaga Pengembangan Kinerja Dosen

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62951/panggungkebaikan.v1i4.788

Abstract

This activity is community service which is included in the IbM scheme which is held with financial support from the Institute for Research and Community Service (LPPM) Indrapratas University PGRI for the 2023/2024 even semester academic year. This Community Service is the participation of Indraprasta PGRI University in order to help one element of society in the field of education, especially the residents of RT 04 RW 03, Cipayung Village, East Jakarta. When today's increasingly sophisticated technology is used for positive and useful things. Therefore, electronic presentations are currently very helpful in administrative work. Electronic presentations are presentation documents created using various tools such as PowerPoint, Canva, which are very useful in giving presentations to RT level government officials in RW 03, Cipayung, East Jakarta. The use of Canva e-presentation in terms of presenting various activities or administrative reporting to residents of RT 04 Rw 03, Cipayung sub-district. Therefore, the community service team, TEAM Lecturers from Indraprasta PGRI University will provide outreach regarding how to use Canva for E-Presentation for administration.
Pengenalan E-Modul dalam Penggunaan Aplikasi Canva untuk Membuat Bahan Ajar pada Program Kreativitas Mahasiswa (PKM) Theresia Evy Yulianty Nadeak; Dewi Mustari; Retna Ningsih
Dinamika Sosial : Jurnal Pengabdian Masyarakat dan Transformasi Kesejahteraan Vol. 2 No. 3 (2025): September: Dinamika Sosial : Jurnal Pengabdian Masyarakat dan Transformasi Kese
Publisher : Lembaga Pengembangan Kinerja Dosen

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62951/dinsos.v2i3.2016

Abstract

The use of technology in education is essential, particularly in creating digital teaching materials. This Community Service (PKM) activity aimed to introduce teachers and educators to the process of creating e-modules using Canva, a user-friendly tool with templates, graphics, and features for designing interactive and visually engaging teaching materials. The training provided hands-on experience, enabling participants to create curriculum-aligned e-modules, enhancing both their teaching materials and student engagement. The goal was to equip educators with the skills to develop innovative, digital-friendly materials that cater to various learning styles. During the training, participants integrated multimedia elements like images, videos, and text to make the learning experience more interactive. Emphasis was placed on incorporating technology in both physical classrooms and online learning environments, improving the overall dynamic of lessons. The training also helped educators gain a deeper understanding of Canva as a versatile tool for educational purposes. Results showed significant improvement in participants' confidence and ability to use Canva effectively to create engaging and pedagogically sound materials. Many expressed that the skills gained would help them incorporate creative and interactive elements into their lessons, fostering a more dynamic learning environment. This PKM activity successfully empowered participants to enhance their digital competencies and adapt to the evolving educational landscape. It contributed to improving the quality of education, ensuring educators are better prepared to navigate the digital age and meet the needs of modern learners. Furthermore, the training emphasized continuous learning and adapting to new technological tools to improve teaching strategies and learning outcomes
Application of Deep Learning for Email Spam Detection Using Artificial Neural Network Dewi Leyla Rahmah; Irnawati; Dewi Mustari; Bertha Meyke Waty Hutajulu; Halimatus Sa'diah; Siti Julaeha
Jurnal Komputer Teknologi Informasi Sistem Komputer (JUKTISI) Vol. 5 No. 1 (2026): Juni 2026
Publisher : LKP KARYA PRIMA KURSUS

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62712/juktisi.v5i1.1086

Abstract

The rapid development of digital communication technology has significantly increased the use of email, followed by the growing threat of spam emails that may disrupt user security and convenience. Spam emails are commonly used for advertisements, phishing attacks, and malware distribution, potentially causing financial losses and data theft. This study aims to implement a Deep Learning method based on Artificial Neural Network (ANN) to automatically detect spam emails and analyze the model performance using classification evaluation parameters. The research employed a quantitative experimental approach using a dataset of 10,000 emails consisting of spam and non-spam categories. The research stages included data preprocessing, text transformation using TF-IDF, ANN model training, system testing, and performance evaluation using accuracy, precision, recall, and F1-score metrics. The results showed that the ANN model achieved an accuracy of 96.4%, precision of 95.9%, recall of 96.7%, and F1-score of 96.3%. In addition, the pre-test and post-test results indicated a performance improvement of more than 11% after implementing the Deep Learning method. Based on these findings, the ANN method proved effective in improving the performance of spam email detection systems and can be utilized as a solution to support digital communication security more effectively.
Perancangan Sistem Aplikasi Penjualan Sparepart Pada Bengkel Ilham Motor Yosep Setiawan; Dewi Mustari; Abdul Mufti
Jurnal Repositor Vol. 3 No. 2 (2021): Februari 2021
Publisher : Universitas Muhammadiyah Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22219/repositor.v3i2.31044

Abstract

Sistem aplikasi penjualan sparepart adalah suatu sistem aplikasi yang dapat mempermudah karyawan  Bengkel Ilham Motor dalam proses pendataan stok dan penjualan sparepart, sehingga proses pendataan dan penjualan sparepart menjadi lebih cepat, efektif dan efisien. Sistem aplikasi ini juga bertujuan untuk proses yang berjalan pada bengkel dapat dilakukan secara terkomputerisasi dan data yang ada dapat tersimpan dalam database komputer agar mempermudah saat pencarian data stok yang tersedia. Desain  penelitian yang digunakan dalam sistem aplikasi penjualan sparepart yaitu metode penelitian dan pengembangan (research and development). Teknik pengumpulan data seperti wawancara, observasi, serta melakukan penelitian ke pustakaan yang relevan dengan masalah sistem aplikasi penjualan sparepart. Metode pengembangan sistem aplikasi yang digunakan menggunakan metode waterfall.