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Aplikasi Pengajuan Cuti dan Izin Karyawan PT Bumi Arasy Konsultanindo Ahmad Rizal; Muhamad Imam Fauzi; Rachmat Septian Nurdin; Jejen Juanda; Endar Nirmala; Irpan Kusyadi
Jurnal Teknologi Sistem Informasi dan Aplikasi Vol 4, No 4 (2021): Jurnal Teknologi Sistem Informasi dan Aplikasi
Publisher : Program Studi Teknik Informatika Universitas Pamulang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32493/jtsi.v4i4.13606

Abstract

Standard operating procedures for submitting leave and permits and unclear mechanisms for recording and checking data that have not been assisted by an information system. In making a web-based Application for Leave and Employee Permit Applications for PT. Bumi Arasy Consultant, it is made with HTML, PHP and also MySql procedures which will provide efficiency and effectiveness for the company in processing and storing data in an orderly manner so that it is easier to get the information that will be needed.The purpose of this article and writing is to study, analyze, design, compile and implement a web-based information system at PT. Bumi Arasy Consultant that will support internal business processes within the Human Resource Department (HRD) Division.The software that we will develop in making this application is using HTML or what we usually call Hypertext Markup Language, which is the most basic language for the web scripting process and is Client Side which allows displaying information in the form of text, graphics, and also for attaching between web interfaces. In addition, to store and process data, we will use a programming language with PHP and MySQL database.The result of the process of developing a leave application information system is a web-based application program that can provide an overview and faster for submitting leave and employee permits for PT. Bumi Throne Consultindo. The results of the application of this method will simplify the administrative process and also be more organized in making reports on leave and employee permits, as well as providing handling for storing archives in an adequate container.
Perancangan Sistem Pajak BPHTB Berbasis Web Di PT. Mitra Prima Utama Adil Syaifullah; Ahmad Rizal; Muhamad Derryanur; Aries Saifudin
OKTAL : Jurnal Ilmu Komputer dan Sains Vol 1 No 12 (2022): OKTAL : Jurnal Ilmu Komputer dan Sains
Publisher : CV. Multi Kreasi Media

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

Abstract -In this era of globalization, all information needs must be met quickly and accurately. With the existence of web technology that is growing, it can make it easier to create an application that can provide fast and accurate information. The purpose of this activity is to optimize the Management of Collection of Regional Taxes / Regional Levies as regional revenue receipts can be realized through the availability of facilities and infrastructure that support good and easy administrative administration and service activities so that they are integrated, which are carried out by capable human resources and coordination of all work units involved in its management. This tax system is able to provide faster and realtime information so that it is able to complete the targets that have been charged  
PENGARUH MODEL PEMBELAJARAN GAMIFIKASI TERHADAP STUDENT ENGAGEMENT DAN WAKTU AKTIF BELAJAR PADA PEMBELAJARAN BOLA VOLI Hendra Jaya; Ahmad Rizal; Muhammad Ali Ode
Jurnal Pendidikan Jasmani Kesehatan dan Rekreasi (Penjaskesrek) Vol 13 No 1 (2026)
Publisher : STKIP Melawi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.46368/jpjkr.v13i1.4891

Abstract

Abstract: This research examines gamification's impact on student involvement and active learning duration in volleyball instruction. A quasi-experimental pretest-posttest control group design involved 60 Grade X participants divided into treatment and comparison groups. The treatment group received intervention integrating point systems, achievement badges, ranking boards, and progression mechanisms via Classcraft platform, while the comparison group followed conventional approaches. Measurements employed the Physical Education Classroom Instrument for assessing student involvement and System for Observing Fitness Instruction Time for observing active learning duration. Findings revealed the treatment group experienced 24.04% increased student involvement and 43.85% elevated active learning duration, contrasting minimal improvements in the comparison group. Independent sample t-test analysis confirmed significant disparities between groups (p < 0.001, Cohen's d > 2.8). Conclusively, gamification effectively enhances behavioral, emotional, cognitive involvement while optimizing instructional time allocation in physical education, particularly for volleyball skill acquisition.   Keywords: gamification, student engagement, active learning time, volleyball learning, physical education   Abstrak: Riset ini bertujuan menganalisis dampak implementasi gamifikasi terhadap keterlibatan siswa dan durasi pembelajaran aktif dalam mata pelajaran bola voli. Metode kuasi-eksperimental dengan desain pretest-posttest control group melibatkan 60 peserta didik kelas X yang terbagi dalam kelompok perlakuan dan pembanding. Kelompok perlakuan memperoleh intervensi pembelajaran mengintegrasikan komponen poin, lencana prestasi, papan peringkat, dan sistem penjenjangan melalui platform Classcraft, sedangkan kelompok pembanding mengikuti pendekatan konvensional. Pengukuran menggunakan Physical Education Classroom Instrument untuk menilai keterlibatan siswa dan System for Observing Fitness Instruction Time untuk mengobservasi durasi pembelajaran aktif. Temuan menunjukkan kelompok perlakuan mengalami kenaikan keterlibatan siswa 24,04% dan durasi pembelajaran aktif 43,85%, kontras dengan peningkatan minimal kelompok pembanding. Analisis independent sample t-test mengonfirmasi disparitas signifikan antarkelompok (p < 0,001, Cohen's d > 2,8). Kesimpulannya, gamifikasi terbukti efektif meningkatkan keterlibatan behavioral, emosional, kognitif serta mengoptimalkan alokasi waktu instruksional dalam pendidikan jasmani khususnya penguasaan keterampilan bola voli.   Kata Kunci: gamifikasi, student engagement, waktu aktif belajar, pembelajaran bola voli, pendidikan jasmani