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RANCANG BANGUN SISTEM MANAJEMEN LAPAK PASAR BERBASIS WEB MOBILE Arif Syam; Ahmad Maulid Asmiddin; Ahmad Ahmad
JURNAL INFORMATIKA Vol 11, No 2 (2022): Jurnal informatika
Publisher : Prodi Teknik Informatika Unidayan Baubau

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55340/jiu.v11i2.1186

Abstract

Wameo Market is one of the traditional markets in Baubau City which plays an important role in promoting economic growth in the Buton Islands region. The existence of the Wameo market is very helpful, not only for the local government but also for the people who depend on trading activities. The management of the tax levy for the use of stalls is often delayed in reporting to the Trade and Industry Office of Baubau City due to the unavailability of a system that manages users of the Wameo market stalls. Therefore we need a system that can overcome these problems. This study aims to create a payment management system for market stall retribution payments electronically. The system development method used in this study is the Waterfall method. This research resulted in a user management application for the Wameo market shanties and the payment of lapak fees. Merchants can make payments with the application provided, so that field officers can easily make reports.
Aplikasi Pembelajaran Multimedia Tematik Untuk Siswa Taman Kanak-Kanak Azlin Azlin; Ahmad Maulid Asmiddin; Sudarlin Sudarlin
JURNAL INFORMATIKA Vol 12, No 1 (2023): Jurnal Informatika
Publisher : Prodi Teknik Informatika Unidayan Baubau

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55340/jiu.v12i1.1095

Abstract

Taman kanak–kanak merupakan jenjang Pendidikan anak usia dini dalam bentuk Pendidikan formal. Kurikulum dalam taman kanak–kanak lebih ditekankan pada pemberian rangsangan untuk membantu pertumbuhan dan perkembangan jasmani dan rohani sehingga anak memiliki kesiapan dalam memasuki Pendidikan lebih lanjut. Namun metode pembelajaran peserta didik dalam menerima pengetahuan masih pasif, salah satunya adalah TK yang berada di Desa Lefuto Kecamatan Kaledupa Kabupaten Wakatobi TK Darma Wanita Lau-lua. Tujuan dari penelitian ini adalah untuk membangun Aplikasi Pembelajaran Berbasis Multimedia Interaktif Pada Anak Usia Dini (PAUD). Metode penelitian yang digunakan yaitu metode tahapan pembuatan aplikasi yang  diawali dengan mengumpulkan semua data yang berkaitan dengan perancangan dan pembuatan aplikasi. Penelitian ini menghasilkan aplikasi yang dapat membantu para pengajar dalam memberikan materi belajar kepada siswa.
Advantages and Disadvantages of Chatgpt in Science Learning: A Systematic Literature Review Ahmad Maulid Asmiddin; Pradicta Nurhuda; Ruth Megawati
Jurnal Penelitian Pendidikan IPA Vol 9 No 12 (2023): December
Publisher : Postgraduate, University of Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/jppipa.v9i12.6576

Abstract

Currently many forms of sophisticated technology are used by many people. This of course cannot be separated from the existence of artificial intelligence. One form of sophisticated technology is Chat GPT which was developed by Open AI. Science as a collection of knowledge is the result of human scientific creative activity. The results of scientific creative activities will produce knowledge in the form of facts, concepts, principles, laws, and theories. Science is a human activity characterized by thought processes that take place in the human mind. With developing technology, one of which is Chat GPT, it will make the current science learning process easier. The research aims to examine the advantages and disadvantages of Chatgpt in Science Learning: Systematic Literature Review. The review was conducted based on state-of-the-art methods using the preferred reporting items for reviews and meta-analyses (PRISMA) guidelines. The results of this research explain that. GPT chat has several uses, advantages, and disadvantages in science learning. For this reason, GPT chat must be used as wisely as possible, so that there are no mistakes in its application in science learning or other learning.