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The Role of Blockchain Technology in Securing Supply Chain Information Systems Maimun; Sufyan
Journal Informatic, Education and Management (JIEM) Vol 6 No 1 (2024): FEBRUARY
Publisher : STMIK Indonesia Banda Aceh

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61992/jiem.v6i1.60

Abstract

This research aims to analyze the role of blockchain technology in securing supply chain information systems. The research method used involves literature study and qualitative analysis of blockchain implementation in the context of existing supply chain information systems. The research results show that blockchain technology can play an important role in strengthening the security and integrity of supply chain information systems. By using characteristics such as decentralization, transparency, and reliability, blockchain can help fight security threats such as cyberattacks, counterfeiting, and data manipulation. Through the use of blockchain, information can be secured, verified and safely accessed by stakeholders in the supply chain. Apart from that, blockchain can also increase efficiency and accountability in supply chain information systems. In conclusion, blockchain technology has significant potential in securing supply chain information systems and can contribute to increasing trust between stakeholders.
Lembar Persepengembangan Game Edukasi Keterampilan Membaca Untuk Siswa Tk Islam Ceria Hidayatullah Menggunakan Program Visual Scratch M. Khairul Ikhwan; Sufyan; Syafrinal
Jurnal Ilmu Komputer dan Teknologi Informasi Vol. 1 No. 2 (2024): September
Publisher : Lembaga Penelitian dan Pengabdian Kepada Masyarakat (LPPM) STMIK Indonesia Banda Aceh

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35870/jikti.v1i2.1079

Abstract

Membaca merupakan keterampilan dasar yang harus dimiliki oleh anak sejak dini. Namun, di TK Islam Ceria Hidayatullah, ditemukan masalah rendahnya keterampilan membaca siswa serta kurangnya media pembelajaran yang efektif dari guru. Penelitian ini bertujuan untuk mengembangkan media pembelajaran berbasis game edukasi menggunakan program Visual Scratch guna meningkatkan keterampilan membaca siswa kelompok A di TK Islam Ceria Hidayatullah. Game edukasi ini dikembangkan dengan mengacu pada Standar Tingkat Pencapaian Perkembangan Anak (STPPA). Metode penelitian yang digunakan adalah Research and Development (R&D) dengan model pengembangan perangkat lunak Analyze, Design, Development, Implementation, Evaluation (ADDIE). Pengujian dilakukan pada guru dan siswa, serta pengujian fungsional terhadap game edukasi. Hasil pengujian menunjukkan bahwa media pembelajaran ini sesuai dengan kebutuhan guru dan siswa, serta telah berfungsi dengan baik sesuai dengan spesifikasi yang diharapkan.