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RANCANG BANGUN MARKETPLACE PRODUK KEWIRAUSAHAAN MAHASISWA UPY BERBASIS CONTENT MANAGEMENT SYSTEM Wahana, Aditya
Dinamika Informatika Vol 7, No 1 (2018): Jurnal Dinamika Informatika Volume 7 Nomor 1
Publisher : Universitas PGRI Yogyakarta

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Abstract

PKM adalah Program Kreativitas Mahasiswa yang diselenggarakan oleh Dirjen DIKTI untuk mendorong semangat berwirausaha bagi mahasiswa. Sudah banyak mahasiswa UPY yang menjadi peserta PKM dan sudah menghasilkan berbagai macam produk yang mempunyai kualitas yang baik. Namun, selama ini ;atau tradisional, akibatnya produk unggulan yang dihasilkan ini kurang dikenal masyarakat luas. Metode pengembangan marketplace menggunakan metode rekayasa web berbasis Content Management System (CMS) Wordpress dengan memanfaatkan plugin woocommerce. Marketplace yang beralamat di www.upystore.com dapat digunakan mahasiswa PKM (Program Kreativitas Mahasiswa) UPY untuk memasarkan produk hasil PKM dengan cara mengunggah gambar produk dan memberikan deskripsi singkat produk. Sebelum bisa menguggah produk, mahasiswa diharuskan mendaftar sebagai penjual dan nantinya akan mendapat hak akses khusus sebagai penjual. Beberapa fitur di upystore memudahkan penjual dan pembeli untuk bertransaksi, diantaranya fitur kategori, rekapan penjualan, mata uang rupiah, dan kerangjang belanjaan. www.upystore.com juga dilengkapi dengan fitur blog yang berisi informasi segala hal yang berhubungan dengan dunia wirausaha. Kata kunci: marketplace, kewirausahaan, PKM UPY, Content Management System (CMS)
RANCANG BANGUN MEDIA PEMBELAJARAN BUDAYA KERJA 5S (SEIRI, SEITON, SEISO, SEIKETSU DAN SHITSUKE) BERBASIS ANDROID Wahana, Aditya; Marfuah, Hasti Hasanati
Jurnal Teknologi Vol 12 No 1 (2019): Jurnal Teknologi
Publisher : Jurnal Teknologi, Fakultas Teknologi Industri, Institut Sains & Teknologi AKPRIND Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.3415/jurtek.v12i1.2153

Abstract

Di era revolusi industri 4.0 seperti sekarang ini, semua aspek mengalami perkembangan. Perkembangan teknologi khususnya di bidang teknologi informasi dan komunikasi juga mengalami kemajuan. Salah satu contoh kemajuan teknologi di bidang teknologi informasi dan komunikasi adalah dengan adanya handphone atau gadget. Perkembangan handphone dari tahun ke tahun mengalami perkembangan yang cukup signifikan dari segi bentuk dan fungsinya. sebagian besar handphone di era sekarang sudah layar sentuh (touchscreen) dan juga adanya OS seperti android. Dikarenakan saat ini perkembangan teknologi semakin canggih, maka penggunaan android juga bisa diterapkan dalam dunia pendidikan. Penerapan android sebagai media pembelajaran pada pendidikan formal masih jarang digunakan. Media pembelajaran merupakan salah satu faktor penunjang tercapainya tujuan pembelajaran dalam dunia pendidikan. Dengan menggunakan media pembelajaran yang tepat sangat berdampak dalam proses pembelajaran yaitu dengan meningkatkan motivasi belajar dan mengurangi sikap pasif dari mahasiswa. Media pembelajaran dapat diterapkan di semua mata kuliah, termasuk mata kuliah Sistem Manajemen Keselamatan dan Kesehatan Kerja (SMK3). Salah satu materi dalam mata kuliah ini adalah Budaya Kerja 5S (Seiri, Seiton, Seiso, Seiketsu dan Shitsuke). Tujuan Penelitian ini adalah merancang sebuah media pembelajaran berbasis android mengenai Budaya Kerja 5S (Seiri, Seiton, Seiso, Seiketsu dan Shitsuke) dan mengenalkan Budaya Kerja 5S (Seiri, Seiton, Seiso, Seiketsu dan Shitsuke) melalui media pembelajaran berbasis android. Pendekatan penelitian pada penelitian ini adalah menggunakan metode SDLC atau System Development Life Cycle. SDLC merupakan sebuah siklus hidup pengembangan sistem dalam perancangan dan pembangunan sistem
Analisis Pemanfaatan Instagram sebagai media Pemasaran Bagi UMKM Aditya Wahana
Jurnal Dinamika Informatika Vol 7 No 2 (2018): Jurnal Dinamika Informatika
Publisher : Universitas PGRI Yogyakarta

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Abstract

Intisari Sejak ditemukan 5 dekade yang lalu hingga saat ini, internet berkembang sangat pesat. Internet menyatukan manusia dari berbagai belahan dunia berkumpul dalam sebuah jaringan besar. Salah satu teknologi yang memanfaatkan internet adalah instagram. Instagram merupakan media sosial berbagi foto yang memungkinkan penggunanya untuk dapat berbagi foto dan video di halaman pengguna masing-masing. Menurut data yang dilansir instagram mengenai pertumbuhan penggunanya, instagram kini telah mencapai 1 Milyar pengguna di seluruh dunia [1]. Aktifitas pengguna instagram di Indonesia juga termasuk tinggi, yaitu sekitar 53 juta orang pengguna mengakses instagram setiap bulannya [1]. Data tersebut merupakan potensi yang besar bagi pelaku bisnis untuk memanfaatkan instagram sebagai media promosi. Jumlah pelaku UMKM di Indonesia adalah 59,2 Juta, namun baru sekitar 8% atau sekitar 3,79 juta pelaku UMKM yang memanfaatkan media digital dalam jaringan untuk memasarkan produknya [2]. Tujuan dari penelitian ini untuk mengetahui bagaimana cara pemasaran produk UMKM menggunakan instagram. Berdasarkan data hasil penelitian Instagram sesuai untuk digunakan sebagai media pemasaran. Jenis konten yang paling banyak digunakan adalah Paid Promote. Waktu yang paling tepat menurut responden untuk mengunggah konten adalah antara pukul 16.00 hingga pukul 20.00. Rata –rata peningkatan pendapatan responden setelah menggunakan instagram sebagai media pemasaran adalah sekitar 11 % hingga 30% Kata kunci— internet, media sosial, instagram, pemasaran digital
RANCANG BANGUN MARKETPLACE PRODUK KEWIRAUSAHAAN MAHASISWA UPY BERBASIS CONTENT MANAGEMENT SYSTEM Aditya Wahana
Jurnal Dinamika Informatika Vol 7 No 1 (2018): Jurnal Dinamika Informatika
Publisher : Universitas PGRI Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (405.839 KB)

Abstract

Intisari PKM adalah Program Kreativitas Mahasiswa yang diselenggarakan oleh Dirjen DIKTI untuk mendorong semangat berwirausaha bagi mahasiswa. Sudah banyak mahasiswa UPY yang menjadi peserta PKM dan sudah menghasilkan berbagai macam produk yang mempunyai kualitas yang baik. Namun, selama ini ;atau tradisional, akibatnya produk unggulan yang dihasilkan ini kurang dikenal masyarakat luas. Metode pengembangan marketplace menggunakan metode rekayasa web berbasis Content Management System (CMS) Wordpress dengan memanfaatkan plugin woocommerce. Marketplace yang beralamat di www.upystore.com dapat digunakan mahasiswa PKM (Program Kreativitas Mahasiswa) UPY untuk memasarkan produk hasil PKM dengan cara mengunggah gambar produk dan memberikan deskripsi singkat produk. Sebelum bisa menguggah produk, mahasiswa diharuskan mendaftar sebagai penjual dan nantinya akan mendapat hak akses khusus sebagai penjual. Beberapa fitur di upystore memudahkan penjual dan pembeli untuk bertransaksi, diantaranya fitur kategori, rekapan penjualan, mata uang rupiah, dan kerangjang belanjaan. www.upystore.com juga dilengkapi dengan fitur blog yang berisi informasi segala hal yang berhubungan dengan dunia wirausaha. Kata kunci: marketplace, kewirausahaan, PKM UPY, Content Management System (CMS) Abstract PKM or Program Kreativitas Mahasiswa is a program that held by Director General of Higher Education to push the student entrepreneurship spirit. There is a lot of UPY student that take part for the PKM and produce some product with a good quality. The problem is, student usually sell their product with such an old way, using conventional and traditional way. That method effect is that student product is become unpopular and the product sales is low. As a technological development, there is a new method to promote and sell product using online base store calls marketplace. The marketplace created using content management system (CMS) wordpress with woocommerce plugin. The marketplace address is www.upystore.com , the marketplace can be used to promote and sell student product that produce at PKM (Program Kreativitas Mahasiswa. The simple way to used the marketplace is by upload the picture of the product with sort description, but before the student can upload their product picture, student must register as a seller user to gain an previlege as a seller. Some other marketplace features can be used is product category, selling summary, IDR curency for default price calculation, and shopping cart. The other feature is blog, blog can be used to upload some information that related with business such as online business, selling tips, costumer enggagement, etc. Keywords: marketplace, entrepreneurship, PKM UPY, Content Management System (CMS)
Management Information System for Human Resources at the Operational Bureau of the DIY Regional Police using Agile Development Method Bayu Saputro; Rianto Rianto; Aditya Wahana
Journal of Intelligent Software Systems Vol 3, No 1 (2024): July 2024
Publisher : LPPM UTDI (d.h STMIK AKAKOM) Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26798/jiss.v3i1.1208

Abstract

This research develops Agile Development, particularly Extreme Programming (XP), to create a web-based Human Resource Management Information System for the DIY Regional Police's Operational Bureau. Addressing challenges in personnel data management, the objective is to enhance efficiency and effectiveness. The study involves system needs analysis, design, implementation, and testing. Initial development includes interfaces for employees, administrators, and leaders, featuring personnel data management, leave requests, and announcements. Testing involves White Box, Black Box, and alpha testing by 25 Operational Bureau respondents. Alpha test results reveal high satisfaction with efficiency, data accuracy, and administrative process acceleration. The system effectively reduces human errors in personnel data management. The research concludes that the web-based system is a successful, computerized, organized solution for personnel data management in the Operational Bureau of DIY Regional Police 
Pelatihan Pembuatan Video Pembelajaran Pada Guru KB & TK Amal Insani Yogyakarta Marfuah, Hasti Hasanati; Syah, Firdian; Wahana, Aditya
DHARMA BAKTI Dharma Bakti-Vol 5 No 1-April 2022
Publisher : LPPM IST AKPRIND Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.34151/dharma.v5i1.3901

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Since the COVID-19 outbreak hits Indonesia in early March 2020, the government issued a policy that all students, from early childhood to university levels, conduct distance learning processes (from their homes). This is also done by the teachers in KB & TK Amal Insani. Distance learning is delivered by the teacher, one of which is by making simple learning videos made using cellphones. Based on the results of interviews with KB & TK Amal Insani leaders, distance learning carried out by teachers is evaluated every 2 months. A total of 77.2% stated that the learning videos made by the teacher helped children's learning activities at home. From the results of this evaluation, there are inputs from parents who want the learning videos to be made even more interesting so that they can increase children's enthusiasm for learning. The method of implementing this activity is by demonstration (providing examples and how to make learning videos) and mentoring. The target of this training activity is the teachers in KB & TK Amal Insani. The results obtained from this training activity are activity reports, training modules, and scientific articles.
Upgrade Games Cognitive And Literacy For Android - Based Kindergarten Children Febriyanti, Ika; Wahana, Aditya; Syah, Firdiyan
APPLIED SCIENCE AND TECHNOLOGY REASERCH JOURNAL Vol. 2 No. 1 (2023): Applied Science and Technology Research Journal
Publisher : Lembaga Penelitian dan Pengabdian Mayarakat (LPPM) Universitas PGRI Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1101.034 KB) | DOI: 10.31316/astro.v2i1.5047

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The growth of children in kindergarten is crucial for developing their thinking patterns and creativity. Gadgets can influence children's cognitive and literacy abilities, so a cognitive game is needed to help improve these skills. The development of the game uses VAK and IMSDD methods to improve cognitive abilities and literacy better than conventional learning. The alpha testing showed that more than 90% of respondents agreed that the SITEKA game application met their needs and increased children's concentration and learning effectiveness by over 40%
System CAT (Computer Assisted Test) information for Multimedia Department of Muhammadiyah Vocational High School 2 Moyudan Web-based Amalia K, Rizka; Wahana, Aditya; Wardani, Setia
APPLIED SCIENCE AND TECHNOLOGY REASERCH JOURNAL Vol. 2 No. 1 (2023): Applied Science and Technology Research Journal
Publisher : Lembaga Penelitian dan Pengabdian Mayarakat (LPPM) Universitas PGRI Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (339.051 KB) | DOI: 10.31316/astro.v2i1.5048

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The computer-assisted test or what is usually called the CAT is a test whose main media use is a computer and the internet. The CAT system is the same as the test in general, it's just that the difference is the media used. If usually the CAT test still uses paper, then in this system this is no longer needed. SMK Muhammadiyah 2 Moyudan is located at Ngentak , Sumberagung , Kec . Moyudan , Sleman Regency, Special Region of Yogyakarta 55563. The process of accepting students majoring in multimedia tests that are still carried out manually, namely using paper and other writing instruments, certainly takes a long time. The purpose of this study is to design a CAT system so that the tests carried out can be efficient and the resulting values can be obtained in real-time. This system is designed using the Laravel framework. PHP and MySQL databases are the programming languages used in this study.
Design Of Educational Game “Adventure Of A Sholeh Child” Using Adobe Flash Based On Android Yohanda Oktaviary; Wahana, Aditya; Putri, Puji Handayani
APPLIED SCIENCE AND TECHNOLOGY REASERCH JOURNAL Vol. 3 No. 2 (2024): Applied Science and Technology Research Journal
Publisher : Lembaga Penelitian dan Pengabdian Mayarakat (LPPM) Universitas PGRI Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31316/astro.v3i2.6357

Abstract

The material of the pillars of Islam is main the teachings of the Islamic religion guidelines for a person muslim . A number of schools and TPA and TPQ places convey material the with how teachers and children educate notice Then child educate repeat . This is assessed not enough efficient Approach This not enough effective use prevent boredom in children educate moment learn . Because that , is needed multimedia applications in the form of educational games Android based which contains material Pillars of Islam. Application This made using Adobe Flash CS6. The purpose of study is make educational game design " adventure " child pious " with Adobe Flash based android . For child under 10 years of age who will Study harmonious Islam . The data collection method used is bibliography , interviews , and observation . Design application methodical inbeetwen ( byframe ) .
Design Of An Educational Game For Numbers In Early Childhood With Android-Based Biometrics Septiardi, Rizqy Dwi; Wahana, Aditya; Rianto
APPLIED SCIENCE AND TECHNOLOGY REASERCH JOURNAL Vol. 3 No. 2 (2024): Applied Science and Technology Research Journal
Publisher : Lembaga Penelitian dan Pengabdian Mayarakat (LPPM) Universitas PGRI Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31316/astro.v3i2.6668

Abstract

Counting is learning from mathematics logical and ability sorting , counting and thinking in a way logical . Skills count very required in life everyday . Counting is also a​ skills base mathematics in Education . Purpose of Counting is For learn basics​​ mathematics so that child Ready face learning more counting​ complex.media Conventional which is often used teacher in give lesson counting to child not enough effective due to the development of the electronic world at that time this . Therefore That Making a Counting Game This aiming For follow development of the times with develop a counting game that can used on android with use method biometrics as learning.Based on Trial the system that has been carried out by media experts and expert material get results like following 80% or very worthy by media experts and 75% or qualified by expert material . Testing Application This No only carried out by media experts and expert material just testing​ also conducted on students at KB TK AN NAHL. Test Results to 20 students of KB TK AN NAHL received results like following 85% very agree and agree , 14% less agree and 1% disagree agree using this game.