Claim Missing Document
Check
Articles

PERANCANGAN APLIKASI PENJUALAN BERBASIS WEB DI PT GLOBAL IMPERIUM DAN IMPERIUM PERFUME MENGGUNAKAN JAVASCRIPT Sapinah, Sapinah; Munawir, Ahmad; Amaldi, Wahyu
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 2 (2025): Volume 10 No. 2 Juni 2025
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v10i2.31064

Abstract

Penggunaan aplikasi penjualan maupun promosi produk dengan menggunakan media internet sedang berkembang pesat sekarang ini. Aplikasi penjualan berbasis web merupakan salah satu teknologi yang banyak digunakan oleh perusahaan besar hingga usaha kecil. Dengan menggunakan aplikasi penjualan berbasis web, para pemilik usaha dapat mempromosikan produk mereka kepada konsumen dengan mudah dan terjangkau. Identifikasi masalah ialah Perusahaan belum memiliki website sebagai sarana penjualan, pemasaran, dan persediaan barang, Proses pencatatan persediaan barang berjalan lambat sehingga memerlukan waktu banyak, Proses pencatatan persediaan barang masih menggunakan sistem manual/ tulis tangan menggunakan kertas dan alat tulis. Metode pengembangan perangkat lunak yaitu metode waterfall. Metode ini adalah metode pengembangan dari pendekatan yang digunakan dalam penelitian deskriptif-kualitatif. Metode waterfall ini merupakan salah satu metode SDLC yang kerap digunakan dalam proses pengembangan software. Kesimpulan pada penelitian ini ialah Website penjualan memberikan dampak positif bagi penjualan produk dan Memberikan inovasi baru terhadap perusahaan untuk meningkatkan pencapai perusahaan dalam menjangkau konsumen.
PERANCANGAN GAME PEMBELAJARAN KUIS EDUGAMES MATEMATIKA PADA TK ISLAM AN – NUR BERBASIS CONSTRUCT 2 Panjaitan, Teresha Gamaliel; Munawir, Ahmad; Amaldi, Wahyu
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 02 (2025): Volume 10, Nomor 02 Juni 2025 publish
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v10i03.31104

Abstract

Peneltian ini bertujuan untuk mengembangkan sebuah game edukasi matematika yang menarik dan interaktif bagi anak-anak usia dini. Permainan ini dirancang agar anak-anak dapat belajar dasar-dasar operasi matematika seperti penjumlahan dan pengurangan melalui pendekatan visual yang menyenangkan. Pengembangan game dilakukan menggunakan software Construct 2, yang meungkinkan pembuatan game dua dimensi berbasis HTML5 tanpa perlu pemograman tingkat lanjut. Dalam game ini , soal- soal matematika disajikan dalam bentuk kuis bergambar, menggunakan ilustrasi buah-buahan sebagai media visual memperjelas konsep angka. Metode yang digunakan dalam pengembangan game ini adalah MDLC (Multimedia Development Life Cycle) yang terdiri dari enam tahapan: konsep, desain, pengumpulan bahan, pembuatan, pengujian, dan distribusi. Setiap tahap dilakukan secara bertahap untuk memastikan game berjalan dengan baik dan sesuai kebutuhan pengguna. Hasil pengujian terhadap sejumlah anak usia dini menunjukan bahwa mereka merasa tertarik dan senang saat memainkan game. Selain itu, game ini juga membantu mereka lebih mudah memahami konsep dasar matematika karena disajikan dalam bentuk visual dan permainan. Dengan demikian, dapat disimpulkan bahwa game kuis edukasi matematika berbasis Construct 2 ini mampu menjadi media pembelajaran yang menyenangkan bagi anak-anak, serta diharapkan dapat meningkatkan minat ataupun semangat dalam belajar matematika.
Development of a Construct 2-Based Educational Game for Flag Recognition Through Word Puzzles in Indonesian Primary Schools Gunawan, Syahrul; Munawir, Ahmad; Amaldi, Wahyu
JINAV: Journal of Information and Visualization Vol. 6 No. 1 (2025)
Publisher : PT Mattawang Mediatama Solution

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35877/454RI.jinav4190

Abstract

This study aims to develop an interactive educational game titled Flag Letter Puzzle using Construct 2, intended to enhance the learning experience of third-grade students at SDN Patra Manggala 2, Tangerang Regency. The game introduces students to country flags through an engaging word puzzle format that supports both cognitive development and national awareness. The research employed the Research and Development (R&D) approach using the ADDIE model, consisting of five stages: Analysis, Design, Development, Implementation, and Evaluation. During the analysis stage, observations and interviews were conducted to identify student needs and the relevance of educational media in the classroom. The design phase involved creating the storyboard, interface, and gameplay structure tailored for young learners. The game was developed using Construct 2, enabling integration of visuals, sound, and interactivity. Implementation involved a trial run with 20 students, and the final evaluation was conducted using Black Box Testing and user feedback. The results showed that all game features functioned properly according to expectations. Students responded positively, displaying high levels of engagement and enjoyment during the learning activities. The intuitive interface and interactive gameplay facilitated independent learning, improved memory retention, and promoted curiosity. The game also aligns well with the 2013 Indonesian curriculum (Kurikulum 2013), particularly in Social Studies and Civics, which emphasize knowledge of national symbols and neighboring countries. This research concludes that the Flag Letter Puzzle game is both technically feasible and pedagogically effective. It provides a valuable alternative to conventional learning methods by integrating game-based learning into the classroom. The application not only serves as a tool for reinforcing knowledge of country flags but also fosters active learning and digital literacy among elementary school students. The game is recommended for use in similar educational settings to support curriculum delivery and improve learning outcomes through interactive media.
Utilizing CodeIgniter 3 Framework in the Development of an Online Beverage Sales Platform Hidayatulloh, Muhamad; Munawir, Ahmad; Rohman, Ali
JINAV: Journal of Information and Visualization Vol. 6 No. 1 (2025)
Publisher : PT Mattawang Mediatama Solution

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35877/454RI.jinav4195

Abstract

Web-based information systems have become an effective solution to enhance efficiency and accuracy in online sales transactions, including in the beverage business such as Es Teh Indonesia. This study aims to design and develop a web-based ordering information system using the CodeIgniter 3 framework to simplify the ordering process and manage data related to products, brands, categories, and transaction reports. The methodology used in this study is the waterfall method, consisting of requirement analysis, system design, implementation, testing, and maintenance stages. The system design includes user interfaces (UI) for both customers and administrators, as well as UML diagrams such as use case, activity, and sequence diagrams. The developed system is capable of handling login, user registration, product selection, order form submission, checkout, and order confirmation processes. On the admin side, the system provides features to manage brand, category, and product data, as well as generate transaction reports based on a specific date range. The results of testing using the black box method indicate that all functions perform as expected. In conclusion, this web-based information system successfully improves the convenience and efficiency of the ordering process and business data management at Es Teh Indonesia, while also enhancing service speed and accuracy for customers.
PENINGKATAN PEMAHAMAN MASYARAKAT TENTANG DAMPAK PERNIKAHAN DINI PADA KESEHATAN MENTAL DAN FISIK Munawir, Ahmad; Handayani, Rini Sri; Angelina, Riyanti; Azzahra , Naila Kamila; Mulyatiningsih, Yuni
Indonesian Collaboration Journal of Community Services (ICJCS) Vol. 5 No. 3 (2025): Indonesian Collaboration Journal of Community Services
Publisher : Yayasan Education and Social Center

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.53067/icjcs.v5i3.214

Abstract

Marriage is a spiritual and legal union between a man and a woman to form a family and have offspring. Early marriage has become an increasing phenomenon, yet it causes serious issues due to its negative impact on youth development. These impacts include psychological, social, health, household resilience, and economic aspects. This community service aims to raise awareness among the community and adolescents about the dangers of early marriage using lectures, discussions, and question-and-answer sessions. Participants consisted of community members and active students in Cimanis Village, Sobang Subdistrict, Pandeglang Regency, Banten Province. The results showed active participation in discussions, the ability to answer questions, and improved understanding of the importance of education, legal marriage age, and the negative consequences of underage marriage. This program is expected to increase awareness among the community and adolescents to postpone marriage to the appropriate age, thereby supporting mental and physical health as well as sustainable family well-being.
STRATEGI MANAJEMEN KEPALA MADRASAH UNTUK MENINGKATKAN KUALITAS PEMBELAJARAN DI MTS PONDOK PESANTREN BABUL KHAER BULUKUMBA Sulaiman, Umar; Djafar, Hamsiah; Mihrani; Munawir, Ahmad; Mansur, Amiruddin
Kelola: Journal of Islamic Education Management Vol. 10 No. 1 (2025): Kelola: Journal of Islamic Education Management
Publisher : Institut Agama Islam Negeri (IAIN) Palopo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24256/kelola.v10i1.6172

Abstract

The research aims to identify the management strategies implemented by the head of the madrasa to improve the quality of learning, understand the implementation of these management strategies in daily practices, and analyze the impact of these strategies on the quality of learning and student achievement. This study employs a descriptive research design. Data collection was conducted using interview guidelines, observation sheets, and documentation. The findings reveal that (1) the management strategies applied by the head of the madrasa to enhance learning quality include strategies for: improving teacher professionalism; optimizing the learning process; enhancing academic and non-academic achievements; fulfilling facilities and infrastructure; managing financing; fostering community relations; and conducting supervision and evaluation. (2) The implementation of management strategies by the head of the madrasa in daily practices includes: organizing regular study sessions and seminars; allowing teachers to take study leave for further education; optimizing extracurricular guidance; procuring appropriate and planned facilities and infrastructure; promoting discipline; and recognizing class rankings and overall performance. (3) The application of management strategies by the head of the madrasa positively impacts learning quality and student achievement, leading to improvements in teaching quality, increased discipline and performance among teachers, development of teacher competencies, motivation and appreciation for teachers, effective management of facilities and infrastructure, enhanced student achievements, innovative and sustainable learning practices, and strengthened collaboration with parents/guardians and the community. Keywords: Management Strategy, Quality of Learning, Madrasa.
Development of a Letter and Basic Calculation Learning Application for Grade 1 Students at SDN Kapuk Jaya Using Construct 2 Rohman, Ali; Nugroho, Nurhasan; Munawir, Ahmad; Pratama, Gelard Untirtha; Badruzzaman, Ahmad Jibril
Indonesian Research Journal on Education Vol. 4 No. 3 (2024): irje 2024
Publisher : Fakultas Keguruan dan Ilmu Pendidikan, Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/irje.v4i3.771

Abstract

This study aims to design and develop an application for letter recognition and basic arithmetic for first-grade students at SDN Kapuk Jaya using Construct 2. The application is designed to help increase students' interest and motivation in learning through interactive and enjoyable learning methods. The research method used is Research and Development (R&D), which involves several stages: research and information gathering, planning, initial product development, preliminary field testing, product revision, main field testing, final improvement, and implementation. The results show that the application is effective in enhancing students' understanding of letters and basic arithmetic. Additionally, the application received positive feedback from teachers and students, who found that it facilitated the learning process and made it more engaging. Therefore, this application is expected to be an effective teaching tool in the first-grade classroom.
Implementasi Augmented Reality Pada Pengenalan Suku Suku Indonesia Berbasis Android Di SDN Patra Manggala 2 Munawir, Ahmad; Maulana, Farhan; Amaldi, Wahyu
RIGGS: Journal of Artificial Intelligence and Digital Business Vol. 4 No. 2 (2025): Mei - Juli
Publisher : Prodi Bisnis Digital Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/riggs.v4i2.1885

Abstract

Penggunaan teknologi Augmented Reality (AR) dalam dunia pendidikan semakin berkembang dan mampu memberikan pengalaman belajar yang lebih interaktif. Salah satu inovasi yang dikembangkan adalah aplikasi pengenalan suku-suku bangsa Indonesia berbasis AR, yang diterapkan di SDN Patra Manggala 2. Aplikasi ini dirancang untuk menampilkan model 3D yang merepresentasikan ciri khas dari berbagai suku di Indonesia, seperti pakaian adat dan deskripsi budaya. Marker digunakan sebagai pemicu visualisasi objek AR. Pengembangan aplikasi dilakukan dengan pendekatan Rapid Application Development (RAD), melalui tahapan analisis, perancangan, implementasi, pengujian, dan distribusi. Platform Unity digunakan untuk membangun aplikasi, sementara Vuforia Engine diintegrasikan sebagai alat deteksi marker. Aplikasi ini dibuat untuk sistem operasi Android agar dapat digunakan secara praktis oleh siswa dan guru. Fitur utama aplikasi meliputi tampilan visual 3D, informasi singkat mengenai suku, serta efek audio untuk mendukung pemahaman. Dengan memindai marker, pengguna dapat melihat langsung visualisasi budaya yang menarik. Hasil pengujian menunjukkan seluruh fitur berfungsi baik. Aplikasi ini dinilai efektif dalam meningkatkan minat, pemahaman, dan motivasi siswa dalam mempelajari keberagaman budaya dan suku bangsa di Indonesia.
Proses Pengembangan Buku Ajar berbasis Budaya Lokal Tana Luwu untuk Siswa Kelas IV di SDN 102 Lindu Kecamatan Masamba Fitriyani, Fitriyani; Kaso, Nurdin; Munawir, Ahmad
Jurnal Pendidikan Tambusai Vol. 8 No. 2 (2024)
Publisher : LPPM Universitas Pahlawan Tuanku Tambusai, Riau, Indonesia

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

Abstract

Penelitian ini menggunakan jenis penelitian Research & Development (R&D). Penelitian ini dilaksanakan di SDN 102 Lindu untuk mengetahui proses pengembangan buku ajar berbasis budaya lokal Tana Luwu, subjek penelitiannya adalah validator ahli sebanyak 3 orang. Objek yang diteliti dalam buku ajar ini berbasis pada budaya lokal Tana Luwu. Teknik pengumpulan datanya adalah dokumentasi, observasi, dan angket. Teknik analisis data adalah analisis kualitatif dan analisis kuantitatif.Penelitian ini menghasilkan buku ajar berbasis budaya lokal Tana Luwu untuk pembelajaran Ilmu Pengetahuan Alam dan Sosial pada. Pada tahap perencanaan, peneliti terlebih dahulu menyesuaikan materi yang akan dikembangkan membuat buku ajar yang bermakna atau kontekstual.
Online Guest Book Application for Computer Science Department at Bina Bangsa University Permana, Basuki Rakhim Setya; Auliana, Sigit; Rohman, Ali; Munawir, Ahmad; Mulyawansyah, Ahmad Andika
ARRUS Journal of Engineering and Technology Vol. 4 No. 1 (2024)
Publisher : PT ARRUS Intelektual Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35877/jetech2709

Abstract

Information technology is currently useful for automating various processes and activities that were previously done manually. Now human activities are turning into computerized systems. Information that is presented quickly and precisely greatly influences the level of work efficiency and effectiveness in various fields. This research uses the waterfall method, which is a software development process model which is a sequential and linear approach. This approach relies on sequential and progressive stages, where each stage must be completed before entering the next stage. Based on the results of the research and discussions that have been carried out, it can be stated that with this web-based guest book application, it is hoped that the input, data collection and recording processes can be more effective and efficient and the security of data storage will be more guaranteed
Co-Authors Abda Abda Abdullah, S Muh Raja Ahmad Sodikin Ahmad, Gufran Albiana, Albiana Ali Mustofa Ali Rohman Amaldi, Wahyu Amiruddin Amrang Angelina, Riyanti Ani Mardiastuti Asnawi Asnawi Aulia, Azzharra Syahwa Auliana, Sigit Azzahra , Naila Kamila Badruzzaman, Ahmad Jibril Basuki Rakhim Setya Permana Bungawati Bungawati, Bungawati Burhanuddin Masy’ud Dewi Malia Prawiradilaga, Dewi Malia Encep Syarief Nurdin, Encep Syarief Firmansyah, Nur Putriani Fitriyani Fitriyani Fitriyyah, Meiliana Gunawan, Syahrul Hamsah, Muh. Khalid Hamsiah Djafar Handayani, Rini Sri Hidayatulloh, Muhamad Hisbullah Hisbullah Hisbullah Huda, Nabila Indana, Nurul Iratu, Hidayah Romadhona Julaika K., Nurdin Kaso, Nurdin Khaerati Khaerati, Khaerati Latif, Fatmawati Mansur, Amiruddin Marya A, Marya A Maulana, Farhan Mihrani MUHAMMAD HASBI Muhammad Kafrawi Muhammad Sabri Muhammad Yaumi Mulyatiningsih, Yuni Mulyawansyah, Ahmad Andika Munir Yusuf, Munir Nadelia, Nadelia Nur Hikmah Nur Inayah Nuraini Nuraini Nurdin K, Nurdin Nurhasan Nugroho Nurihsan, Achmad Juntika Nursyamsi Nursyamsi Olani, Dede Yosep Panjaitan, Teresha Gamaliel Prabowo, Aldi Pratama, Gelard Untirtha Putri Rahmadani, Putri Putriani, Nur Rahman, Wiwiek Zulfiana Razak, Yusuf Razaq, Yusuf Ridwan, Ridwan Rizki, Miftahul Rodin, Imam Rudi Harun Irwansyah Safriani Safriani, Safriani Sapinah Satriani Satriani Satriani Shaheen, Mohamed Shulhany M, Ahmad Sinaga, Agus Pitauli Sukirman Sukirman Sulistijaningsih, Sri Sumyati, Mirna Syahra, Neneng Syamsul Bahri Ulfiani Rahman Umar Sulaiman Umar, Umar Ummul Khair Untirtha Pratama, Gelard Wijanarko, Denny Yanti Sri Rejeki Yosonegara, Atina