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Implementasi Metode Waterfall Dalam Sistem Aplikasi Money Recording Berbasis Web Saputri, Indah; Muhammad Dedi Irawan; Muhammad Alfarisi
Bulletin of Computer Science Research Vol. 4 No. 2 (2024): Februari 2024
Publisher : Forum Kerjasama Pendidikan Tinggi (FKPT)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47065/bulletincsr.v4i2.326

Abstract

The Deli Serdang District Prosecutor's Branch is a government institution that exercises state power in the field of prosecution and authority. At the Prosecutor's Office, recording expenses is still done manually, so this is less efficient. Therefore, the Deli Serdang District Prosecutor's Office requires an effective and efficient system for financial management. The aim of the research is to simplify web-based financial recording at the Deli Serdang District Prosecutor's Office in order to increase efficiency, transparency and accuracy. In this research, the waterfall method is used. This waterfall method includes the stages of system requirements analysis, system design, implementation, testing and maintenance. The results of the research, namely the output on the report page, prove that the system is running well and the testing stage of the Money Recording Application was carried out using the Black Box testing method. From the test results, the system runs well so that the web-based money recording application can be used.
MEMBANGUN GENERASI DIGITAL YANG CERDAS DENGAN STRATEGI PENDIDIKAN LITERASI DIGITAL Nur Imamah; Muhammad Alfarisi; Ira Datul Aini
JURNAL ILMIAH PENELITIAN MAHASISWA Vol 2 No 4 (2024): Agustus
Publisher : Kampus Akademik Publiser

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61722/jipm.v2i4.217

Abstract

Era digital yang berkembang pesat, meningkatkan literasi digital di kalangan siswa sangat penting. Penelitian ini bertujuan untuk mengembangkan dan mengevaluasi strategi pendidikan literasi digital yang komprehensif. Penelitian ini menggunakan metode studi perpustakaan, dengan mengumpulkan data dari berbagai sumber bacaan, jurnal, dan artikel. Temuan menunjukkan bahwa integrasi teknologi, pengembangan keterampilan berpikir kritis, dan promosi kewarganegaraan digital yang bertanggung jawab dalam kurikulum secara signifikan meningkatkan kompetensi literasi digital siswa. Pendekatan holistik yang melibatkan kolaborasi antara pendidik, orang tua, dan pembuat kebijakan sangat penting untuk membekali siswa dengan keterampilan yang diperlukan untuk menavigasi dunia digital secara efektif dan etis.
Claim Reserves Estimation Using Chain Ladder Method in Casualty Insurance for the Period 2010 - 2019 Muara Lysta Sirait; Muhammad Alfarisi; Zievan Ananta Pahlevi; Maria Yus Trinity Irsan
International Journal of Management and Business Economics Vol. 2 No. 3 (2024): June
Publisher : CV Putra Publisher

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58540/ijmebe.v2i3.515

Abstract

In a work environment, the presence of risk or unforeseeable events is inevitable, as employees certainly seek to get a sense of security in doing work. Therefore, insurance is responsibility to provide sense of security to employees by providing protection in the form of claim payments to employees who get accidents. To meet the claim payment, insurance companies need to prepare funds. With the chain ladder method, insurance companies can estimate how much funds must be prepared to make claim payments. This study used the secondary data from general insurance companies in the United States published by the National Association of Insurance Commissioners under the title "Statistical Compilation of Annual Statement Information for Property/Casualty Insurance Companies in 2019". Data in the form of cumulative run-off triangle with accident period 2010-2019. Through this calculation, claim reserves that must be prepared by insurance companies for 2020 amounted to USD 1,553,906.
IMPLEMENTASI MODEL GAME-BASED LEARNING DALAM PEMBELAJARAN IPA UNTUK MENINGKATKAN KEAKTIFAN SISWA SD Muhammad Alfarisi; Andi Widiono; Andriyansah
JURNAL FIRNAS Vol. 6 No. 1 (2025): Volume 6
Publisher : Universitas Muhammadiyah Metro

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24127/jurnal firnas.v6i1.8685

Abstract

Abstract: This study aims to implement the Game-Based Learning model in improving student activity and learning outcomes in science learning in grade IV of SD N 1 Sidomulyo. Using the classroom action research (CAR) method with two cycles, this study applies the educational game "Light Explorer" for the material on the properties of light in cycle I and "Force and Motion Quest" for the material on force and motion in cycle II. Data were collected through observation, tests, interviews, and student response questionnaires. The results showed a significant increase in student activity from 26.67% (initial condition) to 66.67% (cycle I) and 86.67% (cycle II). Learning outcomes also increased with an average value from 63.60 (initial condition) to 73.87 (cycle I) and 82.53 (cycle II), and classical completeness reached 86.67% in cycle II. The students’ responses were very positive with 93.33% of students showing enthusiasm towards game based learning in cycle II. Supporting factors for successful implementation include game design that suits students’ characteristics, effective collaboration between researchers and teachers, and students’ enthusiasm. Meanwhile, inhibiting factors include time constraints, students’ diverse adaptability, technology limitations, and individual assessment difficulties. This study concludes that Game-Based Learning is an effective model to improve the activeness and science learning outcomes of elementary school students.