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Peningkatan Kemampuan Logika Siswa SDN 060934 melalui Game Edukasi “Lucky Box” Berbasis Multimedia Jamaluddin, Jamaluddin; Simamora, Roni Jhonson; Ndruru, Yufita Friska; Harianja, Eva Julia G.; Purba, Eviyanti N.; Hutapea, Marlyna I.; Manalu, Darwis R.; Lumbantoruan, Gortap; Siringoringo, Rimbun; Saragih, Rijois I. E.; Nainggolan, Rena; Perangin-angin , Resianta; Napitupulu, Merry Anna
Jurnal Pengabdian Pada Masyarakat METHABDI Vol 4 No 2 (2024): Jurnal Pengabdian Pada Masyarakat METHABDI
Publisher : Universitas Methodist Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.46880/methabdi.Vol4No2.pp224-228

Abstract

This community service activity aims to improve the logic skills of students at SDN 060934 through the application of multimedia-based educational games. By identifying the problems students face in understanding logic concepts, the program is designed to provide an engaging and interactive learning experience. The implementation of activities includes socialization, training, and the use of educational games that have been selected based on student needs. Evaluation results showed a significant improvement in students' logic skills, with the average pre-test score increasing from 65 to 85 in the post-test. In addition, students also reported a more enjoyable learning experience and higher motivation to learn. Although challenges related to technological infrastructure still need to be overcome, this activity proves that educational games can be effectively integrated in the learning process to support the development of critical thinking skills among students. It is recommended that this method be applied more widely in other schools in an effort to improve the quality of education in Indonesia
SISTEM INFORMASI KEHADIRAN SISWA MENGGUNAKAN QR KODE BERBASIS ANDROID: Studi Khasus SD NEGERI 105270 Sitorus, Eliza Natalia; Jamaluddin, Jamaluddin; Harianja, Eva Julia G.
TAMIKA: Jurnal Tugas Akhir Manajemen Informatika & Komputerisasi Akuntansi Vol 3 No 1 (2023): TAMIKA: Jurnal Tugas Akhir Manajemen Informatika & Komputerisasi Akuntansi
Publisher : Universitas Methodist Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.46880/tamika.Vol3No1.pp24-39

Abstract

This research develops a QR code-based student attendance information system at SD Negeri 105270. This system uses an Android application with a QR code for student attendance, aiming to increase the efficiency and accuracy of recording student attendance and improve the quality of education services. The research method includes application development using Android Studio and QR code integration. The teacher displays the QR code on their cell phone, and students scan the code using the attendance app on their cell phones. The results showed that this system speeds up the attendance process, reduces recording errors, and improves the security of student attendance data. This research provides a reference for other schools to implement a similar system with a QR code. It is hoped that this system can increase the efficiency and accuracy of student attendance as well as the quality of education services in schools. 
PERANCANGAN VIDEO ANIMASI PEMBELAJARAN LITERASI DI SD NEGERI 101944 DELI MUDA Saragih, Yudha Darma; Harianja, Eva Julia G.; Lumbantoruan, Gortap
TAMIKA: Jurnal Tugas Akhir Manajemen Informatika & Komputerisasi Akuntansi Vol 3 No 1 (2023): TAMIKA: Jurnal Tugas Akhir Manajemen Informatika & Komputerisasi Akuntansi
Publisher : Universitas Methodist Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.46880/tamika.Vol3No1.pp51-57

Abstract

Animated Literacy Learning is an animation that provides learning about literacy, specifically focusing on reading materials in the form of original data messages to its users. The reading literacy material includes learning letter recognition, reading skills, and reading exercises. This research aims to develop an application that can be used to enhance students' skills, particularly in reading. Additionally, the learning process with this application is expected to be more enjoyable and can further motivate users to learn, as it incorporates images, sounds, and animations. The objective of this learning application is to train and enhance students' literacy skills, as it also includes exercises to assess the students' proficiency level in the given teaching materials. The research methodology employed in this study includes literature review, data collection, needs analysis, system design, implementation, and evaluation. The final outcome of this research is an animated literacy learning video specifically designed for students at SD Negeri 101944 Deli Muda. It is anticipated that this video will increase students' interest and literacy skills while providing an enjoyable and interactive learning experience.
PERANCANGAN SISTEM INFORMASI GEREJA HKBP CENDANA NAULI RESORT TANJUNG MORAWA KOTA BERBASIS WEB Sitindaon, Ester; Siringoringo, Rimbun; Harianja, Eva Julia G.
Majalah Ilmiah METHODA Vol. 14 No. 1 (2024): Majalah Ilmiah METHODA
Publisher : Universitas Methodist Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.46880/methoda.Vol14No1.pp81-86

Abstract

The increasingly advanced development of information technology can be utilized in almost every aspect of life. It is hoped that the very rapid progress of information technology can support the tasks of an organization so that the activities carried out can be well coordinated. This also had an impact on the church to introduce a web-based church information system to the church congregation. As the first indication that an information system can be built at the Huria Kristen Batak Protestant Church (HKBP) Cendana Nauli Resort Tanjung Morawa City, this information system will be used to facilitate the collection of congregation data and church information. Based on the problems above, an information system was built that can assist in web-based data collection on church congregations. Where the website can be accessed anywhere and at any time so it does not specify time and place limits. The information system that has been built uses the PHP language. This website also provides congregation services to view worship schedules, church profiles, and photo galleries of church activities, which can be accessed easily. . By building this information system, it can help the congregation and leaders of the HKBP Cendana Nauli Resort Tanjung Morawa City parhalado more easily, quickly and efficiently in accessing church congregation data collection information and church information.
PERANCANGAN MEDIA PEMBELAJARAN PERHITUNGAN DASAR PADA SISWA KELAS 2 SDN 101822 PANCUR BATU BERBASIS ANDROID Sianturi, Angel Maisya; Jamaluddin, Jamaluddin; Harianja, Eva Julia G.
Majalah Ilmiah METHODA Vol. 14 No. 1 (2024): Majalah Ilmiah METHODA
Publisher : Universitas Methodist Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.46880/methoda.Vol14No1.pp114-119

Abstract

This study aims to design an Android-based basic calculation learning media application for SDN 101822 Pancur Batu. The application was created with the purpose of helping students learn basic calculations independently and increasing the effectiveness of learning with interactive features. To produce optimal interactive media, various methods are used, such as collecting data from literature sources, observations, and interviews with experts. In addition, the interactive media design is also carried out using Adobe Animate. After being designed, the interactive media is tested to ensure that it functions well and can improve learning effectiveness. The result of this study is a basic calculation learning media application integrated with the government curriculum and accessible by students anytime and anywhere. This application is expected to help students understand basic calculations better and more interestingly, as well as improve their learning achievement in mathematics.
PENINGKATAN KOMPETENSI SISWA SMK GELORA JAYA NUSANTARA MELALUI PELATIHAN KONFIGURASI ROUTER DAN VLAN Jamaluddin, Jamaluddin; Harianja, Eva Julia G.; Purba, Eviyanti Novita; Perangin-angin, Resianta; Purba, Mufria J.; Nainggolan, Rena; Lumbantoruan, Gortap; Hutapea, Marlyna I.; Siringoringo, Rimbun; Simamora, Roni J.; Saragih, Rijois I. E.; Zalukhu, Delianus; Panjaitan, Calvin Nicolas; Marpaung, Flora; Sitorus, Hegi Audria
Jurnal Pengabdian Pada Masyarakat METHABDI Vol 3 No 1 (2023): Jurnal Pengabdian Pada Masyarakat METHABDI
Publisher : Universitas Methodist Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.46880/methabdi.Vol3No1.pp44-48

Abstract

This community service activity is an implementation of the tridharma of higher education to provide knowledge to students of SMK Gelora Jaya Nusantara, especially class XI students majoring in network computer engineering (TKJ). The material provided is router configuration and virtual LAN, this material is useful for participants, because it is one of the topics in the competency exam. This service activity starts from the preparation stage carried out by the team and is carried out on June 20, 2023 in the computer laboratory of SMK Gelora Jaya Nusantara. This service activity was carried out in collaboration with the Program Studi D3 Manajemen Informatika dan Komputerisasi Akuntansi with SMK Gelora Jaya Nusantara.
Peningkatan Kemampuan Logika Siswa SDN 060934 melalui Game Edukasi “Lucky Box” Berbasis Multimedia Jamaluddin, Jamaluddin; Simamora, Roni Jhonson; Ndruru, Yufita Friska; Harianja, Eva Julia G.; Purba, Eviyanti N.; Hutapea, Marlyna I.; Manalu, Darwis R.; Lumbantoruan, Gortap; Siringoringo, Rimbun; Saragih, Rijois I. E.; Nainggolan, Rena; Perangin-angin , Resianta; Napitupulu, Merry Anna
Jurnal Pengabdian Pada Masyarakat METHABDI Vol 4 No 2 (2024): Jurnal Pengabdian Pada Masyarakat METHABDI
Publisher : Universitas Methodist Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.46880/methabdi.Vol4No2.pp224-228

Abstract

This community service activity aims to improve the logic skills of students at SDN 060934 through the application of multimedia-based educational games. By identifying the problems students face in understanding logic concepts, the program is designed to provide an engaging and interactive learning experience. The implementation of activities includes socialization, training, and the use of educational games that have been selected based on student needs. Evaluation results showed a significant improvement in students' logic skills, with the average pre-test score increasing from 65 to 85 in the post-test. In addition, students also reported a more enjoyable learning experience and higher motivation to learn. Although challenges related to technological infrastructure still need to be overcome, this activity proves that educational games can be effectively integrated in the learning process to support the development of critical thinking skills among students. It is recommended that this method be applied more widely in other schools in an effort to improve the quality of education in Indonesia
PREDICTION OF FUTURE FLIGHT DELAYS BASED ON CURRENT DATA ANALYSIS USING MACHINE LEARNING Nainggolan, Rena; Tobing, Fenina A. T.; Lumbantoruan, Gortap; Harianja, Eva Julia G.; Perangin-angin, Resianta
METHOMIKA: Jurnal Manajemen Informatika & Komputerisasi Akuntansi Vol. 8 No. 1 (2024): METHOMIKA: Jurnal Manajemen Informatika & Komputersisasi Akuntansi
Publisher : Universitas Methodist Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.46880/jmika.Vol8No1.pp110-116

Abstract

Airplane transportation has many advantages compared to other means of transportation, where this means of transportation is able to cover long distances in a short time. Besides having advantages, of course, air transportation often experiences flight delays which can be caused by several things, including delayed flights due to late arrival (Arrival Delay), delays of the airline itself (Carrier Delay), previously late arrivals (Late Aircraft Delay), air traffic congestion (Nas Delay), security issues (Security Delay) and weather conditions (Weather Delay) The tests carried out were 101,315 US flight delay data from 2017 to 2022. By using the Machine Learning method, the results obtained were that the largest flight delays were caused by late arrivals, namely 386,124,672, where the largest flight delays were by airlines. The airline, namely Southwest Airlines, is 61,474,379 of the total airlines, which is 20, and the biggest departure delay is at Chicago O'Hare International airport, which is in the city of Chicago, IL province, which is 20,912,928 of the total airport, which is 596. This research aims to predict future flights by analyzing current flight data, so that future flights can be better by overcoming or avoiding previous flight delay problems
SISTEM INFORMASI KEHADIRAN SISWA MENGGUNAKAN QR KODE BERBASIS ANDROID: Studi Khasus SD NEGERI 105270 Sitorus, Eliza Natalia; Jamaluddin, Jamaluddin; Harianja, Eva Julia G.
TAMIKA: Jurnal Tugas Akhir Manajemen Informatika & Komputerisasi Akuntansi Vol 3 No 1 (2023): TAMIKA: Jurnal Tugas Akhir Manajemen Informatika & Komputerisasi Akuntansi
Publisher : Universitas Methodist Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.46880/tamika.Vol3No1.pp24-39

Abstract

This research develops a QR code-based student attendance information system at SD Negeri 105270. This system uses an Android application with a QR code for student attendance, aiming to increase the efficiency and accuracy of recording student attendance and improve the quality of education services. The research method includes application development using Android Studio and QR code integration. The teacher displays the QR code on their cell phone, and students scan the code using the attendance app on their cell phones. The results showed that this system speeds up the attendance process, reduces recording errors, and improves the security of student attendance data. This research provides a reference for other schools to implement a similar system with a QR code. It is hoped that this system can increase the efficiency and accuracy of student attendance as well as the quality of education services in schools. 
PERANCANGAN VIDEO ANIMASI PEMBELAJARAN LITERASI DI SD NEGERI 101944 DELI MUDA Saragih, Yudha Darma; Harianja, Eva Julia G.; Lumbantoruan, Gortap
TAMIKA: Jurnal Tugas Akhir Manajemen Informatika & Komputerisasi Akuntansi Vol 3 No 1 (2023): TAMIKA: Jurnal Tugas Akhir Manajemen Informatika & Komputerisasi Akuntansi
Publisher : Universitas Methodist Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.46880/tamika.Vol3No1.pp51-57

Abstract

Animated Literacy Learning is an animation that provides learning about literacy, specifically focusing on reading materials in the form of original data messages to its users. The reading literacy material includes learning letter recognition, reading skills, and reading exercises. This research aims to develop an application that can be used to enhance students' skills, particularly in reading. Additionally, the learning process with this application is expected to be more enjoyable and can further motivate users to learn, as it incorporates images, sounds, and animations. The objective of this learning application is to train and enhance students' literacy skills, as it also includes exercises to assess the students' proficiency level in the given teaching materials. The research methodology employed in this study includes literature review, data collection, needs analysis, system design, implementation, and evaluation. The final outcome of this research is an animated literacy learning video specifically designed for students at SD Negeri 101944 Deli Muda. It is anticipated that this video will increase students' interest and literacy skills while providing an enjoyable and interactive learning experience.