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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.
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
Pemanfaatan Media Sosial dan Marketplace Untuk Meningkatkan Daya Saing UMKM Lokal di Kecamatan Girsang Sipangan Bolon Jamaluddin, Jamaluddin; Harianja, Eva Julia G.; Saragih, Rijois I. E.; Nainggolan, Rena; Purba, Eviyanti N.; Napitupulu, Junika; Manalu, Darwis R.; Hutapea, Marlyna I.; Siringoringo, Rimbun; Perangin-angin, Resianta; Lumbantoruan, Gortap; Simamora, Roni J.; Ijonris, Yusuf
Jurnal Pengabdian Pada Masyarakat METHABDI Vol 5 No 1 (2025): Jurnal Pengabdian Pada Masyarakat METHABDI
Publisher : Universitas Methodist Indonesia

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

Abstract

This community service activity aims to improve the competitiveness of Micro, Small, and Medium Enterprises (MSMEs) in Girsang Sipangan Bolon District through the use of social media and marketplace platforms as digital marketing tools. The main challenges faced by local MSMEs include low digital literacy, limited market access, and suboptimal use of technology in product promotion. The program was implemented through initial surveys, training, and workshops for MSME partners. Training materials covered social media management (Instagram and Facebook Business), opening online stores on marketplaces (Shopee and Tokopedia), and promotional content strategies. The results of the program showed a significant improvement in participants' digital skills, such as creating business accounts, regularly uploading content, and managing online stores. Some partners also began to attract new customers outside their local area.