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Perancangan Aplikasi Marketplace Petani Saribu Dolok Hangoluan Medan Purba, Bagas Andika Cristo; Perangin-angin , Resianta; Saragih, Rijois I. E.
TAMIKA: Jurnal Tugas Akhir Manajemen Informatika & Komputerisasi Akuntansi Vol 4 No 1 (2024): 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.Vol4No1.pp117-122

Abstract

Agriculture is an activity carried out by humans to produce food or energy sources to manage their environment. In today's development, information technology has increased rapidly in various fields. As in the field of agriculture, information technology also provides many benefits to the community, especially the Garingging farmer group. The problem that occurs with the Garingging farmer group is that there is no application that helps farmer groups in selling agricultural products without going through intermediaries so that farmers selling agricultural products get unsatisfactory prices. The solution taken to solve this problem is to build a marketplace application design to make it easier for farmer groups to sell their agricultural products using several programming applications. The results of the research that has been carried out and the website that has been built is to help farmer groups sell their agricultural products easily so that farmer groups sell agricultural products not through intermediaries but through sellers and buyers in order to get satisfactory prices for farmers.
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
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
Perancangan Aplikasi Marketplace Petani Saribu Dolok Hangoluan Medan Purba, Bagas Andika Cristo; Perangin-angin , Resianta; Saragih, Rijois I. E.
TAMIKA: Jurnal Tugas Akhir Manajemen Informatika & Komputerisasi Akuntansi Vol 4 No 1 (2024): 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.Vol4No1.pp117-122

Abstract

Agriculture is an activity carried out by humans to produce food or energy sources to manage their environment. In today's development, information technology has increased rapidly in various fields. As in the field of agriculture, information technology also provides many benefits to the community, especially the Garingging farmer group. The problem that occurs with the Garingging farmer group is that there is no application that helps farmer groups in selling agricultural products without going through intermediaries so that farmers selling agricultural products get unsatisfactory prices. The solution taken to solve this problem is to build a marketplace application design to make it easier for farmer groups to sell their agricultural products using several programming applications. The results of the research that has been carried out and the website that has been built is to help farmer groups sell their agricultural products easily so that farmer groups sell agricultural products not through intermediaries but through sellers and buyers in order to get satisfactory prices for farmers.