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Creating an Android-Based Early Childhood Education Application Using App Inventor Kodular Dimas, Rifqy; M, Farhanah Fitria; Ramlan, Ramlan; Subagja, Roni Ilham
Electronic, Business, Management and Technology Journal Vol. 1 No. 2 (2023): Electronic, Business, Management and Technology Journal
Publisher : P3M, STIE Pasundan, Bandung, Indonesia.

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55208/ebmtj.v1i2.113

Abstract

Creating instructional software for early childhood education in Indonesia is currently highly prominent. It is being increasingly pursued by many parties, including educational institutions, to enhance the teaching and learning experience. Most children in today's era prefer playing with smartphones over reading educational books, resulting in as many as 85% of 15 children showing reduced enthusiasm or unhappiness towards home-based learning. Parents have made significant efforts to support their children's studies. The research methodology employed in this study is a qualitative approach, explicitly utilizing descriptive analysis. Employing methodologies for gathering data. Literary Analysis  Conducting a comprehensive search for references by gathering material from libraries, research articles, and internet sources, including interviews. Interrogative data analysis strategies involve directly posing questions to informants. Perception: The author researches and reviews to collect data to determine the necessary components for the application to be developed. They are developing an educational application for Android that utilizes a modular App Inventor and employs a block-based programming language. The application was designed utilizing the prototyping process. The acquired findings indicate a percentage value of 83.42%. Based on the user acceptability testing responses, this application excels in usability and benefits. The creation of this educational application has the potential to enhance the efficacy and ingenuity of the early childhood learning process by integrating interactive elements, hence fostering increased engagement and nurturing children's creativity. In order to integrate traditional methods with technology, this application incorporates numerous auditory components and integrates educational elements with entertainment, such as games and animations. This condition ensures that children remain engaged and interested during learning, fostering early childhood enthusiasm and active participation in educational activities.
Design Of Mobile Stock Management Application Integrated with Application Programming Interface: Case Study on One of The SMEs In Bandung Jinitasari, Gita; Retnowaty, Agung Tri; Subagja, Roni Ilham; Ramlan, Isak; Widaretna, Titi
Informatics Management, Engineering and Information System Journal Vol. 2 No. 2 (2024): Informatics Management, Engineering and Information System Journal
Publisher : LPPM STMIK Mardira Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56447/imeisj.v2i2.353

Abstract

Rapid Application Development (RAD) is a software development methodology prioritizes speed and flexibility. This study uses this approach to design and develop a web-based augmented reality furniture marketing information system by integrating a popularity-based ranking model in D FURNITURE. The RAD method was chosen because it can accelerate the software development process through an iterative cycle involving users in every development stage. This development cycle includes four phases: needs analysis, design, development, and implementation. The first stage is needs analysis, which collects data through interviews and surveys with D FURNITURE management and potential system users. This process aims to identify users' primary needs and preferences, including augmented reality visualization features and popularity-based ranking mechanisms. The data obtained becomes the basis for compiling the specifications of the system to be developed. The second stage is design, where an initial prototype of the system is developed based on the results of the needs analysis. This prototype includes the user interface design, augmented reality technology integration, and a popularity-based ranking algorithm. Users then test this prototype to obtain feedback on functionality and user experience. The third stage is development, where the designed system is developed into a fully functional version. At this stage, the development team refines the prototype based on the feedback provided during the design stage. Testing is carried out periodically to ensure that each system component works according to specifications and user needs. The final stage is implementation, which integrates the system into the D-FURNITURE operational environment. At this stage, end users receive training to ensure they can utilize all system features optimally. In addition, the integrated ordering system via WhatsApp media is also tested to ensure smooth communication between customers and the company. Using the RAD method, this study succeeded in developing a marketing information system that is responsive, adaptive, and responsive to user needs. The iterative development cycle ensures that the resulting system is technically efficient and provides an optimal user experience.
Design Of Personal Finance Management Application Based On Mobile App: Case Study Of Students Of STMIK Mardira Indonesia Fitria, Desi; Mustari, Farhanah Fitria; Retnowaty, Agung Tri; Subagja, Roni Ilham
Informatics Management, Engineering and Information System Journal Vol. 3 No. 1 (2025): Informatics Management, Engineering and Information System Journal
Publisher : LPPM STMIK Mardira Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56447/imeisj.v3i1.384

Abstract

Personal financial management presents considerable difficulty for students, primarily due to limited income and frequently inconsistent lifestyles.  This research encompassed 60 students from STMIK Mardira Indonesia.  The questionnaire results indicated that 61.4% of respondents found it challenging to monitor their accounts constantly, and 21.4% expressed concerns about having insufficient time for documentation.  This research aims to develop a mobile application for personal money management specifically designed for students.  The application was developed using the Agile research methodology, utilizing AppSheet, and linked with Google Drive to guarantee data security.  The study utilized data collection techniques, including questionnaires, interviews, and literature reviews.  The results demonstrate that this program is proficient in aiding students with transaction documentation, budget oversight, and improving their financial literacy.  It is advisable to have functionalities for visualizing financial information and implementing automatic notifications when expenditures are near the established budget threshold.
Design Of Mobile Stock Management Application Integrated with Application Programming Interface: Case Study on One of The SMEs In Bandung initasari, Gita; Retnowaty, Agung Tri; Subagja, Roni Ilham; Ramlan, Isak; Widaretna, Titi
Informatics Management, Engineering and Information System Journal Vol. 2 No. 2 (2024): Informatics Management, Engineering and Information System Journal
Publisher : LPPM STMIK Mardira Indonesia

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

Abstract

Rapid Application Development (RAD) is a software development methodology prioritizes speed and flexibility. This study uses this approach to design and develop a web-based augmented reality furniture marketing information system by integrating a popularity-based ranking model in D FURNITURE. The RAD method was chosen because it can accelerate the software development process through an iterative cycle involving users in every development stage. This development cycle includes four phases: needs analysis, design, development, and implementation. The first stage is needs analysis, which collects data through interviews and surveys with D FURNITURE management and potential system users. This process aims to identify users' primary needs and preferences, including augmented reality visualization features and popularity-based ranking mechanisms. The data obtained becomes the basis for compiling the specifications of the system to be developed. The second stage is design, where an initial prototype of the system is developed based on the results of the needs analysis. This prototype includes the user interface design, augmented reality technology integration, and a popularity-based ranking algorithm. Users then test this prototype to obtain feedback on functionality and user experience. The third stage is development, where the designed system is developed into a fully functional version. At this stage, the development team refines the prototype based on the feedback provided during the design stage. Testing is carried out periodically to ensure that each system component works according to specifications and user needs. The final stage is implementation, which integrates the system into the D-FURNITURE operational environment. At this stage, end users receive training to ensure they can utilize all system features optimally. In addition, the integrated ordering system via WhatsApp media is also tested to ensure smooth communication between customers and the company. Using the RAD method, this study succeeded in developing a marketing information system that is responsive, adaptive, and responsive to user needs. The iterative development cycle ensures that the resulting system is technically efficient and provides an optimal user experience.