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Digital Evolution: A Comparative Study on Implementing Workflow Management at Dadang Maranatha Photography Banjarnahor, Wiwin; Sinuraya, Junus; Azanuddin; Purba, Bister; Tumanggor, Orli
Bahasa Indonesia Vol 16 No 01 (2024): Instal : Jurnal Komputer
Publisher : Cattleya Darmaya Fortuna

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54209/jurnalkomputer.v16i01.188

Abstract

In the current digital era, photography companies still rely on manual task assignments to manage their daily operations. This process involves the use of physical notes, spreadsheets, and face-to-face communication to assign and monitor tasks for team members. Photographers, editors, and other staff receive instructions verbally or through text messages, often leading to ambiguity regarding priorities and deadlines. Project management aspects such as scheduling, resource allocation, and overall photography project assignments tend to lack structure. This research proposes the use of a notification-based workflow management system to address these challenges. By automating task assignments, monitoring, and team coordination through real-time notifications, photography companies can improve operational efficiency and enhance team productivity. This study provides insights into how technology integration can enhance photography project management and contribute to the development of more structured and efficient systems in the future.
Development of an Integrated Application to Improve Mini Bank Services at T. Amir Hamzah Indrapura Private Vocational School Sinuraya, Junus; Sri A.B, Wiwin; Azanuddin; Purba, Bister
Bahasa Indonesia Vol 15 No 02 (2023): Instal : Jurnal Komputer Periode (Juli-Desember)
Publisher : Cattleya Darmaya Fortuna

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54209/jurnalkomputer.v15i02.131

Abstract

Teaching Factory Mini Bank is a banking service that is limited in nature and focuses more on basic banking services, especially on a smaller financial scale in the school environment, especially T Amir Hamzah Indrapura Private Vocational School. The function of the mini bank in the T Amir Hamzah Private Vocational School school environment is to build financial independence in the school environment, facilitate financial transactions between students, student guardians, schools and banks as well as serving savings activities (financial inclusion) within the school environment, the general public around the school and as a media medium. learning financial services through direct practice. The aim of this research is to produce a prototype for developing an enterprise architecture that suits the needs of the Mini Bank SMKS T.Amir Hamzah Indrapura application system so that it can provide control direction in the development of a sustainable application system in accordance with the desired needs. The methodology in this research uses the Enterprise Architecture Planning (EAP) method which defines two rows and three columns from the Zachman framework. The results of this research produced a prototype for the development direction of applying enterprise architecture technology to improve the services of Mini Private Bank T Amir Hamzah Indrapura.
PKM Pemanfaatan Aplikasi Augmented Reality Interaktif Dalam Pembelajaran Pra Literasi dan Pra Numerasi Anak Usia Dini Pada TK Amanda Sibolga Azanuddin; Sari Siregar, Yunita; Saleh, Amir; Jannah, Miftahul; Regina Puspa Sari Damanik, Almerinda
Prioritas: Jurnal Pengabdian Kepada Masyarakat Vol. 7 No. 02 (2025): EDISI SEPTEMBER 2025
Publisher : Universitas Harapan Medan

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

Abstract

Kegiatan pengabdian kepada masyarakat ini bertujuan untuk menerapkan teknologi Augmented Reality (AR) sebagai media pembelajaran interaktif bagi anak usia dini, khususnya dalam pengenalan huruf dan angka pada tahap pra-literasi dan pra-numerasi. Mitra kegiatan, TK Amanda Sibolga di Kota Sibolga, menghadapi kendala kurangnya media pembelajaran digital yang menarik dan interaktif. Proses belajar masih bersifat konvensional sehingga anak-anak mudah bosan dan guru kesulitan menghadirkan pembelajaran yang menyenangkan. Solusi yang ditawarkan adalah pengembangan aplikasi AR berbasis Android yang menampilkan huruf dan angka dalam bentuk tiga dimensi (3D) melalui kartu bergambar (flashcard) sebagai penanda (marker). Saat dipindai dengan kamera ponsel, objek huruf dan angka akan muncul dalam bentuk animasi berwarna cerah, sehingga menarik perhatian anak dan membantu memahami konsep dasar dengan cara visual dan menyenangkan. Kegiatan dilaksanakan melalui tahapan observasi, pelatihan guru, penerapan aplikasi di kelas, serta evaluasi hasil pembelajaran. Guru diberikan pendampingan untuk mengoperasikan aplikasi dan mengintegrasikannya dalam kegiatan belajar. Hasil menunjukkan peningkatan minat dan partisipasi anak dalam mengenal huruf dan angka, serta meningkatnya kemampuan guru dalam menggunakan teknologi pembelajaran. Program ini menjadi langkah nyata dalam mendukung transformasi digital pendidikan anak usia dini dan memperkuat peran perguruan tinggi dalam pemerataan akses teknologi di daerah.