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Membangun Bisnis Digital melalui Project-Based Learning: Studi Pengembangan Website Pemesanan Online siMenu Syifa Nursaadah; Ferrol Azki Mashudi; Ester Olivia Silalahi; Wien Kuntari
Switch : Jurnal Sains dan Teknologi Informasi Vol. 3 No. 1 (2025): Januari : Switch: Jurnal Sains dan Teknologi Informasi
Publisher : Asosiasi Riset Teknik Elektro dan Informatika Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62951/switch.v3i1.327

Abstract

In the current digital era, SMEs in the culinary sector face challenges in adopting technology to improve operational efficiency. One solution to address this issue is the use of a simple and cost-effective QR Code-based application. This study aims to develop and implement siMenu, an application that provides table, order, and product management solutions without integrating complex digital payment systems. The method used is Project-Based Learning (PBL), which allows the development of technical skills while designing a sustainable business model through Business Model Canvas (BMC). The results show that siMenu successfully improved operational efficiency for SMEs, reduced ordering errors, and provided an easy-to-adopt solution with low implementation costs. However, challenges in application development and building user trust remain obstacles. The conclusion of this study is that simple digital solutions like siMenu can help SMEs in the culinary sector digitally transform and stay competitive in an increasingly evolving market.
Analisis Efektivitas Aplikasi Drops dalam Meningkatkan Penguasaan Kosakata Bahasa Jepang pada Pemula Dimas Akbar Tama; Syifa Nursaadah; Fatih Kawakib Kartono; Ferrol Azki Mashudi; Humannisa Rubina Lestari
Semantik : Jurnal Riset Ilmu Pendidikan, Bahasa dan Budaya Vol. 3 No. 2 (2025): May: Semantik : Jurnal Riset Ilmu Pendidikan, Bahasa dan Budaya
Publisher : Asosiasi Periset Bahasa Sastra Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61132/semantik.v3i2.1647

Abstract

This study aims to analyze the effectiveness of Drops app in improving Japanese vocabulary acquisition among beginners. Based on the theory of cognitivism, the study used a descriptive qualitative method with a sample of 21 subjects who answered 11 questions through a Google Form survey. Results showed that the use of Drops significantly increased the average vocabulary score by 43 % (from 28.5 to 40.7), which was influenced by the integration of gamification features and spaced repetition mechanism in the application. The majority of respondents (76 %) reported high satisfaction with ease of use, learning motivation, and effectiveness of visual illustrations, consistent with previous research on audiovisual and gamification-based mobile apps. However, about 24 % of respondents recorded medium to low scores on motivational aspects and interface appearance, indicating the need for UX/UI enhancements to expand adoption. Demographic statistics revealed the average age of respondents to be 18.38 years (Q1=17; median=18; Q3=20), confirming that teenagers and pre-adults are the main group of Drops users. The findings provide recommendations for both language education practitioners and app developers to optimize design and features to maximize vocabulary learning effectiveness.