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Sistem Informasi Sentralisasi Keuangan Mingguan (Studi Kasus : GMIM Anugerah Koka, Kecamatan Tombulu) Adelin Nelsyia Pieter; Marline Sofiana Paendong; Stephano Caesar Wenston Ngangi
Indonesian Journal of Intelligence Data Science Vol 2 No 2 (2023): Volume 2 No. 2 2023
Publisher : Faculty of Mathematics and Natural Sciences Sam Ratulangi University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35799/ijids.v2i2.51281

Abstract

The procedure applied to the management of weekly financial data at GMIM Anugerah Koka, Tombulu District begins with the inclusion of financial funds from the congregation, BIPRA, Column, BIPRA coloumn, Elderly to the Treasurer of the Congregation and also the management of financial data at GMIM Anugerah Koka is still done manually and when calculating data finance still uses a calculator tool. With the development of technology so that a website-base weekly centralized financial information system can be carried out. The purpose of building this website-based weekly financial centralization information system is to make it easier for the Congregational Treasurer to manage weekly finances. The system was built and developed using the waterfall method starting from analysis, design, coding or implematation, testing, operation and maintenance. This weekly financial centralization website has two entities, namely the Treasurer as a manager who can login, input, edit, delete, view, print weekly financial data while MPJ can process weekly login, view, and print financial data.
Aplikasi Sistem Informasi Taman Pendidikan Al-Qur’an (TPA) Az-Zikra Berbasis Website Menggunakan Metode Rapid Application Development Nurul Nikma Salsabila; John Socrates Kekenusa; Stephano Caesar Wenston Ngangi
Indonesian Journal of Intelligence Data Science Vol 2 No 2 (2023): Volume 2 No. 2 2023
Publisher : Faculty of Mathematics and Natural Sciences Sam Ratulangi University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35799/ijids.v2i2.51523

Abstract

In the modern era like now, the use of information technology has become an important part of daily activities. An information system is a system that processes data into information and websites as a medium for conveying information are very important. Az-Zikra Al-Qur'an Education Park (TPA) is a non-formal religious educational institution for the Muslim community which uses the Al-Qur'an as its main material, and to make the young generation Qur'anic and grounded in the Qur'an. . Located in Patampanua District, Pinrang Regency, South Sulawesi, and was founded in 2016. This place focuses on Muslim children aged 7-12 years. However, in managing data, TPA Az-zikra uses conventional methods. Recording of registrants, students, teachers, and TPA internal data is done manually, causing the data to be scattered and difficult to manage. Apart from that, the lack of efforts to disseminate information about TPA Az-zikra has also resulted in low public knowledge about this institution. To overcome this problem, researchers aim to create a website-based information system application using the rapid application development (RAD) method. This research produces a website-based information system application that can be used to make it easier for users to register as students at the Al-Qur'an Education Park (TPA) Az-zikra online, and at the Al-Qur'an Education Park (TPA) Az- zikra will make it easier to manage student data, teacher data and important information about the Az-zikra Al-Qur'an Education Park (TPA) so that it can be known by the outside community.
Developing an Augmented Reality Learning Application for the 10 Plagues Bible Story Using the MDLC Method Pranatania Putri Karista Rembet; Chriestie Ellyanne Clara Juliet Montolalu; Mahardika Inra Takaendengan; Christian Alderi Jeffta Soewoeh; Stephano Caesar Wenston Ngangi; Dodisutarma Lapihu
INTECH Vol. 7 No. 1 (2026): INTECH (Informatika Dan Teknologi)
Publisher : Informatics Study Program, Faculty of Engineering and Computers, Baturaja University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54895/intech.v7i1.3468

Abstract

Sunday School learning needs interactive media that can help children understand Bible stories through concrete visual experiences. This study developed an Android-based Augmented Reality learning application for the 10 Plagues Bible story using the Multimedia Development Life Cycle method. The application was built with Unity and Vuforia and used marker-based AR to display 3D objects and animations related to each plague. Data were collected through observation, questionnaires, functional testing, technical testing, and usability evaluation. The evaluation included Black Box Testing, marker-distance testing, lighting testing, device testing, and System Usability Scale testing. The results showed that all 10 Black Box Testing scenarios were successful, indicating that the main application functions worked as designed. Marker detection worked at 15 cm and 20 cm under normal lighting. The application also ran smoothly on the tested Android devices. However, marker detection failed under dim lighting. The SUS test produced an average score of 69.79, categorized as grade D with an Ok rating. These findings show that the application is functional and usable, although improvements are still needed in user guidance, interface clarity, and low-light marker detection. The application can support Sunday School teachers in presenting Bible stories through more visual and interactive learning media.
Developing an Augmented Reality Learning Application for the 10 Plagues Bible Story Using the MDLC Method Pranatania Putri Karista Rembet; Chriestie Ellyanne Clara Juliet Montolalu; Mahardika Inra Takaendengan; Christian Alderi Jeffta Soewoeh; Stephano Caesar Wenston Ngangi; Dodisutarma Lapihu
INTECH Vol. 7 No. 1 (2026): INTECH (Informatika Dan Teknologi)
Publisher : Informatics Study Program, Faculty of Engineering and Computers, Baturaja University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54895/intech.v7i1.3468

Abstract

Sunday School learning needs interactive media that can help children understand Bible stories through concrete visual experiences. This study developed an Android-based Augmented Reality learning application for the 10 Plagues Bible story using the Multimedia Development Life Cycle method. The application was built with Unity and Vuforia and used marker-based AR to display 3D objects and animations related to each plague. Data were collected through observation, questionnaires, functional testing, technical testing, and usability evaluation. The evaluation included Black Box Testing, marker-distance testing, lighting testing, device testing, and System Usability Scale testing. The results showed that all 10 Black Box Testing scenarios were successful, indicating that the main application functions worked as designed. Marker detection worked at 15 cm and 20 cm under normal lighting. The application also ran smoothly on the tested Android devices. However, marker detection failed under dim lighting. The SUS test produced an average score of 69.79, categorized as grade D with an Ok rating. These findings show that the application is functional and usable, although improvements are still needed in user guidance, interface clarity, and low-light marker detection. The application can support Sunday School teachers in presenting Bible stories through more visual and interactive learning media.