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Journal : Design Journal

Aplikasi Perpustakaan di SMA YAPEMRI Depok Timur Berbasis Web Saputro, Doni Dwi; Faizah, NM; Ginting, Winton
Design Journal Vol. 1 No. 1 (2023): January
Publisher : Yayasan Pendidikan Mitra Mandiri Aceh (YPMMA)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58477/dj.v1i1.60

Abstract

The library is part of a separate building or structure that contains a collection of books, which are arranged and arranged in such a way that it is easy to find and use them at any time when needed by readers. Along with the development of the times, many libraries have abandoned the manual system and switched to a digital system. However, the Yapemri library still uses a manual system from borrowing to freezing, so it is not uncommon for opening files to be lost. This causes losses to the library because many loan reports are often lost. Therefore, by utilizing technology the research team developed the Yapemri library application so that the library no longer uses a manual system. The Yapemri Library application was created using the PHP programming language and MySQL as the Xampp database as a web server. This application has gone through two stages of testing, namely user testing and black-box testing. The test results with black-box show that all the features in the application run well. The results of the responses from users stated that they were quite good for this application. Thus, the authors can conclude that the website-based Yapemri library application is successful.
Pengembangan Aplikasi Game Edukasi Matematika SD 02 Pagi Pondok Labu Berbasis Android dengan Metode Rapid Application Development Menggunakan Adobe Flash CS6 Manik, Jonatan; Faizah, NM; Ginting, Winton
Design Journal Vol. 1 No. 1 (2023): January
Publisher : Yayasan Pendidikan Mitra Mandiri Aceh (YPMMA)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58477/dj.v1i1.62

Abstract

This research was conducted at SD 02 Pagi Pondok Labu, Cilandak, South Jakarta, with a background of the problem, namely the learning process used in education today where computer-based learning media is only limited to transferring paper media to digital media with the same appearance. This is what causes the learning media to be less than optimal as is the case in the mathematics learning process where the media used in learning material about mathematics in elementary schools is less attractive because of the learning process that still uses classical methods or conventional methods in the teaching and learning process. This research method uses the Rapid Application Development (RAD) method while the data collection methods used are observation, interviews, and literature study. This study aims to design and build learning media applications in the form of Android-based math educational games. The results of the research are in the form of a mathematics educational game application at Pondok Labu 02 Pagi Elementary School that can be played with a smartphone or laptop as a medium to increase interest in learning for students and media for teachers in providing learning about mathematics.