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Optimalisasi Pengarsipan Surat Masuk dan Surat Keluar dengan Sistem Berbasis Web Kantor Desa Waharia Gunawan Prayitno; Merlin Tandi Pakila
Jurnal Teknologi dan Informatika Vol. 2 No. 1 (2024): Agustus : Jurnal Teknologi dan Informatika
Publisher : STMIK Pesat Nabire

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.70539/jti.v2i1.32

Abstract

Management of incoming and outgoing mail archives is a crucial aspect of organizational administration, including at the Waharia Village Office. Currently, the archiving process is still done manually, posing various challenges such as lengthy search times, risks of document damage or loss, and the need for extensive storage space. To address these issues, this research developed a web-based mail archiving information system. The study findings indicate that the web-based archiving system enhances the efficiency and effectiveness of archive management by enabling quick and easy recording, storage, and retrieval of mail archives. Documents can be accessed from anywhere with an internet connection, equipped with advanced search features to expedite the retrieval process. Furthermore, the use of digital storage reduces the risks of document damage or loss, while controlled access management enhances data security.
Pemanfaatan Game Scratch sebagai Media Pembelajaran Interaktif di SD Inpres Waharia Gunawan Prayitno; Merlin Tandi Pakila; Arief Rahman Hakim
Jurnal Publikasi Teknik Informatika Vol. 4 No. 3 (2025): September : Jurnal Publikasi Teknik Informatika
Publisher : Lembaga Pengembangan Kinerja Dosen

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55606/jupti.v4i3.5577

Abstract

Low student learning motivation in conventional teaching remains a major challenge in elementary education, especially in regions with limited access to educational technology. This study aims to develop and evaluate the effectiveness of interactive learning media based on games created with the Scratch application to improve learning motivation among fourth-grade students at SD Inpres Waharia. The research employed a Research and Development (R&D) approach with a prototyping model, encompassing stages of needs analysis, media design, prototyping, implementation, and evaluation through limited trials. Data collection involved student engagement observations, teacher interviews, and validation sheets from media and subject experts. The results indicated that the use of Scratch significantly enhanced students’ attention and active participation, creating a more enjoyable and engaging learning atmosphere. Teachers acknowledged that the media supported visual and interactive material delivery, accelerating students’ understanding of key concepts. Therefore, Scratch-based media is a promising alternative for innovative learning tools, aligning with 21st-century educational needs and supporting digital transformation policies in elementary education.