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Optimalisasi Pendataan Anak Serta Donatur Yayasan Kasih Mandiri Bersinar dengan Metode Prototype Filomon Kiik Tahu; Winton Ginting; NM Faizah
Design Journal Vol. 2 No. 2 (2024): July
Publisher : Yayasan Pendidikan Mitra Mandiri Aceh (YPMMA)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58477/dj.v2i2.181

Abstract

The Yayasan Kasih Mandiri Bersinar (YKMB) is a child welfare institution established in May 1996. However, data management for foster children and donors is still performed manually using notebooks or Microsoft Excel, leading to challenges such as data entry errors, difficulties in report generation, data loss, and limitations in information retrieval. This study employs a prototyping method to develop a web-based application using PHP and MySQL. The prototyping approach allows iterative testing and refinement of the application based on user feedback throughout the development process. The results indicate that the application meets the foundation’s requirements, enhances data management efficiency, and reduces the risks of errors and data loss. Additionally, the application facilitates faster and more structured report generation, supporting better data management practices at YKMB.
Web-Based Employee Recruitment Application at PT Parastar Group Utilizing the Rapid Application Development (RAD) Method Teddy Septria Wiguna; Winton Ginting; NM Faizah
International Journal Software Engineering and Computer Science (IJSECS) Vol. 4 No. 3 (2024): DECEMBER 2024
Publisher : Lembaga Komunitas Informasi Teknologi Aceh (KITA)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35870/ijsecs.v4i3.3069

Abstract

The research designs a web-based employee recruitment information system developed for PT. Parastar Group, by utilizing PHP and MySQL. This system offers a solution for companies to manage applicant data archiving by HRD staff more efficiently and effectively. Applicant data is stored in a MySQL database server, reducing dependence on physical filing cabinets. In addition, applicants can complete application forms and access company information and job descriptions more efficiently. This research focuses on designing an employee recruitment information system for PT. Parastar Group, using the waterfall model as a development methodology. This system is built using the PHP programming language. The result of this research is a functional web-based employee recruitment information system. This system is expected to assist the HRD division in processing data for employee archiving and orientation.
Aplikasi Pemesanan E-Ticket di Kolam Renang Primer Koperasi Angkatan Laut (Primkopal) Lanmar Jakarta Berbasis Android dengan Metode First Come First Serve Menggunakan Android Studio dan Firebase Andi Nurwansyah; NM Faizah; Winton Ginting
Computer Journal Vol. 1 No. 1 (2023): February
Publisher : Yayasan Pendidikan Mitra Mandiri Aceh (YPMMA)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58477/cj.v1i1.63

Abstract

Primkopal Lanmar Jakarta Swimming Pool is one of the swimming pools under the auspices of the Jakarta Marine Base Marine Cooperative Primary which is engaged in business, in the form of Pool Rentals. Until now, Pool Ticket Ordering is still done manually. The method used by the Primkopal Swimming Pool management is currently inefficient. Therefore, this study has the objectives, (1) Designing a swimming pool ticket booking application that can be easily and quickly accessed by customers via gadgets, (2) Designing a swimming pool ticket ordering application that can be used by employees to update availability status information swimming pool, and (3) Designing a swimming pool ticket booking application that can provide an overview of the facilities offered by Primkopal Swimming Pool. From this goal, the authors built and designed an Android-based application for ordering e-tickets at the Lanmar Jakarta Navy Cooperative Primary Pool (Primkopal) with the First Come First Serve method using Android Studio and Firebase. The final result of this research is to improve the quality and service for prospective purchasers of Primkopal Lanmar Jakarta Swimming Pool Tickets.
Aplikasi Perpustakaan di SMA YAPEMRI Depok Timur Berbasis Web Doni Dwi Saputro; NM Faizah; Winton Ginting
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 Jonatan Manik; NM Faizah; Winton Ginting
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.