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Analisis Bibliometrik Metode PROMETHEE untuk Pemilihan Smartphone Lestari, Mulyati; Hasibuan, Safina Faradilla; Fajrina, Berliana; Rahayu, Shopia; Fanesa, Olvya; Rahayu, Puji
Media Informatika Vol 24 No 1 (2025)
Publisher : P3M STMIK LIKMI

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37595/mediainfo.v24i1.226

Abstract

Penelitian ini membahas penggunaan metode PROMETHEE (Preference Ranking Organization Method for Enrichment Evaluation) untuk membantu memilih smartphone. Metode ini digunakan karena mampu menangani berbagai kriteria seperti harga, spesifikasi, dan fitur, yang sering membingungkan konsumen. Data penelitian dikumpulkan dari Google Scholar menggunakan aplikasi Publish or Perish untuk periode 2019–2024. Kemudian, data dianalisis menggunakan VOSviewer untuk menampilkan hubungan antara istilah-istilah yang sering muncul dalam penelitian terkait. Hasil penelitian menunjukkan bahwa metode PROMETHEE banyak digunakan dalam sistem pendukung keputusan dan terbukti membantu pengguna memilih smartphone dengan lebih mudah. Sebanyak 269 artikel ditemukan yang membahas tentang metode ini, mencakup berbagai aplikasi seperti penilaian produk dan rekomendasi pembelian. Artikel-artikel tersebut dikelompokkan berdasarkan tema tertentu, seeperti pemilihan produk elektronik dan aplikasi PROMETHEE di berbagai bidang. Hasil tersebut menunjukkan masih banyak yang menggunakan metode PROMETHEE untuk membantu dalam mempermudah proses pemilihan smartphone berdasarkan kebutuhan pengguna.
E-Commerce Educational Flashcard Using Rapid Application Development (RAD) at Lantaburo Homeschooling Lestari, Mulyati; Maiyanti, Ruci
International Journal Software Engineering and Computer Science (IJSECS) Vol. 5 No. 1 (2025): APRIL 2025
Publisher : Lembaga Komunitas Informasi Teknologi Aceh (KITA)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35870/ijsecs.v5i1.3455

Abstract

The advancement of information technology has significantly impacted various aspects of life, including the education sector. Homeschooling Lantaburo, as a provider of alternative education, requires an effective platform to support the learning process, particularly in providing interactive learning media such as flashcards. This study aims to develop an educational flashcard e-commerce platform using the Rapid Application Development (RAD) method to accelerate the creation and delivery of engaging and interactive learning tools. The RAD method was chosen for its ability to produce systems in a relatively short time through iterative processes and prototyping. The results of this study demonstrate that the development of an educational flashcard e-commerce platform was successfully implemented with features such as a product catalog, shopping cart, checkout, and a user-friendly payment system. System testing indicated that the platform performs well and delivers positive user experience. In conclusion, the application of flashcard e-commerce using the RAD method is effective in facilitating accessible educational flashcard purchases and enhancing the quality of teaching and learning processes at Homeschooling Lantaburo
Improving Inclusive Students Competence through 3D Flashcard Animation-Based Animal Exploration Hasanudin, Muhaimin; Riskinanti, Karisma; Santoso, Hadi; Novrizal, Kevin; Lestari, Mulyati; Afiyati, Afiyati
Engagement: Jurnal Pengabdian Kepada Masyarakat Vol 9 No 1 (2025): May 2025
Publisher : Asosiasi Dosen Pengembang Masyarajat (ADPEMAS) Forum Komunikasi Dosen Peneliti

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29062/engagement.v9i1.1817

Abstract

Children with special needs often face challenges in recognizing animal shapes and sounds. This community service program (PKM), based on the Service Learning approach, developed an application called Teh Melati, which utilizes Augmented Reality (AR) by combining 3D animation with traditional 2D flashcards to aid in animal recognition. The PKM was conducted over one day with 32 students with disabilities aged 6–14 years (N=32) at HS-Lantaburo. The Service Learning methodology involved actively engaging the community (teachers, parents, and students) in the design, implementation, and evaluation of the learning intervention. Students participated in an interactive animal exploration game that focused on animal images and sounds. Pre-intervention test scores averaged 63.75, while post-intervention scores increased to 81.25. A total of 25 students (78% of the participants) showed significant improvement. The active participation of teachers and parents in hands-on workshops further extended the impact of the intervention. These results demonstrate that learning gaps in special needs education can be addressed through community involvement and the integration of 3D flashcard animation technology, with Service Learning serving as an effective framework for creating meaningful educational experiences for both the students and the community.