Adidtya Perdana
Ilmu Komputer, Universitas Negeri Medan

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PELATIHAN PEMBUATAN DAN PENGGUNAAN APLIKASI E-LEARNING INTERAKTIF BERBASIS CONTENT MANAGEMENT SYSTEM Adidtya Perdana; Nurul Ain Farhana; Ruswan Nurmadi; Anjelus Nadaha Duha; M. Zulfikar Pinem; T. Sofia Chairani
JMM (Jurnal Masyarakat Mandiri) Vol 8, No 6 (2024): Desember
Publisher : Universitas Muhammadiyah Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31764/jmm.v8i6.26789

Abstract

Abstrak: Perkembangan teknologi informasi membuka peluang baru dalam dunia pendidikan, termasuk di tingkat sekolah dasar. Namun, banyak sekolah masih menghadapi tantangan dalam mengadopsi teknologi pembelajaran modern. Artikel ini membahas implementasi Program Kemitraan Masyarakat (PKM) yang bertujuan untuk meningkatkan keterampilan teknis tenaga kependidikan dalam menggunakan platform e-learning dan meningkatkan kualitas pembelajaran melalui penerapan aplikasi e-learning interaktif di sekolah dasar. Kegiatan ini melibatkan 21 orang tenaga kependidikan dengan metode sosialisasi, pengembangan aplikasi berbasis Moodle yang terintegrasi dengan Quizizz, pelatihan intensif, serta pendampingan dan evaluasi berkelanjutan. Evaluasi dilakukan melalui kuisioner menunjukkan peningkatan signifikan dalam kemampuan teknologi tenaga kependidikan, di mana 75% melaporkan peningkatan kemampuan teknologi, dan keterlibatan siswa dalam pembelajaran online meningkat dengan 85% guru melaporkan peningkatan partisipasi. Penggunaan fitur kuis interaktif mendorong partisipasi siswa hingga 90%, dengan peningkatan skor rata-rata 25%. Walaupun 20% pengguna masih menghadapi tantangan, program ini membuktikan efektivitas pendekatan komprehensif dalam integrasi e-learning, yang menjadi landasan untuk pengembangan program serupa di masa mendatang.Abstract: The advancement of information technology has opened new opportunities in the field of education, including at the elementary school level. However, many schools still face challenges in adopting modern learning technologies. This article discusses the implementation of the Community Partnership Program (PKM) aimed at enhancing educators' technical skills in using e-learning platforms and improving learning quality through the application of interactive e-learning applications in elementary schools. This initiative involved 21 educators and utilized methods such as socialization, development of a Moodle-based application integrated with Quizizz, intensive training, as well as continuous support and evaluation. Evaluation through surveys showed a significant improvement in educators' technological capabilities, with 75% reporting enhanced skills, and student engagement in online learning increased, with 85% of teachers reporting higher participation. The use of interactive quiz features encouraged student participation to reach 90%, with an average score increase of 25%. Although 20% of users still faced challenges, the program demonstrated the effectiveness of a comprehensive approach to e-learning integration, laying the groundwork for the development of similar programs in the future.
PERANCANGAN DAN IMPLEMENTASI AWAL APLIKASI FINEME BERBASIS FLUTTER UNTUK PENCATATAN KEUANGAN PRIBADI DIGITAL Muhammad Midayatul Arifin; Salsa Nabila Harahap; Ruth Amelia Vega S.; M Yazid Noor; Adidtya Perdana
PROGRESS Vol 18 No 1 (2026): April
Publisher : P3M STMIK Profesional Makassar

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

Personal financial record keeping is often delayed or messy, making it difficult to summarize data, unconnected to budget limits, and easily overlooked. This research designed and built FineMe, a Flutter-based application for recording transactions, managing categories, setting total and per-category budgets, displaying daily charts, exporting data to CSV, and managing recurring transactions. The development followed a layered architecture software engineering approach with SQLite in the data layer, a repository for logic and aggregation, Riverpod for state synchronization, and a Material interface. Requirements were derived from daily usage scenarios and implemented iteratively, while functional testing assessed the accuracy of calculations and interface responsiveness. Results showed that the income, expense, and balance summaries were updated instantly, two separate daily charts were easy to read, budget progress was calculated accurately, valid CSV files were opened in a spreadsheet, and recurring transaction rules reduced repetitive input. These findings confirm the effective combination of Flutter, SQLite, and reactive state management for building a precise, responsive, and scalable financial recorder.