Ranti Rahmadhani
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PENERAPAN APLIKASI KOPERASI PINTAR (KOPPI) SEBAGAI INOVASI LAYANAN KOPERASI PADA PT. WILMAR GROUP BERBASIS ANDROID Sandi Fadilah; Leony Nurtria Effendi; Lulu Khairunisa; Ranti Rahmadhani
Jurnal Ekonomi Bisnis Kompetif Vol 4 No 1 (2025): Inovasi, Pemasaran, dan Keuangan dalam Bisnis dan Kewirausahaan Kontemporer
Publisher : Komunitas Manajemen Kompetitif

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35446/bisniskompetif.v4i1.2230

Abstract

Digital transformation has become an urgent necessity for cooperatives to improve operational efficiency and service quality in the modern era. Koperasi Bersama Wilmar Group, Dumai City, previously still used a manual system that caused delays in processes, lack of data accuracy, and low member satisfaction. This research aims to develop and implement an Android-based digital cooperative application to address these issues and support the modernization of cooperative services. The research method used is a case study with a combined quantitative and qualitative approach. Data collection was conducted through direct observation of the cooperative service process and analysis of member loan and savings transaction data that had previously been recorded manually. The application system was developed using PHP technology with the Laravel Framework as the service, ReactJS as the admin panel for the management, and Flutter for the Android application. It also uses a MySQL database. The results of qualitative testing show an increase in members' positive perception towards easier service access, information transparency, and a faster loan application process. Quantitatively, there was an increase in efficiency in the number of transactions and service processing time, as shown by the comparison of transaction data from January to April 2025. The Black Box Testing method is used to ensure that all application features function properly. This research recommends continuous development of the application system, regular training for members and administrators, as well as periodic evaluation of the need for new features so that the digital transformation of cooperatives can be sustainable and responsive to the needs of members in the future
Rancang Bangun Augmented Reality Book Edukasi “Apa yang Tidak Bisa Kulihat” Ranti Rahmadhani; Chintiya Larashati
MASALIQ Vol 6 No 5 (2026): MASALIQ: Jurnal Pendidikan dan Sains
Publisher : Lembaga Yasin AlSys

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58578/masaliq.v6i5.11601

Abstract

Although the use of augmented reality in early childhood education continues to develop, media that specifically visualize invisible phenomena through the integration of physical books, three-dimensional objects, animation, audio, and interaction remain limited. This study aimed to design and develop the educational Augmented Reality Book Apa yang Tidak Bisa Kulihat for children aged 3–6 years. The study employed a research and development approach with the stages of research, design, and development. A total of 25 respondents were selected using a purposive sampling technique. Data were collected through observation, Likert-scale questionnaires, open-ended questions, short interviews, and a literature review, and were then analyzed using descriptive quantitative and qualitative methods. The results of the study produced an interactive illustrated book with five features, namely AR Cover, AR Wind, AR Smell, AR Bacteria, and AR Sound. Alpha testing showed that six components, including navigation, functioned according to the design with a 100% success rate. The product was able to display three-dimensional objects, animation, audio, and interactive responses after the image target was recognized. These findings enrich the development of augmented reality-based early science learning media and demonstrate the potential of integrating physical books and digital technology as an interactive educational medium. Further testing involving children, parents, and teachers is needed to assess the learning effectiveness and ease of use of the product.