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Perancangan Sistem Monitoring Sasaran Kerja Berbasis Website Studi Kasus: PT Swabina Gatra Putri, Erna Dwita Sari Cahyani; Chotijah, Umi
sudo Jurnal Teknik Informatika Vol. 4 No. 3 (2025): Edisi September
Publisher : Ilmu Bersama Center

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56211/sudo.v4i3.1243

Abstract

Perkembangan dalam lingkup teknologi informasi menyediahkan prospek besar untuk mendukung proses bisnis, salah satunya melalui sistem pemantauan target kerja. Di PT Swabina Gatra, proses pemantauan tetap dikerjakan dengan manual, yang seringkali mengakibatkan penundaan, ketidakakuratan data dan kesulitan dalam rekap data serta pelaporan. pengkajian ini bermaksud untuk membangun prosedur berbasis website guna mengawasi sistem observasi target kerja guna memfasilitasi pencatatan, pemrosesan, dan pelaporan dokumen terkait makin singkat dan akurat. Pengkajian ini memanfaatkan metode Waterfall, yaitu metode perancangan sekuensial dimana mencakup penelitian keperluan, rancangan sistem, penerapan, uji coba, dan pengelolaan. Sistem ini dikembangkan memanfaatkan PHP menjadi kode pemrograman dan MySQL guna manajemen basis data. output pemeriksaan memperlihatkan bahwasanya sistem beroperasi mengaplikasikan benar. Sistem ini memberikan kemudahan bagi unit kerja dalam menginput data pemantauan, dan menawarkan fitur pelaporan langsung. Oleh karena itu, sistem ini dapat memperbaiki kinerja pemrosesan data, mendukung tahapan pengambilan keputusan, dan diharapkan mampu ditingkatkan lebih efektif guna program ini lebih komprehensif.
Optimalisasi Proses Pembelajaran Inovatif Melalui Pelatihan Perancangan Game Edukasi Berbasis Kecerdasan Buatan Menggunakan Scratch Chotijah, Umi; Bhakti, Henny Dwi; Putri, Erna Dwita Sari Cahyani; Akbar, Muhammad Asad Muhibbin; Fahmi, Yusril
JPM: Jurnal Pengabdian Masyarakat Vol. 6 No. 3 (2026): January 2026
Publisher : Forum Kerjasama Pendidikan Tinggi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47065/jpm.v6i3.2657

Abstract

Community service activities were carried out to address the problem of low utilization of interactive technology in mathematics learning at SMA Muhammadiyah 5 Digital Content Class, Padang Bandung, Dukun District, Gresik Regency. The purpose of this activity is to improve the competence of teachers and students in designing innovative learning media thru the development of artificial intelligence-based educational games. The implementation methods include workshops, hands-on practice, group discussions, and intensive mentoring. Participants are trained to design game flow, integrate simple artificial intelligence concepts, and apply mathematical logic in Scratch. The evaluation results show an average increase of 35.8% in participants' knowledge scores between the pre-test and post-test. Additionally, based on the satisfaction survey given to teachers and students. From 92% of teachers who felt the training was very beneficial for the development of their teaching skills, and 88% of students stated that this activity was fun and made them more interested in learning mathematics, showing high enthusiasm and being able to produce educational game prototypes relevant to mathematical material. This activity is expected to serve as a model for sustainable training in optimizing the use of artificial intelligence-based technology for more engaging and practical mathematics learning.