Agreindra Helmiawan, Muhammad
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DESIGN OF A PLANE FIGURE MATHEMATICS EDUCATION GAME FOR CLASS IV STUDENTS BASED ON ANDROID Heryanto, Deni; Tri Julianto, Indri; Apriliani, Insani; Agreindra Helmiawan, Muhammad
Jurnal Teknik Informatika (Jutif) Vol. 4 No. 5 (2023): JUTIF Volume 4, Number 5, October 2023
Publisher : Informatika, Universitas Jenderal Soedirman

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52436/1.jutif.2023.4.5.1413

Abstract

Mathematics is a branch of knowledge related to developing abstract concepts, structures, and relationships in the form of numbers, symbols, and patterns. The issue some students still have trouble recalling formulas, doing division in one of the flat shape materials, and doing multiplication using the formula for the perimeter and area of flat shapes. This research discusses the design of educational games to help fourth-grade students learn flat-shape mathematics. Interviews were conducted with class IV teachers at SDN Sirnajaya Five in conveying material to students; they did not use learning media or visual aids. The problem that often arises is that some students still need help learning flat-shape mathematics. This research aims to build a flat-shape math educational game application for fourth-grade students so that these students can quickly understand the basics of flat-shape material, the definition of flat shapes, formulas, and the properties of flat shapes. The method used is the Multimedia Development Life Cycle (MDLC), a pattern for developing software systems consisting of Concept, Design, Material Collecting, Assembly, Testing, and Distribution stages, which form a workflow for planning and controlling the design of Educational Game applications. This research results in an Android-based flat-shape mathematics educational game application.
Pengukuran Kesiapan Transformasi Digital Desa Kaduwulung Menuju Desa Cerdas Berbasis SNI ISO 37122:2019 Melalui Pemetaan Data Desa Firmansyah, Esa; Agreindra Helmiawan, Muhammad
Infoman's : Jurnal Ilmu-ilmu Informatika dan Manajemen Vol. 19 No. 1 (2025): Infoman's
Publisher : LPPM & Fakultas Teknologi Informasi UNSAP

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Abstract

This study measures the readiness of digital transformation in Kaduwulung Village towards becoming a smart village using the SNI ISO 37122:2019 framework through information technology-based village data mapping. A quantitative method was applied by collecting data from 19 sectors and 81 standard indicators, which were then analyzed to determine the level of maturity. The results indicate a readiness achievement level of 52.4%, with key supporting factors including the availability of telecommunication infrastructure and support from the local government. Meanwhile, the main obstacles identified were limited inter-agency coordination, low digital literacy among citizens, and budget allocation constraints. GIS-based data mapping proved effective in identifying implementation gaps.