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Contact Name
Adam Mudinillah
Contact Email
adammudinillah@staialhikmahpariangan.ac.id
Phone
+6285379388533
Journal Mail Official
adammudinillah@staialhikmahpariangan.ac.id
Editorial Address
Jorong Kubang Kaciak Dusun Kubang Kaciak, Kelurahan Balai Tangah, Kecamatan Lintau Buo Utara, Kabupaten Tanah Datar, Provinsi Sumatera Barat, Kodepos 27293.
Location
Kab. tanah datar,
Sumatera barat
INDONESIA
Journal of Computer Science Advancements
ISSN : 30263379     EISSN : 3024899X     DOI : https://doi.org/10.70177/jsca
Core Subject : Science,
Journal of Computer Science Advancements is an international peer-reviewed journal dedicated to interchange for the results of high quality research in all aspect of science, engineering and information technology. The journal publishes state-of-art papers in fundamental theory, experiments and simulation, as well as applications, with a systematic proposed method, sufficient review on previous works, expanded discussion and concise conclusion. As our commitment to the advancement of science and technology, the Journal of Computer Science Advancements follows the open access policy that allows the published articles freely available online without any subscription.
Articles 86 Documents
The Role of Technology in Indonesian Education at Present Rabani, Salma; Khairat, Annisaul; Guilin, Xie; Jiao, Deng
Journal of Computer Science Advancements Vol. 1 No. 2 (2023)
Publisher : Yayasan Adra Karima Hubbi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.70177/jsca.v1i2.403

Abstract

Technology has become increasingly important in education, including in Indonesia. The implementation of technology in education is expected to improve the quality of education and help reduce the gap in education access across regions. However, several factors have hindered the implementation of technology in education in Indonesia, such as limited infrastructure, inadequate training and development for teachers and lecturers, and digital divides between regions. Despite these challenges, the use of technology in education has several benefits, including improving the quality of learning and motivation of students and increasing the efficiency of administrative tasks for teachers and lecturers. To improve the implementation of technology in education in Indonesia, efforts are needed to develop supporting infrastructure, provide training and development for educators, and establish clear policies and regulations. Collaboration between the government, educational institutions, and the private sector is also necessary. This article discusses the role of technology in education in Indonesia and the factors that influence its implementation, drawing on various studies and research.
Threeyasa Group Banyuwangi Company Profile Design Arbekti Arman, Shevti; Wang, Yuanyuan; Zou, Guijiao
Journal of Computer Science Advancements Vol. 1 No. 1 (2023)
Publisher : Yayasan Adra Karima Hubbi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55849/jsca.v1i1.404

Abstract

In this era of industrial revolution, it is undeniable that development progress is increasing to meet human needs in carrying out their activities. One of the groups that play an important role in this field is a company that focuses on tourism services. ThreeYasa Group is a Travel Agency business that was founded in 2020. Threeyasa Group is still fairly conventional in conducting promotions and communication with customers, namely utilizing the exchange of short messages only. ThreeYasa Group needs a digital platform to introduce its business to a wider audience. Company Profile is an effective promotional media design that can attract consumer attention and build cooperation with business people. Designing a company profile can make it easier for the owner to manage his business and make his business more dynamic. software development in making a company profile using the waterfall model. system analysis using interviews and observation methods. in visualizing actors with the system using usecase diagrams implemented using StartUML software. while coding uses the php programming language with Notepade++ software. Testing the system using Black Box Testing.
Interactive Learning Media Application For The Introduction Of Human Needs In Children Aged Teresia, Vany; Jie, Lie; Jixiong, Cai
Journal of Computer Science Advancements Vol. 1 No. 1 (2023)
Publisher : Yayasan Adra Karima Hubbi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55849/jsca.v1i1.406

Abstract

Early childhood education is a form of education that focuses on establishing the basis for significant physical growth and development, such as body growth and motor development. Children begin to develop the ability to think, learn, remember and understand basic concepts. This research aims to produce an animated application for the introduction of human needs in children for their congnitive development. In the design process using Flowchart diagram to create an overview of how the process in the interactive learning media application. Storyboard is used for an overview of the appearance and workings of interactive learning media applications. There are several choices of materials such as food, drink, clothing, health, hygiene and safety. All materials are equipped with sound images and attractive displays. Flowchart is used to display the workflow, from the start to the stage of selecting interactive learning media application materials. The application contains material that already covers the curriculum used by PAUD schools in general. Interactive learning media applications help early childhood in learning about human needs.
Development of Media Matching Box to stimulate symbolic thinking skills in children aged 4-5 years Hasanah, Iis Uswatun; Tabroni, Imam; Brunel, Benjamin; Alan, Milton
Journal of Computer Science Advancements Vol. 1 No. 1 (2023)
Publisher : Yayasan Adra Karima Hubbi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55849/jsca.v1i1.442

Abstract

This study aims to develop Matching Box media to improve symbolic thinking skills in children aged 4-5 years at Hidayatul Islamiyah Kindergarten. The development model used in this study is Borg and Gall which has been simplified into 6 stages consisting of: Needs Analysis, Planning, Initial Product Development, Learning Media Revision, Field Testing, Final Media Revision. The developed media was validated by 1 material expert and 1 media expert before being tested on children. The trial subjects of this study were 11 children. The instruments used to collect data are learning achievement tests, and observations. the results of the learning test and pretest observation obtained a classical percentage of 72.7% Developing According to Expectations (BSH) and 27.3% Starting to Develop (MB) and the results of the study test and posttest observation obtaining a classical percentage of 90.9% could be categorized as 'Very Well Developing (BSB)' and 9.1% of children were categorized as 'Beginning to Develop (MB)'. From these results, it can be concluded that the Matching Box media is appropriate to be used to improve the symbolic thinking skills of children aged 4-5 years
Number Rinner Games To Improve 5-6 Year-Old Counting Ability Rahayu, Sinta Sri; Tabroni, Imam; Martin, Jayshree; Fang, Wang
Journal of Computer Science Advancements Vol. 1 No. 1 (2023)
Publisher : Yayasan Adra Karima Hubbi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55849/jsca.v1i1.443

Abstract

The purpose of this research is to develop educational game tools for improve children's cognitive. The application of APE (Educative Game Tool) was carried out on village children to be exact at Harapan Pertiwi 2 Kindergarten. The researcher used the R&D research method (Research & Development) which aims to determine the application of game tools educative windmill counting in developing the development of cognitive aspects of children. This study used a child subject, namely 4 children between the ages of 4-5 years. Technique data collection using observation, interviews, trials, expert validation, and documentation. Based on the results of the research on the application of the Counting Rabbit Educative Game Tool it is proven feasible to use and able to improve children's cognitive abilities. Children are very enthusiastic in trying the game. The results of the data obtained from the Material Expert found that the total rating score obtained was 63 out of the expected 80, after being converted in the presentation the result was 143.2% in the 'Very Good' category. In the assessment rubric it is known that there is a significant difference in the ability to recognize the concept of numbers in children aged 5-6 years in playing the Counting Rabbit Windmill. In the pre-test activity, an average score of 30 out of 80 was obtained. Meanwhile, in the post-test activity using developed media, an average score of 50 was obtained from the score of 85. The pre-test and post-test activities experienced an increase in the average score of 125.1. So that with the Counting Rabbit Wheel media it can improve children's cognitive abilities.
Product Development of Unique Clothing Learning Media to Stimulate Fine Motor Skills of 4-5 Years Old Children Nopiyanti, Heni; Tabroni, Imam; Barroso, Uwe; Intes, Amina
Journal of Computer Science Advancements Vol. 1 No. 1 (2023)
Publisher : Yayasan Adra Karima Hubbi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55849/jsca.v1i1.452

Abstract

The purpose of this study was to create a learning model product in the form of unique clothing to stimulate fine motor skills of children aged 5-6 years in Purwakarta. The research method used a mixed method with a research and development (R&D) design. The research process starts from making a product design design using media with materials around, in the form of used gallon bottles, design validation, revision, making products, limited product trials, making products, stage 1 product revision, main field trials, revision 2, operational field trials, product revision 3, dissemination and product marketing. The results of research on the development of unique clothing learning models to stimulate fine motor skills are more creative and innovative learning models. The results of the research in the form of children's fine motor movement skills are getting better and children's fine muscles are getting stronger and more skillful. This unique clothing model gives children the interest to be able to play it so that fine motor skills are stimulated in a fun way. The technique supports children's understanding of attitudes, motivation and curiosity towards psychomotor activities (fine motor). This broad trial was conducted three times and experienced good improvement, so it is hoped that this model can be disseminated to PAUD institutions in Purwakarta and surrounding areas.  
Development of Labyrinth Media to Stimulate Prosocial Behavior Skills of 5-6 years old Children in Purwakarta Alsafiah, Cut Mutia; Tabroni, Imam; Mark, Elladdadi; Maharjan, Kailie
Journal of Computer Science Advancements Vol. 1 No. 1 (2023)
Publisher : Yayasan Adra Karima Hubbi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55849/jsca.v1i1.453

Abstract

This study aims to produce a valid labyrinth learning media to improve the ability of prosocial behavior in children aged 5-6 years.  This research is a development research with the development model used by Sugiyono.   In this study, researchers only used 7 (seven) stages, namely knowing problems and potential, data collection, product design, design validation, design revision, product trials and product manufacturing.  The next stage was not carried out due to cost and time constraints. The data collection technique used is a questionnaire, where the questionnaire is validated by material experts, media experts and educators. The type of data generated is quantitative and qualitative data. The average percentage result of the pretest conducted on 3 children is 10.6%, proving that the child's condition is still in the undeveloped stage. Then the posttest was carried out, namely the condition after the child was given the labyrinth media, the average percentage result of this posttest was 14.6% which proved that the child experienced a change in condition to develop as expected. So it can be concluded that the Labyrinth media to improve the ability of prosocial behavior of children aged 5-6 years has met the criteria for validity.  
Fun Number Recognition Cards as a Learning Media to Count for 4-5 Years Old Children Fitriani, Ulfa; Tabroni, Imam; Guilin, Xie; Jiao, Deng
Journal of Computer Science Advancements Vol. 1 No. 2 (2023)
Publisher : Yayasan Adra Karima Hubbi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55849/jsca.v1i2.454

Abstract

Mathematics education is a very important education. Early childhood is a golden age, namely the age of 0-6 years in Indonesia and abroad, namely at the age of 0-8 years. According to Jean Piaget, this has been the main reference for the kindergarten curriculum and even education in general. The first step is to design a fun number learning media with the latest literature. The design is tested by experts and validated according to the needs of students. The result of the author's initial observation in the field is that Amira kindergarten students aged 4-5 years do not globally understand the lack of development in the cognitive aspect of knowing numbers and symbolic thinking for effective results. %. Based on the discussion above, it can be concluded that playing while learning using cards recognizes cool numbers in improving six aspects of development in children aged 4-5 years at Amira Plered Purwakarta Kindergarten.
Development of Traffic Maze Media to Stimulate Problem of 4-5 Years Old Children Aliyah, Nur; Tabroni, Imam; Jixiong, Cai; Wei, Zhang
Journal of Computer Science Advancements Vol. 1 No. 2 (2023)
Publisher : Yayasan Adra Karima Hubbi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55849/jsca.v1i2.455

Abstract

This study aims to produce a valid Traffic Maze learning media to improve the fine motor skills of children aged 4-5 years. This research is a development research with the development model used by Sugiyono. In this study, researchers only used 7 (seven) stages, namely knowing problems and potential, data collection, product design, design validation, design revision, product trials and product manufacturing. The next stage was not carried out due to cost and time constraints. The data collection technique used is a questionnaire, where the questionnaire is validated by material experts, media experts and educators. The type of data generated is quantitative and qualitative data. The average percentage result of the pretest conducted on 3 children is 12.3%, proving that the child's condition is still in the stage of starting to develop. Then the posttest is carried out, namely the condition after the child is given the Traffic Maze media, the average percentage result of this posttest is 31% which proves that the child has changed the condition to develop as expected. So it can be concluded that Traffic Maze media to improve the problem solving ability of children aged 4-5 years has met the criteria for validity.
Number Board Media to Stimulate the Symbolic Thinking Ability of Children Aged 5-6 Years Saripah, Ipah; Tabroni, Imam; Wang, Yuanyuan; Zou, Guijiao
Journal of Computer Science Advancements Vol. 1 No. 2 (2023)
Publisher : Yayasan Adra Karima Hubbi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55849/jsca.v1i2.456

Abstract

Children will experience a golden period that is very important and should not be missed until they are 3 years old. Because during these times, children's cognitive abilities are still growing and developing rapidly. In fact, about 80% of children's cognitive skills are optimized in the first 3 years of life, and up to 90% of their abilities will continue to develop until they reach the age of 5. Media is a tool that can be used as an intermediary in stimulating all aspects of development in early childhood both aspects of moral and religious values, physical motor aspects, language aspects, social emotional aspects and cognitive aspects. To stimulate all aspects of early childhood development cannot be separated from learning media because for early childhood learning is done through play using learning media both real media, audio media, visual media, environmental media and audio-visual media, so that learning activities in early childhood run effectively. This article will discuss how the influence of number board media in stimulating the symbolic thinking ability of children aged 5-6 years in Sumurugul Village.