Abstract:The cognitive development of early childhood requires appropriate stimulation, one of which is through color recognition. Color block media serves as an educational tool that not only introduces various colors but also familiarizes…
amiliarizes children with geometric shapes, numerical concepts, and trains their thinking and memory skills. This study aims to implement color block media as an innovative learning method to effectively improve early childhood abilities in color recognition. Early childhood is a stage of exploration, where the learning process must be concrete, engaging, and enjoyable. Color block media combines visual and manipulative approaches that can foster curiosity and active involvement in the learning process. This learning-through-play activity encourages children to naturally identify, differentiate, and name colors. The study used a quantitative method with a pretest-posttest design to determine the effectiveness of the media. The research was conducted at KB Adduriyah 3 on October 29, 2024, and data analysis was performed using a t-test through SPSS 18 for Windows. The results showed a significance value (2-tailed) of 0.00. Since this value is smaller than the significance level (α = 0.05), the null hypothesis is rejected, and the alternative hypothesis is accepted. The results of the study demonstrate that color block media has a significant impact on improving children's color recognition skills. Additionally, the media also enhances children's active participation in learning activities. Therefore, color block media is highly recommended as a creative and effective learning strategy for educators and parents in supporting the cognitive development of early childhood.
Abstract:Anxiety disorders in teenagers are a serious issue that can impact various aspects of their lives, such as social interactions, academic achievement, and emotional well-being. To address these challenges, group counseling…
g has proven to be an effective approach. In group counseling, teenagers can share their experiences with others facing similar issues, creating a supportive and understanding environment. Techniques like open discussions help them identify the causes of their anxiety more effectively, while role-playing allows them to practice new ways of dealing with anxiety-inducing situations. Relaxation exercises also assist them in developing skills to manage anxiety effectively in their daily lives. Literature studies indicate that group counseling not only reduces anxiety levels in teenagers but also enhances their social skills, self-confidence, and emotional resilience. With support from family, schools, and the community, group counseling can become a sustainable strategy in promoting teenagers' mental well-being. Therefore, it is important to consider that there is no one-size-fits-all approach for all teenagers. However, group counseling provides a safe and structured platform for teenagers to learn from each other, strengthen their coping skills, and make progress in overcoming their anxiety. With this approach, it is hoped that teenagers can build a strong foundation for their ongoing mental health.
Abstract:Physics education in schools often faces challenges in terms of student engagement and understanding due to the abstract nature of the concepts and the high analytical skills required. Conventional, non-interactive teaching…
ing approaches tend to be ineffective in addressing these issues. This study aims to evaluate the effectiveness of the Problem Based Learning (PBL) model in enhancing students’ cognitive abilities in learning Physics through a meta-analysis. The PBL model emphasizes student-centered learning, where students are invited to solve real and relevant problems, thus increasing engagement and deeper conceptual understanding. Data were collected from 20 research articles published between 2017 and 2024, which discuss students’ cognitive abilities and the PBL approach. The meta-analysis results show that PBL has a significant effect on improving students’ cognitive abilities in Physics, with 13 articles showing high effect sizes, 3 articles moderate effect sizes, and 4 articles low effect sizes. PBL has proven effective in developing students’ critical, creative, and analytical thinking skills. Additionally, PBL enhances students’ active participation in the learning process and facilitates the understanding and application of Physics concepts in various practical situations. This study asserts that PBL is an effective method for improving students’ cognitive abilities in learning Physics at the high school level, by fostering critical thinking, communication, and practical knowledge application skills. These findings underscore the importance of using innovative learning models such as PBL to advance Physics education and improve student learning outcomes.
Abstract:Abstract: In today's digital era, small businesses like Banana Chips By Risa face significant challenges in enhancing relationships and services to customers. This research identifies various issues related to technology…
adoption, including the lack of an online purchasing system, minimal product information, and limited flavor variations. In an increasingly competitive context, the application of information technology becomes crucial to meet the ever-evolving customer expectations. This study aims to design an E-CRM system that can support more effective customer relationship management. E-CRM is a technology-based tool that collects and stores customer data, enhances communication, personalizes services, and analyzes data for better decision-making. Additionally, this system integrates a digital loyalty program expected to increase customer engagement. Several questions arise from the issues faced, including: how to effectively implement an online purchasing system, steps to improve product information, and how to develop new flavor variations that align with customer preferences. The research results indicate that the implementation of E-CRM not only enhances operational efficiency but also strengthens long-term relationships between the business and customers, supporting success in a business environment increasingly influenced by technology.
Keywords: e-crm; digital technology; customer loyalty; product Information.
Abstrak: Di era digital saat ini, usaha kecil seperti Banana Chips By Risa menghadapi tantangan signifikan dalam meningkatkan hubungan dan pelayanan kepada pelanggan. Penelitian ini mengidentifikasi berbagai masalah terkait adopsi teknologi, termasuk kurangnya sistem pembelian daring, minimnya informasi produk, dan keterbatasan varian rasa. Dalam konteks persaingan yang semakin ketat, penerapan teknologi informasi menjadi krusial untuk memenuhi harapan pelanggan yang terus berkembang. Penelitian ini bertujuan untuk merancang sistem E-CRM yang dapat mendukung pengelolaan hubungan pelanggan secara lebih efektif. E-CRM adalah alat berbasis teknologi yang mengumpulkan dan menyimpan data pelanggan, meningkatkan komunikasi, mempersonalisasi layanan, serta menganalisis data untuk pengambilan keputusan yang lebih tepat. Selain itu, sistem ini juga mengintegrasikan program loyalitas berbasis digital yang diharapkan dapat meningkatkan keterikatan pelanggan. Beberapa pertanyaan yang muncul dari masalah yang dihadapi termasuk: bagaimana cara mengimplementasikan sistem pembelian daring yang efektif, langkah-langkah untuk meningkatkan informasi produk, serta cara mengembangkan varian rasa baru yang sesuai dengan preferensi pelanggan. Hasil penelitian menunjukkan bahwa penerapan E-CRM tidak hanya meningkatkan efisiensi operasional, tetapi juga memperkuat hubungan jangka panjang antara usaha dan pelanggan, mendukung keberhasilan dalam lingkungan bisnis yang semakin dipengaruhi oleh teknologi.
Kata kunci: e-crm; teknologi digital; loyalitas pelanggan; informasi produk
Abstract:Abstract: The Reading And Interaction Console With Kinetic Intelligence – Braille prototype aims to introduce an innovative educational technology for blind students at SLB Negeri Kota Tanjungbalai. The school, under the…
he authority of the Province of North Sumatra, has 111 students across elementary, junior high, and senior high school levels. SLBN Tanjungbalai is led by Mrs. Resti, S.Pd., supported by 13 teachers and 1 administrative staff member. This media integrates an interactive kinesthetic system, binary Braille sensors, and artificial intelligence (AI) capable of recognizing Braille letter patterns based on tactile input and providing real-time voice feedback. Braille letters are converted into six-dot binary codes (Braille-cell), such as A (100000), B (110000), C (100100), D (100110), up to Z (101011). These binary combinations are detected by tactile sensors or push buttons, then processed by an ESP32S connected to a 2004 LCD with I2C, a DFPlayer Mini, and a speaker to produce the corresponding letter sounds. The socialization activity was conducted at SDLB Negeri Kota Tanjungbalai, involving companion teachers and eight blind students. The activities included device demonstration, usage training, and interactive trials. The results show positive responses from both teachers and students, as the media enhances motivation, accuracy, and speed in learning Braille letters. RICKI-Braille proved to be more interactive and adaptive compared to conventional Braille learning media.
Keywords: Braille; visually impaired; inclusive learning media; assistive technology inclusive education;
Abstrak: Media Reading And Interaction Console With Kinetic Intelligence – Braille versi prototipe bertujuan memperkenalkan inovasi teknologi pendidikan bagi peserta didik tunanetra di SLB Negeri Kota Tanjungbalai. Sekolah yang berada di bawah naungan Provinsi Sumatera Utara ini memiliki 111 siswa dari jenjang SD, SMP, hingga SMA. SLBN Tanjungbalai dipimpin oleh Ibu Resti, S.Pd., dengan dukungan 13 guru dan 1 tenaga tata usaha. Media ini memadukan sistem kinestetik interaktif, sensor Braille biner, dan kecerdasan buatan (AI) yang mampu mengenali pola huruf Braille berdasarkan input titik-titik taktil, kemudian memberikan umpan balik suara secara real-time. Huruf Braille dikonversi menjadi kode biner enam titik (Braille-cell), misalnya A (100000), B (110000), C (100100), D (100110), dan seterusnya hingga Z (101011). Sensor taktil atau push button membaca kombinasi biner tersebut, lalu memprosesnya melalui ESP32S yang terhubung dengan LCD 2004 + I2C, DFPlayer Mini, dan speaker untuk menghasilkan suara huruf yang sesuai. Sosialisasi dilakukan di SDLB Negeri Kota Tanjungbalai dengan melibatkan guru pendamping dan delapan siswa tunanetra. Kegiatan mencakup demonstrasi alat, pelatihan penggunaan, serta uji coba interaktif. Hasilnya, guru dan siswa memberikan respons positif karena media ini meningkatkan motivasi, ketepatan, dan kecepatan belajar huruf Braille. RICKI-Braille terbukti lebih interaktif dan adaptif dibanding media Braille konvensional.
Kata kunci: Braille; tunanetra; media pembelajaran inklusif; teknologi asistif; pembelajaran inklusif
Abstract:Kurungkambing Village, located in Mandalawangi District, Banten, has significant local potential that remains underutilized due to the lack of structured data and limited village planning capacity. The gap between local…
resource mapping and strategic planning poses a major challenge in achieving sustainable development. To address this issue, the Community Service Program (PkM) of Universitas Terbuka was designed to strengthen the capacity of village officials through training and mentoring in village potential mapping based on village planning worksheets. This approach follows four key stages: input, process, output, and impact, aimed at establishing a more systematic, data-driven, and sustainable village development plan. The PkM activities include field surveys, socialization, technical training, mentoring, and monitoring and evaluation. The primary objective of this program is to develop a village potential database as a foundation for formulating more accurate policies and development strategies. Village officials can create more effective and strategic data-driven policies with this database. The program's sustainability requires synergy between academics, local government, and the village community to ensure data-driven development that enhances community welfare.
Keywords: database, planning capacity, strategic planning, sustainable development, village potential.
Abstrak: Desa Kurungkambing, Kecamatan Mandalawangi, Banten, memiliki potensi lokal yang belum optimal karena keterbatasan data terstruktur dan kapasitas perencanaan desa. Untuk mengatasi permasalahan ini, Program Pengabdian kepada Masyarakat (PkM) Universitas Terbuka dirancang untuk memperkuat kapasitas aparatur desa melalui pelatihan dan pendampingan dalam pemetaan potensi desa berbasis lembar perencanaan desa. Pendekatan ini mengacu pada empat alur utama: masukan, proses, hasil, dan dampak, yang bertujuan untuk mewujudkan perencanaan pembangunan desa yang lebih sistematis, berbasis data, dan berkelanjutan. Kegiatan PkM ini melibatkan serangkaian tahapan, termasuk survei lapangan, sosialisasi, pelatihan teknis, pendampingan, serta monitoring dan evaluasi. Tujuan utama program ini adalah mengembangkan database potensi desa sebagai dasar dalam penyusunan kebijakan dan strategi pembangunan yang lebih akurat. Dengan adanya database ini, aparatur desa dapat merumuskan kebijakan berbasis data yang lebih efektif dan strategis. Keberlanjutan program membutuhkan sinergi antara akademisi, pemerintah daerah, dan masyarakat desa guna memastikan pembangunan berbasis data yang berorientasi pada kesejahteraan masyarakat.
Kata kunci: database, kapasitas perencanaan, perencanaan strategis, pembangunan berkelanjutan, dan potensi desa.
Abstract:Abstract: The development of sustainable tourism in Batam City faces several challenges. Knowledge and information related to tourism remain scattered among various stakeholders, resulting in suboptimal coordination. Knowledge…
wledge sharing and collaboration among stakeholders remain limited, so best practices and experiences have not been fully leveraged. A Knowledge Management System (KMS) based on knowledge sharing is needed to support information exchange and the development of sustainable tourism. The methodology used in this study is the Knowledge Management System Life Cycle (KMSLC) approach combined with Design Thinking. The research steps included an evaluation of the existing infrastructure, the formation of a knowledge management team, knowledge collection, the design of a KMS prototype, and the development of that prototype. The results of the study indicate that a knowledge-sharing-based Knowledge Management System (KMS) prototype was successfully developed to meet the needs of tourists and tourism stakeholders in Batam City. The system built is capable of facilitating the management, storage, and exchange of knowledge among stakeholders in a more integrated manner. The implementation of the KMS also enhances collaboration and supports the decision-making process in the development of tourism products and services. These findings indicate that a KMS can serve as an effective solution in supporting sustainable tourism development in Batam City.
Keywords: tourism, KMLC, Batam City, design thinking, knowledge management.
Abstrak: Pengembangan pariwisata berkelanjutan di Kota Batam menghadapi beberapa tantangan. Pengetahuan dan informasi terkait pariwisata masih tersebar di berbagai pemangku kepentingan sehingga koordinasi belum berjalan secara optimal. Berbagi pengetahuan dan kolaborasi antar pemangku kepentingan masih terbatas, sehingga pengalaman dan praktik terbaik belum dimanfaatkan secara maksimal. Diperlukan Sistem Manajemen Pengetahuan (KMS) berbasis knowledge sharing untuk mendukung pertukaran informasi dan pengembangan pariwisata berkelanjutan. Metodologi yang digunakan dalam penelitian ini adalah pendekatan Siklus Hidup Sistem Manajemen Pengetahuan (KMSLC) yang dikombinasikan dengan Design Thinking. Langkah-langkah penelitian mencakup evaluasi infrastruktur yang sudah ada, pembentukan tim manajemen pengetahuan, pengumpulan pengetahuan, perancangan prototipe KMS, serta pengembangan prototipe KMS tersebut. Hasil penelitian menunjukkan bahwa prototipe Knowledge Management System (KMS) berbasis knowledge sharing berhasil dikembangkan sesuai dengan kebutuhan wisatawan dan pemangku kepentingan pariwisata di Kota Batam. Sistem yang dibangun mampu memfasilitasi pengelolaan, penyimpanan, dan pertukaran pengetahuan antar pemangku kepentingan secara lebih terintegrasi. Implementasi KMS juga meningkatkan kolaborasi dan mendukung proses pengambilan keputusan dalam pengembangan produk dan layanan pariwisata. Temuan ini menunjukkan bahwa KMS dapat menjadi solusi yang efektif dalam mendukung pengembangan pariwisata yang berkelanjutan di Kota Batam.
Kata kunci: pariwisata, KMLC, Kota Batam, desain thinking, manajemen pengetahuan.
Abstract:This study focuses on the development of an Augmented Reality (AR)–based learning application designed to assist students in understanding the mathematical concepts of volume and surface area of three-dimensional geometric…
tric shapes. The development process adopted the Multimedia Development Life Cycle (MDLC) model, which consists of six systematic stages: concept, design, material collecting, assembly, testing, and distribution. The research concentrated on the development and expert validation stages. Validation results from content and media experts indicate that the application meets pedagogical and technical feasibility standards. The content expert confirmed that the materials align with the national mathematics curriculum and are presented in a clear, contextual, and accurate manner, while the media expert highlighted the user-friendly interface, interactive features, and visual appeal of
the application. Theoretically, this AR-based medium bridges the gap between abstract mathematical concepts and concrete visualization by enabling students to interact directly with
virtual 3D objects. Practically, the application enhances learning motivation and engagement by providing dynamic, interactive experiences. Overall, this research contributes to the
advancement of educational technology by offering a systematic model for developing AR-based learning media that support active and meaningful learning in the digital
era.
Abstract:Abstract: Tech Kios Laptop Kisaran is a business engaged in selling used laptops with various brands and specifications to meet customer needs. However, the selection process is still conducted manually and relies on subjective…
jective judgment, which may result in less accurate recommendations. This study aims to design and implement a Decision Support System using the MOORA (Multi-Objective Optimization on the Basis of Ratio Analysis) method to objectively determine the best used laptop. The criteria applied in this study include brand, screen resolution, laptop size, and battery durability. The system was developed through requirement analysis, system design, implementation, and black-box testing. The results show that the system successfully generates rankings based on MOORA preference values. The highest optimization value of 0.4321 was achieved by Lenovo IdeaPad Slim (A04) and Lenovo ThinkPad (A06), indicating that these two alternatives are the best recommended used laptops. Therefore, the developed system enhances the objectivity, effectiveness, and accuracy of the laptop selection process at Tech Kios Laptop Kisaran.
Keywords: decision support system; MOORA; multi criteria; used laptop; recommendation.
Abstrak: Tech Kios Laptop Kisaran merupakan usaha yang bergerak di bidang penjualan laptop bekas dengan berbagai merek dan spesifikasi untuk memenuhi kebutuhan pelanggan. Namun, proses pemilihan laptop masih dilakukan secara manual dan bergantung pada penilaian subjektif, sehingga berpotensi menghasilkan rekomendasi yang kurang akurat. Penelitian ini bertujuan untuk merancang dan mengimplementasikan Sistem Pendukung Keputusan menggunakan metode MOORA (Multi-Objective Optimization on the Basis of Ratio Analysis) guna menentukan laptop bekas terbaik secara objektif. Kriteria yang digunakan dalam penelitian ini meliputi merek, resolusi layar, ukuran laptop, dan ketahanan daya baterai. Pengembangan sistem dilakukan melalui tahapan analisis kebutuhan, perancangan sistem, implementasi, serta pengujian menggunakan metode black-box. Hasil penelitian menunjukkan bahwa sistem mampu menghasilkan peringkat alternatif berdasarkan nilai preferensi MOORA. Nilai optimasi tertinggi sebesar 0,4321 diperoleh oleh Lenovo IdeaPad Slim (A04) dan Lenovo ThinkPad (A06), yang menunjukkan bahwa kedua alternatif tersebut merupakan rekomendasi laptop bekas terbaik. Dengan demikian, sistem yang dikembangkan mampu meningkatkan objektivitas, efektivitas, dan ketepatan dalam proses pemilihan laptop bekas di Tech Kios Laptop Kisaran.
Kata kunci: laptop bekas; MOORA; multi-kriteria; rekomendasi; sistem pendukung keputusan.
Abstract:Abstract: The rapid degradation of mangrove ecosystems threatens coastal biodiversity, shoreline stability, and carbon sequestration capacity, particularly in areas experiencing intense human activity. However, community-based…
-based participatory mangrove monitoring remains limited due to the lack of accessible and user-friendly digital tools. This study aims to design an intuitive mobile application for mangrove tree detection and participatory ecological monitoring using a User-Centered Design (UCD) approach. The research was conducted iteratively through user needs analysis, prototype development, and usability evaluation involving local governments, conservation practitioners, and non-expert users. The proposed application integrates machine learning for automated mangrove recognition with geospatial visualization and real-time feedback to support field-based monitoring. Usability evaluation using the System Usability Scale (SUS) yielded an overall score of 82.3, categorized as excellent usability, indicating high user satisfaction and intuitive interaction. The results demonstrate that integrating UCD and machine learning enhances usability, user engagement, and the accuracy of mangrove documentation under real field conditions. Overall, this study presents a field-ready, user-centered mobile solution that bridges usability engineering and participatory mangrove monitoring as a replicable model for inclusive ecological application development.
Keywords: Carbon sequestration; mangrove monitoring; mobile application; user-centered design; usability evaluation
Abstrak: Degradasi ekosistem mangrove yang semakin cepat mengancam keanekaragaman hayati pesisir, stabilitas garis pantai, dan kapasitas sekuestrasi karbon, terutama di wilayah dengan aktivitas manusia yang intens. Namun, pemantauan mangrove secara partisipatif berbasis komunitas masih terbatas akibat kurangnya perangkat digital yang mudah diakses dan ramah pengguna. Penelitian ini bertujuan merancang aplikasi mobile yang intuitif untuk deteksi pohon mangrove dan pemantauan ekologi partisipatif dengan menggunakan pendekatan User-Centered Design (UCD). Penelitian dilakukan secara iteratif melalui analisis kebutuhan pengguna, pengembangan prototipe, dan evaluasi kegunaan dengan melibatkan pemerintah daerah, praktisi konservasi, serta pengguna non-ahli. Aplikasi yang diusulkan mengintegrasikan pembelajaran mesin untuk pengenalan mangrove secara otomatis dengan visualisasi geospasial dan umpan balik waktu nyata guna mendukung pemantauan di lapangan. Evaluasi kegunaan menggunakan System Usability Scale (SUS) menghasilkan skor keseluruhan sebesar 82,3 yang termasuk dalam kategori kegunaan sangat baik, menunjukkan tingkat kepuasan pengguna yang tinggi dan interaksi yang intuitif. Hasil penelitian menunjukkan bahwa integrasi UCD dan pembelajaran mesin meningkatkan kegunaan, keterlibatan pengguna, serta akurasi dokumentasi mangrove dalam kondisi lapangan. Secara keseluruhan, penelitian ini menyajikan solusi mobile berbasis UCD yang siap digunakan di lapangan dan menjembatani rekayasa kegunaan dengan pemantauan mangrove partisipatif sebagai model replikatif bagi pengembangan aplikasi ekologi yang inklusif.
Kata kunci: Carbon sequestration; mangrove monitoring; mobile application; user-centered design; usability evaluation