Abstract:The Pajarakan District area is an agricultural area where 61% of the area is rice fields. Even though the Pajarakan Subdistrict area has large agricultural land, it does not make farmers feel benefited when the harvest season…
eason arrives, because many of the farmers feel at a loss because their crops are bought by collectors at low prices. The purpose of this research is to create a system for selling agricultural products to help farmers sell agricultural products directly to agents in order to get a higher price than the price of collectors. In this study, a system was successfully created with the name YUK TANI based on Android using Android Studio, and the CodeIgniter 4 framework for creating REST APIs, and MySQL as database storage. With this system of selling agricultural products, it is hoped that it can help farmers in the Pajarakan District area to improve their economy when post-harvest arrives.
Abstract:Financial management training for small and medium enterprises is very relevant in overcoming the challenges faced by new business owners, especially in the Rumah Hasanah community as the target community. With a focus on…
n financial management, this training aims to provide an in-depth understanding of how to build a new business in terms of financial management so that the business can run effectively. This activity considers the limited resources often faced by new businesses, such as limited budgets and lack of experience in financial administration issues. To overcome this gap, this accounting training uses an Android platform-based application, namely the SME Accounting Application from developer Wiinfeel. Thus, SMEs can get updated financial accounting knowledge as well as improve the skills of recording financial transactions so that their digital financial literacy level increases. The results of this training received a very positive response from the participants because they could gain new understanding and experience related to basic financial concepts and effective financial management techniques. And as much as possible they want similar activities to be carried out on an ongoing basis in the future.
Abstract:The Indonesian Red Cross (PMI) is an independent and neutral organization engaged in humanitarian work. The PMI in Pringsewu Regency faces challenges in managing member, staff, and attendance data, hindering the development…
ent of its Youth Red Cross (PMR) and Volunteer Corps (KSR) activities. Furthermore, public access to information about the PMI in Pringsewu Regency remains limited. Based on these challenges, this study aims to design and build an Android-based information system to manage PMI member and volunteer data in Pringsewu Regency. The research method used is the Waterfall method, encompassing the stages of needs analysis, system design, implementation, testing, and maintenance. The system is equipped with features for member management, volunteer attendance, staff information, and public access to information. Black Box testing results indicate that all system functions operate as required. With this information system, PMI member and volunteer data management in Pringsewu Regency becomes more effective, accurate, and integrated, while also facilitating public access to information about the PMI.
Abstract:This study aims to develop an Android-based mathematics learning media using Smart Apps Creator (SAC) and determine its validity, practicality, and effectiveness in improving critical thinking skills of high school students…
nts in West Sulawesi. This research is a research and development (R&D) with a modified Borg and Gall model and is limited to the product revision stage after the trial. The resulting product is an Android-based Mathematics E-Module that contains interactive materials, learning videos, problem-solving-based practice questions, learning games, and evaluations. The data collection technique used expert validation questionnaires, teacher and student response questionnaires, and critical thinking ability tests. Data were analyzed using a Likert scale, validation tests, practicality tests, and effectiveness tests through a comparison of pretest and posttest results and N-Gain calculations. The results showed that the developed learning media was in the very feasible category based on the assessment of material experts and media experts with a feasibility percentage above 85%. The practicality test showed that teacher and student responses were in the practical to very practical category. The effectiveness test showed an increase in students' critical thinking abilities in the moderate to high category, and there was a significant difference between the pretest and posttest scores. Thus, Android-based mathematics learning media using Smart Apps Creator is effective for improving the critical thinking abilities of high school students in West Sulawesi.
Abstract:This study examines the development of Al-Quran digital tools and their impact on Islamic learning in the context of religious media transformation. The study was conducted with a qualitative approach, using the documentation…
ation study method and content analysis of the Al-Quran mobile application available on Android and iOS platforms within the last five years. The analysis is focused on aspects of usability, accessibility, and digital features that support learning and understanding of the Quran. The findings of the study reveal that the integration of digital technology and religious content has resulted in a new paradigm in the learning and dissemination of Islamic messages, marking social change and increased transformation of religious media. This research produces a comprehensive evaluation framework for Al-Quran digital tools and typologies based on categories and functionality, which makes theoretical and practical contributions to the development of Al-Quran mobile applications in the future.
Abstract:Nusa Tenggara Timur (NTT) kaya akan pakaian tradisional yang beraneka ragam, masing-masing daerah atau kabupaten memiliki hasil tenunan dengan beraneka ragam motif sesuai dengan ciri khas dan adat istiadat budaya setempat.…
t. Salah satu unsur kebudayaan daerah adalah unsur pakaian adat tradisonal. Unsur pakaian adat tradisional dalam kehidupan nyata mempunyai fungsi sesuai pesan-pesan nilai budaya yang terkandung di dalamnya, yang berkaitan dengan aspek-aspek lain dari kebudayaan seperti ekonomi, sosial, politik, keagamanaan, dan pendidikan. Pesan-pesan nilai budaya yang disampaikan, pemahamannya dapat dilakukan dengan melalui berbagai simbol dalam ragam hias atau motif pakaian adat tradisional. Kain Tenun Sumba Barat memiliki warna dan motif yang berbeda-beda antara kabupaten yang satu dengan yang lain. Di Kabupaten Sumba Barat sendiri terdapat corak warna dan berupa permainan garis-garis yang di hiasi gambar-gambar seperti permainan kotak segitiga, jajar genjang dan lingkaran. Ada tiga suku besar di Sumba Barat ,yakni Lamboya, Wanokaka, dan Loli ada kain pawora, pahikung, lambaleko. Motif kain tenun Sumba Barat biasanya bergambar mamuli, buaya, kura-kura, ayam, kepiting, mata kerbau, kupu-kupu dan lain-lain. Setiap motif mempunyai makna dan filosofinya. Pada penelitian ini dilakukan di kampung adat praijng dengan menggunakan penerapan augmented reality berbasis android. Kampung adat Praijing itu sendiri merupakan kampung adat yang terletak di Sumba barat
Abstract:The use of smartphones in Indonesia has been steadily increasing each year. In the era of the Fourth Industrial Revolution, smartphones have become a lucrative business sector, leading to intense market competition. Consequently,…
equently, smartphone companies must pay closer attention to the market segmentation desired by consumers. Data mining is the process of discovering significant relationships and patterns by analyzing large datasets using statistical and mathematical techniques. This study aims to identify and analyze the market segments of Android smartphone users among students at STMIK Royal. The data used in this research were collected from 122 student respondents. The study employs clustering using the K-means algorithm. The resulting data modeling will categorize market segments into several clusters. This segmentation yields three clusters: Cluster 1 (features), consisting of 36 respondents who prioritize price, battery, camera, and warranty; Cluster 2 (product), with 49 respondents who value all attributes except warranty; and Cluster 3 (superiority), comprising 37 respondents who prioritize camera, brand, and RAM.
Abstract:The rapid advancement of information and communication technology has transformed learning paradigms in higher education, particularly through the implementation of flexible digital learning systems that emphasize student…
t learning autonomy. Higher education institutions providing distance education face challenges in delivering digital learning materials that are not only easily accessible but also capable of sustainably enhancing students’ learning motivation. The research problem addressed in this study focuses on the extent to which the utilization of Android-based digital learning materials influences the learning motivation of students at Universitas Terbuka. The purpose of this study is to analyze the effect of using Android-based digital learning materials on students’ learning motivation in the context of distance education. A quantitative approach was employed using a survey method as the research design. The research sample consisted of 97 Universitas Terbuka students from UT Ambon, UT Gorontalo, and UT Makassar, selected through simple random sampling. Data were collected using structured questionnaires, while data analysis was conducted through simple linear regression with the assistance of SPSS software. The results of the analysis indicate that the utilization of Android-based digital learning materials has a positive and significant effect on students’ learning motivation, as evidenced by a regression coefficient value of 0.442 and a significance value of 0.000, which is below the 0.05 significance threshold. These findings confirm that improvements in the intensity and quality of using Android-based digital learning materials are directly associated with increased student learning motivation. The novelty of this study lies in strengthening empirical evidence on the effectiveness of Android-based digital learning materials in a cross-regional distance education context, while also providing practical contributions to the development of digital learning strategies aimed at enhancing the learning motivation of Universitas Terbuka students.
Abstract:The media act as a go-between for the person sending the word and the person receiving it. “Media” refers to the people, things, or events that work together to create a setting that helps students learn facts, skills, or…
s, or attitudes. A Research and Development (R&D) methodology was used for this study. An R&D methodology is a set of activities or procedures that are used to make a new product or improve a current product so that it will persist in the future. The ADDIE development approach was used for the study, which combines the research and development (R&D) stages. To make learning plans for things, the ADDIE method is used. ADDIE stands for Analysis, Design, Development, Implementation, and Evaluation. What the study found the goal of making Android-based engaging learning materials for class VII Informatics topics at SMP Negeri 2 Pontianak City is to give students an interesting and useful way to learn. The Android operating system is based on a Graphical User Interface (GUI), which makes it easy for students to see how the system works on the outside. This makes using Android smartphones as teaching tools very helpful. Additionally, the portability and wide availability of Android tablets make it easy for students to access educational materials without being limited by time or space. The goal of making engaging learning materials about informatics for high school students in the seventh grade at SMP Negeri 2 Pontianak City is to make learning fun and useful. The Android operating system is based on a Graphical User Interface (GUI), which makes it easy for students to see how the system works on the outside. This makes using Android smartphones as teaching tools very helpful.
Abstract:The objective of this research is to provide engaging and tailored learning materials that cater to the needs of students, facilitating comprehension and playing a vital part in achieving academic achievement. This study…
employs the Research and Development (R&D) methodology. Through the utilization of research and development (R&D), the primary focus of investigation can be directed towards the creation, advancement, and assessment of learning media in terms of design and viability. The end result is an Android game that serves as a learning tool for computer system topics. The assessment findings indicate that the storyboard design has achieved a validity score of 4.91 out of 5, placing it in the “Very Good” category. The score was derived from the evaluation of two design professionals. The initial design expert assigned a validity score of 4.88, while the second design expert assigned a validity score of 4.94 on a 5-point scale. These scores indicate that the research results fall into the “Very Good” category. According to the assessment conducted by linguists, the language employed in creating the tale has been given a validity score of 4.73 out of 5, placing it in the “Very Good” category. The score was derived from two linguists. The initial linguist assigned a validity score of 4.5, while the second linguist assigned a validity score of 4.7 on a 5-point scale. These scores placed the results of the study in the “Very Good” category. The study has reached its conclusion. The development step use the RPG Maker MV program. The development results include the creation of various maps such as the devil's palace map (for the purpose of kidnapping the royal princess), prologues 1 and 2, the map inside the king's palace, the map outside the king's palace, the village map, the library map, the sword shop map, the armor shop map, the forest map, the bridge map, the desert map, the cave map, the magma map, the devil's palace outer map, the devil's palace inside map, the king's palace page map, and the epilogue.