Abstract:Abstract:All students in the world of education in the learning process are not separated from the various rules and regulations that apply or are implemented by the school and it is mandatory to be obeyed by every student.…
nt. With this, it is intended that every student knows about discipline. At SMP Negeri 1 Bosar Maligas presence, tidiness, personality and order are aspects of discipline which are used as references to measure the level of student discipline. The mechanism for measuring the level of discipline of each student is measured manually, namely by accumulating points of violations committed by students, then determining the sanctions that will be given. The purpose of this study is to analyze and design a decision support system to determine the level of discipline and sanctions for student violations using the TOPSIS (Technique Order Preference by Similarity To Ideal Solution) method and implement the system to assist counseling teachers in monitoring student discipline levels, and can be effective and efficiently find the number of points of violation committed by students. The system is designed using the MySQL database, PHP programming language, and Macromedia Dreamweaver application software.
Keywords: Discipline, TOPSIS, Macromedia Dreamweaver, Hypertext PrePocessor, Decision Support Systems.
Abstrak: Semua siswa di dalam dunia pendidikan dalam proses belajar tidak ada yang terlepas dari berbagai tata tertib dan peraturan yang berlaku atau di jalankan oleh sekolah dan memang wajib harus di taati oleh setiap siswa. Dengan adanya hal tersebut bertujuan supaya setiap siswa mengetahui tentang kedisiplinan. Di SMP Negeri 1 Bosar Maligas kehadiran, kerapian, kepribadian dan ketertiban merupakan aspek kedisiplinan yang dijadikan sebagai acuan untuk mengukur tingkat kedisiplinan siswa. Mekanisme pengukuran tingkat disiplin dari masing-masing siswa diukur dengan cara manual, yaitu dengan mengakumulasi point pelanggaran yang dilakukan siswa, kemudian ditentukan sanksi yang akan diberikan. Tujuan dari penelitian ini untuk menganalisis dan merancang sistem pendukung keputusan untuk menentukan tingkat kedisiplinan dan sanksi pelanggaran siswa menggunakan metode TOPSIS (Technique Order Preferenceby Similarity ToIdeal Solution) dan mengimplementasikan sistem tersebut untuk membantu guru BK dalam memantau tingkat kedisiplinan siswa, dan dapat dengan efektif dan efesien mencari jumlah point pelanggaran yang di lakukan oleh siswa.Sistemdi rancang menggunakan database MySQL,bahasa pemrograman PHP, dan software aplikasi macromedia dreamweaver.
Kata Kunci :Kedisiplinan, TOPSIS, Macromedia Dreamweaver, PHP, Sistem Pendukung Keputusan.
Abstract:Abstract: Education plays an important role in quality human civilization to increase human resources globally. This development reflects the close relationship between education, technological innovation and the advancement…
ment of knowledge as an integral part of society's social and intellectual evolution. The use of technology-based media is considered to provide significant benefits for both teachers and students in the process of teaching and learning activities. In this context, the education system in vocational schools should explore the potential resources or potential available around the school environment, which are relevant to the demands of the world of work. In an effort to prepare student graduates who are superior and ready to work and are able to compete in the job market, there needs to be preparation in improving the hard skills and soft skills of mature students. This service activity aims to provide assistance and training to Karya Utama Vocational School students through the use of Multimedia Technology as additional skills. The method in this activity applies training and observation to students. As a result of this activity, 85% of students were able to create simple animations using Macromedia Flash software.
Keywords: animation; macromedia flash; multimedia; training.
Abstract:Abstract: Introduce computer technology as a medium of learning the child wisely early on the potential to improve learning ability in children and child develop self-confidence about the future. The reality of child loved…
ed the games and television entertainment programs not only viewed negatively, but rather as learning modalities. Provide educational type programs that can be done with a computer as a device supporting a new power of learning media. Children not only learn computer skills, but also utilize the computer as a means or medium for learning. To get optimum benefit Teachers can integrate the use of computers as a medium in the learning process and focus on high-order thingking skill. Fantasy Drafting module aims to develop the potential and effectiveness of learning in early childhood or playgroup, where the module is designed as an education module to read and write the material fauna and flora, coloring and coloring as well. Module proram also implemented into the Local Area Network networking technology to be applied easily and efficiently.
Keywords: education module application, tool, fantasy
Abstrak: Mengenalkan teknologi komputer sebagai media pembelajaran kepada anak sejak dini secara bijaksana berpotensi untuk meningkatkan kemampuan belajar pada anak dan mengembangkan rasa percaya diri anak akan masa depannya. Realitas anak sangat menyukai games dan program-program hiburan televisi tidak seharusya hanya dipandang negatif, namun lebih sebagai modalitas belajar. Menyediakan program sejenis yang edukatif bisa dilakukan dengan komputer sebagai perangkat pendukungnya menjadi kekuatan baru media pembelajaran. Anak bukan saja belajar ketrampilan komputer, namun juga memanfaatkan komputer sebagai sarana atau media untuk belajar. Guna mendapatkan manfaat optimal Guru bisa mengintegrasikan penggunaan komputer sebagai media di dalam proses pembelajaran dan fokus kepada high order thingking skill. Perancangan modul fantasy bertujuan untuk mengembangkan potensi dan keefektifan cara belajar pada anak usia dini atau playgroup, dimana modul dirancang sebagai education module dengan materi baca dan tulis fauna serta flora, mewarnai dan juga mewarnai. Modul proram diimplementasikan pula ke dalam teknologi jaringan Local Area Network agar dapat di aplikasikan dengan mudah dan efisien.
Kata Kunci : aplikasi education module, alat bantu, fantasy