Abstract:Android is the most widely used operating system on smartphones today. Its ability to support various applications provides significant benefits to its users, including Geographic Information System (GIS) applications. GIS…
IS is an information system that presents data in the form of visual maps, with a layered concept and relationships between data. One of the important needs in Southwest Sumba Regency is the provision of location information for educational facilities, especially Junior High Schools (SMA) and equivalent. Currently, there are approximately 111 SMA/SMK and equivalent schools spread across the region. Many residents experience difficulties in obtaining information on school locations and the best routes to their destination schools. Therefore, the application of GIS is a strategic solution to help the public access location information and routes to SMA/equivalent schools in Southwest Sumba. This research aims to develop a WebGIS application based on a Cloud API that can map the location of SMA/equivalent schools in Southwest Sumba and provide route navigation features to users. With this application, it is hoped that it will facilitate the public in obtaining accurate information and increase accessibility to educational facilities in the region
Abstract:Information technology in the era of globalization is developing rapidly in people's lives. One of the social media that is popular, especially among teenagers and is widely accessed on smartphones, is Instagram. The use…
of social media Instagram has a negative impact so that it can worsen body image. This research aims to determine the relationship between the intensity of Instagram use and body image in adolescents. This research uses quantitative methods and sampling is carried out using proportionate stratified random sampling technique. The total population is 190 students at Beringin Ratu High School. The sample size was 78 students. The data analysis method used is Pearson product moment correlation with computer assistance, namely using statistical packages for social science (SPSS) 21.0 for Windows release.The results of data analysis show a correlation (r) of -0.390 with p = 0.000 (p < 0.05). This proves that there is a relationship between the intensity of Instagram use and body image and it has a negative direction. The higher the intensity of Instagram use, the more negative the level of body image and vice versa, so the hypothesis proposed by the researcher is accepted.
Abstract:This research is a quantitative study which aims to examine the influence of Self Esteem on Smartphone Addiction, the influence of Self Esteem on Academic Stress, the influence of Academic Stress on Smartphone Addiction,…
and the influence of Self Esteem and Academic Stress on Smartphone Addiction. The subjects in this research were class XI students at SMA Negeri 12 Jakarta, totaling 140 samples using the Simple Random Sampling technique. This research uses 3 measuring instrument scales, namely: the Self Esteem variable measuring instrument scale, the Academic Stress variable measuring instrument scale and the Smartphone Addiction variable measuring instrument scale. The results of this study show that, 1) There is a significant influence between Self Esteem on Smartphone Addiction with r = -0.26 and t = -3.30 (t > 1.96), 2) There is a significant influence between Self Esteem on Academic Stress with r = - 0.33 and t = - 4.12 (t > 1.96), 3) There is a significant influence between Academic Stress on Smartphone Addiction with r = 0.29 and t = 3.66 (t > 1.96) 4) Academic Stress functions as a Mediator on the Influence of Self Esteem on Smartphone Addiction with r = -0.105 and t = -2.375 (t >1.96).
Abstract:The rapid development of information and communication technology (ICT) has changed the way information is accessed. The use of mobile devices, the internet, and various online learning applications is increasingly widespread.…
pread. This demands innovation in learning methods to make it more relevant and interesting for learners. This article aims to identify ICT applications used for learning innovation and digital era learning models. The method used in writing this article is descriptive method and through literature study. The conclusion of this article is that there are three learning innovations that can be applied, namely: Project Based Learning (PjBl), Google Sites and Google Drive. And there are three digital era learning models, namely: Blended Learning is a combination of online and offline learning, Distant Learning and Mobile Learning (M-Learning) Mobile Learning is learning supported by wireless mobile technology (smartphones).
Abstract:This study is a quantitative study that aims to determine the effect of product quality and price on consumer satisfaction of Samsung smartphones (a case study on students of the Faculty of Economics, State University of…
Makassar). The independent variables in this study are product quality and price, while the dependent variable is consumer satisfaction. The population in this study were all active students of the Faculty of Economics, State University of Makassar class of 2018, using the Sampling method, a sample of 100 respondents was obtained. Data collection techniques used are questionnaires, literature study, and documentation. The data analysis technique used is multiple linear regression analysis using Statistical Product and Service Solution (SPSS) v. 13. The results of this study indicate that product quality (X1) partially has a significant effect on consumer satisfaction for Samsung smartphones. Price (X2) partially has a significant effect on consumer satisfaction of Samsung smartphones. And product quality (X1) and price (X2) simultaneously have a significant effect on consumer satisfaction for Samsung smartphones.
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 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:Abstract Nowadays, smartphones are not only used for work, but rather as entertainment for children and teenagers, for example online games. The existence of online games has a big impact on teenagers. If you cannot control…
ntrol yourself, you can lose track of time and forget other activities. If online games are overused, it will have detrimental effects. on teenagers’ emotional development. This research aims to analyze the consequence of Mobile Legends addiction to online games on the emotional level of high school students. A literature study was the research methodology employed in this study. Documentation of pertinent journals was the method of data collection employed. Based on the research findings, there appears to be an addictive influence due to playing Mobile Legends the emotional impact of online games of high school students. High school students who are still teenagers have unstable emotions. Addiction to video games can be harmful to students’ emotional levels, namely students become irritable, speak harshly, get easily stressed, anxious and aggressive. Parental war is very important to shield kids from developing a gaming addiction.
Abstract:Abstract: Information Technology and Computers are currently experiencing very rapid development, both in terms of hardware and software, the website is a tool for disseminating information and communication among the public,…
blic, while the internet, which can be accessed via smartphones, can provide a lot of information without the need for money and time. Magazine is a medium that contains content and images packaged in an attractive and simple way to make it easier to understand concepts, magazines also contain educational information that can add insight Waterfall is a sequential development model, which is systematic and sequential in building a device software, and the manufacturing process follows the flow from analysis, design, code, testing and maintenance.
Keywords: information system; e-magazine; modeling
Abstrak : Teknologi Informasi dan Komputer saat ini mengalami perkembangan yang sangat pesat, baik dari segi hardware maupun software, website adalah alat sebagai penyebar informasi dan komunikasi di kalangan masyarakat sedangkan internet yang disudah bisa diakses melalui smartphone ini dapat menyajikan banyak informasi tanpa memerlukan biaya dan waktu E-Magazine merupakan media yang berisi konten-konten dan gambar dikemas secara menarik dan ditampilkan dengan sederhana agar memudahkan dalam memahami konsep, majalah juga berisi informasi-informasi edukatif yang dapat menambah wawasan Waterfall merupakan suatu model pengembangan secara sekuensial, yang bersifat sistematis dan berurutan dalam membangun sebuah perangkat lunak, dan Proses pembuatannya mengikuti alur dari mulai analisis, desain, kode, pengujian dan pemeliharaaHasil analisis dapat memudahkan kita dalam memahami masalah dan dapat mengidentifikasi, mengevaluasi suatu permasalahan dan hambatan yang terjadi untuk mendapatkan kebutuhan yang diharapkan dari suatu sistem sehingga dapat diusulkan perbaikan
Kata Kunci: sistem informasi; e-magazine; pemodelan
Abstract:Collaborative Learning requires teachers and students to maintain an engaging learning environment at all times. Problems emerge when teachers, notably high school teachers in Pekanbaru, employ learning material that do…
not support this. Teachers' creativity is pushed to constantly update how they present materials and evaluate students' knowledge in order to foster a collaborative and pleasurable learning environment. This community service project will help Pekanbaru high school instructors create collaborative and real-time learning tools. The Community Service Team employed an observation strategy to get a sense of learning at Santa Maria High School, which served as an example school. The proposed solution is technologically based, making use of the Padlet application. The Community Service Team offers training methods on smartphones and computers to help people grasp Padlet. The community effort resulted in a polished Padlet that teachers may use to study with students at any time. It is intended that studying using the Padlet application would boost teacher innovation and student learning results at Santa Maria High School, as well as high schools around Pekanbaru.
Keywords: Teacher; padlet; collaborative learning; learners;SMA.
Abstrak: Pembelajaran Kolaboratif (Collaborative Learning) mengarahkan guru dan peserta didik dalam suasana belajar yang interaktif setiap saat. Permasalahan muncul pada saat media pembelajaran yang digunakan guru tidak mendukung hal tersebut, termasuk guru-guru Sekolah Menengah Atas (SMA) di Pekanbaru. Kreativitas guru ditantang untuk selalu memperbaharui cara penyampaian materi, cara mengevaluasi pemahaman peserta didik hingga penilaian, demi terciptanya suasana belajar yang kolaboratif dan menyenangkan. Kegiatan pengabdian ini bertujuan untuk membantu guru SMA di Pekanbaru dalam mempersiapkan bahan pembelajaran yang kolaboratif dan real time. Tim Pengabdian melakukan metode observasi untuk mendapatkan gambaran pembelajaran melalui SMA Santa Maria yang dijadikan sebagai sekolah sampel. Metode yang diusulkan berbasis teknologi melalui pemanfaatan aplikasi Padlet. Untuk memudahkan pemahaman Padlet, Tim Pengabdian menggunakan metode pelatihan, baik melalui komputer maupun smartphone. Hasil pengabdian adalah Padlet jadi yang dapat digunakan guru dalam pembelajaran bersama peserta didik setiap waktu. Diharapkan pembelajaran melalui aplikasi Padlet mampu meningkatkan kreativitas guru dan hasil belajar peserta didik SMA Santa Maria khususnya dan SMA di Pekanbaru umumnya.
Kata kunci: guru; padlet; pembelajaran kolaboratif; peserta didik; SMA.