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The PENGENALAN PEMANFAATAN GOOGLE SITES UNTUK PEMBUATAN WEB DI MI HIDAYATULL ATHFAL GUNUNG SINDUR: PENGENALAN PEMANFAATAN GOOGLE SITES UNTUK PEMBUATAN WEB DI MI HIDAYATULL ATHFAL GUNUNG SINDUR Diki Rasapta; Septa; Syndhe Qumaruw Syty; Abdal Jabar
Abdi Jurnal Publikasi Vol. 1 No. 2 (2022): November
Publisher : Abdi Jurnal Publikasi

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Abstract

In the era of globalization where technology, information and communication (ICT) is developing very rapidly, the world of education has experienced changes in its management as a result of the demands of using technology. The implementation of learning is not only based on offline/off-the-network basis, but with the support of learning technology it can be done online/in the internet network. Changes in learning and demands for innovation are important things to do (Amin, 2017). Computers as learning media have advantages in graphic presentations with an attractive appearance, which can be freely manipulated in the form of visual representations. One type of media that is appropriate in the learning process is the Google Site Application. In this PKM, we share a little knowledge about how to create a simple website using Google Sites. Because in the current era, technological developments are developing rapidly, what's more with the internet we can create websites for various needs such as selling online, creating learning media, creating personal articles and introducing a person's or company's profile. Website is an application that is very fast growing and most widely used. From the information system that is in great demand from an agency or institution is a website which is a facility that displays and searches for information. And the benefit of using Google Sites is to add insight into the use of Google Sites intelligently. The purpose of this training is to introduce the world of the internet, especially the creation and use of websites. Therefore, we students feel we have to introduce the current developments in internet technology, especially regarding websites. We hope that the training that has been carried out can increase the knowledge of the students in terms of using the website for everyday life. One of the products of information and communication technology is a website. Websites are used by many activities related to communication and information that can present information quickly and precisely. Currently, there are many information facilities and means available to make it easier to get information. This website learning aims to provide knowledge to students about the uses and benefits that can be obtained by learning websites. Keywords: Website, GoogleSite, Internet, Computer, Information
RANCANG BANGUN SISTEM APLIKASI TABUNGAN SISWA PADA SMK AVERUS BERBASIS WEB Anggi Rinaldi; Septa; Niki Ratama
Journal of Research and Publication Innovation Vol 1 No 1 (2023): JANUARY
Publisher : Journal of Research and Publication Innovation

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Abstract

Sistem yang berjalan saat ini masih belum menggunakan aplikasi yang memiliki database  yang mempermudah dalam melakukan penginputan baik data siswa dan laporan transaksi pada tabungan SMK AVERUS JAKARTA, serta belum adanya aplikasi tabungan siswa yang menerapkan model rancang bangun waterfall pada SMK AVERUS JAKARTA.Adapun tujuan dari penelitian ini adalah membangun aplikasi yang memiliki database di dalamnya sehingga dapat mempermudah dalam melakukan penginputan baik data siswa dan laporan transaksi, serta Dengan menerapkan model rancang bangun waterfall ke dalam sistem  tabungan siswa sebagai pembuatan aplikasinya menggunakan bahasa pemrograman PHP. Aplikasi ini menggunakan bahasa pemrograman php yang berbasis web dengan menggunakan metode rancang bangun waterfall. Hasil dari penelitian  adalah membuat suatu aplikasi  tabungan siswa  berbasis web dengan menggunakan database di dalamnya yang sudah berjalan dengan baik, tidak ada error dan siap untuk digunakan oleh siswa SMK AVERUS JAKARTA.
A PEMANFAATAN APLIKASI CANVA UNTUK PEMBUATAN CONTENT MARKETING DI SMK YPUI PARUNG Septa; Syndhe Qumaruw Syty
Abdi Jurnal Publikasi Vol. 1 No. 6 (2023): Juni
Publisher : Abdi Jurnal Publikasi

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Abstract

The development of the internet makes it easy to communicate without limits. Physically, we can communicate in different places. The internet creates many conveniences for users in helping their daily activities. Content Marketing is a marketing activity that involves creating, curating, distributing and amplifying content that is interesting, relevant and useful to specific groups, in order to create talk about the content. One of the many applications that have been present in the world of technology is Canva. Canva is an Application or Web site or application that provides tools for creating graphic designs and online publications. The advantages of the Canva application are that it makes it easier for someone to make the design they want or need, such as; creation of posters, certificates, infographics, video templates and so on provided in the Canva application. The purpose of this PKM is to introduce the Canva application and the creation and use of the Canva application to create marketing content. Therefore we lecturers feel we have to introduce current technological developments, especially regarding the use of the Canva application. We hope that the PKM that has been implemented can increase students' knowledge in terms of using the Canva application to create their own marketing content. The result of this research is that this Community Service provides training to students at SMK YPUI Parung by utilizing the Canva application for content marketing creation. relatively easy.
PENERAPAN VIRTUAL REALITY SEBAGAI MEDIA PENGENALAN HEWAN ENDEMIK BERBASIS ANDROID Septa; Diki Rasapta
Journal of Research and Publication Innovation Vol 1 No 3 (2023): JULY
Publisher : Journal of Research and Publication Innovation

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Abstract

Hewan endemik berpengaruh penting bagi hutan kita untuk menyeimbangkan kelestarian alam, Ada beberapa masalah yang dapat dapat diidentifikasi dalam metode pengenalan hewan-hewan endemik di indonesia. Banyaknya anak-anak yang belum mengenal dan mengetahui hewan endemik, dengan adanya kondisi yang terjadi saat ini maka dibutuhkan perancangan media mengenai hewan endemik salah satunya menggunakan teknologi virtual reality. Virtual Reality merupakan teknologi yang telah membuat perbedaan besar pada sejarah pemikiran manusia dan saat ini sedang menjadi trend untuk membantu meningkatkan kualitas kinerja dan produk. Pada penelitian bertujuan untuk merancang aplikasi virtual reality untuk mengenalkan hewan endemik kepada masyarakat khususnya anak-anak. Aplikasi ini dibangun menggunakan software unity dengan bahasa C#. Hasil penelitian ini adalah aplikasi virtual reality kebun binatang adalah alternatif untuk wisatawan yang ingin mengamati binatang dari dekat dengan aman dan selain dapat mengamati binatang , pengguna juga dapat mengetahui tingkah laku binatang serta informasi masing-masing binatang. Sehingga aplikasi virtual reality kebun binatang menjadi aplikasi yang sangat informatif bagi pengguna.