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Sistem Monitoring Aktivitas Anak Berbasis Web menggunakan Model Rapid Application Development (RAD) pada TK Islam Terpadu Qurrata A'yun Hasan, Hastrid; Arifin, Rohayati; Pato, Markani; Hidayat, Febri; Nasir, Khaedir Rahman; Wisda; Asnimar
AJAD : Jurnal Pengabdian kepada Masyarakat Vol. 3 No. 3 (2023): DESEMBER 2023
Publisher : Lembaga Mitra Solusi Teknologi Informasi (L-MSTI)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59431/ajad.v3i3.220

Abstract

The problem that occurs in TKIT Qurrata A'yun is that currently it only uses WhatsApp Groups as a means of communication between teachers and parents to convey information about children, including activities outside school, Records of children's learning progress are only submitted to parents when receiving report cards. With the web-based system, access to information and monitoring children's learning activities becomes more practical, allowing parents to view data directly from various devices such as computers, laptops, or mobile phones, anytime and from anywhere if they are connected to the internet. The purpose of this study is to design a monitoring system that can provide information to parents, implement a web-based child learning monitoring system. These data were obtained through interviews and observations. The system development method used is Rapid Application Development with 3 stages, namely needs planning, user design, and implementation. The results showed that the success rate of 84.7% of parent questionnaires and 92.5% of teacher questionnaires, indicated that the planned system was "very feasible" to use.
Waste Service Retribution Management in Selayar Islands Regency through Website-Based Solutions Wisda; Nuraida Latif; Apriana, Rezki; Neneng Awaliah; Kumar Vivek; Kamaruddin
Ceddi Journal of Information System and Technology (JST) Vol. 3 No. 1 (2024): April
Publisher : Yayasan Cendekiawan Digital Indonesia (CEDDI)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56134/jst.v3i1.78

Abstract

The waste retribution management system at the Environmental Service office in Selayar Islands Regency is currently suboptimal. Customers are required to register for waste collection in person at the office, and the payment process must be done through a collection officer who visits the customer's location. Additionally, there is no formal channel for customers to provide feedback on the waste services they receive. To address these issues, an application is proposed to streamline waste service usage for the community and facilitate reporting for Environmental Service employees. The study aims to design and implement an Application for Data Collection and Reporting of Waste Service Retribution at the Environmental Service of Selayar Islands Regency. The research utilized field research, library research, interviews, and documentation to gather relevant data. The research methodology employed was Rapid Application Development (RAD), which involves stages such as requirements planning, user design, development, and implementation. The findings of the study suggest that the proposed application is highly feasible, based on the results of the respondents' assessments. This application is envisioned to significantly improve waste service management and customer experience in Selayar Islands Regency.
Implementation of School Information System at Yaabunaya Fathul Khair Makassar Foundation Kamaruddin; Mustika, Nur; Emasari; Taliang, Askar; Wisda; Amiruddin, Erwin Gatot
Ceddi Journal of Education Vol. 1 No. 2 (2022): December
Publisher : Yayasan Cendekiawan Digital Indonesia (CEDDI)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56134/cje.v1i2.28

Abstract

This research aims to evaluate the implementation of a school information system at the Yaabunaya Fathul Khair Foundation in Makassar and its impact on school management processes. The system is designed to enhance interaction between the school and various stakeholders while ensuring the generation of accurate information. The analysis employs the PIECES method, which examines Performance, Information, Economics, Control, Efficiency, and Service to identify and address issues within the foundation. The research utilizes UML for design, PHP for coding, and MySQL for database management. System testing was conducted using the Black Box method to verify functional performance. The results indicate that the developed system operates effectively and meets its intended functions. User feedback gathered from a questionnaire with 6 respondents answering 10 questions, revealed an average satisfaction score of 86.79%, demonstrating that the application performs well and meets user expectations. This research contributes to the field of educational technology by providing insights into the effective implementation and evaluation of school information systems, highlighting their role in improving school management and stakeholder communication.
Android-Based Personal Hygiene Educational Game Application for Children Ida, Nuraida Latif; Ratnawati; Rohayati Arifin; Wisda; Nurmila
Ceddi Journal of Education Vol. 2 No. 2 (2023): December
Publisher : Yayasan Cendekiawan Digital Indonesia (CEDDI)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56134/cje.v2i2.46

Abstract

Presently, there remains a deficiency in educational games aimed at instilling in children an awareness of personal hygiene, and numerous health issues stem from a lack of adherence to good hygiene practices. This study seeks to develop an Android-based educational game catering to the hygiene needs of young children, with a focus on assessing the application's feasibility. The research collected system-building data through observations and interviews, employing the Black Box testing method to evaluate the application's usability. Field and library research contributed to the acquisition of comprehensive data. The study's outcome is the creation of an Android-based educational game dedicated to teaching personal hygiene to children. Utilizing the UML design method, the author constructed and integrated the game into the Unity 3D application, enabling children to grasp the significance of cleanliness and environmental hygiene through engaging gameplay. Evaluation results indicate the suitability of the personal hygiene education game, with a learning menu percentage of 78% and a play menu percentage of 77%, as determined by questionnaire-based tests, affirming the system's appropriateness for use.