This study aims to implement a Radio Frequency Identification attendancean application that is integrated with the database to support the program to improve the disciplined attitude of the teachers of the Nurul Huda Jannatu Vocational High School Cirebon City. This Radio Frequency Identification application consists of several main components, namely id cards which are used to read the information regarding the presence of teachers of the Nurul Huda Jannatu Vocational High School Cirebon City. Database integration in this system will allow data to be automatically stored directly into a Web Server database so that the reach of information can be accessed anywhere without being limited by distance or time and does not need intensive supervision so that the tool facilitates and makes teacher activities more efficient
Abstrak: Menurunnya tingkat pemahaman siswa terhadap materi olah raga pada masa pandemi Covid-19 sangat besar yang ditandai dengan menurunnya rata-rata nilai siswa. Hal tersebut diakibatkan karena kurangnya inovasi media pembelajaran pada masa pandemi saat ini yang masih mengandalkan media presentasi yang tidak dilengkapi dengan gambaran yang jelas, sehingga menyulitkan siswa dalam memahami materi pembelajaran terutama olah raga yang penuh dengan materi praktikum. Penelitian ini merupakan penelitian pengembangan atau Research and Development (R&D) yang menggunakan model pengembangan ADDIE yaitu: Analysis (Analisis), Design (Perancangan), Development (Pengembangan), Implementation (Implementasi), dan Evaluation (Evaluasi). Hasil penelitian ini menunjukkan bahwa sistem dapat berjalan dengan baik dan layak di gunakan untuk pembelajaran siswa hingga saat ini. Kata kunci: Sistem Informasi, Olahraga, Pandemi, Research and Development, Android Abstract: The decline in the level of students' understanding of sports material during the Covid-19 pandemic was very large, which calculated the decrease in the average student's score. This is due to the lack of innovative learning media during the current pandemic who still rely on media presentations that are not equipped with clear descriptions, making it difficult for students to understand learning materials, especially sports which are full of practicum material. This research is a research and development (R&D) which uses the ADDIE model, namely: Analysis, Design, Development, Implementation, and Evaluation. The results show that the system can run well and is feasible to use for student learning to date. Keywords: Information Systems, Sports, Pandemic, Research and Development, Android
Marketplace is expected to be a solution in streamlining activities between sellers and buyers. Information systems that discuss distribution and sales among batik craftsmen are very rare. Especially information systems regarding the distribution and sale of products from batik craftsmen, the development of information is very minimal in the current era of technology and information. The purpose of the dodolan application Marketplace is a location for buying and selling products where sellers and buyers meet in a place or referred to as an electronic market. By using this system, the craftsmen can inform the results to outsiders quickly through the marketplace concept which will be built using the Business to Business (B2B) concept. Based on the observations of batik artisans in the Trusmi area, the marketing and sales system still uses the conventional one where the craftsmen sell their products to the showroom of their handicrafts, so that the selling price obtained by batik craftsmen is relatively cheaper. In addition, the conventional buying and selling marketing system is considered less effective from the point of view of time because it has to send goods to a shoroom that is quite far away. The result of making the "Dodolan" Mobile Commerce application is to break the sales chain from craftsmen to batik showroom sellers. So that batik craftsmen do not need to sell their results to batik sellers' sorum, with the intention that craftsmen can get greater profits. This Android-based batik "Dodolan" Mobile Commerce application can carry out the buying and selling process that can be accessed by buyers and admins. Buyers can process purchases, while admins can process purchase transactions and can also sell products
Abstrak: Di era industry 4.0 ketika ini, penggunaan teknologi sebagai media informasi berkembang pesat. salah satunya ialah penggunaan teknologi Berbasis Android. Media Pembelajaran merupakan suatu mediator yang bermanfaat untuk memudahkan proses belajar. persoalan yg terdapat pada Sekolah Dasar Negeri 2 Warugede adalah kurangnya Media Pembelajaran yg menarik sebab hanya terfokus pada buku dan kertas-kertas, sebagai akibatnya siswa-siswi merasa bosan dan mengakibatkan kurangnya minat belajar. Media Pembelajaran Cari kata digunakan sebagai Media Pembelajaran Bahasa Indonesia kepada peserta didik-siswi kelas I-III Sekolah Dasar Negeri 2 Warugede. Penelitian ini bertujuan untuk mengembangkan media pembelajaran berbentuk Permainan Edukasi Cari kata, serta mengetahui kelayakan Permainan Edukasi Cari kata sebagai media pembelajaran berdasarkan penilaian siswa di uji coba perorangan, peserta didik di uji coba kelompok kecil serta siswa di uji coba lapangan, pengajar Mata Pelajaran Bahasa Indonesia di SD.
Sumber daya manusia/karyawan merupakan salah satu faktor penting dari jalannya suatu organisasi/perusahaan. Pengelolaan yang baik dari karyawan ini akan sangat mempengaruhi aspek keberhasilan kerja, jika karyawan dapat diorganisir dengan baik, diharapkan organisasi/perusahaan dapat menjalankan semua proses usaha dengan baik pula. Masalah subyektifitas dalam penilaian kinerja karyawan merupakan hal yang hampir tidak bisa dihindari. Penilaian masih bersifat subjektif atau berdasarkan pada pendapat pribadi penilai yang biasanya sering dianggap. Di lain pihak manajemen dan karyawan membutuhkan proses penilaian kinerja yang rutin dan cepat sehingga dapat memberikan umpan balik dan perbaikan yang cepat di lingkungan kerja. Transparansi proses penilaian biasanya dapat memberikan efek positif bagi peningkatan motivasi kerja pegawai Fokus masalah adalah proses evaluasi (penilaian) yang rumit, artinya yang sering terjadi sekarang adalah umumnya karyawan yang mendapatkan bonus hanya dilihat pada kriteria pertama saja, tetapi karyawan tersebut belum tentu unggul pada beberapa kriteria-kriteria yang lain tapi tetap mendapat bonus. Dalam penelitian ini difokuskan pada kriteri kehadiran.Hasil Penelitian ini Kriteria pada penelitian dalam menentukan Bonus Karyawan yaitu Masa Kerja, Hadir, Loyalitas dan Hasil Pekerjaan Hasil akurasi menunjukan 86.81 % dengan rincian yaitu Hasil Prediksi Layak dan True Layak memiliki data sebanyak 54 Data. Hasil Prediksi Layak dan True Tidak Layak memiliki data sebanyak 9 Data. Hasil Prediksi Tidak Layak dan True Tidak Layak memiliki data sebanyak 9 Data. Hasil Prediksi Tidak Layak dan True Layak memiliki data sebanyak 64 Data
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