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Evaluasi Efisiensi Sumber Daya pada Proses Prompting AI Berdasarkan Konsep Green Computing Bagus Aufa Ariq Armeidi; M. Krisna Pramudya
Jurnal Ilmiah Binary STMIK Bina Nusantara Jaya Lubuklinggau Vol 8 No 1 (2026): Jurnal Ilmiah Binary STMIK Bina Nusantara Jaya
Publisher : STMIK Bina Nusantara Jaya Lubuk Linggau

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52303/jb.v8i1.221

Abstract

The rapid advancement of artificial intelligence (AI) technology has triggered a significant surge in computational resource consumption, particularly in the inference phase driven by text prompting. This study aims to evaluate the resource efficiency of various AI prompting techniques based on Green Computing principles, which emphasize minimizing energy consumption and maximizing the computational sustainability of digital systems. The research employs a qualitative descriptive literature review method, collecting data from 15 scientific publications sourced from Google Scholar, IEEE Xplore, and Semantic Scholar databases, covering the period 2020–2025. The analysis demonstrates that prompting technique selection directly influences token count, response latency, and energy consumption. Zero-shot prompting exhibits the lowest energy footprint (0.38 mWh per query) while Chain-of-Thought and ReAct prompting, although yielding higher accuracy (91–93%), consume up to five times more energy. The findings indicate that applying prompt compression, context pruning, and model-right-sizing strategies, aligned with Green Computing principles can reduce energy usage by 40–60% without substantially sacrificing output quality. This research contributes a practical framework for designing energy-aware AI prompting strategies suitable for sustainable computing environments.
Penerapan Pembelajaran Pemrograman Visual Berbasis Scratch untuk Meningkatkan Kemampuan Computational Thinking Siswa Sekolah Dasar Bagus Aufa Ariq Armeidi; Affan Abdul Majid Syahrul; Dea Gusriyanti; M. Krisna Pramudya; Ery Hartati
JURIBMAS : Jurnal Hasil Pengabdian Masyarakat Vol 5 No 1 (2026): Juli 2026
Publisher : LKP KARYA PRIMA KURSUS

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62712/juribmas.v5i1.1056

Abstract

Kegiatan pengabdian masyarakat ini bertujuan untuk meningkatkan kemampuan computational thinking (CT) siswa sekolah dasar melalui pembelajaran pemrograman visual berbasis Scratch. Kegiatan dilaksanakan pada 9 April 2026 di Laboratorium Komputer SD Hosanna Palembang dengan melibatkan 16 siswa. Sebelum kegiatan, siswa hanya memahami animasi dasar Scratch dan belum familiar dengan konsep game logic, sensing, operators, serta variables. Metode yang diterapkan meliputi ceramah dan demonstrasi, praktik langsung (hands-on learning), serta diskusi dan evaluasi. Materi mencakup pengenalan antarmuka Scratch, komponen Stage dan Sprite, Block Palette, Area Scripting, sensing, operators, variables, storytelling, game logic, sistem skor, serta logika Game Over. Proyek utama yang dikerjakan siswa adalah pembuatan game sederhana bertema Flappy Bird. Hasil kegiatan menunjukkan bahwa seluruh siswa berhasil menyelesaikan proyek game, mampu mengoperasikan variabel skor, memahami logika interaksi antara objek, serta menunjukkan peningkatan kemampuan CT yang mencakup dekomposisi masalah, pengenalan pola, abstraksi, penyusunan algoritma, dan kemampuan debugging sederhana. Siswa juga tampak lebih antusias dan termotivasi dalam belajar. Kegiatan ini membuktikan bahwa pendekatan project-based learning dan game-based learning melalui Scratch efektif dalam membangun fondasi computational thinking pada pendidikan dasar.