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Peran Teknologi Informasi dalam Meningkatkan Lilterasi Keamanan Data dan Etika Bermedia Sosial di SMAN 14 Makassar Gunawang, Safitri Nuraulia; SAS, Abdillah; Syam, Supriadi; Indrawati, Asa
Babakti: Journal of Community Engangement Vol. 2 No. 1 (2025): April
Publisher : Universitas Singaperbangsa Karawang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35706/babakti.v2i1.190

Abstract

Kemunculan teknologi digital telah membawa perubahan yang sangat signifikan di berbagai bidang, termasuk bidang pendidikan. Salah satu tantangan yang dihadapi adalah literasi digital, terkhusus dalam aspek keamanan data dan etika bermedia sosial. Berdasarkan hasil observasi yang dilakukan tim di SMA Negeri 14 Makassar, menunjukkan bahwa beberapa siswa pemahamannya masih kurang mengenai risiko digital sehingga dapat menyebabkan berbagai permasalahan seperti kebocoran data pribadi, penyalahgunaan informasi, hingga ancaman kejahatan digital lainnya. Pengabdian masyarakat ini bertujuan untuk meningkatkan literasi digital siswa(i) di SMAN 14 Makassar melalui kegiatan pengabdian masyarakat berbasis teknologi informasi. Adapun metode yang digunakan meliputi beberapa tahap, yaitu observasi awal, persiapan, penyuluhan dengan pendekatan ceramah interaktif, serta evaluasi melalui pre-test dan post-test. Hasil dari evaluasi menunjukkan bahwa adanya peningkatan pemahaman yang signifikan dengan rata-rata nilai pre-test 64,85 kemudian meningkat menjadi 95,71 pada post-test. Temuan ini mengindikasikan bahwa penggunaan teknologi informasi sebagai sarana edukasi dapat meningkatkan literasi dan kesadaran siswa tentang pentingnya keamanan data dan etika dalam menggunakan sosial media. Oleh sebab itu, literasi digital dalam aspek keamanan data dan etika bermedia sosial perlu menjadi bagian integral dalam kurikulum pendidikan guna membentuk generasi yang lebih cerdas dan bertanggung jawab dalam menghadapi ancaman di dunia digital.
Laboratorium Virtual “Gerak Dan Gaya” Tiga Dimensi Menggunakan High Poly Syam, Supriadi; SAS, Abdillah
JTRISTE Vol 9 No 2 (2022): JTRISTE
Publisher : STMIK KHARISMA Makassar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55645/jtriste.v9i2.386

Abstract

This study aims, (1)To design a virtual laboratory "Motion and Style" in science subjects class VIII junior high school based on 3D (2) To implement the virtual laboratory "Motion and Style" in science subjects class VIII junior high school based on 3D (3)To apply the high poly technique on the virtual laboratory "Motion and Style" in science subjects class VIII junior high school. In designing this application, the development of the system used is UML (Unified Modeling Language). While in making applications, the software used in this researce the author uses software, Unity 2020, Visual Studio Code, 3D Studio Max, Autodesk Maya, using high poly techniques. The result of this research is a learning media that can make it easier for students to understand the material presented in learning and can create learning that is not boring, and is able to increase learning motivation in students.
Film Pendek Zero Waste Lifestyle Menggunakan Animasi 3D Syam, Supriadi
JTRISTE Vol 10 No 1 (2023): JTRISTE
Publisher : STMIK KHARISMA Makassar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55645/jtriste.v10i1.429

Abstract

Waste is our common problem, there are many problems that arise due to humans' lack of discipline in managing waste so that it is scattered everywhere, polluting the land and sea and becoming one of the causes of climate change. This research focuses on the implementation of multimedia technology in the form of 3D animation to illustrate the impact of bad human behavior and habits that are less environmentally friendly and introduce a Zero waste lifestyle. Zero waste lifestyle is a lifestyle concept that invites us to Use disposable products wisely to reduce the amount and impact of waste. This short film is made in 3D animation in order to present an attractive appearance so that it is easy to attract the attention of the audience. The use of animation can be shown with particle simulation so that the objects in it seem more real. The result of this research is a short film which is an educational tool to increase awareness to reduce the use of single-use products and better protect the environment. Based on the respondents' answers, it was found that 61.8% of respondents agreed to the storyline and messages conveyed and the film's animation.
PEMANFAATAN TEKNOLOGI AUGMENTED REALITY SEBAGAI MEDIA PEMBELAJARAN TATA SURYA BERBASIS ANDROID PADA SISWA TUNADAKSA Syam, Supriadi; Mokram, Muh. Ilhamsyah; Ranteliling, Ratno
JTRISTE Vol 11 No 1 (2024): JTRISTE
Publisher : STMIK KHARISMA Makassar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55645/jtriste.v11i1.546

Abstract

The solar system is one of the topics in natural science lessons taught in every school. However, school learning often relies solely on textbooks, which often do not explain the material in detail. This research aims to develop an Android-based application that utilizes augmented reality (AR) technology as a medium for introducing the solar system and to implement this AR technology. The method used in this research is the markerless method, which allows the development of AR without using special markers. This method is used to track objects in the real world and project them into the virtual world without requiring special markers. The research design uses UML (Unified Modeling Language), and the programming language used is C#. The result of this research is an Android-based solar system learning application. Based on the test results, the voice description is clearly audible, and the Star Tracking object can be detected well at a distance of 5 cm to 2 meters. Thus, it can be concluded that the markerless method can be implemented effectively.
Improving Digital Literacy & Digital Marketing Skills of MSMEs in Bonto Manurung Village: Peningkatan Kemampuan Literasi Digital & Pemasaran Digital Pelaku UMKM di Desa Bonto Manurung SAS, Abdillah; Syam, Supriadi; Syafaruddin, Andi Riska Andreani; Gunawang, Safitri Nuraulia; Alfarauq, Saddam
Dinamisia : Jurnal Pengabdian Kepada Masyarakat Vol. 8 No. 5 (2024): Dinamisia: Jurnal Pengabdian Kepada Masyarakat
Publisher : Universitas Lancang Kuning

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31849/dinamisia.v8i5.22985

Abstract

This community service program aims to enhance digital literacy and digital marketing skills among small business groups in Bonto Manurung village, Maros Regency. The lack of knowledge and skills in utilizing digital technology is one of the main obstacles to improving the competitiveness and market reach of these businesses. The program was conducted through training, technology implementation, and intensive mentoring focused on using websites for digital marketing, production management, marketplace creation and use, digital literacy, basic digital marketing, business model canvas, and digital content. Evaluation was carried out using pre-test and post-test questionnaires administered to the training participants. The results indicated an increase in participants' knowledge in various aspects, with improvements ranging from 40% to 100% after several training stages. Additionally, this program heightened awareness of the importance of digital literacy and digital media in managing businesses in the modern era.
Development of Seaweed Farming Groups Utilizing Internet of Things (IoT) Technology: Pengembangan Kelompok Pembudidaya Rumput Laut Berbasis Internet of Things (IoT) Gatta*, Ratnawati; Syam, Supriadi; Anwar, Asni; Wahyuni, Wahyuni; Halim, Muh. Syukur; Sudirman, Andi Albab Shiddiq; Mokram, Muh. Ilhamsyah; Rantelling, Ratno; Elsa, Elsa
Dinamisia : Jurnal Pengabdian Kepada Masyarakat Vol. 9 No. 1 (2025): Dinamisia: Jurnal Pengabdian Kepada Masyarakat
Publisher : Universitas Lancang Kuning

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31849/dinamisia.v9i1.23041

Abstract

Pengembangan kelompok pembudidaya rumput laut menjadi sangat penting untuk meningkatkan produktivitas dan kesejahteraan masyarakat pesisir. Kelompok Katojoa merupakan salah satu kelompok pemula yang membudidayakan rumput laut jenis Eucheuma cottoni. Kegiatan ini berfokus pada pelatihan dan penerapan teknologi Internet of Things (IoT) dalam sistem budidaya rumput laut dengan tujuan untuk meningkatkan efisiensi kerja dan efektivitas manajemen budidaya rumput laut di Kelurahan Pundata Baji. Metode yang digunakan adalah sosialisasi, pelatihan, penerapan teknologi serta pendampingan dan evaluasi. Penerapan teknologi IoT digunakan untuk memantau kondisi lingkungan budidaya secara real-time. Sedangkan pelatihan diberikan dalam bentuk materi penggunaan dan pemeliharaan alat sensor deteksi kualitas air, teknik budidaya rumput laut, serta manajemen usaha. Hasil menunjukkan bahwa implementasi penggunaan IoT dalam budidaya rumput laut dapat meningkatkan hasil produksi serta mengurangi biaya operasional dan tenaga kerja. Penerapan teknologi IoT dapat meningkatkan income generating kelompok sebesar 50% karena kelompok mitra dapat beralih ke usaha tambak garam saat terjadi kemarau panjang serta hasil panen rumput laut meningkat sebesar 10% per tahun akibat penambahan luasan lahan budidaya rumput laut. Selain itu, pelatihan dapat meningkatkan keterampilan sekitar 80% anggota kelompok mengenai teknologi IoT dan sistem manajemen usaha. Penerapan ini juga berkontribusi terhadap peningkatan ekonomi dan pengelolaan sumber daya yang lebih baik sehingga diharapkan dapat menjadi solusi inovatif untuk pengembangan ekonomi dan infrastruktur masyarakat pesisir khususnya di Kelurahan Pundata Baji