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Pelatihan dan Pengembangan Media Pembelajaran Bagi Guru Bidang Studi Pada SMAN 5 Pekanbaru Berbasis AI Ibnu surya; Syaliman, Khairul Umam; Hidayat, Erzi
J-PEMAS - Jurnal Pengabdian Masyarakat Vol. 5 No. 1 (2024): Jurnal Pengabdian Masyarakat J_PEMAS
Publisher : STMIK Amik Riau

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33372/j-pemas.v5i1.1104

Abstract

Proses belajar mengajar adalah interaksi antara guru dan murid, yang diakhiri dengan proses evaluasi hasil belajar dalam upaya mencapai tujuan pembelajaran yang berlangsung dalam suatu lokasi dan jangka waktu tertentu. Dalam proses pembelajaran dibutuhkan media pembelajaran dalam peyampaian materi agar siswa lebih memahami materi yang diberikan. Oleh sebab itu, usulan kegiatan pengabdian kepada masyarakat (PkM) kali ini yakni memberikan pelatihan kepada guru untuk membuat media pembelajaran dengan pendekatan kecerdasan buatan (AI). Kegiatan ini dilaksanakan bertujuan memberikan pelatihan pembuatan media pembelajaran berbasis AI dengan harapan dapat membantu para guru dalam menyiapkan materi atau bahan ajar pada bidang studi. Setelah dilaksanakan dan evaluasi kepada 54 responden dimana peserta diantaranya sebagian besar adalah para guru diperoleh hasil 34 dari 54 responden (63%) dapat meringankan dan membantu pekerjaan dalam membuat perangkat pembelajaran cepat dan akurat, 19 dari 54 responden (35%) dapat menambah pengetahuan, wawasan dan ilmu baru serta sisanya sekitar 2% masih jauh lebih baik merancang materi ajar sendiri sekalipun tidak menafikan perangkat kecerdasan buatan ini sebagai sesuatu yang baru dan bagus bagi para guru.
Developing a Gamified Mobile Learning Approach for Evaluating Student’s Agricultural Accounting Education Ali, Fifitri; Bhayangkara, Abdi; Hidayat, Erzi
ABEC Indonesia Vol. 12 (2024): 12th Applied Business and Engineering Conference
Publisher : Politeknik Negeri Bengkalis

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

This study aims to establish an innovative approach to teaching accounting, with a strong emphasis on astudent-centred methodology. The curriculum is thoughtfully designed using an effective teaching framework, with theprimary goal of helping students better understand accounting principles. It introduces a mobile learning environmentwith a focus on gaming, achieved through the development of an accounting mobile game integrated into a mobilelearning system. The study selected a group of 60 accounting students to participate. The curriculum developmentfollowed a quasi-experimental design, combining quantitative data gathered through questionnaires and qualitative dataobtained through interviews. The results highlight the advantages of game-based mobile learning in improving teachingeffectiveness. Moreover, a regression model indicates that information quality and service quality positively predict theintention to use such a learning approach, and this intention, along with user satisfaction, positively influencesengagement in the learning process. Notably, user satisfaction serves as a mediating factor within this relationship. Inconclusion, this study offers valuable recommendations for educators and researchers in the field of accounting, sheddinglight on the benefits of incorporating game-based mobile learning into accounting education.
Rancang Bagun Sistem Informasi Penentuan Rute Terbaik Menggunakan Algoritma Ant Colony Optimization dan Fuzzy-AHP hidayat, erzi; Perdana Sari, Rika; Dewi, Meilany; Hakim, Arif Rahman
Jurnal Komputer Terapan Vol 10 No 2 (2024): Jurnal Komputer Terapan
Publisher : Politeknik Caltex Riau

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35143/jkt.v10i2.6435

Abstract

The determination of tourist routes in Pekanbaru is not solely based on identifying the shortest route but also the best route, considering the various challenges in the field, such as potholes, traffic congestion, and the lack of directional signs to tourist destinations. The selection of the best route is crucial to improving travel comfort and efficiency, reducing travel time, and avoiding potential risks that may disrupt the tourist experience. Therefore, this study aims to determine the best route to tourist attractions using the Ant Colony Optimization (ACO) method and rank tourist routes with the Analytic Hierarchy Process (AHP) method. This study integrates two approaches: ACO, which mimics the behavior of ant colonies in finding optimal routes, and AHP, which generates numerical scores to rank alternatives based on how well each alternative meets the decision maker's criteria. The results of this study are expected to help tourists find available facilities at tourist attractions and provide alternative routes that can serve as a reference in determining the best route to the tourist location, thereby enhancing tourist satisfaction and the overall travel experience.
PENGEMBANGAN SISTEM INFORMASI CAGAR BUDAYA (SITARI) SEBAGAI UPAYA PELESTARIAN BUDAYA DI PROVINSI RIAU Dewi, Meilany; Novayani, Wenda; Rachmawati, Heni; Hidayat, Erzi; Zain, Muhammad Mahrus
Jurnal Komputer Terapan Vol 11 No 1 (2025): Jurnal Komputer Terapan
Publisher : Politeknik Caltex Riau

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35143/jkt.v11i1.6495

Abstract

Awareness of the importance of cultural preservation should be a fundamental concern for every Indonesian citizen, particularly in the face of the rapid cultural influences brought about by globalization and advancements in internet technology. This is especially relevant for the people of Riau Province, which is rich in historical heritage and cultural diversity. The development of SITARI (Sistem Informasi Cagar Budaya Riau) represents a strategic initiative aimed at preserving the cultural assets of Riau Province through the facilitation of cultural heritage reporting, heritage data collection, and 360-degree virtual tours.During the development process, a Focus Group Discussion (FGD) was conducted involving representatives from relevant government agencies across the 12 regencies and municipalities in Riau Province. The objective was to identify existing challenges and gather input regarding system development needs. In parallel, a public survey was carried out to capture community perspectives on the difficulties faced in reporting suspected cultural heritage objects. The system was developed using the waterfall model approach. Evaluation results indicate that the SITARI application operates effectively and performs optimally without errors. It is deemed relevant in supporting cultural literacy, heritage preservation, and the promotion of tourism in Riau. The user interface and layout received positive feedback, indicating potential for further development. Notably, the 360-degree Virtual Tour feature was highly appreciated. The application also adheres to OWASP security standards, with minor low-risk vulnerabilities identified for future improvement.
Pelatihan dan Pengembangan Media Pembelajaran Bagi Guru Bidang Studi Pada SMAN 5 Pekanbaru Berbasis AI Ibnu surya; Syaliman, Khairul Umam; Hidayat, Erzi
J-PEMAS - Jurnal Pengabdian Masyarakat Vol. 5 No. 1 (2024): Jurnal Pengabdian Masyarakat J_PEMAS
Publisher : STMIK Amik Riau

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33372/j-pemas.v5i1.1104

Abstract

Proses belajar mengajar adalah interaksi antara guru dan murid, yang diakhiri dengan proses evaluasi hasil belajar dalam upaya mencapai tujuan pembelajaran yang berlangsung dalam suatu lokasi dan jangka waktu tertentu. Dalam proses pembelajaran dibutuhkan media pembelajaran dalam peyampaian materi agar siswa lebih memahami materi yang diberikan. Oleh sebab itu, usulan kegiatan pengabdian kepada masyarakat (PkM) kali ini yakni memberikan pelatihan kepada guru untuk membuat media pembelajaran dengan pendekatan kecerdasan buatan (AI). Kegiatan ini dilaksanakan bertujuan memberikan pelatihan pembuatan media pembelajaran berbasis AI dengan harapan dapat membantu para guru dalam menyiapkan materi atau bahan ajar pada bidang studi. Setelah dilaksanakan dan evaluasi kepada 54 responden dimana peserta diantaranya sebagian besar adalah para guru diperoleh hasil 34 dari 54 responden (63%) dapat meringankan dan membantu pekerjaan dalam membuat perangkat pembelajaran cepat dan akurat, 19 dari 54 responden (35%) dapat menambah pengetahuan, wawasan dan ilmu baru serta sisanya sekitar 2% masih jauh lebih baik merancang materi ajar sendiri sekalipun tidak menafikan perangkat kecerdasan buatan ini sebagai sesuatu yang baru dan bagus bagi para guru.