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All Journal IAES International Journal of Artificial Intelligence (IJ-AI) International Journal of Reconfigurable and Embedded Systems (IJRES) International Journal of Evaluation and Research in Education (IJERE) TEKNIK INFORMATIKA Jurnal Pendidikan Teknologi dan Kejuruan Voteteknika (Vocational Teknik Elektronika dan Informatika) JTEV (Jurnal Teknik Elektro dan Vokasional Bulletin of Electrical Engineering and Informatics Sinkron : Jurnal dan Penelitian Teknik Informatika INVOTEK: Jurnal Inovasi Vokasional dan Teknologi Pendas : Jurnah Ilmiah Pendidikan Dasar JURNAL PENDIDIKAN TAMBUSAI Jurnal Basicedu Journal of Education Technology EDUKATIF : JURNAL ILMU PENDIDIKAN Menara Ilmu Jurnal Teknologi Informasi dan Pendidikan Journal of Applied Engineering and Technological Science (JAETS) Journal of Community Service and Empowerment Journal of Innovation in Educational and Cultural Research Jurnal Vokasi Informatika (JAVIT) Instal : Jurnal Komputer Afeksi: Jurnal Penelitian dan Evaluasi Pendidikan Jurnal Basicedu Tsaqofah: Jurnal Penelitian Guru Indonesia CONSEN: Indonesian Journal of Community Services and Engagement Journal of Systems Engineering and Information Technology Journal of Engineering Researcher and Lecturer Journal of Hypermedia & Technology-Enhanced Learning Journal of Innovative and Creativity Journal of Authentic Research Jupiter: Publikasi Ilmu Keteknikan Industri, Teknik Elektro dan Informatika Modem : Jurnal Informatika dan Sains Teknologi Jurnal Pendidikan MIPA JRTI (Jurnal Riset Tindakan Indonesia) Jurnal Publikasi Manajemen Informatika
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Perancangan Sistem Penjadwalan dan Bimbingan Tugas Akhir Menggunakan Algoritma CSP dengan Optimalisasi Algoritma Greedy Nadya Annisa Juventina; Resmi Darni; Delsina Faiza; Agariadne Dwinggo Samala
Journal of Innovative and Creativity Vol. 5 No. 2 (2025)
Publisher : Fakultas Ilmu Pendidikan Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/joecy.v5i2.3097

Abstract

Penjadwalan bimbingan tugas akhir merupakan aspek penting dalam proses akademik di perguruan tinggi, khususnya di Departemen Teknik Elektronika Universitas Negeri Padang. Namun, sistem penjadwalan yang ada saat ini masih menghadapi berbagai kendala, seperti bentrokan jadwal dan kurangnya pencatatan yang terstruktur. Penelitian ini bertujuan untuk merancang dan mengimplementasikan sistem penjadwalan bimbingan tugas akhir berbasis website dengan menggunakan algoritma Constraint Satisfaction Problem (CSP) yang dikombinasikan dengan algoritma Greedy. Pendekatan ini bertujuan untuk mengatasi kendala penjadwalan dengan mempertimbangkan berbagai batasan yang ada, sehingga dapat meningkatkan efisiensi penjadwalan, mengurangi kesalahan atau bentrokan jadwal, serta mendukung kelancaran administrasi dalam mengelola proses bimbingan tugas akhir. Metode prototype digunakan dalam pengembangan sistem ini untuk menghasilkan model yang dapat diuji dan disempurnakan. Hasil penelitian menunjukkan bahwa sistem yang dikembangkan berhasil meningkatkan efisiensi penjadwalan, mengurangi konflik jadwal, dan memperbaiki komunikasi antara dosen dan mahasiswa. Selain itu, sistem ini dilengkapi dengan fitur pencatatan bimbingan digital yang memungkinkan mahasiswa untuk memantau kemajuan tugas akhir secara lebih terstruktur. Sistem ini diharapkan dapat memberikan kontribusi signifikan dalam mengoptimalkan proses bimbingan yang lebih terorganisir di perguruan tinggi.
Pengembangan Chatbot Multimodal Teks–Suara untuk Pelayanan Nasabah Bank Nagari Khalilul Afwan; Resmi Darni; Ahmaddul Hadi; Agariadne Dwinggo Samala
Journal of Innovative and Creativity Vol. 5 No. 2 (2025)
Publisher : Fakultas Ilmu Pendidikan Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/joecy.v5i2.3168

Abstract

Layanan customer service berperan penting dalam perbankan sebagai penghubung antara nasabah dan institusi keuangan. Di Bank Nagari, layanan ini masih didominasi metode konvensional seperti kunjungan langsung atau sambungan telepon yang memiliki keterbatasan waktu operasional dan rentan antrean panjang. Untuk mengatasi permasalahan tersebut, penelitian ini mengembangkan chatbot multimodal berbasis teks dan suara yang dapat diakses kapan saja untuk memberikan informasi layanan bank secara cepat dan interaktif. Pengembangan sistem menggunakan metode Prototyping dengan tiga tahap utama: Listen to Customer, Build/Revise Mock-up, dan Customer Test Drives Mock-up. Sistem dirancang dengan integrasi React.js (frontend), Go + Gin (backend), AWS Transcribe (speech-to-text), Google Text-to-Speech, serta modul NLP berbasis SBERT dan Random Forest. Hasil pengujian menunjukkan model memiliki akurasi keseluruhan 96,26%, dengan nilai precision, recall, dan f1-score rata-rata 0,96. Sistem mampu mengenali intent pengguna dan memberikan respons otomatis baik dari input teks maupun suara, serta memenuhi kriteria kemudahan penggunaan, kecepatan respons, dan akurasi pemahaman konteks. Implementasi chatbot ini berpotensi meningkatkan kualitas layanan nasabah Bank Nagari secara signifikan.
Pengembangan Aplikasi Sistem Pakar Berbasis Web untuk Analisis Penyakit Tanaman Cabai dengan Model Forward Chaining Ilahi, Rafi Kurnia; Samala, Agariadne Dwinggo
TSAQOFAH Vol 5 No 5 (2025): SEPTEMBER
Publisher : Lembaga Yasin AlSys

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58578/tsaqofah.v5i5.6800

Abstract

Expert systems are a branch of artificial intelligence designed to replicate the reasoning abilities of a human expert in solving specific problems within a particular domain. This study aims to develop a web-based expert system using the forward chaining model to analyze and diagnose diseases in chili plants. The system is built using a rule-based approach, where users select observed symptoms and the system automatically generates a diagnosis through forward reasoning. Testing was conducted through black-box testing to ensure all features functioned as expected, and accuracy testing was performed by experts using ten real case studies. The results showed that the system successfully provided accurate diagnoses for all cases, achieving an accuracy rate of 100%. These findings demonstrate that the developed expert system is effective as a knowledge-based diagnostic tool. Furthermore, the system holds significant potential for expansion to other problem areas through adjustments to its knowledge base.
Rancang Bangun Portal Manajemen Magang Berbasis Web di PT Carano Integrasi Teknologi Wahyudi, Wahyudi; Marta, Rizkayeni; Huda, Yasdinul; Samala, Agariadne Dwinggo
TSAQOFAH Vol 5 No 5 (2025): SEPTEMBER
Publisher : Lembaga Yasin AlSys

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58578/tsaqofah.v5i5.6902

Abstract

The internship administration process in many institutions, including PT Carano Integrasi Teknologi Padang, is still conducted manually and relies on physical documents, making it susceptible to inefficiencies, data loss, and errors in participant placement. This study aims to design and develop a web-based internship management portal to digitalize the entire internship process, from registration to participant evaluation. The research employs a software engineering method using a case study approach, implemented with the PHP programming language and the CodeIgniter framework. The developed portal includes features such as account registration, internship application verification, task management, report uploads, participant performance assessment, and automatic certificate issuance. The system is also equipped with an AI-powered chatbot for real-time information services. Technical evaluation was conducted to assess performance in terms of access speed and efficiency. The results demonstrate that the system effectively addresses various administrative issues, improves time efficiency, reduces the risk of document loss, and ensures appropriate participant placement based on competency through centralized capacity monitoring. Performance testing using GTmetrix indicates that the portal meets and even exceeds Google’s Core Web Vitals standards, with a Largest Contentful Paint (LCP) of 1.1 seconds, Total Blocking Time (TBT) of 0 ms, and a Cumulative Layout Shift (CLS) of 0, reflecting high loading speed, optimal responsiveness, and stable user interface layout.
Smart Focus Detection: Early Warning System Memantau Tingkat Konsentrasi Siswa dengan Behavior Recognition Ginting, Fadjar Dwitama; Resmidarni, Resmidarni; Samala, Agariadne Dwinggo; Marta, Rizkayeni
TSAQOFAH Vol 5 No 6 (2025): NOVEMBER
Publisher : Lembaga Yasin AlSys

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58578/tsaqofah.v5i6.7514

Abstract

This study originates from the need for a real-time student concentration monitoring system in response to challenges in maintaining learner engagement during the instructional process. The aim of the research is to develop Smart Focus Detection, an early warning system based on deep learning and computer vision designed to automatically detect students’ focus levels. The system was developed using a modern client–server architecture integrating the YOLOv8 behavior detection model, a FastAPI-based backend service, and a Vue.js-based user interface dashboard. Development followed the Agile methodology through the stages of planning, design, implementation, and testing. The YOLOv8 model was trained using public datasets from Kaggle and Roboflow, with data preprocessing and augmentation techniques applied, and evaluated using metrics including Precision, Recall, F1 Score, and Mean Average Precision (mAP). Results show that the model achieved an mAP@0.5 score of 85%, indicating high accuracy in detecting both focused and unfocused student behaviors. Limited trials in classroom settings demonstrated that the system’s interactive dashboard effectively displays data through live monitoring features, statistical visualizations, and automated notifications. The study concludes that Smart Focus Detection holds strong potential as a proactive pedagogical assistant, enabling teachers to conduct timely interventions to enhance student engagement and learning effectiveness. The findings imply promising opportunities for leveraging artificial intelligence in the development of data-driven adaptive learning systems.
Rancang Bangun Game Edukasi ”Assemble & Learn” Berbasis Android sebagai Media Interaktif pada Materi Perakitan Komputer untuk Siswa SMK M. Ismail; Dedy Irfan; Agariadne Dwinggo Samala; Mahesi Agni Zaus
Modem : Jurnal Informatika dan Sains Teknologi. Vol. 4 No. 2 (2026): April : Modem : Jurnal Informatika dan Sains Teknologi
Publisher : Asosiasi Profesi Telekomunikasi Dan Informatika Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62951/modem.v4i2.848

Abstract

The limited use of interactive learning media has made it difficult for students to visualize the functions and assembly flow of computer components. This study aims to design and develop an Android-based educational game called “Assemble & Learn” as an interactive medium for computer assembly lessons, specifically for vocational high school students at SMK Negeri 1 Tanjung Jabung Barat. The development process follows the Multimedia Development Life Cycle (MDLC), which includes the stages of concept, design, material collection, assembly, testing, and distribution. The learning content covers several core competencies: KD 3.2/4.2 on computer assembly, KD 3.3/4.3 on assembly testing, KD 3.4/4.4 on BIOS configuration, and KD 3.5/4.5 on operating system installation, with a focus on KD 3.2 and KD 3.5. Research instruments consist of validation questionnaires for subject-matter experts, media experts, and student trials using the System Usability Scale (SUS). Validation results show that the educational game received an average score of 94% from media experts and 100% from subject-matter experts, both categorized as “Highly Feasible.” Meanwhile, student trials indicated strong acceptance, with an average SUS score of 85% (excellent usability). In conclusion, the “Assemble & Learn” educational game offers an innovative solution to boost learning motivation, simplify material visualization, and provide flexible practice opportunities, thereby supporting the achievement of computer assembly competencies in an optimal and effective way.
RANCANG BANGUN MEDIA PEMBELAJARAN AUGMENTED REALITY PADA MATERI HARDWARE KOMPUTER DI SMK MUHAMMADIYAH 1 PADANG Prastanti, Cinta Bening; Asmara, Delvi; Irfan, Dedy; Samala, Agariadne Dwinggo
Jurnal Publikasi Manajemen Informatika Vol. 5 No. 3 (2026): JURNAL PUBLIKASI MANAJEMEN INFORMATIKA
Publisher : Lembaga Pengembangan Kinerja Dosen

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55606/jupumi.v5i3.7819

Abstract

Computer hardware learning in vocational high schools is often constrained by limited practicum equipment, restricting students' access to hardware components, while conventional media further limit independent study. This study aimed to develop an Augmented Reality (AR)-based learning medium for computer hardware material, integrating three-dimensional visualization, a gamified assessment, and an anti-tab-switching mechanism to support assessment integrity. The study employed the Research and Development (R&D) method using the 4D model (Define, Design, Develop, Disseminate), with the Disseminate stage limited to a small-scale practicality trial. The AR application was developed using Unity 3D, Blender, and Vuforia SDK with marker-based tracking to visualize the motherboard, processor, RAM, hard disk, power supply, and VGA card. Product validity was assessed by three media experts and three material experts using Likert-scale instruments, while practicality was evaluated through a questionnaire administered to 10 students from a population of 20 Grade X Computer and Network Engineering students at SMK Muhammadiyah 1 Padang. The results showed media validity of 91.25%, material validity of 93.81%, and practicality of 94%, each categorized as very valid or very practical. These findings indicate that the developed AR-based media is feasible and practical for interactive, independent hardware learning while maintaining assessment integrity.
Rancang Bangun Sistem Pembayaran Komite Sekolah Berbasis Web Terintegrasi Midtrans Payment Gateway dan WhatsApp Gateway dengan Reminder Otomatis Pratama, Galant Anefsyah; Samala, Agariadne Dwinggo; Budayawan, Khairi; Sandra, Randi Proska
Journal of Authentic Research Vol. 5 No. 2 (2026): May
Publisher : LITPAM

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36312/qtsq1788

Abstract

Pengelolaan pembayaran komite sekolah yang masih dilakukan secara tunai dan dicatat melalui buku kas atau Microsoft Excel berpotensi menimbulkan antrean, keterlambatan rekonsiliasi, kesalahan pencatatan, serta rendahnya transparansi bagi orang tua. Penelitian ini bertujuan merancang dan membangun sistem pembayaran komite sekolah berbasis web yang terintegrasi dengan Midtrans Payment Gateway dan WhatsApp Gateway dengan strategi reminder otomatis. Penelitian menggunakan metode Research and Development dengan model Prototype yang meliputi komunikasi kebutuhan, perencanaan cepat, pemodelan rancangan, konstruksi purwarupa, evaluasi pengguna, dan penyempurnaan sistem. Data kebutuhan dikumpulkan melalui observasi proses pembayaran manual, wawancara dengan bendahara dan petugas administrasi, serta studi dokumentasi pembayaran komite di SMA Negeri 1 Painan. Sistem dikembangkan menggunakan Laravel 9, basis data MySQL, arsitektur Model-View-Controller, integrasi Midtrans Snap API dan webhook, serta pengiriman notifikasi WhatsApp secara bertahap pada H-7, H-3, dan H-1 sebelum jatuh tempo. Hasil penelitian menunjukkan bahwa sistem mampu memfasilitasi manajemen data siswa, pembuatan tagihan massal, pembayaran digital melalui QRIS dan e-wallet, pembaruan status pembayaran secara otomatis, pembuatan invoice, dashboard monitoring, dan laporan pembayaran real-time. Pengujian Black-box menunjukkan seluruh fitur utama berjalan sesuai spesifikasi fungsional. Sistem ini berkontribusi pada digitalisasi administrasi keuangan sekolah dengan meningkatkan efisiensi transaksi, akuntabilitas data, transparansi status pembayaran, dan ketepatan komunikasi kepada orang tua. Manual school committee payment management using cash, ledger books, and spreadsheet records may cause queues, delayed reconciliation, recording errors, and limited transparency for parents. This study aims to design and develop a web-based school committee payment system integrated with the Midtrans Payment Gateway and WhatsApp Gateway using an automatic reminder strategy. The study applied a Research and Development approach with a Prototype model consisting of requirement communication, quick planning, design modeling, prototype construction, user evaluation, and system refinement. Requirement data were collected through direct observation of manual payment activities, interviews with school treasurers and administrative staff, and documentation analysis at SMA Negeri 1 Painan. The system was developed using Laravel 9, MySQL, Model-View-Controller architecture, Midtrans Snap API and webhook integration, and staged WhatsApp reminders sent seven, three, and one day before payment due dates. The results show that the system supports student data management, bulk billing, digital payment through QRIS and e-wallets, automatic payment status updates, invoice generation, real-time monitoring dashboards, and payment reporting. Black-box testing indicates that all major functional modules operate according to the specified requirements. The system contributes to the digital transformation of school financial administration by improving transaction efficiency, data accountability, payment transparency, and timely communication with parents.
Perancangan Confusion-Aware Adaptive User Interface Berbasis Kombinasi Ekspresi Wajah dan Pola Navigasi Pengguna Pada Website Edukasi untuk Anak Berkebutuhan Khusus Ramadhan, Dzaky Fawwaz; Sandra, Randi Proska; Samala, Agariadne Dwinggo; Budayawan, Khairi
Journal of Authentic Research Vol. 5 No. 2 (2026): May
Publisher : LITPAM

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36312/rct91846

Abstract

Perkembangan teknologi informasi mendorong penggunaan website edukasi sebagai media pembelajaran interaktif. Namun, sebagian besar website edukasi masih dirancang dengan antarmuka statis yang belum mempertimbangkan karakteristik pengguna, terutama anak berkebutuhan khusus (ABK), sehingga berpotensi menimbulkan kebingungan dan hambatan belajar. Penelitian ini bertujuan merancang Confusion-Aware Adaptive User Interface berbasis kombinasi ekspresi wajah dan pola navigasi pengguna pada website edukasi untuk ABK. Sistem dikembangkan menggunakan metode Prototype dengan pendekatan rule-based untuk menentukan adaptasi antarmuka. Deteksi ekspresi wajah menggunakan kombinasi MediaPipe dan Facial Emotion Recognition (FER), sementara pola navigasi dianalisis berdasarkan jumlah klik, salah klik, dan durasi halaman. Hasil pengujian fungsional dengan Black Box Testing menunjukkan seluruh fitur sistem berjalan sesuai rancangan. Pengujian Confusion-Aware Engine pada 8 skenario menunjukkan akurasi klasifikasi kondisi pengguna (normal, cemas, bingung) sebesar 100% dengan penerapan UI adaptif yang konsisten. Sistem berhasil mengidentifikasi siswa melalui validasi kode unik berbasis sekolah, menampilkan materi dinamis sesuai kategori hewan (darat, laut, udara), serta menyediakan rekap hasil belajar lengkap dengan fitur ekspor PDF dan Excel. Penelitian ini berkontribusi pada pengembangan teknologi pembelajaran inklusif melalui antarmuka adaptif yang responsif terhadap kondisi pengguna secara real-time.
Interactive Multimedia Using Canva Application in Basic Electronics Subject for Grade X at SMK Negeri 1 Batipuh: A Development Study Sandi Azima Mailando; Ika Parma Dewi; Hanesman; Agariadne Dwinggo Samala
Journal of Hypermedia & Technology-Enhanced Learning Vol. 1 No. 3 (2023): Book Haven
Publisher : Sagamedia Teknologi Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58536/j-hytel.v1i3.91

Abstract

This research is motivated by the low student learning outcomes due to the learning process still relying on printed books, the absence of interactive multimedia learning media, and the use of traditional methods. The main objective of this study is to evaluate the validity and practicality of interactive multimedia using the Canva application in the Basic Electronics subject for the 10th grade at SMK Negeri 1 Batipuh. To carry out this development, the 4D research model is employed, including the Define, Design, Development, and Disseminate steps. The results of material expert validation show an average score of 0.883, categorizing it as "Valid." The average score from the media expert verification is 0.914, also falling into the "valid" category. The practicality test of the Basic Electronics multimedia learning demonstrates that it is highly practical for use in the learning process, with an average percentage of 91%, falling into the "Very Practical" category.
Co-Authors Abdul Hasim Abdullah, MT, Dr. Rijal Aditya Hanum Widarsa Afdar, Jihan Amaria Afif Rahman Riyanda Ahmaddul Hadi, Ahmaddul Al-Rasyid, Muhammad Almasri Almasri Ambiyar, Ambiyar Aminuddin, Fattachul Huda An 'Amna Hafizhah Angga Elpatsa Aqil Afif Arif Budiman Ary Ramadhan Asmar Yulastri Asmara, Delvi Asrul Huda Batubara, Hendra Saputra Bayu Ramadhani Fajri Bayu Ramadhani Fajri Bojic, Ljubisa Budayawan, Khairi Chan, Aldi Rizal Chintiya Larashati Coelho, Diogo Pereira Criollo-C, Santiago Dedy Irfan Dekry, Muhammad Reviza Delsina Faiza Devansyah, Sultan Devega, Army Trilidia Dian Safitri Dini Faisal Dony Novaliendry Efrizon Efrizon Fadhilah Fadhilah Fadhilah Fadhilah Fadhli Ranuharja Fahmi Rizal Fajri, Bayu Ramadhani Fathur Rahman Febri Prasetya Ganefri . Ginting, Fadjar Dwitama Grassini, Simone Hadi Kurnia Saputra Hanesman Hanesman Harry Prasetyo Hasep Saputra Hasnita, Sri Hendra Hidayat Hendra Sahputra Batubara Hla Myo Tun Howard, Natalie-Jane Huda, Yasdinul Huzhain, Fadlillah Ika Parma Dewi Ilahi, Rafi Kurnia Indarta, Yose Indra Yeni Irma Delianti , Vera Jaya, Putra Khalilul Afwan Kiong, Tee Tze Lativa Mursyida Lativa Mursyida Lature, Putri Yani M Ananda Adhitya Perdana M. Faisal Ikhsan M. Ismail Mahesi Agni Zaus Mainzaghi, Filipo Marta, Rizkayeni Mubai, Akrimullah Muhamad Gilang Maulana Mursyida, Lativa Muskhir, Mukhlidi Nadya Annisa Juventina Nessya Fitryona Ningsih, Tiara Heliyan Nizwardi Jalinus Novi Hendri Adi Nurahmat, Ilham Oktrilani, Rentika Prastanti, Cinta Bening Pratama, Galant Anefsyah Putra, Rido Rahmawati Rahmawati Rahmawati, Rahmawati Rama Putra Mahendri Ramadhan, Dzaky Fawwaz Ramandika, Agil Rara Cantika Rawas, Soha Resmi Darni Resmidarni, Resmidarni Ridho, Mohd Rifyal Novalia Rizka Admutia, Ranny Rizkayeni Marta Rizki Hardian Sakti Rizky Ema Wulansari Ronal Watrianthos Ryan Fikri Sabrina, Mutiara Sandi Azima Mailando Sandra, Randi Proska Sanjaya, Dimas Silalahi, Naufal Alfarizi Simatupang, Wakhinuddin sinaga, lotar mateus Sitepu, Raynald Sokolova, Elizaveta Vitalievna Sukardi Sukardi Sukardi, Sukardi Syahisro Mirajdandi Syahril Syahril Syahril Syahril Syerlie Annisa Syukhri Syukhri Teza Agustina Titi Sri Wahyuni Titin Sriwahyuni Tsoy, Dana Veithzal Rivai Zainal Vera Indriani Vera Irma Delianti Vera Irma Delianti Vitalyevna, Sokolova Elizaveta Wahyudi Wahyudi Wakhinuddin Wakhinuddin, Wakhinuddin Waskito Wela Julia Rahmi Wiki Lofandri Windiani Yuniar Wulansari, Rizky Ema Yeka Hendriyani Yose Indarta Yose Indarta Yose Indarta Yose Indarta Yose Indarta Yose Indarta Yose Indarta Yunifa Miftachul Arif Zahelna Azzahra, Karisa Zakhrifa Husna Zulhendra Zulhendra