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Drag and Drop : Pelatihan Penerapan IoT Berbasis MIT APP Inventor pada Kelompok Mahasiswa PTA 2022 Ashadi, Ninik Rahayu; Risal, Ahmad; Suhaeb, Sutarsi; Hamda, Hamda; Kaseng, Ernawati S.
TEKNOVOKASI : Jurnal Pengabdian Masyarakat Volume 3: Issue 2 (May 2025)
Publisher : Jurusan Teknik Informatika dan Komputer

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59562/teknovokasi.v3i2.8337

Abstract

The purpose of this community service is (1) to provide an understanding of the basic concepts and IoT Architecture by the 2022 PTA student group, (2) to provide an understanding and practice of optimal use on the APP inventor platform so as to slow down the process and implementation of IoT. The implementation of this community service for 2 days with the following methods: (1) lectures, (2) questions and answers, (3) practice. Based on the results of the community service, it can be concluded that several things that are indicators of success during the community service are that (1) During the training, in the process of providing material and simulation, training participants gain experience in understanding concepts and how to simulate the App Inventor through providing material and application simulations, (2). In the training process, the motivation of the training participants is very enthusiastic or is included in the high category, it can be seen that the target for training participants is 100% present, (3). In the training process at the evaluation stage, training participants have been able to design or create supporting applications using the App Inventor.
The Development of an intelligent e-health Mobile Application in Indonesia: A Preliminary Study Djawad, Yasser Abd; Suhaeb, Sutarsi; Mustakim, Ridwansyah; Jaya, Hendra; Ronge, Saharuddin; Sakka, Saliruddin
International Series on Interdisciplinary Science and Technology Vol. 4 No. 2 (2019)
Publisher : Universitas Lampung

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

Abstract

Telehealth has developed as an alternative to cover healthcare in all regions. Telehealth technology cannot be separated from Information and Communication Technology (ICT) that has been infiltrated to human activities nowadays. Internet and mobile phone technologies in Indonesia have become new major needs. Indonesian Government and some institutions have tried to use these technologies in healthcare services in some remote areas. However, some obstacles have been found in the implementation of the technologies such as inadequate ICT infrastructure and lack of policies about healthcare for remote areas. The study was conducted to obtain the recent status of the telehealth in Indonesia to develop a simple and proper mobile application.  A literature study was conducted by collecting relevant information such as reports, regulations and policies released by the Indonesia Government regarding the healthcare infrastructures and latest technology used for telehealth. In addition, updated information from various institutions was also collected. The study reveals that there has been a gradual increase in the number of healthcare infrastructures in some remote areas in Indonesia. The number of ICT infrastructures is also expected to increase every year to facilitate communities in remote areas to be connected with others. Therefore, a mobile model of telehealth using text message services would be designed as a development model based on previous models that have been designed by some researchers.
The Role of Virtual Laboratory Facilities and Infrastructure in Developing Student Competence in Engineering Education Jaya, Hendra; Haryoko, Sapto; Sabara, Edy; Mantasia; Suhaeb, Sutarsi; Saharuddin, S.
Golden Ratio of Data in Summary Vol. 5 No. 3 (2025): May - July
Publisher : Manunggal Halim Jaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52970/grdis.v5i3.1195

Abstract

This study investigates the impact of Virtual Reality (VR)-based virtual laboratory facilities and infrastructure on students' competencies in the Department of Electronic Engineering Education at the Faculty of Engineering, Makassar State University. With the increasing integration of digital technology in education, virtual laboratories have become pivotal in enhancing students' technical and conceptual understanding, especially in technical fields such as electronics. The research employs a quantitative survey method, distributing questionnaires to 31 students. Data analysis includes descriptive and inferential statistics, including regression analysis to examine the relationship between the adequacy of virtual laboratory facilities, student motivation, and their academic competencies. The results reveal a significant positive influence of the sufficiency of virtual laboratory infrastructure and student motivation on their competencies. Specifically, the study finds that improvements in the adequacy of virtual laboratories contribute to a notable improvement in students' practical and conceptual skills. Moreover, higher student motivation correlates with better academic performance. This research underscores the importance of upgrading virtual laboratory facilities and fostering student engagement to maximize learning outcomes in technical education.
Entrepreneurial Readiness among University Students: Implications for Higher Education Development Suhaeb, Sutarsi; Djawad, Yasser Abd.; Sabara, Edy
International Journal of Technology and Education Research Vol. 3 No. 03 (2025): July - September, International Journal of Technology and Education Research (
Publisher : International journal of technology and education research

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.63922/ijeter.v3i03.2160

Abstract

This study aims to analyze the level of entrepreneurial readiness among university students, focusing on key indicators such as entrepreneurial motivation, knowledge, managerial skills, organizational or work experience, and environmental support. The research employed a quantitative approach with a descriptive research design to provide an objective and measurable overview of students’ readiness for entrepreneurship. The population consisted of all active students at the selected university, and a sample of 275 students was obtained using proportional random sampling. Data were collected using a structured, closed-ended questionnaire with a five-point Likert scale. The results revealed that the majority of students demonstrated a high level of entrepreneurial readiness, with 79.27% in the high category and 4.73% in the very high category, while 16.00% were in the moderate category. No respondents fell into the low or very low categories, indicating that all students possessed at least a moderate level of readiness. These findings suggest that students generally have adequate motivation, knowledge, skills, and environmental support to initiate entrepreneurial activities. The high readiness levels may also reflect the effectiveness of entrepreneurship education programs implemented by higher education institutions. Nevertheless, the presence of students in the moderate category indicates a need for further development, particularly in enhancing practical experience, risk-taking ability, and direct business exposure. Therefore, targeted interventions such as mentoring, practice-based entrepreneurship training, and business network expansion are recommended to elevate students’ readiness to a higher level.
Case Study on Creating Flowcharts for Mobile Robot Line Follower Using Robomind Simulator and Non Simulator Fischertechnik Sabril, Aulia; Suhaeb, Sutarsi
Indonesian Research Journal on Education Vol. 5 No. 1 (2025): Irje 2025
Publisher : Fakultas Keguruan dan Ilmu Pendidikan, Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/irje.v5i1.2080

Abstract

Robot programming generally begins with creating a flowchart to define the robot's technical functions before implementing it using programming languages such as C, Ruby, or others. However, this approach has weaknesses as it requires significant time, cost, and effort, making it less efficient and effective. One solution to overcome this issue is by directly using flowcharts in the programming process. Educational toys based on Brick, such as Fischertechnik, have adopted this concept, allowing programs to be more readable, systematic, easily modified, and facilitating error identification. This study aims to compare manually created flowcharts in the Robomind simulator with those implemented using non-simulator Fischertechnik devices for the same function, namely as a mobile robot line follower. The study results indicate differences in the form and implementation of flowcharts between these two approaches. For future research, it is proposed to further compare flowcharts created in the Robomind simulator and directly uploaded to non-simulator Fischertechnik devices for the same tasks.
PENDAMPINGAN PENINGKATAN PRODUKTIVITAS PEMBUDIDAYA JAMUR TIRAM MELALUI PEMANFAATAN TEKNOLOGI MONITORING BERBASIS IOT (INTERNET OF THINGS) Ridwansyah, Ridwansyah; Faika, Siti; Suhaeb, Sutarsi; Jaya, Hendra; Idris, Maruf
RESONA : Jurnal Ilmiah Pengabdian Masyarakat Vol 8, No 1 (2024): June
Publisher : Lembaga Penerbitan dan Publikasi Ilmiah (LPPI) Universitas Muhammadiyah Palopo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35906/resona.v8i1.1735

Abstract

Pembudidayaan jamur tiram diperlukan media tanam yang disebut Baglog. Dalam pembuatan baglog jamur tiram, seringkali timbul yellow spot, green spot, gagal menumbuhkan miselium, perkembangan miselium lambat, dan baglog membusuk. Seringkali faktor sterilisasi media dianggap sebagai satu-satunya sebab dalam kegagalan. Untuk itu perlu dijaga dengan baik yang merupakan syarat hidup jamur: Suhu, kelembaban, keasaman (pH), cahaya, kadar Air, kebutuhan nutrisi jamur. Tahapan  pelaksanaan  kegiatan terdiri metode pelaksanaan kegiatan Program Kemitraan Masyarakat (PKM), dan solusi yang ditawarkan adalah melakukan pelatihan dan pendampingan kepada kelompok pembudidaya Jamur Tiram (mitra) tentang pengetahuan dalam Pembuatan peralatan Berbasis IoT (Internet of Things) dalam membantu pemeliharaan dan peningkatan Produksi Jamur Tiram yang praktis, dan mudah dimengerti, metode yang digunakan adalah ceramah, diskusi dan, tanya jawab.  Abstract. Oyster mushroom cultivation requires a planting medium called Baglog. In making oyster mushroom baglogs, yellow spots, green spots, failure to grow mycelium, slow mycelium development, and rotting baglogs often occur. Often the media sterilization factor is considered the only cause of failure. For this reason, it needs to be properly maintained which is a requirement for mushroom life: Temperature, humidity, acidity (pH), light, water content, nutritional needs of mushrooms. The stages of implementing the activity consist of the method of implementing the activities of the Community Partnership Program (PKM), and the solution offered is to conduct training and mentoring to groups of Oyster Mushroom cultivators (partners) on knowledge in making IoT (Internet of Things) Based equipment in helping to maintain and increase Oyster Mushroom Production which is practical, and easy to understand, the methods used are lectures, discussions and, questions and answers.
Optimalisasi Ekonomi Lokal melalui Pemberdayaan Lorong Wisata Berbasis Teknologi Internet of Things (IoT) Wahyudi; Wahyudi, Wahyudi; Purnamasari, Wulan; Labusab, Labusab; Suhaeb, Sutarsi; Dewi, Anita Candra
Jurnal Kemitraan Responsif untuk Aksi Inovatif dan Pengabdian Masyarakat Volume 2 Issue No. 1: July 2024
Publisher : Lontara Digitech Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61220/kreativa.v2i1.20246

Abstract

Kegiatan pengabdian ini bertujuan untuk mengoptimalkan potensi ekonomi lokal melalui pemberdayaan Kelompok Wanita Tani (KWT) di Lorong Wisata Karunrung Raya 2. Program ini berfokus pada pemanfaatan teknologi Internet of Things (IoT) sebagai solusi inovatif untuk mendukung kegiatan pertanian urban dan pengelolaan lorong wisata. Metode pelaksanaan mencakup pelatihan penggunaan teknologi IoT, pendampingan intensif dalam penerapan sistem otomatisasi irigasi dan monitoring tanaman, serta pengelolaan hasil panen untuk meningkatkan daya tarik wisata lorong tersebut. Hasil kegiatan menunjukkan peningkatan kapasitas anggota KWT dalam mengoperasikan perangkat IoT, efisiensi kerja, dan produktivitas hasil pertanian. Selain itu, integrasi teknologi ini juga berhasil menarik minat pengunjung, sehingga meningkatkan potensi ekonomi melalui promosi produk lokal dan aktivitas wisata edukasi. Program ini membuktikan bahwa sinergi antara pemberdayaan masyarakat dan teknologi dapat menjadi katalisator dalam mengembangkan ekonomi lokal secara berkelanjutan.
Have Fun with Canva: Menjadi Studentpreneur di Usia Muda Nuridayanti; Nuridayanti, Nuridayanti; Dewi, Anita Candra; Suhaeb, Sutarsi; Djawad, Yasser Abdul; Labusab, Labusab
Jurnal Kemitraan Responsif untuk Aksi Inovatif dan Pengabdian Masyarakat Volume 2 Issue No. 1: July 2024
Publisher : Lontara Digitech Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61220/kreativa.v2i1.20249

Abstract

Pengabdian masyarakat ini bertujuan membekali siswa dengan keterampilan desain grafis dan wawasan kewirausahaan di era digital. Kegiatan ini dilaksanakan di SMA Negeri 19 Gowa, melibatkan 20 siswa kelas XI dengan pendekatan interaktif berbasis praktik. Metode pelaksanaan meliputi ceramah pengantar, demonstrasi penggunaan Canva, praktik mandiri, simulasi kewirausahaan, serta gamifikasi untuk meningkatkan motivasi belajar siswa. Hasil kegiatan menunjukkan bahwa siswa memiliki antusiasme tinggi terhadap penggunaan Canva sebagai media kreatif untuk mendukung aktivitas kewirausahaan. Dalam sesi praktik, siswa berhasil menghasilkan desain poster promosi yang relevan dengan ide bisnis mereka. Simulasi kewirausahaan memberikan pengalaman langsung kepada siswa dalam mengembangkan konsep bisnis, menyasar target pasar, dan memanfaatkan desain sebagai elemen branding. Gamifikasi melalui penghargaan peserta terbaik dan teraktif berhasil menciptakan suasana pembelajaran yang menyenangkan sekaligus kompetitif. Kegiatan ini berdampak positif pada peningkatan keterampilan desain grafis siswa, pemahaman tentang konsep studentpreneur, serta motivasi mereka untuk berinovasi. Meskipun terdapat beberapa kendala teknis seperti koneksi internet yang terbatas, kegiatan ini tetap mampu memberikan pengalaman belajar yang bermakna. Sebagai langkah lanjutan, program serupa dapat dikembangkan lebih lanjut dengan menambahkan pendampingan bisnis berkelanjutan untuk membantu siswa merealisasikan ide usaha mereka. Kegiatan ini menunjukkan potensi besar dalam memadukan teknologi digital dan kewirausahaan untuk mendorong generasi muda menjadi kreatif, produktif, dan adaptif di era digital.
PEMBUATAN MODUL “EASY FUN 5 PROJECTS ROBOTICS FOR KIDS” UNTUK PENGENALAN ROBOTIK PADA MURID SEKOLAH DASAR Muhammad, Aisyah Cipto; Sabara, Edy; Suhaeb, Sutarsi
Jurnal Elektronika Telekomunikasi & Computer Vol 10, No 2 (2025): September
Publisher : Jurnal Elektronika Telekomunikasi & Computer

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

Abstract

Penelitian ini bertujuan untuk: (1) Mengembangkan modul robotik yang mudah dan menyenangkan bagi murid sekolah dasar. (2) Untuk mengetahui hasil uji kelayakan modul dalam meningkatkan pemahaman murid tentang robotik dan mengevaluasi respons murid terhadap modul tersebut. Jenis penelitian ini merupakan Penelitian dan Pengembangan (Research and Development/R&D) dengan menggunakan model pengembangan ADDIE (Analisis, Desain, Pengembangan, Implementasi, dan Evaluasi). Hasil penelitian yaitu: (1) Pengembangan “Easy Fun 5 Projects Robotics For Kids”. (2) Persentase kelayakan modul dari ahli materi sebesar 86% & 88%, ahli media sebesar 89% & 90% dan dengan kategori “Sangat Layak”. (3) Persentase penilaian murid terhadap Modul mencapai 86% dengan kategori "Sangat baik" dari segi aspek self instructional, self contained, stand alone, adaptif, dan user friendly. Dengan mempertimbangkan uji coba produk yang dilakukan pada praktisi media dan pelajaran serta tanggapan murid maka pengembangan Modul Easy Fun 5 Projects Robotics For Kids dinyatakan layak sebagai modul pengenalan dasar robotika pada anak SD dan memiliki dampak yang positif terhadap pemahaman murid terhadap konsep robotika. Oleh karena itu, implementasi modul "Easy Fun 5 Projects Robotics For Kids" dapat dijadikan sebagai salah satu strategi yang layak dalam mengenalkan dasar robotika pada murid sekolah dasar.
Evaluation of Entrepreneurial Intention among Vocational High School Students in the Context of Entrepreneurship Education Implementation in South Sulawesi Suhaeb, Sutarsi; Ma’ruf Idris, Muh.
International Journal of Technology and Education Research Vol. 3 No. 04 (2025): October - December, International Journal of Technology and Education Research
Publisher : International journal of technology and education research

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.63922/ijeter.v3i04.2485

Abstract

This study aims to analyze the level of entrepreneurial intention of Vocational High School (SMK) students in South Sulawesi Province. Entrepreneurial intentions are an important indicator in measuring students' readiness and interest in entrepreneurship as one of the alternative career options after graduation. This research is motivated by the importance of entrepreneurship education in vocational schools in supporting the creation of new jobs and reducing the unemployment rate among vocational education graduates. The research method used is a descriptive quantitative approach. The sampling technique was carried out using multistage sampling through three stages, namely: (1) determination of the population of all state vocational schools in 24 districts/cities in South Sulawesi, (2) random selection of two districts/cities, namely Makassar City and Gowa Regency, and (3) purposively selection of each of three vocational schools based on the school's involvement in entrepreneurial activities through the School Production Unit (UPS). The number of respondents in this study was 275 students. Data was collected using a questionnaire instrument that measures the dimensions of entrepreneurial intention, including entrepreneurial interest, motivation, and readiness to start a business. Data analysis was carried out descriptively using frequency distribution. The results of the study show that the level of entrepreneurial intention of vocational school students in South Sulawesi Province is relatively high, with the majority of students showing a strong desire to be entrepreneurial after completing their education. No students were found in the low or very low category of entrepreneurial intentions. These findings indicate that entrepreneurship education in vocational schools, especially through entrepreneurial practice activities within UPS, has contributed positively to building an independent mindset, risk-taking courage, and students' confidence to become young entrepreneurs. This research makes a theoretical contribution to the development of literature on entrepreneurship education in the context of vocational education, as well as a practical contribution for education policymakers in designing learning programs that are oriented towards strengthening students' entrepreneurial spirit