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Utilizing Electromagnetic Radiation in Remote Sensing for Vegetation Health Analysis Using NDVI Approach with Sentinel-2 Imagery Pamuji, Rizky; Mahardika, Andi Ichsan; Wiranda, Nuruddin; Saputra, Novan Alkaf Bahraini; Adini, Muhammad Hifdzi; Pramatasari, Delsika
Kasuari: Physics Education Journal (KPEJ) Vol 6, No 2 (2023): December 2023
Publisher : Universitas Papua, Jurusan Pendidikan Fisika FKIP Unipa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37891/kpej.v6i2.486

Abstract

The process of utilizing electromagnetic radiation from the radiometric values (Near-Infrared/NIR) and RED in the Normalized Difference Vegetation Index (NDVI) on Sentinel-2 imagery involves measuring light reflection at specific wavelengths reflected by vegetation. NDVI is computed by taking the difference between NIR and RED reflectance, then dividing it by their sum. In-depth analysis of electromagnetic wave interaction and plant spectral characteristics, such as NIR light reflection in healthy leaves, enables mapping vegetation health levels. The research aims to process image data and create a model visualizing vegetation health in the Sentinel-2 research area. Across the total area of 601,971,281.26 m2, 30.37% is healthy vegetation, 12.52% is moderate, and 53.33% is low or unhealthy. The least healthy area has an NDVI of -0.2006, while the healthiest area has a value of 0.6043.
PELATIHAN PENGEMBANGAN MATERI AJAR DIGITAL MENGGUNAKAN TOPWORKSHEETS UNTUK MENDUKUNG OPTIMALISASI PEMBELAJARAN BERBASIS TEKNOLOGI Mahardika, Andi Ichsan; Pamuji, Rizky; Wulandari, Trisena; Syifa, Linda Nur; Suryandari, Tri Wahyuni
Jurnal Pendidikan dan Pengabdian Masyarakat Vol. 6 No. 4 (2023): November
Publisher : FKIP Universitas Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/jppm.v6i4.5859

Abstract

Hampir seluruh dunia pendidikan saat ini telah menerapkan teknologi informasi dan komunikasi (TIK) dalam kegiatan pembelajaran, tanpa memiliki keterampilan dasar dan pengetahuan digitalisasi bahan ajar maka proses pembelajaran akan menjadi tertinggal. Hal ini tentu memerlukan persiapan, perencanaan, dan pelaksanaan pembelajaran yang baik oleh guru agar proses belajar tetap efektif dan menyenangkan bagi siswa. Hasil kajian tim pengusul mengenai pelaksanaan sistem pembelajaran berbasis teknologi yang diterapkan guru umumnya masih sebatas share materi digital dan tugas yang menyebabkan proses pembelajaran tidak berjalan dengan efektif. Hasil diskusi dengan rekan-rekan guru mitra menunjukkan bahwa guru-guru belum mampu membuat materi ajar digital seperti e-book yang menarik bagi siswa. Hal ini tentu saja kurang menarik bagi siswa dan tidak mengembangan keterampilan guru dalam mendesain materi ajar digital yang sesuai dengan tujuan pembelajaran dan kondisi saat ini. Salah satu upaya yang dapat dilakukan untuk membantu guru mengatasi kendala dalam pelaksanaan pembelajaran berbasis teknologi adalah dengan mengadakan kegiatan pelatihan pengembangan materi ajar digital. Sasaran pelatihan ini adalah guru-guru SMA Tahfidz Terpadu El Qudwah Barito Kuala Kalimantan Selatan yang berjumlah 16 orang. Hasil pelatihan menunjukkan bahwa terdapat respon positif dari peserta pelatihan, dan telah mampu mengembangkan materi ajar digital menggunakan aplikasi topworksheets.
Workshop on Strengthening and Implementing STEM-Based Coding with ARTEC Japan-WOW Singapore - PPSTEMI: School Dissemination Syahmani, Syahmani; Mahardika, Andi Ichsan; Winarti, Atiek; Khairunnisa, Yasmine; Prasetyo, Yogo Dwi; Wiranda, Nurruddin; Dewantara, Dewi; Rusmansyah, Rusmansyah; Wati, Mustika; Putra, Aminuddin Prahatama; Purba, Harja Santana; Salam, Abdul; Fajriah, Noor; Saputra, Novan Alkaf Bahraini; Pamuji, Rizky; Khair, Muhammad Sa’duddien; Febriyanti, Emma Rosana; Alfianti, Dewi
Bubungan Tinggi: Jurnal Pengabdian Masyarakat Vol 7, No 1 (2025)
Publisher : Universitas Lambung Mangkurat

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20527/btjpm.v7i1.12520

Abstract

Based on initial questionnaire data filled out by Mathematics and Natural Sciences teachers in Barito Kuala (Batola) Regency and Banjarmasin City, it was found that understanding and application of STEM Coding in schools is still low, so it is necessary to hold a STEM Coding community service workshop. This community service project aims to help participants develop critical thinking, creative, collaborative, and STEM literacy (4C) skills. The four stages of the community service method are planning, implementation, observation, and evaluation. A total of 127 teachers participated in the workshops. Speakers from PPSTEMI, Artec Japan, and WOW Singapore presented in the hybrid format event. The material consists of three modules: STEM-based learning, STEM Coding programming with Arduino Basic (Stop and Go), and Intermediate (Controlling a Motorized Car). Activities were evaluated using a response questionnaire, to which 127 people responded. The findings revealed that, on average, 95.47% of participants thought favorably of this STEM Coding exercise.Critical thinking, creativity, collaboration, and STEM literacy are among the skills that workshop attendees can acquire—wrapped up this STEM Coding workshop to help them become more STEM literate. Based on initial questionnaire data filled out by Mathematics and Natural Sciences teachers in Barito Kuala (Batola) Regency and Banjarmasin City, it was found that understanding and application of STEM Coding in schools is still low, so it is necessary to hold a STEM Coding community service workshop. This community service project aims to help participants develop critical thinking, creative, collaborative, and STEM literacy (4C) skills. The four stages of the community service method are planning, implementation, observation, and evaluation. A total of 127 teachers participated in the workshops. Speakers from PPSTEMI, Artec Japan, and WOW Singapore presented in the hybrid format event. The material consists of three modules: STEM-based learning, STEM Coding programming with Arduino Basic (Stop and Go), and Intermediate (Controlling a Motorized Car). Activities were evaluated using a response questionnaire, to which 127 people responded. The findings revealed that, on average, 95.47% of participants thought favorably of this STEM Coding exercise.Critical thinking, creativity, collaboration, and STEM literacy are among the skills that workshop attendees can acquire—wrapped up this STEM Coding workshop to help them become more STEM literate. 
Citizen Participation in Responding to Natural Disasters Through Twitter Messages Pamuji, Rizky; Aknuranda, Ismiarta; Ramdani, Fatwa
Journal of Information Technology and Computer Science Vol. 5 No. 2: August 2020
Publisher : Faculty of Computer Science (FILKOM) Brawijaya University

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1411.074 KB) | DOI: 10.25126/jitecs.202052179

Abstract

Citizen participation in collect and distribute information increase the role of the citizen involvement in local issues and increasing the benefits of society for the government and the environment. The contribution of citizens can be useful in helping to deal with environment problems and assist certain parties in meeting data needs, this is commonly referred to as citizen science. In its development, citizen science involvement in providing information began to involve social media as a platform for sharing information. In this study we try to explore citizen science of Indonesia, we conduct case study exploring how citizen in Indonesia used social media such as Twitter in response to one of the country’s worst disaster in 2018 namely Lombok Earthquake. By analyzing these user generate message we may know what the response of Indonesian citizen during event and understand more about citizen science in Indonesia through social media including its role and contribution. The information also may assist local communities in obtaining up-to-date information, providing assistance according to needs of the populace and use to manage and plan disaster relief both during and after the event.
Developing High School Mathematics Teacher Competence Through Computational Thinking Integration Workshop Sari, Delsika Pramata; Pamuji, Rizky; Purba, Harja Santana; Adini, Muhammad Hifdzi; Saputra, Novan Alkaf Bahraini; Sukmawati, R Ati; Wiranda, Nuruddin; Mahardika, Andi Ichsan; Alizhafya, Nova Nor; Ardhabilly, Muchammad
Bubungan Tinggi: Jurnal Pengabdian Masyarakat Vol 7, No 2 (2025)
Publisher : Universitas Lambung Mangkurat

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20527/btjpm.v7i2.13561

Abstract

This community service (CS) aimed to develop the competence of high school mathematics teachers through workshops integrating computational thinking in Barito Kuala Regency. The implementation method of this consisted of preparation, activity implementation and mentoring, and evaluation stages. In the preparation stage, a computational thinking workshop module was developed for mathematics material and distributed to participants during the training activities. Community service with a Participatory Action Research (PAR) approach is oriented towards community empowerment so the community can become an actor of change. Community service activities facilitate bridging mathematics teachers to develop CT in this case. This CS activity was conducted over two face-to-face meetings from August to September 2024. This CS activity was implemented in the Global Islamic Boarding School (GIBS) computer laboratory in Barito Kuala Regency. The participants who attended were 54 high school mathematics teachers from the region. The evaluation instrument used for data collection was a questionnaire filled out by participants via Google Forms. After the workshop, The evaluation showed that most teachers understood that CT was related to problem-solving through a systematic, logical, and algorithm-based approach. The high average score indicated that the training provided successfully introduced and effectively explained the CT concept. The involvement and active participation of teachers were very evident in this activity. Furthermore, an interesting finding was that teachers expressed 89.8% agreement that computational thinking needed to be taught to students. This was because CT could help students think critically and logically and build mental resilience, thereby increasing their readiness for the world of work in the future.
Temporal Trends and Spatial Patterns of Forest Fires in Central Kalimantan: Implications for Fire Management Policies Saputra, Aswin Nur; Rixal, Rixal; Pamuji, Rizky; Al Arief, Yusuf
JURNAL GEOGRAFI Vol. 17 No. 2 (2025): JURNAL GEOGRAFI
Publisher : Universitas Negeri Medan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24114/jg.v17i2.64534

Abstract

Forest and land fires remain a significant environmental challenge in Central Kalimantan, Indonesia, causing extensive ecological, economic, and health impacts. This research investigates the spatial distribution and concentration of forest and land fire hotspots in the region from 2018 to 2024. Hotspot data from the SIPONGI system were processed using kernel density estimation to generate density maps, which were subsequently overlaid to pinpoint areas with the highest fire concentrations. The analysis identified 2019 as the year with the most severe fire occurrences, with Pulang Pisau District emerging as the region with the greatest fire intensity. These findings offer critical insights for directing fire prevention efforts and enhancing land management strategies to mitigate future fire risks in Central Kalimantan.
PENGEMBANGAN MEDIA PEMBELAJARAN INTERAKTIF BERBASIS WEB PADA MATERI SISTEM PERTAHANAN TUBUH TERHADAP PENYAKIT KELAS XI SMA DENGAN MODEL DISCOVERY LEARNING Ezekiel, Tio; Mahardika, Andi Ichsan; Pamuji, Rizky
Computing and Education Technology Journal Vol 6, No 1 (2026): APRIL
Publisher : Pendidikan Komputer FKIP Universitas Lambung Mangkurat

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20527/cetj.v6i1.18696

Abstract

Media pembelajaran interaktif berbasis web dengan pendekatan discovery learning merupakan sarana pembelajaran digital yang dirancang untuk mendorong eksplorasi dan penemuan konsep secara mandiri oleh peserta didik. Penelitian ini bertujuan untuk mengembangkan media pembelajaran interaktif berbasis web pada materi Sistem Pertahanan Tubuh terhadap Penyakit untuk siswa kelas XI SMA menggunakan model discovery learning. Penelitian ini menerapkan metode Research and Development (R&D) dengan mengadopsi model ADDIE yang dibatasi pada tahap: analisis kebutuhan, perancangan sistem, pengembangan produk, dan evaluasi akhir. Dalam proses pembuatannya, media ini dibangun menggunakan kombinasi teknologi web yang meliputi HTML, CSS, JavaScript, dan Bootstrap untuk tampilan, serta PHP dengan framework Laravel dan basis data MySQL untuk sistem backend., serta didukung oleh alat bantu untuk desain seperti Figma, Lucidchart dan Canva. Media ini juga telah menerapkan enam tahapan model discovery learning dan dapat diakses melalui perangkat digital oleh guru dan siswa. Hasil validasi yang diperoleh berdasarkan dari penilaian para ahli mencatatkan media pembelajaran yang dikembangkan mendapatkan persentase validitas materi sebesar 92,27% yang tergolong dalam kategori 'sangat tinggi'. Sementara itu, dari segi aspek media, diperoleh skor 78,75% yang masuk dalam kriteria 'tinggi'. Data ini mengindikasikan bahwa media dinyatakan valid digunakan dengan beberapa revisi.
Pemanfaatan Augmented Reality sebagai Media Pembelajaran dalam Pengenalan Perangkat Keras Komputer bagi Siswa SMP/MTs Kelas VII Kamalullah, Gusti Muhammad; Wiranda, Nuruddin; Pamuji, Rizky
Computing and Education Technology Journal Vol 6, No 1 (2026): APRIL
Publisher : Pendidikan Komputer FKIP Universitas Lambung Mangkurat

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20527/cetj.v6i1.18786

Abstract

Penelitian ini bertujuan untuk mengembangkan dan mengetahui kevalidan media pembelajaran tentang pengenalan perangkat keras komputer dengan augmented reality. Metode yang digunakan pada penelitian ini, yaitu Research and Development (R&D), dengan model pengembangan yang diterapkan adalah ADDIE yang dibatasi yaitu: analysis, design, development, dan evaluasi. Data kevalidan dikumpulkan melalui angket yang diisi oleh ahli materi dan ahli media, dengan instrumen berupa lembar validasi materi dan lembar validasi media. Hasil dari penelitian ini berupa sebuah media pembelajaran interaktif tentang pengenalan perangkat keras komputer dengan augmented reality. Pada pengembangan media pembelajaran menggunakan teknologi Unity 3D, Vuforia Engine, Firebase, C#, Visual Studio Code, Blender, Canva, dan Draw.io. Berdasarkan hasil validasi materi yang ada pada media interaktif mendapatkan nilai 82,4% dengan kriteria sangat tinggi, serta hasil validasi media interaktif didapatkan nilai 75% dengan kriteria tinggi. Oleh karena itu, media pembelajaran interaktif tentang pengenalan perangkat keras komputer dengan augmented reality ini dapat dikatakan valid berdasarkan penilaian ahli materi dan ahli media
Media Pembelajaran Interaktif Berbasis Web pada Topik Sistem Komputer Kelas VII dengan Pendekatan Gamifikasi Rizani, Zulfian Yafi; Wiranda, Nuruddin; Pamuji, Rizky
Computing and Education Technology Journal Vol 6, No 1 (2026): APRIL
Publisher : Pendidikan Komputer FKIP Universitas Lambung Mangkurat

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20527/cetj.v6i1.18778

Abstract

Penelitian ini bertujuan untuk mengembangkan media pembelajaran interaktif berbasis web dengan pendekatan gamifikasi pada materi sistem komputer untuk kelas VII SMP dan menilai kevalidan media tersebut. Materi sistem komputer dipilih karena bersifat kompleks dan teknis, sehingga membutuhkan pendekatan yang menarik dan interaktif. Pendekatan gamifikasi digunakan untuk meningkatkan motivasi dan keterlibatan siswa dalam pembelajaran melalui elemen-elemen permainan seperti poin, lencana, bilah kemajuan, dan papan peringkat. Penelitian ini menggunakan metode Research and Development (R&D) dengan model ADDIE yang mencakup tahapan analisis, desain, pengembangan, dan evaluasi. Media dikembangkan menggunakan teknologi HTML, CSS, JavaScript, PHP, Laravel, Bootstrap, dan MySQL, serta didesain menggunakan Figma, Draw.io, dan Canva. Hasil validasi menunjukkan nilai kevalidan materi sebesar 86,67% (kategori sangat tinggi) dan kevalidan media sebesar 72,50% (kategori tinggi). Dengan demikian, media pembelajaran interaktif berbasis web pada topik sistem komputer dengan pendekatan gamifikasi dinyatakan valid dan layak digunakan dalam pembelajaran. Implikasi dari penelitian ini menunjukkan bahwa media yang dikembangkan dapat menjadi alternatif solusi pembelajaran yang interaktif dan efektif untuk membantu siswa memahami materi yang kompleks serta meningkatkan motivasi belajar, sekaligus mendukung guru dalam menyajikan pembelajaran berbasis teknologi.