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Optimisasi Proses Pembelajaran di SMAN 6 Barru: Peningkatan Kualitas Pendidikan melalui Tata Kelola Nilai Siswa dan Bahan Ajar yang Efektif Johanis M, Andrew Ridow; Ahyuna, Ahyuna; Suradi, Andi Asvin Mahersatillah; Arifin, Arham; Akhriana, Asmah; Sy, Hasyrif; Djafar, Imran; Rizal, Muhammad; Piu, Sri Wahyuningsih; Arifin, Suci Ramadhani
Abditeknika Jurnal Pengabdian Masyarakat Vol. 4 No. 1 (2024): April 2024
Publisher : LPPM Universitas Bina Sarana Informatika

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31294/abditeknika.v4i1.3096

Abstract

  Kegiatan pengabdian kepada masyarakat ini telah sukses menghadirkan perubahan positif dalam upaya meningkatkan kualitas pendidikan. Melalui pelatihan pembuatan bahan ajar cerdas dengan Pictory AI dan tata kelola nilai siswa dengan Microsoft Excel, guru di SMAN 6 Barru kini memiliki kompetensi yang lebih tinggi dalam merancang pembelajaran yang inovatif. Keberhasilan program terlihat dari partisipasi aktif para guru dalam seluruh kegiatan, serta antusiasme mereka dalam mengimplementasikan metode dan bahan ajar yang telah dipelajari. Rekomendasi untuk program berkelanjutan meliputi pendampingan implementasi yang lebih intensif dan perluasan cakupan peserta. Program ini dapat menjadi model inspiratif bagi sekolah lainnya yang juga berupaya meningkatkan kualitas pendidikan.   The community service program has successfully brought about positive changes in the efforts to enhance the quality of education. Through training in creating smart teaching materials using Pictory AI and managing student grades with Microsoft Excel, teachers at SMAN 6 Barru now possess higher competencies in designing innovative learning experiences. The program's success is evident in the active participation of the teachers throughout the activities and their enthusiasm in implementing the methods and teaching materials they have acquired. Recommendations for ongoing programs include more intensive implementation support and broadening the scope of participants. This program can serve as an inspirational model for other schools striving to improve the quality of education.
Penguatan Komunitas Belajar Guru dengan Teknologi Digital: Studi Kasus KKG Malabiri Hanapi, Sitti Harlina; Layuk, Novita Sambo; Patasik, Madyana; Akhriana, Asmah; Samsuddin, Sadly; Usman, Usman; Djafar, Imran; Rizal, Muhammad; Rahmat, Rahmat
Jurnal Pengabdian kepada Masyarakat UBJ Vol. 8 No. 2 (2025): Juni 2025
Publisher : Lembaga Penelitian Pengabdian kepada Masyarakat dan Publikasi Universitas Bhayangkara Jakarta Raya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31599/32hgw568

Abstract

To improve the digital skills of teachers in KKG Malabiri, a community service program was held, focusing on the use of Google Form and Canva in creating interactive assessment and learning materials. Through a one-day intensive training, 56 elementary school teachers from Minasatene District, Pangkajene Islands Regency, managed to show a significant increase in their understanding, as evidenced by an increase in the average score from 42.1 to 80.9. This program confirms the effectiveness of hands-on training in equipping teachers with relevant digital skills. Through the community service program, teachers in KKG Malabiri received intensive training in the use of Google Form and Canva, which aims to improve their ability to create interactive assessment and learning media. The training, which involved 56 elementary school teachers from Minasatene District, Pangkajene Islands Regency, managed to significantly improve their understanding, with an increase in the average score from 42.1 to 80.9
Sistem Deteksi Kantuk Pengemudi Mobil Berdasarkan Analisis Rasio Mata Menggunakan Computer Vision Suradi, Andi Asvin Mahersatillah; Alam, Samsu; Mushaf, Mushaf; Rasyid, Muhammad Furqan; Djafar, Imran
JUKI : Jurnal Komputer dan Informatika Vol. 5 No. 2 (2023): JUKI : Jurnal Komputer dan Informatika, Edisi Nopember 2023
Publisher : Yayasan Kita Menulis

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.53842/juki.v5i2.269

Abstract

Driver drowsiness is one of the main causes of motor vehicle accidents. According to National Sleep Foundation records, about 32% of drivers have at least one drowsy driving experience per month. About 25% of traffic accidents are caused by drowsiness while driving each year. The purpose of this study is to design a system that can detect driver sleepiness based on the aspect ratio of the eye with certain parameters using a webcam placed in the car's speedometer area. The methods used are Histogram Oriented Gradients (HOG) and Linear SVM which are in the dlib library which includes machine learning algorithms and uses real time applications. A pre-trained facial landmark detector from the dlib library is used to predict the location of the 68 x-y coordinates that map the facial landmarks to the face zones. The results of this study indicate that the system can be used in real time to detect driver drowsiness with the camera position in the speedometer area at a distance of 50 cm with an average accuracy of 90.4%.
PKM MEDIA PEMBELAJARAN BERBASIS CHATGPT DI MTS NEGERI 4 BULUKUMBA Djafar, Imran; Marsa, Marsa; Bahtiar, Akbar
Indonesian Collaboration Journal of Community Services (ICJCS) Vol. 4 No. 1 (2024): Indonesian Collaboration Journal of Community Services
Publisher : Yayasan Education and Social Center

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.53067/icjcs.v4i1.156

Abstract

This internal Community Service, which is funded by the Makassar Dipanegara Foundation, is intended as a form of approach offered to overcome the problems of MTsN 4 Bulukumba teachers. The problems often faced by subject teachers in carrying out their activities within the scope of MTsN 4 Bulukumba are creating materials and teaching materials using methods that are not yet optimal, there is still a lack of understanding about the use of Information Technology and the use of Application Software that supports learning media, especially presentation processing applications. and application software for creating animations. For this reason, we, from the team implementing community service program activities at Dipa University Makassar, are holding Community Service in the form of providing Artificial Intelligence-based Computer and Information Technology (ChatGPT) for school teachers within the scope of MTsN 4 Bulukumba, who have the ability and skill in applying percentage processing software, and processing and creating questions to support the process of creating interactive learning media. The results of this PKM are that participants' knowledge and abilities have increased with user satisfaction assessments through surveys and assessments from PKM participants, the material provided is in accordance with participants' needs and participants feel the benefits of this activity
Perancangan Game Edukasi Pengenalan Pakaian Adat Nusantara (CULTURZONE) Menggunakan Multimedia Development Life Cycle Haris, Andi Fajrin; Wirya, Muhammad Nandar Cakra; Rahman, Baharuddin; Djafar, Imran; Kadang, Marsellus Oton; Arifin, Suci Ramadhani
Journal of Animation and Games Studies Vol 10, No 1 (2024): April 2024
Publisher : Institut Seni Indonesia Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24821/jags.v10i1.9633

Abstract

Archipelago traditional clothing is an inseparable part of Indonesian cultural identity. Each region has unique traditional clothing, reflecting the richness and diversity of cultures in Indonesia. By recognizing, studying and appreciating the traditional clothing of the Archipelago, we can strengthen Indonesia's cultural diversity, build a strong identity and promote our cultural heritage to the world. In order to introduce Indonesian traditional clothing to the younger generation, designing educational games can be an interesting and effective solution. This educational game is designed to provide an interactive experience for users in learning and getting to know various traditional clothes in Indonesia. 
Optimisasi Proses Pembelajaran di SMAN 6 Barru: Peningkatan Kualitas Pendidikan melalui Tata Kelola Nilai Siswa dan Bahan Ajar yang Efektif Johanis M, Andrew Ridow; Ahyuna, Ahyuna; Suradi, Andi Asvin Mahersatillah; Arifin, Arham; Akhriana, Asmah; Sy, Hasyrif; Djafar, Imran; Rizal, Muhammad; Piu, Sri Wahyuningsih; Arifin, Suci Ramadhani
Abditeknika Jurnal Pengabdian Masyarakat Vol. 4 No. 1 (2024): April 2024
Publisher : LPPM Universitas Bina Sarana Informatika

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31294/abditeknika.v4i1.3096

Abstract

  Kegiatan pengabdian kepada masyarakat ini telah sukses menghadirkan perubahan positif dalam upaya meningkatkan kualitas pendidikan. Melalui pelatihan pembuatan bahan ajar cerdas dengan Pictory AI dan tata kelola nilai siswa dengan Microsoft Excel, guru di SMAN 6 Barru kini memiliki kompetensi yang lebih tinggi dalam merancang pembelajaran yang inovatif. Keberhasilan program terlihat dari partisipasi aktif para guru dalam seluruh kegiatan, serta antusiasme mereka dalam mengimplementasikan metode dan bahan ajar yang telah dipelajari. Rekomendasi untuk program berkelanjutan meliputi pendampingan implementasi yang lebih intensif dan perluasan cakupan peserta. Program ini dapat menjadi model inspiratif bagi sekolah lainnya yang juga berupaya meningkatkan kualitas pendidikan.   The community service program has successfully brought about positive changes in the efforts to enhance the quality of education. Through training in creating smart teaching materials using Pictory AI and managing student grades with Microsoft Excel, teachers at SMAN 6 Barru now possess higher competencies in designing innovative learning experiences. The program's success is evident in the active participation of the teachers throughout the activities and their enthusiasm in implementing the methods and teaching materials they have acquired. Recommendations for ongoing programs include more intensive implementation support and broadening the scope of participants. This program can serve as an inspirational model for other schools striving to improve the quality of education.
Perancangan Aplikasi Game Edukasi Bahasa Inggris Pada Sekolah Dasar Inpres Paropo Makassar Kendek, Rensa; Astrina, Wenni Sonya; Rahman, Baharuddin; Sunardi, Sunardi; Djafar, Imran; Tumiwa, Joseph
Dipanegara Komputer Teknologi Informatika Vol. 16 No. 1 (2024): Jurnal Dipanegara Komputer Teknik Informatika (DIPAKOMTI)
Publisher : Universitas Dipa Makassar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36774/dipakomti.v16i1.1491

Abstract

Sekolah Dasar Inpres Paropo merupakan salah satu sekolah yang memberikan pelajaran Bahasa inggris untuk siswa kelas IV s/d kelas VI. Pada saat kegiatan pembelajaran Bahasa Inggris di kelas, kemampuan beberapa siswa dalam mengingat kosakata masih lemah. Sehingga kurangnya minat anak-anak untuk belajar terutama pada mata pelajaran Bahasa Inggris. Dengan adanya software game edukasi bahasa inggris ini penulis membuat software ini dengan menggunakan software Construct 2 yang didalamnya terdapat tampilan dimana pemain diminta untuk menyelesaikan beberapa permasalahan yang ada. Oleh karena itu dengan adanya perancangan software game edukasi bahasa inggris ini diharapkan dapat mempermudah proses pembelajaran bagi anak dengan menggunakan konsep belajar sambil bermain dan dapat menjadi wahana untuk menambah pengetahuan baru yang lebih interaktif dan menyenangkan.
Perancangan Game Jigsaw Puzzle UntukPembelajaranMenggunakanMetodologi Multimedia Berbasis Android Azhar, Andi; Djafar, Imran; Tumiwa, Joseph; Husain T, Husain T
Dipanegara Komputer Teknologi Informatika Vol. 16 No. 1 (2024): Jurnal Dipanegara Komputer Teknik Informatika (DIPAKOMTI)
Publisher : Universitas Dipa Makassar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36774/dipakomti.v16i1.1494

Abstract

Game edukasi merupakan permainan yang dikemas dalam konteks pendidikan guna merangsang daya pikir dan termasuk salah satu cara untuk melatih dan meningkatkan konsentrasi anak-anak. Minimnya pengetahuan tentang pahalawan nasional dikalangan anak-anak salah satunya karena kurangnya ketertarikan pengenalan pahlawan nasional. Oleh karna itu perlu adanya tindakan untuk mengenalkan pahlawan nasional melalui media game edukasi yang menarik pada anak-anak. Dengan permasalahan diatas maka peneliti bertujuan untuk merancang game edukasi pengenalan dengan jigsaw puzzle menggunakan platform smartphone android. Dalam perancangan game edukasi menggunakan metodologi Multimedia. Data yang digunakan berupa gambar dan informasi pahlawan nasional indonesia dari berbagai daerah.
Perancangan Game Edukasi Kisah 25 Nabi Sebagai Media Pembelajaran Anak Berbasis Android (Studi Kasus SD IT Takwa Cendekia) Dewi Nur, Arshi; Lutfiah Ar, Wafiq; Susanto, Cucut; Arifin, Suci Rahma Ramadhani; Rahman, Baharuddin; Djafar, Imran
Dipanegara Komputer Teknologi Informatika Vol. 16 No. 1 (2024): Jurnal Dipanegara Komputer Teknik Informatika (DIPAKOMTI)
Publisher : Universitas Dipa Makassar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36774/dipakomti.v16i1.1506

Abstract

Kurangnya minat anak-anak dalam mempelajari nama-nama dan kisah nabi terutama dalam konteks Pendidikan agama. Metode Pembelajaran menggunakan buku mungkin kurang menarik lagi bagi anak-anak sekarang ini. Semakin populernya game online dan offline maka penelitian ini mengusulkan pembuatan game edukasi kisah 25 nabi dan rasul berbasis android menggunakan platform construct 2. Metode penelitian yang digunakan adalah perancangan berbasis algoritma fisher-yates. Hasil dari penelitian ini yaitu pengacakan soal kuis menggunakan algoritma fisher-yates. Pengujian black box menunjukkan bahwa game berfungsi dengan baik dalam menjalankan program, fungsi-fungsi dan tombol yang diuji. Dalam pengujian kuesioner, sebanyak 75.00% responden menyatakan sangat setuju bahwa aplikasi ini dapat digunakan sebagai sarana bermain dan belajar serta dapat membuat pengguna mengetahui tentang kisah dari 25 nabi dan rasul. Selain itu, hasil implementasi uji coba game yang dilakukan kepada kelas 3, 4 dan 5 yang berjumlah 53 siswa/siswi memberikan skor dengan rata-rata 76,98. Game berhasil mencapai target pengujian, game dapat digunakan sebagai alat pembelajaran dalam mengenalkan kisah-kisah nabi dan rasul kepada anak-anak.
Study of PUBG Addiction Level Among University Students Djafar, Imran; Johanis M, Andrew Ridow; Arifin, Suci Ramadhani
SAINTEKBU Vol. 15 No. 02 (2023): Vol. 15 No. 02 August 2023
Publisher : KH. A. Wahab Hasbullah University

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

Abstract

PlayerUnknown's Battleground (PUBG) is one of the most popular and successful games globally and become very popular among the youths in recent years. The number of active players continues to increase globally, even reaching 100 million players every month. Of this number, the second country in the world that has monthly active players is Indonesia. Recent academic studies and statistical research reveal that game addiction among college students has shown an increasing trend, and will likely increase in the future as well. This study was conducted to find out the level of addiction of PUBG especially for at the Dipa Makassar University students. PUBG Addiction Test (PAT) was used to measure the level of PUBG addiction among young adolescents. The results of this study indicate that most of the respondents, or 46.0% of respondents belong to the category of low-level addiction, followed by those who are in the moderate-level category (44.9%). Respondents who are included in the high level category are only a small portion of 8.9%.