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TRAINING AND ASSISTANCE IN THE DEVELOPMENT OF LEARNING OUTCOME ASSESSMENT MATERIALS HIGH-ORDER THINKING SKILLS FOR HIGH SCHOOL MATHEMATICS TEACHERS IN SOUTH TANGERANG Elin Herlinawati; Selly Anastassia Amellia Kharis; Darsih Idayani; Hasoloan Siregar; Siti Umamah Naili Muna
As-Sidanah Vol 5 No 2 (2023): OKTOBER
Publisher : LP2M Universitas Ibrahimy

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35316/assidanah.v5i2.382-398

Abstract

High Order Thinking Skill (HOTS) is students' ability to process knowledge and ideas in a certain way to give them new knowledge and implications. The general perception regarding HOTS questions is that they are high-level questions. Most teachers adopt olympic questions as HOTS questions due to a misperception that HOTS questions are difficult, even though HOTS questions can be made in various difficulty levels: low, medium, and high. In addition, the substantive aspect of Mathematics, especially the application of Mathematics in life, is also one of the problems in developing HOTS questions. The method of implementing community service (PkM) is by training and assisting in preparing SMA-level Mathematics HOTS questions. The results of this PkM activity are: (1) Increased knowledge and understanding of teachers in the technique of developing HOTS questions which can be seen in an increase in the average pre-test and post-test results by 9%, (2) Improved mathematical skills in the use of concepts and applied Mathematics on HOTS questions. This can be seen from the questions made by the teachers in this PkM activity, and (3) the participants' satisfaction with this PkM activity is shown by the questionnaire results with a satisfaction range of 85.71% - 96.43%.
TRAINING AND ASSISTANCE IN USING GEOGEBRA TO IMPROVE THE COMPETENCE OF HIGH SCHOOL MATHEMATICS TEACHERS Darsih Idayani; Wahyu Hidayat; Selly Anastassia Amellia Kharis; Asmara Iriani Tarigan; Sumartono Sumartono
As-Sidanah Vol 6 No 1 (2024): APRIL
Publisher : LP2M Universitas Ibrahimy

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35316/assidanah.v6i1.182-192

Abstract

Mathematics teachers must adapt to technological developments in the digital era. Among other problems related to learning mathematics, students tend to feel bored and uninterested in mathematics. At the same time, most teachers need help keeping up with fast technology developments. The solution offered is training and mentoring activities for using the GeoGebra software in mathematics learning in South Tangerang City in collaboration with the Subject Teacher Deliberation of Mathematics or MGMP. The material presented was about introducing GeoGebra, graphs, and function operations. Moreover, it was about solving linear programming, geometry, and calculus in GeoGebra. The pretest and posttest results showed increased participants' knowledge about GeoGebra utilization. This condition is indicated by the significance value of the t-test, which is less than 0.05 and less than 0.001. In addition, activity evaluation was carried out by filling out evaluation forms and interviews. The evaluation results show that the training and mentoring activities have enabled participants to gain new knowledge about the GeoGebra as needed in teaching mathematics in high school.
Optimalisasi Literasi Digital dalam Membangun Ruang Siber yang Aman dari Kekerasan Seksual Melisa Arisanty; Selly Anastassia Amellia Kharis; Gunawan Wiradharma; Sri Sukatmi; Yasir Riady; Sri Maulidia Permatasari
Abdimas Langkanae Vol. 5 No. 2 (2025): September-Desember 2025
Publisher : Pustaka Digital Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.53769/jpm.v5i2.510

Abstract

Literasi digital menjadi fondasi penting dalam membekali generasi muda menghadapi era digital yang sarat peluang sekaligus risiko. Empat dimensi literasi digital (digital safety, digital culture, digital skill, dan digital ethic) saling melengkapi dalam menciptakan ruang siber yang aman dan sehat. Salah satu urgensi terbesar dari penguatan literasi digital adalah mencegah terjadinya kekerasan seksual di dunia maya, yang semakin marak menimpa remaja akibat rendahnya kesadaran akan keamanan data pribadi, lemahnya etika bermedia, serta kurangnya keterampilan mengelola interaksi digital. Kegiatan pengabdian kepada masyarakat di SMPN 4 Bekasi dirancang untuk memperkuat literasi digital siswa-siswi Sekolah Menengah Pertama sebagai kelompok usia yang rentan terhadap ancaman daring. Pelatihan menekankan pada peningkatan kesadaran kritis, keterampilan teknis, serta pemahaman budaya dan etika digital agar remaja mampu mengenali modus kekerasan seksual secara daring, menolak manipulasi, serta melindungi diri dari eksploitasi berbasis teknologi. Hasil evaluasi menunjukkan peningkatan signifikan dalam pemahaman siswa mengenai bahaya kekerasan seksual daring serta cara-cara pencegahannya. Peserta semakin berhati-hati dalam membagikan informasi pribadi, lebih peka terhadap tanda-tanda interaksi mencurigakan, serta memiliki keberanian untuk menolak dan melaporkan potensi pelecehan di ruang digital. Temuan ini menegaskan bahwasanya penguatan literasi digital yang komprehensif tidak hanya meningkatkan kecakapan teknologi, tetapi juga menjadi benteng strategis dalam melindungi remaja dari kasus-kasus kekerasan seksual di era digital.
The Phenomenon of War Flaming on Writing in Social Media: The Effect of Echo Chamber and Filter Bubble Algorithm in Digital Citizenship Arisanty, Melisa; Riady, Yasir; Permatasari, Sri Maulidia; Kharis, Selly Anastassia Amellia; Mir, Kamrin; Ajmal, Muhammad
Jurnal Kewarganegaraan Vol. 23 No. 1 (2026): March 2026
Publisher : Department of Pancasila and Civic Education, Universitas Negeri Medan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24114/jk.v23i1.70341

Abstract

Echo Chamber and Filter Bubble are two subjects now under extensive discussion. The growing prevalence of social media in recent years underscores the potential effects of the Echo Chamber and Filter Bubble phenomena. One of them is the conflict raging on social media. The attributes of the Echo Chamber and Filter Bubble can influence the prevalence of war flame on social media. This study aimed to examine the impact of the Echo Chamber and Filter Bubble on War Flaming. This study used a quantitative methodology to investigate the relationship among the three ideas. The sample was chosen through selective sampling, comprising 100 respondents identified as flame perpetrators. The study's results indicate a significant correlation between Echo Chamber and Filter Bubble phenomena and the prevalence of war flame on social media. This study demonstrates that Echo Chamber and Filter Bubble significantly influence War Flaming. Echo Chamber (X1) and Filter Bubble (X2) collectively account for 41.8% of the variance in War Flaming (Y). The results indicate that preventing war escalation is challenging due to the existence of echo chambers and filter bubbles, unless stringent content restriction policies are implemented by social media companies and enhanced self-awareness is cultivated from an early age through familial, social, and educational influences.
Analisis Kinerja Model CNN-LSTM Berbasis Optical Character Recognition untuk Ekstraksi Informasi e-KTP Berdasarkan Kategori Teks Fajar, Fauzan Ihza; Kharis, Selly Anastassia Amellia; Tarigan, Asmara Iriani
Euler : Jurnal Ilmiah Matematika, Sains dan Teknologi Volume 14 Issue 1 April 2026
Publisher : Universitas Negeri Gorontalo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37905/euler.v14i1.37593

Abstract

Optical Character Recognition (OCR) technology plays an important role in automating information extraction from identity documents such as the Electronic Identity Card (e-KTP). However, recognizing long text sequences and handling complex character variations remain significant challenges. These issues can lead to high error rates. This study aims to address these limitations by exploring a deep learning–based OCR model that integrates Convolutional Neural Network (CNN), Long Short-Term Memory (LSTM), and Connectionist Temporal Classification (CTC) in an end-to-end framework without explicit character segmentation. CNN is employed to extract visual features, LSTM captures sequential dependencies, and CTC enables flexible alignment between input images and output text. The main contribution of this study lies in analysing the performance of a CNN-LSTM model with CTC in extracting e-KTP information across text categories with different complexity levels, namely Date and Place of Birth (TTL), name, and national identification number (NIK). Performance is evaluated using the Character Error Rate (CER). The results show that the model achieves the best performance on TTL with a CER of 0.84%, followed by NIK at 1.29%, and Name at 4.33% indicating higher difficulty in recognizing more complex text patterns. These findings demonstrate that model performance is influenced by text characteristics, particularly variability and sequence length. Overall, the proposed approach is effective for end-to-end e-KTP information extraction and provides insights for developing more adaptive OCR models.
Penguatan Budaya Digital Berkarakter melalui Metode Permainan pada Siswa Sekolah Dasar di Rawamangun, Jakarta Timur Kharis, Selly Anastassia Amellia; Permatasari, Sri Maulidia; Humaira, Sajida; Arisanty, Melisa; Sukatmi, Sri; Muzammil, Moh; Karim, Muhammad Firman; Pangaribuan, Nurmala
Jurnal Pengabdian Masyarakat (ABDIRA) Vol 6, No 2 (2026): Abdira
Publisher : Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/abdira.v6i2.1961

Abstract

Character-based digital culture is a fundamental competency that every child should posses, particularly in responding to the rapid development of digital technology. It serves as an important foundation for shaping national identitiy and guiding the attitudes of younger generations in addressing various issues amid globalization and digital transformation. One effort to strengthen this culture is through game-based activities designed in an educational and contextual manner. These activities integrate national character values into the use of the digital world. The objective of this activity is to enhance character-based digital culture among elementary school students through a game-based approach. The participants were elementary school students in Rawamangun, East Jakarta. The method employed is an educational and game-based training approach. The evaluation results indicate an improvement in participants’ understanding of character-based digital culture. Therefore, games-based activities can serve as an effective alternative learning model for fostering national character values in digital interactions.