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Penerapan Chatbot Pada Aplikasi Ujian Penentu Program Studi Di Politeknik Manufaktur Negeri Bangka Belitung Anugrah, Apri; Fujiyanti, Linda; Mubaroh, Sari
Jurnal Inovasi Teknologi Terapan Vol. 1 No. 1 (2023): Jurnal Inovasi Teknologi Terapan
Publisher : Politeknik Manufaktur Negeri Bangka Belitung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33504/jitt.v1i1.69

Abstract

The State Polytechnic of Manufacturing of Bangka Belitung (Polman Negeri Babel) offers many study programs to attract prospective students, however, interview results show that many of them are mistaken in choosing study programs. The problems identified include students wanting to change study programs, confusion in determining study programs, the level of involvement of others in determining study programs, and the number of students who do not complete their studies. The goal of this final project is to design and build a website-based application for prospective students of Polman Negeri Babel so they do not make mistakes in choosing study programs. The author uses the waterfall method and black box testing as system testing to build this application which will include features of a chatbot and an entrance exam system that can provide recommendations for suitable study programs based on the interests and knowledge of prospective students. It is hoped that this application can help prospective students make wise decisions in choosing study programs and completing their studies until graduation.
Pembuatan Game Edukasi Bahasa Inggris Untuk Meningkatkan Kosakata Bagi Peserta Tidar Farhan Hanif, Muhammad; Andriyanto, Sidhiq; Mubaroh, Sari
Jurnal Inovasi Teknologi Terapan Vol. 2 No. 1 (2024): Jurnal Inovasi Teknologi Terapan
Publisher : Politeknik Manufaktur Negeri Bangka Belitung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33504/jitt.v2i1.193

Abstract

Technology is growing rapidly and has affected many aspects of life today. Technology is being used more and more frequently and the most utilized language is English. Tidar English Course provides tutoring for English, but Tidar 7th and 8th grade participants have difficulty in learning and memorizing English vocabulary. To overcome these problems, an application is made to help Tidar 7th and 8th-grade participants learn vocabulary with educational game media. Learning will be packaged into a crossword puzzle game so that it can train their vocabulary by finding the right answer in the crossword puzzle boxes that have been provided. The development method in this research is using Game Development Life Cycle (GDLC), and the testing method uses the User Acceptance Test (UAT). The system testing in this study uses black box testing. User Acceptance Test (UAT) testing submitted to the teacher gets 100% of Tidar 82.44% for grade 7 Tidar participants and 84.22% for grade 8 Tidar participants. It can be concluded that the results of the three User Acceptance Tests (UAT) get the criteria "Very Feasible"
RANCANG BANGUN SISTEM PEMANTAUAN KONDISI AIR KOLAM IKAN BERBASIS IOT Aura Putra, Dimas; Zulkarnain, Habib; Febriansyah, Aan; Mubaroh, Sari
Prosiding Seminar Nasional Inovasi Teknologi Terapan Vol. 4 (2024): Prosiding Seminar Nasional Inovasi Teknologi Terapan
Publisher : Politeknik Manufaktur Negeri Bangka Belitung

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

Abstract

Monitoring of water levels in fish ponds is rarely done. Uncontrolled water discharge due to heavy rainfall can cause a pond to overflow and evaporate water due to the dry season due to lack of information on the pond. This is because the water control system in the pond is still manual. This manual method has a disadvantage factor that does not automatically add and reduce water. The application of IoT technology is a prototype for monitoring water levels and water temperatures in fish ponds with an ESP32 microcontroller. The temperature sensor we use is the DS18B20 temperature sensor to measure the temperature of the fish pond water. While the ultrasonic sensor to measure the water level of the pond which functions as an input signal for both water pumps where if the water level is below 27 cm the fish pond water filling pump is active and the water level is above 27 cm the fish pond water discharge pump is active. The results of the trial, the accuracy of the ultrasonic sensor when compared to measurements using a meter is 95.84 percent. While the DS18B20 temperature sensor when compared to measurements using a thermometer is 98.26 percent. Testing the monitoring system using Blynk software can display the display data results on the LCD, but it cannot be used to control the condition of the fish pond.
Course Book Berbasis Android Dwianto, Fitra; Fujiyanti, Linda; Mubaroh, Sari
Jurnal Inovasi Teknologi Terapan Vol. 3 No. 1 (2025): Jurnal Inovasi Teknologi Terapan
Publisher : Politeknik Manufaktur Negeri Bangka Belitung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33504/jitt.v3i1.325

Abstract

UPTD SDN13 has a problem of not having new books with the latest content available. Most of the library's collection contains outdated content. This problem needs to be addressed immediately, as information that is no longer relevant changes over time and years of research, and such information is generally available for free on the Internet. Therefore, it is possible to develop an application that collects such data and provides access to it. This research aims to increase the interest of SDN13 students in reading study materials and to facilitate their access to the latest materials. The development methodology adopted in this study is agile methodology and application testing is carried out using UAT (User Acceptance Testing) approach and white box testing methodology. As a result of UAT (User Acceptance Testing) testing, the score obtained by teachers was 85.66% and the 6th grade students obtained 94.13%. Therefore, the UAT results show that this application meets the criteria of being "highly suitable" for implementation in UPTD SDN 13 Sungailiat
IMPLEMENTASI RANCANGAN DIGITAL GAMIFIKASI DALAM PEMBELAJARAN DI TK TUNAS JAYA SUNGAILIAT Mubaroh, Sari; Fujiyanti, Linda; Al Giffhary, Muhammad Rasyid; Meika, Zaskia
Jurnal Pengabdian Masyarakat - Teknologi Digital Indonesia. Vol 4, No 1 (2025): Maret 2025
Publisher : Lembaga Penelitian dan Pengabdian Masyarakat - Universitas Teknologi Digital Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26798/jpm.v4i1.1632

Abstract

Pengabdian kepada masyarakat ini bertujuan untuk mengimplementasikan rancangan digital gamifikasi dalam pembelajaran di TK Tunas Jaya Sungailiat guna meningkatkan minat dan motivasi belajar anak. Masalah yang dihadapi adalah rendahnya keterlibatan siswa dalam proses pembelajaran tradisional yang mengandalkan metode konvensional. Tujuan kegiatan pengabdian ini adalah untuk memperkenalkan dan menerapkan konsep gamifikasi yang berbasis teknologi digital sebagai pendekatan inovatif dalam pembelajaran anak usia dini. Metode yang digunakan dalam pelaksanaan kegiatan ini meliputi pengembangan materi pembelajaran digital berbasis gamifikasi, pelatihan bagi guru, serta penerapan dalam kegiatan pembelajaran sehari-hari. Hasil dari kegiatan ini menunjukkan adanya peningkatan signifikan dalam keterlibatan anak-anak selama kegiatan pembelajaran. Anak-anak terlihat lebih antusias dan tertarik dengan materi yang disajikan melalui elemen-elemen permainan yang menyenangkan. Selain itu, para guru juga menunjukkan peningkatan dalam pemahaman dan kemampuan dalam mengintegrasikan teknologi ke dalam proses pembelajaran. Dengan demikian, implementasi rancangan digital gamifikasi di TK Tunas Jaya Sungailiat terbukti efektif dalam meningkatkan kualitas pembelajaran dan keterlibatan siswa.
Perancangan Aplikasi Pendukung Komunikasi Bagi Wisatawan Asing Yang Berkunjung Ke Indonesia Anisya, Kirana; Wardhani, Yustina Heny; Rindi, Yang Agita; Mubaroh, Sari
Technologia : Jurnal Ilmiah Vol 16, No 2 (2025): Technologia (April)
Publisher : Universitas Islam Kalimantan Muhammad Arsyad Al Banjari

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31602/tji.v16i2.17972

Abstract

Perbedaan bahasa menjadi salah satu tantangan utama yang dihadapi wisatawan asing saat berkunjung ke Indonesia. Kendala komunikasi ini seringkali menghambat interaksi antara wisatawan dan penduduk lokal, serta mengurangi kenyamanan wisatawan. Selain itu, banyak aplikasi penerjemah seperti Google Translate yang masih memiliki keterbatasan dalam hal akurasi dan efisiensi penggunaannya di wilayah dengan koneksi internet tidak stabil. Oleh karena itu, solusi yang lebih komprehensif dan mudah digunakan sangat diperlukan. Penelitian ini bertujuan untuk mengembangkan aplikasi Android yang mengintegrasikan teknologi API Google Translate untuk penerjemahan bahasa Inggris dan Indonesia, dilengkapi dengan fitur rekomendasi wisata berbasis konten. Aplikasi ini dirancang menggunakan metode SDLC Waterfall yang mencakup tahap analisis, desain, coding, dan pengujian. Hasil pengujian menunjukkan bahwa aplikasi yang dikembangkan mampu memfasilitasi komunikasi dua arah melalui fitur penerjemahan langsung dan menyediakan rekomendasi wisata berdasarkan provinsi. Fitur tambahan seperti speech-to-text meningkatkan kenyamanan pengguna dalam berinteraksi dengan aplikasi. Pengujian menggunakan metode Blackbox membuktikan bahwa semua fungsi aplikasi berjalan dengan baik dan sesuai kebutuhan. Namun, penelitian ini masih memiliki keterbatasan dalam hal cakupan data wisata dan ketergantungan pada koneksi internet. Pengembangan lebih lanjut disarankan untuk memperluas cakupan fitur dan meningkatkan fungsionalitas offline.
PENDAMPINGAN PENGUATAN EKOWISATA PANTAI PENYUSUK MELALUI PENGEMBANGAN E-COMMERCE BERBASIS WEBSITE Pratiwi, Indah Riezky; Setya Pratama, Muhammad; Sari, Elisa Mayang; Novitasari, Novitasari; Ainin, Dewi Tumatul; Mubaroh, Sari; Rianto, Jimmy; Hardiansyah, Naza
Jurnal Pengabdian Masyarakat Polmanbabel Vol. 5 No. 02 (2025): DULANG : Jurnal Pengabdian Kepada Masyarakat
Publisher : Pusat Penelitian dan Pengabdian Kepada Masyarakat

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33504/dulang.v5i02.468

Abstract

Penyusuk Beach is one of the panoramic beach tourism destinations on Bangka Island. The beauty of the beach panorama that is highlighted by Penusuk Beach has not been able to attract tourists optimally. This is because the attraction of tourists is lacking for the tour packages offered, the development plan that promotes ecotourism has not been realized, and product marketing has not been effective. The Polman Babel Community Service (PkM) Team carries the theme of strengthening digital marketing-based ecotourism for Penyusuk Beach through the development of a tourism website that will be used by HKm Penyusuk Permai in optimizing the Penyusuk Beach tourist destination. This PkM activity began with an initial discussion stage with partners to explore partner problems and continued with the PkM team discussion stage with students regarding website development, website development, PkM Team discussion with partners (website revision), training on the use and management of the website, to the stage of handover of the website from the PkM team to the partner. Before the training activity, the HKm Penyusuk Permai management was given questions regarding competence in the use and management of the website, as well as a posttest after the training activity was given. Based on the results of the pretest and posttest given, information was obtained that there was an increase in competence in terms of website use and management by HKm administrators by 67%. Through all stages of this PkM activity, it is hoped that HKm administrators can maximize the promotion of Penyusuk Beach tourism in an effort to strengthen ecotourism through the use of websites at Penyusuk Beach.