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Developing mathematical exercise software for visually impaired students Arlinwibowo, Janu; Mustaqim, Yunus; Prihandono, Agung; Hana, Fida Maisa; Ridwan, Achmad; Himayati, Ade Ima Afifa
Psychology, Evaluation, and Technology in Educational Research Vol 3, No 2 (2021)
Publisher : Research and Social Study Institute

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33292/petier.v3i2.81

Abstract

This study aims to develop an Android-based math exercises application for the visually impaired. This research is development research carried out with research steps, namely: (1) preliminary research, (2) prototyping stage, and (3) assessment phase. The research was conducted between April 2020 and December 2020. The material chosen in the application developed was a plan taught in 8 grade. The research process involved six experts in assessing the product, namely three mathematics education experts to assess the validity of the aspects of mathematical content, two blind education experts to assess visually impaired content suitability and accessibility, and 1 IT expert to assess product performance. The product was tested on nine visually impaired. The quality of teaching materials is based on three basic aspects: feasibility, practicality, and effectiveness. The conclusions of this study are: (1) the product has good quality because it has been declared feasible by experts, practical, which can be seen from the enthusiastic response and student testimonials, and is effective because it can be used to learn and measure abilities, (2) the application is divided into three sections, preamble (contains the opening tune and instructions for use), practice questions, and results. Application development is based on two elements, namely accessibility and compatibility of the content with the cognition of the visually impaired, (3) the question page consists of questions (will be read when entering the page and can be repeated when the user taps the question section), under the question, there is a question number. There is a question; answer choices are arranged twice in two (the answer choices will be read out when pressed by the user). There is an answer lock button at the very bottom, and (4) the visually impaired want an application that has a simple operating system, provides challenges to the user and has two functions, namely measuring their abilities and facilitating their learning.
Pengembangan Model Klasifikasi Produk Furniture Sebagai Visual Search Menggunakan Algoritma Convolutional Neural Network Ihsanul Ahadin, Akbar; Hana, Fida Maisa; Prihandono, Agung; Prayogo Pujiono, Imam
Jurnal SISKOM-KB (Sistem Komputer dan Kecerdasan Buatan) Vol. 8 No. 1 (2024): Volume VIII - Nomor 1 - September 2024
Publisher : Teknik Informatika, Sistem Informasi dan Teknik Elektro

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47970/siskom-kb.v8i1.707

Abstract

Dalam era digital yang semakin maju, kebutuhan akan sistem pencarian visual yang efektif untuk produk furniture meningkat pesat. Penelitian ini mengeksplorasi pengembangan model deep learning untuk pencarian dan klasifikasi produk furniture berbasis gambar menggunakan framework Keras dan merancang model Convolutional Neural Network (CNN) yang mampu mengenali dan mengklasifikasikan gambar furniture dari berbagai sudut pandang. Dataset gambar furniture digunakan untuk melatih model, dengan hasil yang menunjukkan akurasi tinggi dalam klasifikasi multi-kelas. Model ini dioptimalkan untuk meningkatkan kinerja dan akurasi dalam pengenalan visual untuk memberikan solusi inovatif yang dapat diterapkan pada sistem pencarian berbasis gambar di industri retail dan e-commerce. . Image search engine memanfaatkan VGG-16 yang merupakan convolutional neural network yang sudah melewati proses training.Berdasarkan hasil penelitian yang dilakukan, dapat disimpulkan bahwa penelitian ini berhasil mengimplementasikan metode Convolutional Neural Network menggunakan library keras dengan hasil persentase yang cukup baik dengan tingkat kecocokan data sebesar 97,78%.
Edukasi Monitoring Kualitas Air Pada Kelompok Tani Tambak Desa Margoyoso Pati Jawa Tengah Rozaq, Imam Abdul; Primadasa, Rangga; Hana, Fida Maisa
BERBAKTI : Jurnal Pengabdian Kepada Masyarakat Vol 1 No 2 (2023): BERBAKTI: Jurnal Pengabdian Kepada Masyarakat | September 2023
Publisher : Fakultas Keguruan dan Ilmu Pendidikan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30822/berbakti.v1i2.2606

Abstract

Water quality is one of the most influential factors in the process of cultivating fish in ponds, so it is necessary to monitor water quality regularly to obtain viable and abundant fish commodities. The obstacle in fish farming is the problem of unproductive land due to poor water quality. The low understanding of pond farmers regarding water quality is also one of the factors in decreasing income from fish farming in ponds. Thus it is necessary to carry out education related to monitoring pond water quality to farmers. This community service activity was carried out at the pond farmer group in Margoyoso Pati Village, Central Java on Saturday, August 12, 2023. The community service partner for this activity is the “Bersatu Makmur” farmer group. The implementation of this service activity is divided into two sessions. The first session was a material delivery session on water quality monitoring education while the second session was the practice of monitoring water quality in the farmers' pond locations. The result of this community service activity is the increased understanding of pond farmers in Margoyoso Village, Pati Regency, Central Java regarding monitoring water quality according to the parameters of the Indonesian National Standard (SNI).
Perbandingan Efisiensi Memori dan Waktu Komputasi Pada 7 Algoritma Sorting Menggunakan Bahasa Pemrograman Java Pujiono, Imam Prayogo; Trianto, Rahmawan Bagus; Hana, Fida Maisa
Jurnal Sistem Informasi dan Sistem Komputer Vol 9 No 2 (2024): Vol 9 No 2 - 2024
Publisher : STIMIK Bina Bangsa Kendari

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51717/simkom.v9i2.481

Abstract

Perkembangan teknologi informasi telah merubah metode penyimpanan data dari fisik menjadi digital, yang menuntut pengorganisasian data yang baik untuk mempermudah pencarian dan verifikasi. Oleh karena itu, pengurutan data menjadi sangat penting dan berbagai algoritma pengurutan telah dikembangkan, seperti Quick Sort dan Heap Sort. Penelitian ini bertujuan membandingkan kinerja waktu komputasi dan penggunaan memori dari tujuh algoritma sorting: Bubble Sort, Insertion Sort, Selection Sort, Shell Sort, Quick Sort, Merge Sort, dan Heap Sort menggunakan bahasa pemrograman Java. Evaluasi dilakukan pada dataset berisi 100, 1.000, dan 10.000 data numerik acak antara 1-99. Hasil penelitian menunjukkan Shell Sort memberikan waktu komputasi tercepat untuk dataset berisi 100 dan 1.000 data, sementara Heap Sort paling efisien untuk dataset berisi 10.000 data. Dari segi penggunaan memori, ketujuh algoritma menunjukkan konsumsi memori serupa, namun Shell Sort membutuhkan memori lebih rendah pada dataset berisi 1.000 data, dan Merge Sort menggunakan memori lebih banyak pada dataset berisi 10.000 data.
Edukasi Penggunaan Apeve (Alat Peraga Edukatif Volume) Bagi Guru Sebagai Media Dalam Peningkatan Kemampuan Numerasi Siswa Sd Afifa Himayati, Ade Ima; Rohim, Dhina Cahya; Hakim, Cikita Berlian; Harjanti, Agustina Eka; Hana, Fida maisa
Mejuajua: Jurnal Pengabdian pada Masyarakat Vol. 4 No. 2 (2024): Desember 2024
Publisher : Yayasan Penelitian dan Inovasi Sumatera (YPIS)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52622/mejuajuajabdimas.v4i2.191

Abstract

Pemahaman numerasi merupakan suatu hal yang penting bagi siswa didik sekolah dasar. Pembelajaran yang monoton menjadi salah satu faktor kemampuan numerasi siswa menjadi kurang. Dengan memanfaatkan teknologi sensor ultraonik sebagai alat bantu pada alat peraga edukatif volume untuk media pembelajaran siswa. Tujuan dari pelaksanaan kegiatan pengabdian ini adalah meningkatkan pemahaman guru dalam memanfaatkan alat peraga edukatif volume (APEVE) bangun ruang menggunakan teknologi sensor ultasonik untuk digunakan dalam pembelajaran matematika agar pemahaman numerasi siswa meningkat. Kegiatan sosialisasi serta pelatihan dilakukan kepada guru- guru di SD Muhammadiyah Pasuruhan dengan sistem ceramah dan pendampingan penggunaan APEVE. Guru pada SD Muhammadiyah Pasuruhan yang telah diberikan sosialisasi dan pendampingan penggunaan alat APEVE yaitu 10% guru mempunyai pemahaman yang cukup, 60% guru memiliki pemahaman yang baik dan 30% memiliki pemahaman yang sangat baik tentang penggunaan APEVE.
Implementasi Metode Long Short Term Memory (LSTM) pada Chatbot Kesehatan Mental Mahasiswa Afrisia, Silviana Putri; Hana, Fida Maisa; Wahyudin, Widya Cholid
Sainteks Vol. 21 No. 2 (2024): Oktober
Publisher : Lembaga Penelitian dan Pengabdian Masyarakat (LPPM)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30595/sainteks.v21i2.23869

Abstract

Berdasarkan survei I-NAMHS yang dilakukan pada tahun 2022, menunjukkan bahwa masalah kesehatan mental yang umum terjadi di kalangan remaja meliputi gangguan kecemasan, depresi, gangguan tingkah laku, serta gangguan stres pascatrauma (PTSD). Menanggapi isu yang kompleks ini diperlukan kesadaran akan pentingnya kesehatan mental, yaitu dengan mengembangkan dan mengimplementasikan metode Long Short Term Memory (LSTM) pada chatbot kesehatan mental yang ditujukan bagi mahasiswa. Chatbot ini dirancang untuk memberikan dukungan emosional dan solusi praktis bagi mahasiswa yang menghadapi berbagai masalah kesehatan mental. Untuk itu LSTM dipilih karena kemampuannya yang unggul dalam memahami dan memproses urutan data yang panjang, sehingga memungkinkan chatbot untuk mengingat konteks percakapan. Respons yang diterima pada saat melakukan uji coba chatbot kesehatan mental sangat baik dan relevan karena dipengaruhi tingginya akurasi pada pelatihan model. Hasil pelatihan model LSTM menunjukkan akurasi 98% dan loss sebesar 0,0614 dengan 50 epochs. Diharapkan dengan adanya penelitian mengenai implementasi metode LSTM pada chatbot ini dapat membantu penelitian berikutnya untuk mengembangkan lebih lanjut chatbot kesehatan mental dan menjangkau mahasiswa.
Pengembangan Model Deteksi Tumor Otak pada Magnetic Resonance Imaging Menggunakan Arsitektur YOLOv10 Ahadin, Akbar Ihsanul; Hana, Fida Maisa; Prihandono, Agung
Sainteks Vol. 21 No. 2 (2024): Oktober
Publisher : Lembaga Penelitian dan Pengabdian Masyarakat (LPPM)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30595/sainteks.v21i2.23989

Abstract

Dengan meningkatnya kebutuhan akan diagnosis yang cepat dan akurat dalam bidang medis, model deteksi berbasis deep learning menawarkan solusi yang menjanjikan. Penelitian ini bertujuan untuk mengembangkan model deteksi tumor otak pada citra Magnetic Resonance Imaging (MRI) menggunakan arsitektur YOLOv10. YOLOv10 dipilih karena kemampuannya dalam melakukan deteksi objek secara real-time dengan tingkat akurasi yang tinggi. Dalam penelitian ini, dataset MRI otak yang terdiri dari 1003 gambar digunakan untuk melatih model. Proses pelatihan dilakukan dengan menggunakan berbagai jumlah epoch untuk mengidentifikasi parameter yang optimal. Hasil menunjukkan bahwa model YOLOv10 mampu mendeteksi tumor otak dengan tingkat presisi yang tinggi, dengan metrics precision sebesar 97,88%, recall 95,24%, dan mAP50 sebesar 95,84%.pada epoch 200. Model ini diharapkan dapat digunakan sebagai alat bantu bagi para profesional medis dalam mendeteksi tumor otak secara lebih efisien dan efektif, serta memberikan kontribusi signifikan dalam bidang diagnosa penyakit menggunakan teknologi berbasis kecerdasan buatan.
Analisa Pengendalian Kualitas Produk Dengan Metode Six Sigma PT. XYZ Ahmad, Saiful; Hakim, Cikita Berlian; Ridwan, Achmad; Firmansyah, Nunung Agus; Hana, Fida Maisa; Muadzah, Muadzah
Metode : Jurnal Teknik Industri Vol. 11 No. 1 (2025): Jurnal Metode
Publisher : Universitas Muhammadiyah Sorong

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33506/mt.v11i1.4228

Abstract

PT XYZ. Is an industrial company that produces galvalume toilet doors. August 2024. Successfully produced 11,147 non-coloring galvalume doors and 1,645 existing defective products. These problems are caused by a variety of factors including machines, people, and materials. To overcome this problem, the Six Sigma method was integrated with the DMAIC approach. The aim of this approach is to identify the causes of defects and provide solutions and preventive measures to reduce the occurrence of defective products. Types with broken rivets 49.06%, fast frame coming off 19.88%, loose 11.00%, loose 5.11%, black scratches 2.86%, rivets not up to 2.55%, brand, rust & scratches 2.43%, brands & scratches 1.52%, length 1.46%, dents & loose 1.22%, stains & scratches 0.97%, tilted 0.36%, black stains 0.30%, poor installation 0.30%, loose & loose connections 0.30%, scratches & dents 0.18%, rusted 0.12%, rust & scratches 0.12%, dents 0.12%, loose connections 0.06%, reversed 0.06%. Broken rivets are the most common cause of product defects. PT. XYZ. Measured using defects per million occurrences (DPMO) and shows that the quality of the door product is at a sigma level of 6.030 and a DPMO value of 4.676. Factors include galvalume and rivet nails that do not meet production standards, as well as worker negligence during the production process. Based on these findings, several suggestions were put forward, including the need for a control list to check good and bad raw materials.
Augmented Reality Learning Media with Ethnomathematic Approach to Grow Students' Mathematics Learning Motivation Rohim, Dhina Cahya; Hana, Fida Maisa; Manggalastawa, Manggalastawa; Saharani, Safira; Himayati, Ade Ima Afifa
JTAM (Jurnal Teori dan Aplikasi Matematika) Vol 8, No 4 (2024): October
Publisher : Universitas Muhammadiyah Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31764/jtam.v8i4.25740

Abstract

The efforts that can be made to increase learning motivation are through the use of learning media integrated with current technology with a culture-based approach that students often find in everyday life. The purpose of this study was to describe the importance of AR in mathematics learning, the use of technology in ethnomathematics, and the effects of AR in fostering student learning motivation. This research method is Systematic Literature Review (SLR) with the PRISMA (Preferred Recording Items for Systematic Review and Meta-analysis) technique. The article search process uses a database from international journals indexed by Scopus and found 287 articles. Then a feasibility study was carried out according to the specified criteria so that 18 final articles were obtained. The results of the study showed that: (1) the use of AR in mathematics learning is very important because it has a positive impact such as improving learning outcomes, increasing learning motivation, improving the quality of learning, creating fun learning, improving learning experiences and improving creative thinking skills; (2) Cultural integration combined with technology provides benefits, namely learning becomes interesting so that it can foster student learning motivation, the form of integration between AR technology and ethnomathematics can be in the form of developing interactive learning media, modules or android-based media; and (3) Several studies using AR-based learning media have provided significant results in increasing students' learning motivation. 
PENGEMBANGAN LKPD INTERAKTIF BERBASIS AUGMENTED REALITY BERMUATAN BUDAYA NUSANTARA PADA MATERI PECAHAN Rohim, Dhina Cahya; Hana, Fida MAisa; Manggalastawa, Manggalastawa; Himayati, Ade Ima Afifa
AKSIOMA: Jurnal Program Studi Pendidikan Matematika Vol 14, No 3 (2025)
Publisher : UNIVERSITAS MUHAMMADIYAH METRO

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24127/ajpm.v14i3.13837

Abstract

Students' difficulties in learning mathematics in elementary school are caused by its abstract nature and the use of models and teaching materials that are less interesting. Therefore, innovation is needed by providing technology-based teaching materials and linking the material to real problems such as worksheet.. This study aims to develop an interactive AR-based worksheet containing Indonesian culture that is valid and practical as an alternative teaching material and can help the learning process become more interesting. This research method is a Borg & Gall model development research with procedures including potential and problems, data collection, design planning, assessment, revision, usability testing, and final revision. Data collection techniques used observation, interviews and questionnaires. The product validity data analysis technique was carried out by calculating the percentage of the value. The validation results from material experts were 88.5%, media experts 84.5%, and cultural experts 86.8%. Therefore, the overall validation results can be categorized as very valid. The practicality test was conducted by administering a student response questionnaire, with a result of 81.9%, thus categorizing it as very practical. Therefore, it can be concluded that the development of AR-based interactive student worksheets (LKPD) with Indonesian cultural content on fractions is valid and practical for use.