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Pelatihan Sistem Informasi Desa (SID) Dan Website Desa Untuk Peningkatan Pelayanan di Desa Moyot Melalui Program Kompetisi Kampus Merdeka(PKKM) Bahtiar, Hariman; Sadali, Muhamad; Sudianto, Aris; Nur, Amri Muliawan; Firdaus, Ahmad
Jurnal Teknologi Informasi untuk Masyarakat Vol. 1 No. 2 (2023): Jurnal Teknologi Informasi untuk Masyarakat (Teknokrat)
Publisher : Universitas Hamzanwadi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29408/jt.v1i2.24790

Abstract

At this time, technological developments have developed very rapidly and quickly, bringing about very big changes because they make the information obtained available quickly, easily, accurately and not limited by place and time. A village is a community unit that has a structure based on special characteristics. Village government contains participation, diversity, genuine autonomy, democratization and community empowerment. Moyot Village is a village in Sakra subdistrict, East Lombok Regency, West Nusa Tenggara Province. From the results of the analysis it can be concluded that in Moyot Village, Sakra District, several weaknesses were found in village services or village administration. With the existence of village technology development programs such as Village Information Systems and Village Websites, it is hoped that it will make it easier for village officials to carry out public services such as conveying data information online. transparency and can be known by the community without having to go to the village office to ask what is in the village and what will be done in the village, such as APBDes funds and so on.
Pelatihan Dan Pendampingan Instalasi Jaringan Internet Untuk Peningkatan Pelayanan Pada Kantor Desa Harianto, Harianto; Aris Sudianto; Muhammad Wasil; Muhamad Sadali; Baiq Andriska Candra Permana; Mahpuz; Suhartini; Hamzan Ahmadi; Indra Gunawan; Imam Fathurrahman; Lalu Kertawijaya; Ida Wahidah; Jumawal; Muhammad Djamaluddin
Jurnal Teknologi Informasi untuk Masyarakat Vol. 2 No. 1 (2024): Jurnal Teknologi Informasi untuk Masyarakat (Teknokrat)
Publisher : Universitas Hamzanwadi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29408/jt.v2i1.26550

Abstract

Abstract: The Village Office is a government agency that is directly connected or interacts with the community. The community is the object that will be served by Village officials. It is not uncommon for people to feel dissatisfied with slow service. One of the community satisfaction with the performance of Village staff is the provision of fast and appropriate service. One way to increase village service staff to the community must be supported by adequate devices and equipment, especially for accessing and sharing data or information both locally and on the internet. To make this happen, you must have knowledge and skills in the field of networking. Therefore, socialization, training and assistance with internet network installation are needed. It is hoped that this will help the Village, especially staff, to increase their knowledge and skills in the field of networking, so that they can improve services to the community more quickly and precisely. Keywords: Internet Network, Village Office Staff, Community, Services.
Pelatihan Instalasi Jaringan Dan Hotspot Menggunakan Mikrotik Bagi Siswa SMKs NWDI Wanasaba Permana, Baiq Andriska Candra; Indra Gunawan; Muhammad Wasil; Harianto; Aris Sudianto; Mahpuz; Jumawal; Muhamad Sadali; Suhartini; Lalu Kertawijaya; Ida Wahidah; Muhammad Djamaluddin; Imam Fathurrahman; Hamzan Ahmadi
Jurnal Teknologi Informasi untuk Masyarakat Vol. 2 No. 2 (2024): Jurnal Teknologi Informasi untuk Masyarakat (Teknokrat)
Publisher : Universitas Hamzanwadi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29408/jt.v2i2.28324

Abstract

With the development of industrial technology, this requires students to continue to adapt to keep up with technological developments. The increasing use of internet technology is not only popular among students but also in various agencies in the world of work. At a basic level, understanding network installation and configuration is one of the competencies taught in the Informatics and networking department at Vocational High Schools (SMK). The existence of network technology causes many conveniences including students being able to share resources such as scanners, printers, hard disks and others by simply connecting to the network. There are so many benefits that will be obtained by students by mastering skills in the field of network technology. This is one of the reasons for conducting training to improve student competence in the field of network installation and configuration. The method applied in this training activity is Participatory Learning and Action (PLA) where this method is an approach used in community development that focuses on the active participation of the community in the learning and decision-making process. The results of this activity are expected to have a positive impact on the competence of students at SMKs NWDI Wanasaba in the field of computer network technology so as to increase student confidence in facing school competency exams.
Pendampingan Pembuatan Bak Sampah Otomatis Berbasis Teknologi Internet of Things (IoT) Untuk Kantor Desa Aikmel Timur Hidayat, Taupik; Lidiya; Aris Sudianto; Nurhidayati
Jurnal Teknologi Informasi untuk Masyarakat Vol. 2 No. 2 (2024): Jurnal Teknologi Informasi untuk Masyarakat (Teknokrat)
Publisher : Universitas Hamzanwadi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29408/jt.v2i2.28610

Abstract

Waste is a common issue in daily life that requires serious attention to be managed effectively. At the Aikmel Timur Village Office, waste management plays a crucial role in maintaining cleanliness and comfort in the work environment. To raise awareness among all village office staff about the importance of environmental cleanliness, a different approach is needed to encourage them to dispose of waste properly and orderly. Traditional trash bins often rely on manual systems to open, which can be inconvenient, especially when both hands are occupied or the system is unhygienic. As part of an internship program, I contributed to developing an innovation in the form of an Internet of Things (IoT)-based automatic trash bin. This innovation utilizes Arduino Uno and integrates key components such as the HC-SR04 sensor, servo motor, buzzer, and an adapter circuit. The HC-SR04 sensor detects the presence of waste intended for disposal, the servo motor serves as an automatic mechanism to open and close the bin, and the buzzer acts as an audio indicator to notify users that the system is active and ready for use. The development method began with identifying problems through a survey of workplace needs, followed by system design and implementation, as well as functional evaluation and benefit analysis. The result of this innovation is the creation of an automatic trash bin that not only facilitates waste disposal but also raises awareness about the importance of maintaining environmental cleanliness. Through this internship activity, it is hoped that this innovation can serve as a model to be widely implemented in villages, supporting better waste management practices. Keywords: Arduino Uno , buzzer, waste management, HC-SR04 sensor, servo motor.
Pemanfaatan Sistem Absensi Berbasis RFID Sebagai Upaya Meningkatkan Akurasi dan Efisiensi Kehadiran Perangkat Desa di Aikmel Barat Sudianto, Aris; Muhammad Djamaluddin; Lalu Kertawijaya; Jumawal; Ida Wahidah
Jurnal Teknologi Informasi untuk Masyarakat Vol. 3 No. 2 (2025): Jurnal Teknologi Informasi untuk Masyarakat (Teknokrat)
Publisher : Universitas Hamzanwadi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29408/jt.v3i2.33147

Abstract

The attendance of village officials is an important factor in supporting the quality of administrative services and governance at the village level. However, the manual attendance process previously used at the Aikmel Barat Village Office often resulted in several issues, such as delays in recording, inaccurate data, and low administrative efficiency. This community service activity aims to implement a Radio Frequency Identification (RFID)-based attendance system as a solution to improve the accuracy and efficiency of recording village officials’ attendance. The implementation methods included system needs assessment, installation of RFID devices, development of supporting applications, training for village officials, and evaluation of system performance after implementation. The results show that the RFID-based attendance system is capable of recording attendance automatically, quickly, and more accurately compared to the manual method. In addition, the use of RFID technology helps improve work discipline through more precise time logging and simplifies the process of recapitulating attendance data. User evaluations also indicate a high level of satisfaction, as the system is considered easy to use and enhances work efficiency. This implementation is expected to serve as a model for technology adoption to support the digitalization of village administration and improve the quality of public services in Aikmel Barat.
Pengenalan dan Pelatihan Teknologi Internet Of Things Dan Robotika Bagi Siswa Sekolah Menengah Kejuruan Aris Sudianto; Muhammad Wasil; Baiq Andriska Candra Permana; Muhamad Sadali
Jurnal Teknologi Informasi untuk Masyarakat Vol. 4 No. 1 (2026): Jurnal Teknologi Informasi untuk Masyarakat (Teknokrat)
Publisher : Universitas Hamzanwadi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29408/jt.v4i1.35008

Abstract

This Community Service (PKM) activity is entitled "Introduction and Training of Internet of Things (IoT) and Robotics Technology for NWDI Wanasaba Vocational High School Students" which is implemented using the Participatory Learning and Action (PLA) method. This activity is motivated by the need to improve student competency in facing the Industrial Revolution 4.0 era, where mastery of IoT and robotics is an important skill for both the industrial world and technology-based entrepreneurship. The PLA method was chosen because it emphasizes the active involvement of participants in the entire learning process through discussions, direct practice, and joint reflection. The stages of the activity include identifying partner needs, designing training materials, implementing practice-based training, to evaluating the results of the activity. Students are involved participatory in every stage, starting from the introduction of basic concepts of IoT and robotics, practicing assembling devices, simple programming, to testing applications in the context of everyday life and vocational fields. The results of the activity show that students gain increased knowledge, technical skills, and motivation to innovate in utilizing technology. Through this activity, three main outcomes were achieved: (1) increasing digital and technological literacy for students, (2) forming basic competencies in IoT and robotics that can be further developed, and (3) establishing  collaboration between universities and schools in supporting the strengthening of vocational education. Thus, this PKM not only contributes to improving the quality of human resources in the NWDI Wanasaba Vocational School environment, but also becomes a strategic step in preparing the younger generation to face the challenges of the digital era.
Rancang Bangun Sistem Smart Home Berbasis Google Assistant dengan Kendali Perintah Suara Muh Sofiyan; Aris Sudianto; Zulkipli Zulkipli
Jurnal PRINTER: Jurnal Pengembangan Rekayasa Informatika dan Komputer Vol. 4 No. 1 (2026): Jurnal PRINTER: Jurnal Pengembangan Rekayasa Informatika dan Komputer
Publisher : Fakultas Teknik Universitas Hamzanwadi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29408/jprinter.v4i1.32686

Abstract

Perkembangan teknologi Internet of Things IoT memberikan peluang besar dalam menciptakan sistem rumah cerdas (smart home) yang mampu meningkatkan efisien, kenyamanan, serta aksesibilitas bagi pengguna. Penelitian ini merancang dan membangun sistem smart home berbasis Google Assistant dengan kendali perintah suara untuk mengontrol perangkat elektronik rumah tangga, khususnya lampu dan kipas. Sistem ini menggunakan mikrokontroler ESP32 sebagai pengendali utama, modul relay sebagai saklar elektronik, serta integrasi dengan Arduino Cloud yang berfungsi sebagai perantara komunikasi antara Google Assistant dengan perangkat keras. Metode pengembangan sistem menggunakan pendekatan prototype dengan tahapan identifikasi masalah, pengumpulan kebutuhan sistem, perancangan sistem, pengembangan sistem, pengujian sistem, dan evaluasi sistem. Hasil implementasi menunjukkan bahwa sistem mampu mengendalikan perangkat elektronik secara otomatis melalui perintah suara dengan tingkat keberhasilan rata-rata 98.33% dan rata-rata waktu respon 1.83 detik. Hal ini membuktikan bahwa sistem yang dibangun cukup responsif, akurat, serta dapat diandalkan dalam penggunaan sehari-hari. Sistem ini juga memberikan kemudahan bagi pengguna dengan keterbatasan mobilitas seperti lansia dan penyandang disabilitas.
Implementation of Peresean Game as a Medium to Enhance Sasak Cultural Appreciation Among Young Generation Hamzan Ahmadi; Aris Sudianto; Hariman Bahtiar
Jurnal Informatika dan Rekayasa Perangkat Lunak Vol. 8 No. 1 (2026): Maret
Publisher : Universitas Wahid Hasyim

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

Abstract

Peresean is a traditional custom of the Lombok Sasak Tribe, which is armed with rattan (jalin), using a shield (ende) made from cow skin and when the peresean event takes place it will be accompanied by the typical music of the Lombok Sasak Tribe, namely gendang beleq. The clothing worn by peresean participants (pepadu) is a headband (sapuq), sarong (selewoq), cloth belt (bebet) and bare chest. The peresean culture is now starting to be held less frequently and is not very popular with Lombok youth in particular. This is because today's youth prefer digital games that are more varied and do not require a lot of stamina. So from there it became a reference for making a fighting type peresean game using the GDLC method as a means to preserve the Sasak tribe's peresean culture. adjust regulations according to the target audience. The final result of this production is a fighting game that runs on a PC (personal computer), and is targeted at all ages. The features that have been designed have fulfilled what was desired. In this fighting type research game, there is information and moral messages about preserving local culture. It is hoped that this peresean game application can become a medium of introduction and education for the wider community, especially the people of Lombok, about the peresean culture of the Lombok Sasak Tribe.
The Implementation of an Artificial Intelligence-Based Virtual Assistant Chatbot for Academic Information Services Baiq Andriska Candra Permana -; Aris Sudianto; Toriq Alfan Yasir
Jurnal Informatika dan Rekayasa Perangkat Lunak Vol. 8 No. 1 (2026): Maret
Publisher : Universitas Wahid Hasyim

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

Abstract

The academic information services at the Faculty of Engineering, Hamzanwadi University currently still rely on manual methods that require considerable time and effort, especially in answering repetitive questions. Therefore, this study proposes the use of an artificial intelligence-based chatbot to provide academic information automatically through the WhatsApp platform. This chatbot system is built using the n8n platform for workflow automation and Gemini AI for natural language processing (NLP), enabling it to understand and provide relevant answers to students' questions. In this study, the system was tested through a series of trials to evaluate the effectiveness of the chatbot in delivering academic information services, such as academic schedules, course registration (KRS), and other related information. The results showed that the implementation of this chatbot can improve the efficiency of academic services by providing fast and accurate responses, as well as reducing the workload of administrative staff.
Development of an Interactive Android Vocabulary Game ‘FLC’s LevelUp’ Using the ADDIE Model for Beginner Learners at FLC Zaenul Amri; Aris Sudianto; Muhammad Sulhan Habibi; Muhammad Zamroni Uska
JOURNAL OF INFORMATICS AND TELECOMMUNICATION ENGINEERING Vol. 10 No. 1 (2026): Issues July 2026
Publisher : Universitas Medan Area

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31289/jite.v10i1.16420

Abstract

Vocabulary mastery is a crucial foundation for Level 1 students at the Foreign Language Center (FLC). However,conventional methods such as whiteboard writing and rote memorization pose challenges, specifically studentboredom and decreased learning motivation. To address this issue, this study aims to design and develop an interactiveAndroid-based educational game entitled “FLC’s LevelUp!”. The research methodology employed is Research andDevelopment (R&D), adapted into four main stages: architectural research, material collection, data measurement,and data analysis. The results of the functionality testing (Black-Box Testing) achieved a 100% success rate, while theinterface feasibility test using Maze obtained a score of 87/100. These results demonstrate that the game operatesoptimally, is user-friendly, and is capable of fostering a more interactive learning atmosphere. Based on these findings,it can be concluded that the FLC LevelUp! game effectively facilitates students in retaining English vocabulary throughvisual representations and direct in-game interactions. Furthermore, the implications of this study indicate that theutilization of educational games not only assists students but also significantly supports tutors in their instructionalduties, simultaneously serving as a sustainable digital learning media innovation within the FLC environment.