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Pelatihan Internet of Things (IoT) untuk Peningkatan Kompetensi Praktik Siswa SMK Bhakti Loa Janan Kutai Kartanegara Imron, Imron; Maria, Eny; Satria, Bagus; Nurhuda, Asep; Junirianto, Eko; Ramadhani, Suci; Khamidah, Ida Maratul; Franz, Annafi; Yulianto, Yulianto; Beze, Husmul; Suswanto, Suswanto; Ramadhani, Budi; Andrea, Reza; Karim, Syafei
ABDI UNISAP: Jurnal Pengabdian Kepada Masyarakat Vol. 3 No. 2 (2025): ABDI UNISAP: Jurnal Pengabdian Kepada Masyarakat
Publisher : UPT Publikasi dan Penerbitan Universitas San Pedro

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59632/abdiunisap.v3i2.472

Abstract

Kegiatan pengabdian kepada masyarakat ini bertujuan untuk meningkatkan kompetensi siswa SMK Bhakti Loa Janan dalam memahami dan menerapkan teknologi Internet of Things (IoT) sebagai kesiapan menghadapi era industri digital. Kegiatan diikuti oleh 30 siswa dengan tahapan meliputi koordinasi awal, persiapan perangkat dan modul pelatihan, penyampaian teori, praktik langsung (hands-on training), evaluasi, dan pendampingan. Materi mencakup pengenalan konsep dasar IoT, pemrograman mikrokontroler Arduino dan ESP32, serta penerapan sensor DHT11 untuk sistem pemantauan suhu dan kelembaban berbasis platform ThingSpeak. Hasil evaluasi menunjukkan peningkatan signifikan pada pemahaman dan keterampilan siswa dalam merancang serta mengoperasikan sistem IoT secara mandiri. Peserta mampu mengintegrasikan perangkat keras dan perangkat lunak, serta memahami alur komunikasi data dengan baik. Selain itu, guru pendamping memperoleh wawasan baru untuk mengembangkan materi pembelajaran berbasis IoT di sekolah. Secara keseluruhan, kegiatan ini berdampak positif terhadap peningkatan literasi teknologi siswa serta memperkuat kolaborasi antara perguruan tinggi dan sekolah kejuruan dalam membangun ekosistem pendidikan vokasi yang adaptif terhadap perkembangan teknologi digital.
Optimalisasi Media Pembelajaran Digital: Pelatihan Canva untuk Guru Sekolah Dasar 012 Samarinda Puji Astuti Amalia; Syafei Karim; Shanty Yahya; Maulita Maulita
Dharma Nusantara: Jurnal Ilmiah Pemberdayaan dan Pengabdian kepada Masyarakat Vol. 3 No. 1 (2025): Dharma Nusantara: Jurnal Ilmiah Pemberdayaan dan Pengabdian kepada Masyarakat
Publisher : LPPM Universitas Bhinneka Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32664/dharma.v3i1.1849

Abstract

Dengan fokus khusus pada desain poster, pengabdian masyarakat ini bertujuan untuk meningkatkan keterampilan guru sekolah dasar di SDN 012, Kecamatan Palaran dalam menggunakan Canva untuk membuat materi pembelajaran yang menarik. Sepuluh instruktur berpartisipasi dalam lokakarya, yang berlangsung pada tanggal 28 dan 29 April 2025, dan mencakup subjek seperti penggunaan Canva, konsep desain fundamental, dan penggunaan media poster di kelas. Pelatihan tersebut mendapat tanggapan positif dan menunjukkan bahwa Canva adalah alat yang berguna dan mudah diakses oleh para guru, meskipun ada masalah tertentu dengan infrastruktur yang terbatas dan tingkat kemahiran digital yang berbeda-beda. Latihan ini menekankan nilai pengembangan profesional guru yang berkelanjutan dan pemberdayaan digital. Penulis menyarankan bahwa kegiatan selanjutnya dapat memberikan pendampingan dan tindak lanjut untuk mempertahankan kemampuan yang diperoleh dan mempromosikan penggunaan yang lebih luas dalam strategi pengajaran.
Enhancing sexual education for children with special needs through augmented reality: development and evaluation of the Magical SeDu application Maria, Eny; Satria, Bagus; Andrea, Reza; Imron, Imron; Karim, Syafei; Ramadhani, Fajar; Suswanto, Suswanto; Putra, Emil Riza; Sjamsir, Hasbi
International Journal of Electrical and Computer Engineering (IJECE) Vol 16, No 1: February 2026
Publisher : Institute of Advanced Engineering and Science

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.11591/ijece.v16i1.pp288-296

Abstract

This research focuses on the educational obstacles encountered by children with special needs (CWSN), specifically in sexual education, through developing and evaluating the Magical SeDu application. Using a three-phase instructional design model, the study followed the planning, design, and development phases to create user-centered features that meet diverse learning needs. User acceptance testing (UAT) further confirmed the usability and effectiveness of the app, with a satisfaction rating of 86.04%. These findings underscore the transformative potential of augmented reality (AR) technology in inclusive education, fostering interactive and visually stimulating learning experiences. The study also emphasizes the importance of involving stakeholders in the development process to ensure the app meets the specific needs of its users. Future research should focus on enhancing the app’s features and exploring its integration into broader educational environments to maintain accessibility and continuous improvement. This study contributes to the advancement of inclusive education strategies and highlights the critical role of sex education in increasing self-awareness and protection for children with special needs.
Improving Digital and Health Literacy: The "E-Sehati" Program for the Family Welfare Empowerment Group of Sempaja Selatan Abdul Hamid Kurniawan; Musdalifah Maulita; Rufina Hurai; Syafei Karim; Nurhasanah
Poltanesa Vol 26 No 2 (2025): December 2025
Publisher : P3KM Politeknik Pertanian Negeri Samarinda

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51967/tanesa.v26i2.3520

Abstract

The Family Welfare Empowerment (PKK) organization in Sempaja Selatan encounters several challenges, including gaps in digital access and suboptimal health conditions, where recurring floods often worsen public health issues. To overcome these problems, the E-Sehati program short for Business, Healthy Living, and Digital was introduced as an initiative to educate communities on digital technology use and to encourage clean and healthy living behaviors, especially among vulnerable populations. This research aims to design and assess the effectiveness of the E-Sehati program in enhancing digital literacy, particularly in relation to health behavior, and ultimately improving the community’s quality of life. The development of the E-Sehati program adopted the Waterfall model, which progresses through stages from analysis to evaluation. It focuses on educating participants about ten essential household health practices, including childbirth assisted by health professionals, exclusive breastfeeding, regular weighing of infants and toddlers, the use of clean water, proper handwashing, adequate sanitation, mosquito larvae control, daily exercise, balanced nutrition, and maintaining a smoke-free home environment. Data gathered through beta testing indicated that the program substantially enhanced participants’ digital literacy and encouraged healthier lifestyle habits. Overall, this study highlights the potential of multimedia-based health education and deepens understanding of how digital literacy and information technology can contribute to better household health outcomes.
Implementation Augmented Reality for Campus Building Visualization at Politeknik Pertanian Negeri Samarinda Muh. Unicon Riski Yahrib; Syafei Karim; Bagus Satria; Suci Ramadhani
TEPIAN Vol. 7 No. 1 (2026): March 2026
Publisher : Politeknik Pertanian Negeri Samarinda

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51967/tepian.v7i1.3289

Abstract

This study aims to develop and implement a marker-based Augmented Reality (AR) application for visualizing campus buildings at Politeknik Pertanian Negeri Samarinda. The application, built using Unity 3D and Vuforia SDK, enables users to scan physical markers on buildings to display interactive 3D models and access detailed information about each facility. The research follows the Multimedia Development Life Cycle method, encompassing stages of concept, design, material collection, assembly, testing, and distribution. Technical testing evaluated the application’s performance across three Android devices, assessing marker detection range (0.5–3 meters), lighting conditions (optimal at 500–100,000 lux), and functionality (100% success in black-box testing). User Acceptance Testing (UAT) involved 30 respondents (new students) and yielded an average score of 4.245 out of 5, indicating high satisfaction. The results demonstrate that the AR application effectively enhances campus navigation and engagement, with marker-based tracking proving reliable for precise object visualization. This project contributes to the adoption of AR technology in educational institutions for promotional and orientation purposes.