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Pengenalan Bahasa Isyarat Hijaiyah: Augmentasi Data dengan EfficientnetB7 Tanwir, Tanwir; Husain, Husain; Hammad, Rifqi; Anas, Andi Sofyan; Azwar, Muhammad
Jurnal Teknologi Informasi dan Multimedia Vol. 7 No. 4 (2025): November
Publisher : Sekawan Institut

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35746/jtim.v7i4.728

Abstract

Sign language plays an important role as the primary means of communication for individuals with hearing impairments. This study aims to improve the accuracy of hijaiyah sign language detection through the application of the EfficientNetB7 architecture and data augmentation tech-niques. The method used, namely the EfficientNetB7 algorithm, was chosen as the base model be-cause of its ability to balance high accuracy with optimal resource utilization by performing data augmentation with rescale, shear, zoom, rotation, and flip horizontal techniques applied to enrich the variation of the original dataset of 6,811 images to 105,615 images. The experimental results show that the combination of EfficientNetB7 and data augmentation produces 99% accuracy on the test data, with consistent performance seen from the confusion matrix and accuracy loss graph for 50 epochs. This study proves that this approach not only improves model generalization but also reduces the risk of overfitting, thus potentially supporting social inclusion through efficient and reliable technology.
Game for Sasak Script Based on Knuth Morris Pratt Algorithm and ADDIE Model Muhammad Tajuddin; Ahmat Adil; Andi Sofyan Anas
MATRIK : Jurnal Manajemen, Teknik Informatika dan Rekayasa Komputer Vol. 22 No. 1 (2022)
Publisher : Universitas Bumigora

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30812/matrik.v22i1.2363

Abstract

Knowledge of the Sasak script is very few Sasak people are interested in learning it. The writing system of the Sasak script is in danger of becoming extinct, so the local government must carry out literacy education so that the Sasak script does not become extinct from the face of the Lombok earth and must be applied to elementary and junior high schools, not only in the learning and teaching process. Directing children can be done by introducing them to the game-based Sasak baluk olas script. The Sasak script game based on KMP (Knuth Morris Pratt) Algorithm and ADDIE (Analysis, Design, Development, Implementation, Evaluation) which integrates game thinking and game elements has proven helpful in learning new knowledge. For this reason, the purpose of this study is to discuss how to develop applications for the Sasak Baluk Olas script on smartphones based on the Android system. designed based on the famous visual novel concept that combines multimedia elements including audio, animation, graphics, and images to make it more interesting and lively. All of these elements combine with gamification elements such as quizzes, rewards, badges, and feedback to make it a gamification application. Based on all the abilities of the Sasak Baluq Olas script, it can help potential users, especially elementary and junior high school students in Mataram City to increase the level of understanding and awareness of the Sasak script so that it does not become extinct
Sosialisasi Pengembangan Aksara Sasak Baluk Olas (Delapan Belas) Berbasis Game Kepada Gen Z Tajuddin, Muhammad; Adil, Ahmat; Anas, Andi Sofyan; Printi Ardi, R. Fany
Jurnal Pengabdian kepada Masyarakat Nusantara Vol. 6 No. 4 (2025): Edisi Oktober - Desember
Publisher : Lembaga Dongan Dosen

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55338/jpkmn.v6i4.7410

Abstract

Aksara Sasak merupakan bagian dari identitas budaya Sasak. Namun, minat generasi muda dalam mempelajarinya semakin menurun akibat dominasi bahasa Indonesia dan globalisasi. Oleh karena itu, diperlukan inovasi dalam metode pembelajaran agar tetap lestari dan menarik bagi siswa. Inisiatif pelestarian dan pengembangan Aksara Sasak Baluk Olas (Delapan Belas) semakin relevan di era digital, mengingat penggunaan aksara tradisional ini terus menurun di kalangan generasi muda, khususnya Gen Z. Kegiatan sosialisasi dirancang melalui pengembangan game edukatif yang didukung fitur Artificial Intelligence (AI) agar proses belajar menjadi lebih interaktif, menyenangkan, dan adaptif terhadap kebutuhan pengguna. Metode gamifikasi dipilih untuk mempermudah pemahaman bentuk serta penggunaan aksara Baluk Olas, sekaligus mendorong keterlibatan aktif dalam pelestarian budaya Sasak. AI berperan dalam personalisasi konten, deteksi tulisan tangan, serta umpan balik belajar secara otomatis, sehingga efektivitas dan ketertarikan pengguna dapat terukur secara real time. Melalui pendekatan ini, diharapkan tercipta ekosistem pembelajaran digital yang inklusif dan inovatif, guna mempertahankan eksistensi aksara Sasak dalam dinamika budaya global. sosialisasi Baluk Olas berbasis game bukan hanya strategi pelestarian, tetapi juga inovasi pendidikan yang menyatukan nilai budaya, teknologi, dan karakter generasi masa depan Lombok. Di samping itu sosialisasi ini membuka peluang pengembangan media pembelajaran kreatif berbasis teknologi lainnya untuk revitalisasi warisan budaya lokal.
Peningkatan Kemampuan Fungsi TIK Polda NTB Melalui Pelatihan Penerapan AI di Era Digitalisasi Azwar, Muhamad; Hariyadi, I Putu; Ismarmiyati, Ismarmiyati; Anas, Andi Sofyan; Madani, Miftahul; Zulkipli, Zulkipli
Bakti Sekawan : Jurnal Pengabdian Masyarakat Vol. 6 No. 1 (2026): Juni
Publisher : Puslitbang Sekawan Institute Nusa Tenggara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35746/bakwan.v6i1.979

Abstract

Perkembangan teknologi digital menuntut Kepolisian Daerah Nusa Tenggara Barat (Polda NTB) untuk memperkuat ekosistem Teknologi Informasi dan Komunikasi (TIK) guna mendukung program Satu Data Polri. Namun, pemanfaatan kecerdasan buatan (AI) dalam tugas administratif dan operasional harian masih perlu ditingkatkan. Oleh karena itu, kegiatan pengabdian kepada masyarakat ini bertujuan untuk memberikan bimbingan teknis terkait penerapan AI sederhana bagi personel Bid TIK dan Satuan Operasional Polda NTB. Metode pelaksanaan menggunakan pendekatan Participatory Action Learning (PAL) melalui pelatihan interaktif dan demonstrasi praktis yang diselenggarakan dalam agenda Rapat Kerja Teknis pada tanggal 6 November 2025 di Mataram. Hasil evaluasi cepat (rapid assessment) sebelum dan sesudah kegiatan menunjukkan adanya peningkatan pemahaman dan keterampilan peserta yang signifikan. Pemahaman konsep dasar AI generatif meningkat dari 40% menjadi 90%, kemampuan menyusun perintah (prompt) yang efektif melonjak dari 25% menjadi 85%, dan kesadaran terkait keamanan data sensitif instansi pada penggunaan AI publik naik dari 50% menjadi 95%. Selain itu, peserta menunjukkan antusiasme tinggi dalam mempraktikkan AI untuk menyusun draf dokumen dan merangkum regulasi. Kesimpulannya, pengenalan dan pelatihan AI sederhana terbukti sangat efektif dalam meningkatkan literasi digital serta kapasitas sumber daya manusia di lingkungan Polda NTB. Pemanfaatan teknologi ini diharapkan berlanjut untuk menciptakan efisiensi kerja yang terukur, sekaligus memperkokoh kesiapan kepolisian dalam menghadapi tantangan operasional di era modern yang terdigitalisasi.
Sosialisasi Pelestarian Aksara Sasak Di Era Digital Adil, Ahmat; Tajuddin, Muhammad; Anas, Andi Sofyan; Ardi, Raden Fany Printi
Bakti Sekawan : Jurnal Pengabdian Masyarakat Vol. 6 No. 1 (2026): Juni
Publisher : Puslitbang Sekawan Institute Nusa Tenggara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35746/bakwan.v6i1.994

Abstract

As one of the local cultural heritages of the Sasak people, the Sasak script holds high historical, linguistic, and cultural identity value. However, in the current digital era, the existence of the Sasak script is increasingly threatened due to the dominant use of the Latin alphabet and the low interest of the younger generation in learning it. Therefore, strategic efforts are needed to preserve the Sasak script through an approach relevant to technological developments. This study aims to socialize the preservation of the Sasak script by utilizing digital media as a means of education and information dissemination. The methods used include counseling activities, training, and the use of digital platforms such as social media and interactive learning applications. The results of the activity indicate that the use of digital technology can enrich the knowledge and interest of the community, especially the younger generation, in learning the Sasak script. Thus, the integration of cultural preservation and digital technology is a very effective step to ensure that the Sasak script does not disappear amidst the current of modernization. The results of the evaluation involving 30 respondents showed that the majority of participants gave a positive assessment of the educational game used. The aspect with the highest score was System Integration, with a score of 96.67%, indicating that the system is running well and is optimally integrated. Furthermore, the Art and Aesthetics aspect received the second highest score, at 90%. Therefore, it can be concluded that the use of educational game-based digital media is considered effective, engaging, and beneficial in supporting the learning process and preserving the Sasak script.
Co-Authors Abdul Aziz Jabar Abdul Muhid, Abdul Adam Bachtiar Maulachela Agus Pribadi Ahmad Zuli Amrullah Ahmat Adil Akbar Juliansyah Anak Agung Gde Agung Indrawan Ardi, R Fanny Printi Ardi, Raden Fany Printi Arfa, Muhammad ashari, Lalu Arif Trasna Augustin, Kartarina Azhar, Lalu Zazuli Azhar, Raisul Azkari, Adzan Naufal Cahyablindar, Ayu Danang Tejo Kumoro Darma, I Made Yadi Dedi Febry Rachman Dedy Febry Rahman Deni Rahman Dicksa Ananda Christian Tue Elga Alfariza Fatimatuzahra, Fatimatuzahra Fatimatuzzahra Fatimatuzzahra Fatimatuzzahra Fatimatuzzahra Fatimatuzzahra Gilang Primajati Gilang Primajati Hairani Hairani Hammad, Rifqi Hariyadi, I Putu Hasbullah Hasbullah Hasbullah Hasbullah Hendra Setiawan Husain Husain I Gusti Ayu Sri Devi Gayatri Utami I Made Yadi Dharma Idham Halid Ismarmiyati, Ismarmiyati Kartarina, Kartarina Khairan marzuki Kurniadin Abd Latif Lalu Ganda Rady Putra Lestari, I Desak Ayu Adhia Lilik Widyawati M. Hidayatullah Maulvi Nurhavizi Miftahul Madani Muh. Adrian Juniarta Hidayat Muhamad Azwar, Muhamad Muhammad Innuddin MUHAMMAD TAJUDDIN Muhammad Zulfikri Nanang Samudra Novian syah Ondi Asroni Pahrul Irfan Phyta Rahima Printi Ardi, R. Fany Qudsi, Jihadil Qulub, Mudawil R. Fanny Printi Ardi Raden Fanny Printi Ardi Ria Rismayati Rifqi Hammad Rukmin Ulfa Ayu Lestari Samudra, Nanang Sandi Justitia Putra Santoso, Heroe Sirojul Hadi Siswahyudianto Solly Aryza Suryati Syahrir, Moch. Syahroni Hidayat Tajuddin, Muhammad Tanwir Tanwir Tomi Tri Sujaka Triwijoyo, Bambang Krismono USWATUN HASANAH Uswatun Hasanah Yudistira, Yudha Yusuf, Siti Agrippina Alodia Zainal Abidin Zohriyatun Apriliani Zulkipli Zulkipli