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Strategi Pembelajaran Menggunakan Metaverse Bagi Guru Di Madrasah Aliyah Al Hidayah Indrabayu Indrabayu; Zahir Zainuddin; Ingrid Nurtanio; Amil Ahmad Ilham; Muhammad Niswar; Adnan Adnan; Elly Warni; Zulkifli Tahir; Ady Wahyudi Paundu; Christoforus Yohanes; Mukarramah Yusuf; A.Ais Prayogi; Anugrayani Bustamin; Iqra Aswad; Muhammad Alief Fadhal Imran Oemar; Intan Sari Areni; Zaenab Muslimin; Rieka Zalzabillah Putri; Aulia Darnilasari
JURNAL TEPAT : Teknologi Terapan untuk Pengabdian Masyarakat Vol 5 No 2 (2022): Mengembangkan Kehiodupan Masyarakat melalui Kesatuan dan Kekuatan
Publisher : Faculty of Engineering UNHAS

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25042/jurnal_tepat.v5i2.287

Abstract

The rapid development of digital technology makes the world of education must continue to be dynamic and develop in order to produce adaptive and competent generations. Previously in conventional teaching methods, the material was taught by the teacher to students in the classroom orally or by telling students to read books to watch videos. However, with the online school method in Metaverse, it is hoped that it can provide clear explanations regarding material that is difficult to explain through books or videos. Metaverse is a future technology in the form of a virtual space where people from all over the world can gather and communicate using virtual technology. With the presence of a virtual world like this Metaverse, the world of education will be greatly helped. For example, when learning takes place, students can see firsthand how the machine works without having to cut it, the anatomy of the body without having to cut live animals or visiting a historical place without having to flock to ride buses all the way to the place they want to go, see phenomena and direct natural disasters, or even school buildings can also be built majestically in the Metaverse world. There are so many conveniences that we find when we use the Metaverse as a learning innovation in the future. Community service carried out at Madrasah Aliyah Al Hidayah, aims to provide insight into educational applications that will be used in the Metaverse so as to facilitate interaction between teachers at MA Al Hidayah and students, as well as provide enormous opportunities, especially for matters related to the world of education. , internet design and gaming. This community service is also a place to socialize research results at the Department of Informatics Engineering, namely Metaverse in the field of education. The results of the service showed that the level of understanding of the training participants increased significantly on the importance of Metaverse education.
Pengaruh Distribusi dan Parameter terhadap Kinerja Sistem Antrian Mukarramah Yusuf
KLIK: Kajian Ilmiah Informatika dan Komputer Vol. 3 No. 6 (2023): Juni 2023
Publisher : STMIK Budi Darma

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30865/klik.v3i6.878

Abstract

Discrete event simulation is widely used to evaluate the performance of a queuing system. In those simulations, the data distribution and parameters are determined to approximate the real conditions of the processes that occur in a queuing system. However, the queuing systems with their data distribution and parameters have so far been very specific to a particular system, not general to other systems that run a similar service and own a similar system structure, for example puskesmas, B and C. This research analyzes how much differences the queuing system produces when the system uses different parameters for their data distribution. The analysis is carried out by building the M/M/1 and M/M/2 queue models, then benchmarking several parameters of the exponential distribution and triangular distribution which are used to generate the time lag between arrivals of queue objects and service times. An increase of 60 in the exponential distribution parameter (1 minute patient arrival rate) causes the average number of patients in the queue to decrease by 4 people, and the frequency of large queues to decrease by 5 times. A difference of 0.5 in the triangular distribution parameter (faster service time 0.5 minutes) results in a reduction in waiting time of 0 - 0.2 minutes, and has an impact on the frequency of queues and large queues which can be reduced up to 9 times. Meanwhile, the difference in the number of servers which is one and two on the system can reduce the queue size from 16 to zero
Improving Community Digital Literacy Capability in Efforts to Build a Digital Village Amil Ahmad Ilham; Zahir Zainuddin; Ingrid Nurtanio; Indra Bayu; Muhammad Nizwar; Adnan Adnan; Elly Warni; Zulkifli Tahir; Ais Prayogi Alimuddin; Christoforus Yohannes; Ady Wahyudi Paundu; Mukarramah Yusuf; Anugrayani Bustamin; Iqra Aswad; Muhammad Alief Fahdal Imran Oemar; Intan Sari Areni; Zaenab Muslimin
JURNAL TEPAT : Teknologi Terapan untuk Pengabdian Masyarakat Vol 6 No 1 (2023): Kesadaran Teknologi untuk Mengatasi Permasalahan Kemasyarakatan
Publisher : Faculty of Engineering UNHAS

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25042/jurnal_tepat.v6i1.296

Abstract

Digital village is a government program concern on village development to improve the quality of life of rural communities through the use of technology in various aspects of village development. This community service aims to provide essential insight and knowledge regarding Digital Village and its application to support the realization of a smart village. This activity was carried out in Desa Tamaona, Bulukumba Regency, through a socialization process attended by four village officials and ten productive people from the local village. Digital information about this village is still relatively minimal on the Internet, while the potential for natural wealth and products in the village is excellent. Therefore, this activity was carried out to support the concept of village digitization as well as an event to introduce the potential of Desa Tamaona to the outside community. The implementation of this service is carried out by socializing village information applications/systems using the Participatory Rural Appraisal (PRA) method. The results of the initial data collection show that the Desa Tamaona community has sufficient potential for developing a digital village, which is seen from the already high intensity of internet use by the community. After the socialization and training on using the website information system, the participants acknowledged that they got a lot of convenience in accessing information digitally compared to before this activity was carried out. This stage is a motivation for further developing technological resources to achieve the smart village concept, which can also increase digital literacy for the Desa Tamaona community.
Korelasi antara Tren Curah Hujan dan ENSO di Makassar A Widad Sucitra; mukarramah yusuf; M Alief Fahdal Oemar I
Jurnal Minfo Polgan Vol. 12 No. 2 (2023): Artikel Penelitian 2023
Publisher : Politeknik Ganesha Medan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33395/jmp.v12i2.13331

Abstract

Fenomena iklim ENSO menyebabkan penurunan intensitas curah hujan saat El Nino terjadi dan peningkatan curah hujan saat La Nina terjadi. Studi ini mencari kaitan tren curah hujan Makassar, yang potensial sebagai penyebab banjir yang terjadi di kota Makassar yang fekuensinya semakin meningkat 3 tahun belakangan. Lebih jauh, studi ini mengkaji hubungan antara ENSO dan tren curah hujan. Hasil uji tren Mann Kendall terhadap data curah hujan 2010 sampai 2022 menunjukkan bahwa di setiap triwulan terjadi penurunan curah hujan selama 12 tahun. Sementara koefisien Pearson antara kuantitas tren yang terjadi dengan besarnya nilai indeks ONI menunjukkan bahwa tren curah hujan kota Makassar berkorelasi terbalik tapi lemah (-0.3) dengan ENSO.
Penerapan Game untuk Belajar Matematika Menyenangkan di Panti Asuhan Al-Khaerat Makassar ., Indrabayu; Warni, Elly; Nurtanio, Ingrid; Yohannes, Chystoporus; Alimuddin, A.Ais Prayogi; Bustamin, Anugrahyani; Areni, Intan Sari; Muslimin, Zaenab; Yusuf, Mukarramah; Mokobombang, Novy Nur R.A; Nurdin, Winati Mutmainnah; Anisah, Siti Nur
JURNAL TEPAT : Teknologi Terapan untuk Pengabdian Masyarakat Vol 6 No 2 (2023): Let us Collaborate for Community Issues
Publisher : Faculty of Engineering UNHAS

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25042/jurnal_tepat.v6i2.414

Abstract

Mathematics is one of the important subjects in the educational curriculum, but it is often considered difficult and boring by some children. This can be an obstacle in their learning process and academic development. Therefore, in an effort to help increase interest and achievement in learning mathematics and develop children's potential and talents, we as a service team from the Department of Informatics Engineering, Faculty of Engineering, Hasanuddin University feel the need to contribute by holding mathematics game socialization activities at Al-Khaerat Makassar Orphanage. The community service carried out at the Al-Khaerat Makassar Orphanage aims to provide new insights for students related to digital learning methods and materials within the scope of mathematics learning with a fun and interactive approach, it is hoped that students can feel more interested and enthusiastic in learning mathematics. The implementation of community service is divided into two stages, namely the socialization stage of learning methods by utilizing technology, in this case smartphones and the training stage of using mathematical educational game applications. The results of the analysis through pre-test and post-test questionnaires show that the use of the Mathology Game application has a significant impact on students mathematics learning in three main aspects, namely: comfort, easy, and understanding of the material.
IMPLEMENTASI KURIKULUM DALAM GAME EDUKASI DENGAN MEKANIKA BERBASIS TUGAS Sabillah, Muh. Agung; Yusuf, Mukarramah; Warni, Elly
Jurnal Informatika Teknologi dan Sains (Jinteks) Vol 7 No 1 (2025): EDISI 23
Publisher : Program Studi Informatika Universitas Teknologi Sumbawa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51401/jinteks.v7i1.5408

Abstract

Mekanika adalah semua hal yang dapat dilakukan atau dikuasai oleh pemain dalam game, mengcakup tindakan, perilaku, dan mekanisme. Dalam mengembangkan sebuah game edukasi, desain mekanika game adalah tantangan yang harus dipecahkan. Game edukasi harus dapat menerjemahkan kurikulum menjadi mekanika game. Penelitian ini mengembangkan game edukasi dengan mekanika berbasis tugas untuk mencapai tujuan kurikulum. Studi kasus pada penelitian ini adalah mata pelajaran Sejarah. Pembelajaran sejarah memainkan peran penting dalam membentuk karakter dan identitas bangsa. Namun metode pengajaran konvensional sering kali dianggap monoton dan kurang menarik, sehingga menurunkan minat siswa terhadap pelajaran Sejarah. Hasil penelitian menunjukkan bahwa penggunaan game berbasis mekanika tugas mampu meningkatkan pemahaman siswa terhadap materi sejarah. Dengan kondisi awal hanya 35% soal evaluasi materi Sejarah dapat dijawab dengan benar oleh mayoritas siswa, setelah memainkan game, sebanyak 80% soal dapat dijawab dengan benar oleh mayoritas siswa
PENINGKATAN CAPAIAN PEMBELAJARAN MATEMATIKA DI SMP 25 MAKASSAR DENGAN GAME ANDROID Mukarramah Yusuf; Ida R Sahali; Firmansyah J Kusuma; Amil A Ilham; Muhammad Niswar; M Alief F Imran; Christoforus Yohannes; Ingrid Nurtanio; Novy NRA Mokobombang; Ais P Alimuddin; Ady W Paundu
JURNAL PENGABDIAN MANDIRI Vol. 4 No. 8: Agustus 2025
Publisher : Bajang Institute

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

Abstract

Hasil pembelajaran Matematika pada siswa-siswa sekolah masih rendah disebabkan karena berbagai permasalahan, salah satunya adalah cara pembelajaran yang kurang menarik. Pendekatan yang kami lakukan di SMP 25 Makassar adalah pengenalan game Android untuk belajar Matematika. Hasil belajar melalui kegiatan berrmain game menunjukkan terjadi peningkatan skor pencapaian tujuan belajar..
Peningkatan Efisiensi Monitoring Status Gizi Anak melalui Pembangunan dan Pendampingan Penggunaan Sistem Informasi untuk Kader Posyandu: Increasing the Efficiency of Monitoring Children's Nutritional Status through Development and Assistance in the Use of Information Systems for Posyandu Cadres Yusuf, Mukarramah; Ilham, Amil Ahmad; Paundu, Ady Wahyudi; Warni, Elly; Batara U, A Sungkurawira; Chudori, Paula C; Yusri, Amiqatun Nasyati; Saadputra, Zulfiqry
PengabdianMu: Jurnal Ilmiah Pengabdian kepada Masyarakat Vol. 9 No. 2 (2024): PengabdianMu: Jurnal Ilmiah Pengabdian kepada Masyarakat
Publisher : Institute for Research and Community Services Universitas Muhammadiyah Palangkaraya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33084/pengabdianmu.v9i2.5860

Abstract

Posyandu volunteers (cadre) have an essential role in the early detection of stunting in children under two years, achieved through routine weighing and monitoring of children's growth. This community service activity helps Posyandu volunteers in their role of recording and reporting. Posyandu volunteers use the SIP Book (Posyandu Information System) to record and report the results of activities at Posyandu and monitor maternal and child health, including children's nutritional status. Manually recording the nutritional status of children registered in Posyandu by the volunteers creates time inefficiencies in organizing the Posyandu. For this reason, an information system was built to precisely meet the needs of Posyandu volunteers in their role to monitor stunting in their work area. This information system is website-based and manages nutritional status data for toddlers at Posyandu. This system was tested on Posyandu volunteers in Nisombalia village, Maros Regency, South Sulawesi. Evaluation through questionnaire shows an improvement (from bad to very good) in terms of ease of recording and monitoring the nutritional status of children registered with Posyandu.
Sistem Pakar Berbasis Pohon Keputusan untuk Diagnosa Awal Penyakit Bergejala Demam Muhammad Febriansyah; Ingrid Nurtanio; Mukarramah Yusuf
Jurnal Minfo Polgan Vol. 13 No. 1 (2024): Artikel Penelitian
Publisher : Politeknik Ganesha Medan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33395/jmp.v13i1.13762

Abstract

Demam merupakan gejala umum yang sering dijumpai pada berbagai jenis penyakit. Sistem pakar dapat membantu melakukan diagnosa awal penyakit bergejala demam agar penderita dapat mengambil tindakan awal yang tepat Pada penelitian ini dibangun sistem pakar diagnosa awal penyakit dengan gejala demam dengan mengimplementasikan pohon keputusan. Data yang digunakan dikumpulkan dari literatur dan divalidasi oleh pakar (dokter). Sistem pakar pada penelitian ini dibangun berbasis web. Pengujian dilakukan melalui 3 langkah, yaitu inputan gejala yang sama persis dengan yang terdapat pada pohon keputusan, inputan gejala sama dengan pohon keputusan ditambah gejala dari penyakit yang lain, dan inputan gejala sama dengan pohon keputusan tetapi jumlahnya berkurang. Hasil pengujian sistem pakar untuk penyakit demam ini mencapai tingkat akurasi sebesar 86%.
Rancang Bangun dan Evaluasi Umpan Balik pada Dinamika Game Edukasi Muh. Agung Sabillah; Mukarramah Yusuf; Elly Warni
Jurnal Minfo Polgan Vol. 14 No. 1 (2025): Artikel Penelitian
Publisher : Politeknik Ganesha Medan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33395/jmp.v14i1.14724

Abstract

Dinamika game adalah perubahan yang terjadi akibat interaksi antara pemain dan mekanika game. Salah satu elemen penting dalam dinamika game adalah umpan balik (feedback), yang berfungsi untuk memberikan informasi kepada pemain mengenai hasil tindakan mereka dalam permainan. Dalam game edukasi, desain umpan balik yang efektif sangat penting untuk meningkatkan pemahaman pemain terhadap materi yang disampaikan serta menjaga keterlibatan mereka dalam permainan. Penelitian ini membahas rancangan dan evaluasi umpan balik dalam game edukasi berbasis sejarah Indonesia. Game ini dirancang dengan delapan timeline dan sebelas stage, di mana setiap stage memiliki mekanika permainan serta umpan balik visual dan suara yang berbeda. Evaluasi dilakukan dengan metode skala Likert yang melibatkan 36 responden. Hasil evaluasi menunjukkan bahwa umpan balik yang dirancang mendapatkan skor rata-rata 3.95 (79%), yang masuk dalam kategori sesuai, dengan mayoritas pemain merasa bahwa feedback yang diberikan efektif dalam membantu pemahaman dan meningkatkan pengalaman bermain.