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Advanced Prompting Techniques for Artificial Intelligence-Based Learning Innovation Yan Sofyan Andhana Saputra; Adam Arif Budiman; Aji Setiawan; Afri Yudha; Ade Supriatna; Ario Kurnianto; Asyari Dariyus
JEPTIRA Vol 3 No 1 (2025)
Publisher : Fakultas Teknik Universitas Darma Persada

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.70491/jeptira.v3i1.98

Abstract

This community service program was designed to strengthen the capacity of teachers and lecturers in utilizing advanced prompting techniques based on Artificial Intelligence (AI) to support instructional innovation. The focus of the training was on two effective methods Chain of Thought (CoT) and Role Prompting which enhance human-AI interaction in educational contexts. The activity was conducted through face-to-face workshops involving 25 participants from various educational institutions, combining theoretical explanations, hands-on practice, and case-based discussions. Participants learned how to construct structured and contextual prompts for teaching applications such as lesson planning, explanation of concepts, and simulation-based learning. Evaluation results showed a significant improvement in participants’ understanding and ability to apply prompt engineering strategies, as reflected in both assessment scores and the quality of practical outputs. The program also contributed to raising awareness about ethical AI usage in education and emphasized the role of digital literacy in enabling educators to adapt to the demands of digital transformation.
Introduction to AI and Computational Thinking for Teachers at SDIT Mafatih Bekasi Linda Nur Afifa; Adam Arif Budiman; Aji Setiawan; Afri Yudha
JEPTIRA Vol 3 No 2 (2025)
Publisher : Fakultas Teknik Universitas Darma Persada

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.70491/jeptira.v3i2.127

Abstract

The development of Artificial Intelligence (AI) and the demand for strengthening Computational Thinking (CT) skills make AI and CT literacy a key competency for educators in the 21st century. At the elementary level, particularly in Integrated Islamic Elementary Schools (SDIT), teachers play a crucial role in instilling systematic thinking and technological literacy from an early age, yet many teachers lack conceptual understanding or practical skills related to AI and CT. This community service activity aims to improve SDIT teachers' basic understanding of AI concepts, examples of AI applications in education, and the CT process and its implementation in elementary school learning activities. The activity was carried out in the form of face-to-face training that included material presentations, demonstrations of educational AI applications, and practical CT activity designs tailored to the characteristics of elementary school students. Evaluation was conducted using pre- and post-tests to measure knowledge gains, and questionnaires to assess participants' perceptions and satisfaction levels. The implementation results showed an increase in participants' knowledge scores between before and after the training, accompanied by a more positive change in attitudes towards the use of AI and CT in the classroom. Teachers were also able to design simple and contextual CT-based learning activities for elementary school students. This activity shows that structured training with a combination of conceptual material and directed practice is effective in building AI and CT literacy among SDIT teachers.
Perancangan Sistem Informasi Berbasis Web Pendataan Stok Helm di Toko Helm Bogor Tommy Sudibyo; Aji Setiawan
Journal TIFDA (Technology Information and Data Analytic) Vol 1 No 1 (2024)
Publisher : Prodi Teknologi Informasi Universitas Darma Persada

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.70491/tifda.v1i1.26

Abstract

Toko Helm Bogor merupakan usaha otomotif yang beroperasi di Kabupaten Bogor dan memiliki cabang di Bekasi. Proses pendataan stok barang saat ini masih dilakukan secara manual menggunakan Microsoft Excel, yang mengakibatkan kurangnya efisiensi dan akurasi dalam pengolahan data. Sistem informasi ini dirancang untuk mempermudah pengelolaan keluar masuk barang dan laporan stok secara cepat serta mudah. Aplikasi ini mengatur data masuk dan menampilkan laporan yang lengkap sesuai kebutuhan admin. Studi kasus ini menggunakan MySQL sebagai basis data, dan pengembangan aplikasi mengikuti metode waterfall yang dipilih berdasarkan referensi dari berbagai sumber. Diharapkan, sistem informasi ini dapat meningkatkan efisiensi dan akurasi dalam proses pendataan stok barang di Toko Helm Bogor.
Pemanfaatan Augmented Reality dalam Pembelajaran Struktur Atom di SMA Cahaya Sakti Dwiky Muhammad Reza; Aji Setiawan; Bagus Tri Mahardika
Journal TIFDA (Technology Information and Data Analytic) Vol 1 No 1 (2024)
Publisher : Prodi Teknologi Informasi Universitas Darma Persada

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.70491/tifda.v1i1.30

Abstract

Augmented Reality (AR) adalah teknologi yang memadukan elemen dunia nyata dengan dunia virtual secara langsung. Berbeda dengan virtual reality yang menggantikan seluruh lingkungan nyata, AR hanya menambahkan komponen visual ke dalam lingkungan fisik. Teknologi ini berfungsi dengan menampilkan objek 3D pada marker yang dikenali oleh aplikasi. Penggunaan smartphone memungkinkan aplikasi AR menjadi lebih terjangkau dan mudah diakses oleh banyak pengguna. AR memiliki beragam manfaat di berbagai bidang, salah satunya dalam dunia pendidikan. Studi ini mengembangkan aplikasi AR sebagai alat bantu pembelajaran bagi siswa, menggunakan Vuforia SDK pada platform Android untuk menciptakan pengalaman belajar yang lebih interaktif melalui AR.
Implementasi Teknologi IOT Untuk Pengontrolan Peralatan Elektronik Rumah Tangga Berbasis Android Arya Daiva Maulana; Aji Setiawan
Journal TIFDA (Technology Information and Data Analytic) Vol 2 No 2 (2025)
Publisher : Prodi Teknologi Informasi Universitas Darma Persada

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.70491/tifda.v2i2.61

Abstract

The development of information technology has triggered innovation in various sectors, one of which is the Internet of Things (IoT). This study aims to develop a prototype controller for Android-based electronic devices using IoT technology. The method used involves object-focused techniques and uses Wookwi as the main tool. This prototype utilizes an internet connection to allow users to control electronic devices such as lights and others remotely. The user interface is presented through the Blynk platform. In this context, the study highlights the difficulty of controlling several electronic devices with a remote control separately. The implementation of IoT in controlling electronic devices at home is expected to overcome these obstacles. This study proposes the development of a system that uses an internet connection to control electronic devices, especially through smartphones. This not only increases user convenience but also helps reduce energy waste and high electricity costs. The research involves the stages of data collection, analysis, and system design with a focus on the use of the Blynk microcontroller, which acts as the brain in the control system. The result is a prototype application that allows users to control electronic devices efficiently via the internet, providing a practical solution to overcome challenges in remote control. In conclusion, the implementation of IoT in this prototype proves that users can easily control electronic devices remotely, increasing the efficiency of electrical energy use.