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Utilizing Electromagnetic Radiation in Remote Sensing for Vegetation Health Analysis Using NDVI Approach with Sentinel-2 Imagery Pamuji, Rizky; Mahardika, Andi Ichsan; Wiranda, Nuruddin; Saputra, Novan Alkaf Bahraini; Adini, Muhammad Hifdzi; Pramatasari, Delsika
Kasuari: Physics Education Journal (KPEJ) Vol 6, No 2 (2023): December 2023
Publisher : Universitas Papua, Jurusan Pendidikan Fisika FKIP Unipa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37891/kpej.v6i2.486

Abstract

The process of utilizing electromagnetic radiation from the radiometric values (Near-Infrared/NIR) and RED in the Normalized Difference Vegetation Index (NDVI) on Sentinel-2 imagery involves measuring light reflection at specific wavelengths reflected by vegetation. NDVI is computed by taking the difference between NIR and RED reflectance, then dividing it by their sum. In-depth analysis of electromagnetic wave interaction and plant spectral characteristics, such as NIR light reflection in healthy leaves, enables mapping vegetation health levels. The research aims to process image data and create a model visualizing vegetation health in the Sentinel-2 research area. Across the total area of 601,971,281.26 m2, 30.37% is healthy vegetation, 12.52% is moderate, and 53.33% is low or unhealthy. The least healthy area has an NDVI of -0.2006, while the healthiest area has a value of 0.6043.
PELATIHAN MASSIVE ONLINE OPEN COURSE (MOOC) BERBASIS QUIZIZZ MEMBACA TEKS UNTUK MGMP BAHASA INDONESIA SMPN KOTA BANJARMASIN Noortyani, Rusma; Mu'in, Fatchul; Cahaya, Noor; Wiranda, Nuruddin; Hasanah, Uswatun; Jarkani; Cahya, Delfisea
Jurnal Pendidikan dan Pengabdian Masyarakat Vol. 6 No. 3 (2023): Agustus
Publisher : FKIP Universitas Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/jppm.v6i3.5555

Abstract

Mitra kegiatan PKM ini adalah untuk MGMP bahasa Indonesia SMPN kota Banjarmasin. Guru-guru bahasa Indonesia tingkat SMPN kota Banjarmasin diberikan pelatihan pembuatan Massive Online Open Course (MOOC) dengan menggunakan Google Classroom dan media kuisnya menggunakan kuis interaktif online dari Quizizz. Dengan melakukan kegiatan PKM ini, tujuan khusus yang dicapai adalah guru menjadi lebih mampu menggunakan teknologi untuk melaksanakan dan menilai pembelajaran daring. Diharapkan peserta PKM ini dapat menambah wawasan dan inspirasi kepada guru lain dari latar belakang pendidikan yang berbeda di sekolah atau dalam kegiatan MGMP untuk masing-masing kelompok guru mata pelajaran. Diharapkan bahwa kegiatan PKM ini akan memberikan dukungan yang menyeluruh dalam langkah-langkah berikut: 1) Pertemuan awal dengan guru mitra untuk membahas pentingnya teknologi informasi dalam pembelajaran dan penilaian pembelajaran; 2) Pelatihan intensif soal kuis/ujian dan penerapan soal kuis/ujian dalam kuis interaktif online Quizizz; 3) Focus Group Discussion (FGD) tentang media kuis interaktif online Quizizz yang dikembangkan; dan 4) Simulasi kuis interaktif online Quizizz, 5) Evaluasi hasil operasi.
Developing High School Mathematics Teacher Competence Through Computational Thinking Integration Workshop Sari, Delsika Pramata; Pamuji, Rizky; Purba, Harja Santana; Adini, Muhammad Hifdzi; Saputra, Novan Alkaf Bahraini; Sukmawati, R Ati; Wiranda, Nuruddin; Mahardika, Andi Ichsan; Alizhafya, Nova Nor; Ardhabilly, Muchammad
Bubungan Tinggi: Jurnal Pengabdian Masyarakat Vol 7, No 2 (2025)
Publisher : Universitas Lambung Mangkurat

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20527/btjpm.v7i2.13561

Abstract

This community service (CS) aimed to develop the competence of high school mathematics teachers through workshops integrating computational thinking in Barito Kuala Regency. The implementation method of this consisted of preparation, activity implementation and mentoring, and evaluation stages. In the preparation stage, a computational thinking workshop module was developed for mathematics material and distributed to participants during the training activities. Community service with a Participatory Action Research (PAR) approach is oriented towards community empowerment so the community can become an actor of change. Community service activities facilitate bridging mathematics teachers to develop CT in this case. This CS activity was conducted over two face-to-face meetings from August to September 2024. This CS activity was implemented in the Global Islamic Boarding School (GIBS) computer laboratory in Barito Kuala Regency. The participants who attended were 54 high school mathematics teachers from the region. The evaluation instrument used for data collection was a questionnaire filled out by participants via Google Forms. After the workshop, The evaluation showed that most teachers understood that CT was related to problem-solving through a systematic, logical, and algorithm-based approach. The high average score indicated that the training provided successfully introduced and effectively explained the CT concept. The involvement and active participation of teachers were very evident in this activity. Furthermore, an interesting finding was that teachers expressed 89.8% agreement that computational thinking needed to be taught to students. This was because CT could help students think critically and logically and build mental resilience, thereby increasing their readiness for the world of work in the future.
Developing Wetland Contextual Interactive Learning Media on Numbers Using Drill and Practice Method Purba, Harja Santana; Sukmawati, Ati; Wiranda, Nuruddin; Suryaningsih, Yuni; Aprilian, Rizaldi
Mathematics Education Journal Vol. 16 No. 1 (2022): Jurnal Pendidikan Matematika
Publisher : Universitas Sriwijaya in collaboration with Indonesian Mathematical Society (IndoMS)

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

Abstract

Textbooks used in schools today are available in both print and digital versions. The use of the digital version is not much different from the printed version, which is accessed page by page. The more technology develops, the more learning facilities and infrastructure are developed. Currently the availability of interactive technology that allows students and books to interact with each other. Interactive books can be designed to respond to student activities as a teacher responds to students. The purpose of this study was to develop interactive media on number material for class VII students with a drill and practice approach. The content of teaching materials has wetland content, including information on fruits, fish and handicrafts. This interactive media was developed using HTML, CSS, Javascript, Scratch, Mathjax, JSON, and Firebase technologies. The learning approach uses the drill and practice method. This interactive media was tested to organize online learning during the Covid-19 pandemic. Based on the results of the study, it was found that student learning outcomes showed the overall average score was above the KKM of the subjects, namely the average value of learning outcomes was 75.80 from the KKM of 75.00. The results of teacher and student responses showed a positive response to the developed interactive media.DOI : https://doi.org/10.22342/jpm.16.1.14153.45-56
Analisis Kualitas Perangkat Lunak SIBISA FKIP ULM menggunakan Komponen ISO 9126 Hasanah, Julita; Lestari, Putri Tari; Husna, Risalatul; Wiranda, Nuruddin; Saputra, Novan Alkhaf Bahraini
e-Jurnal JUSITI (Jurnal Sistem Informasi dan Teknologi Informasi) Vol. 14 No. 1 (2025): e-Jurnal JUSITI
Publisher : Universitas Dipa Makassar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36774/jusiti.v14i1.1710

Abstract

Pengelolaan administrasi dan manajemen kegiatan Merdeka Belajar Kampus Merdeka (MBKM) di FKIP Universitas Lambung Mangkurat menghadapi kendala berupa lambatnya aliran informasi dan minimnya sistem digital terintegrasi yang mendukung kelancaran proses tersebut. Untuk mengatasi hal ini, dikembangkan SIBISA, sebuah platform website yang dirancang untuk mempercepat, mempermudah, dan memusatkan pengelolaan administrasi MBKM. Penelitian ini menilai kualitas perangkat lunak SIBISA menggunakan enam atribut dari standar ISO 9126, yaitu fungsionalitas, kemudahan penggunaan, reliabilitas, portabilitas, dan efisiensi. Metode yang digunakan adalah deskriptif kuantitatif dengan pengumpulan data melalui wawancara, observasi bersama tim ICT FKIP ULM, dan kuesioner kepada pengguna, khususnya mahasiswa angkatan 2020 dari berbagai program studi. Hasil evaluasi menunjukkan bahwa SIBISA memperoleh skor 1183 dari rentang 1126-1500, yang mengindikasikan kualitas “Sangat Baik”. Temuan ini menegaskan efektivitas SIBISA dalam mendukung administrasi MBKM sekaligus memberikan kontribusi baru dalam pengembangan sistem informasi pendidikan tinggi yang handal dan efisien.
Motivation and learning media: How do they affect mathematics learning outcomes after the covid-19 pandemic? Pramita, Mitra; Sukmawati, R Ati; Wiranda, Nuruddin
Al-Jabar: Jurnal Pendidikan Matematika Vol 13 No 1 (2022): Al-Jabar: Jurnal Pendidikan Matematika
Publisher : Universitas Islam Raden Intan Lampung, INDONESIA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24042/ajpm.v13i1.12233

Abstract

After the pandemic, people began to adjust to the changes during the pandemic. The rapid progress and development of information and technology are now entering the world of education. Information technology has begun to be widely used to support the smooth running of the teaching and learning process, one of which is to support student learning outcomes. This study aimed to determine the differences in student learning outcomes in the control and experimental classes by considering students' learning motivation. This type of research is an experimental study with a 2×2 factorial design. Discrete mathematics learning outcomes for even-semester students in 2021/2022 will be grouped based on learning media (PowerPoint and Kahoot) and student motivation (high and low). To find out the differences in student learning outcomes, a 2-way ANOVA test was carried out using SPSS. The results of this study show significant differences in student learning outcomes between students with high learning motivation and those with low learning motivation. There is no significant difference in learning outcomes between Kahoot learning media and PowerPoint learning media. Then it is known that other factors affect student concentration; namely, an interaction between learning media and learning motivation influences students' learning outcomes. The Kahoot media was proven to make the learning atmosphere more fun during the learning activities. Students were more active in participating in the learning process.
Penerapan Hyperparameter Tuning pada Model Klasifikasi untuk Prediksi Risiko Penyakit Jantung : Implementation of Hyperparameter Tuning for Classification Models in Heart Disease Risk Prediction Putri, Siti Kania Nur Alya; Jumiatin, Indah; Sulistia, Indri; Saputra, Novan Alkaf Bahraini; Wiranda, Nuruddin
MALCOM: Indonesian Journal of Machine Learning and Computer Science Vol. 5 No. 4 (2025): MALCOM October 2025
Publisher : Institut Riset dan Publikasi Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.57152/malcom.v5i4.2138

Abstract

Penyakit jantung adalah penyebab utama kematian di seluruh dunia, sehingga penting untuk melakukan deteksi dini secara tepat untuk menurunkan angka kematian. Tantangan utama dalam penelitian ini adalah bagaimana cara meningkatkan efektivitas model klasifikasi dalam mendeteksi penyakit jantung. Tujuan dari penelitian ini adalah untuk membandingkan kinerja beberapa algoritma klasifikasi dan menilai dampak hyperparameter tuning terhadap peningkatan akurasi prediksi. Metode yang digunakan mencakup penerapan algoritma Logistic Regression, Decision Tree, Support Vector Machine (SVM), dan K-Nearest Neighbor (K-NN) pada dataset Cleveland Clinic Heart Disease yang diambil dari Kaggle. Proses hyperparameter tuning dilaksanakan dengan menggunakan gridsearchCV dan randomizedsearchCV bersama dengan cross-validation. Temuan penelitian menunjukkan bahwa setelah dilakukan tuning, logistic regression, K-NN, dan SVM mencapai akurasi tertinggi yang sama, yaitu 84%. Decision tree berada di posisi terendah dengan akurasi 80%. Selain itu, nilai precision, recall, dan F1-score juga meningkat, terutama pada logistic regression dan K-NN yang menunjukkan hasil paling seimbang. Hasil ini membuktikan bahwa hyperparameter tuning sangat membantu dalam meningkatkan kinerja model klasifikasi dan mendukung penggunaan machine learning untuk deteksi dini penyakit jantung secara lebih efektif.
PENJAMINAN MUTU WEBSITE E-OFFICE FKIP ULM MENGGUNAKAN METODE MCCALL Nurhaliza, Nurhaliza; Maulida, Fatimah Azzahra; Parasanti, Ana Maria; Saputra, Novan Alkaf Bahraini; Wiranda, Nuruddin
Jurnal Ilmiah Rekayasa dan Manajemen Sistem Informasi Vol 10, No 1 (2024): Februari
Publisher : Universitas Islam Negeri Sultan Syarif Kasim Riau

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24014/rmsi.v10i1.28329

Abstract

Perkembangan teknologi informasi di perguruan tinggi menjadi krusial dalam meningkatkan efisiensi proses administratif dan akademis. Di tengah dinamika tersebut, sistem e-office telah menjadi solusi yang diterapkan di FKIP ULM. Penelitian ini mengusung tujuan utama untuk melakukan evaluasi mendalam terhadap kualitas e-office FKIP ULM dengan memanfaatkan metode McCall's Product Operation Framework. Proses evaluasi dilakukan melalui distribusi kuesioner skala Likert kepada responden, yang diminta memberikan penilaian pada lima aspek utama, yakni Correctness, Reliability, Efficiency, Integrity, dan Usability. Hasil penelitian mengindikasikan bahwa seluruh aspek Product Operation berada pada kategori cukup baik, dengan nilai correctness 43.6%, reliability 47.2%, usability 55.6%, integrity 59.2%, dan efficiency 56.4%. Meskipun demikian, secara keseluruhan, nilai kualitas sistem mencapai 42%, menunjukkan terdapat ruang besar untuk peningkatan. Penelitian ini memberikan wawasan mendalam terkait kinerja e-office FKIP ULM dan mendorong perbaikan yang terarah guna meningkatkan efektivitas serta responsivitas sistem terhadap kebutuhan pengguna, membuka peluang untuk pengembangan lebih lanjut dalam pemanfaatan teknologi informasi di konteks akademis.
IMPLEMENTATION AND EVALUATION OF INTERACTIVE EDUCATIONAL GAME OF WADAI BANJAR AS AN EFFORT TO PRESERVE TRADITIONAL CAKES OF SOUTHERN KALIMANTAN Aulia Akhrian Syahidi; Rizky Pamuji; Nuruddin Wiranda
Jurnal Teknologi Informasi Universitas Lambung Mangkurat (JTIULM) Vol. 8 No. 2 (2023)
Publisher : Fakultas Teknik Universitas Lambung Mangkurat

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20527/jtiulm.v8i2.166

Abstract

When tourists visit an area, they will definitely look for food and cakes typical of the area to taste or as souvenirs. Including when tourists visit South Kalimantan, tourists will also look for special cakes often called Wadai Banjar, there are various types of Wadai Banjar and must be preserved. Among the younger generation now, Wadai Banjar must also be introduced and strived to be preserved. Based on the information, the purpose of this research is to design, developing, and evaluating the Wadai Banjar educational game. The method used is the Game Development Life Cycle (GDLC) which consists of initiation, pre-production, production, testing, beta, and release, followed by an evaluation of the use of the game application. A total of 100 users have been involved in evaluating the use of the application. The result of this study is that the educational game that has been designed and built can function according to the test features provided and can be released to users. The evaluation of use provides results that the Wadai Banjar educational game application can provide fun, comfort, a fitting and attractive user interface, can find out and learn in recognizing the types of Wadai Banjar, useful and as an effort to introduce and preserve traditional cakes typical of South Kalimantan. Then as many as 70 users are more interested if this Wadai Banjar educational game is desktop-based, because interaction is more flexible and a mouse is needed as the main input media in performing actions.