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Sosialisasi Efek Negatif Perkembangan Teknologi pada Remaja di SMK YPK Imanuel Kota Sorong Faroek, Dewi Astria; Tella, Fitriyani; Ermin; Yusuf, Muhammad; Nurdjan, Nirwana; Nurfitri
Jurnal Pengabdian Nasional (JPN) Indonesia Vol. 5 No. 2 (2024): Mei
Publisher : Lembaga Penelitian dan Pengabdian Kepada Masyarakat (LPPM) STMIK Indonesia Banda Aceh

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35870/jpni.v5i2.828

Abstract

Technology is the result of human thought, which develops certain procedures and uses them to solve problems in human life. Indonesian people tend to prefer online activities over offline ones. Technology presents many dangers and threats, such as theft of personal data. The negative impact of technology can also give teenagers game addiction, gambling done via the internet, and decreased interest in learning. On the other hand, technology also has positive impacts, such as making it easy to find the information you need and being able to access anything easily. So, it is necessary to carry out outreach for teenagers at YPK Immanuel Vocational School in Sorong City. Participants will be given socialization by providing materials and a question and answer session. The socialization participants were students of classes X and XI at SMK YPK Imanuel, Sorong City. The number of participants who took part in the socialization was around 75 students. This activity is very important to provide insight and views to participants who are wise in using technology and can understand the impact of the negative effects of developing technology.
Penerapan Metode Extreme Programming Pengaduan Penyelundupan Satwa yang Dilindungi Ermin, Ermin; Soekarta, Rendra; Faroek, Dewi Astria; Tella, Fitriyani; Firmansyah, Arief
Techno.Com Vol. 23 No. 2 (2024): Mei 2024
Publisher : LPPM Universitas Dian Nuswantoro

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62411/tc.v23i2.10063

Abstract

Jumlah populasi Satwa yang dilindungi semakin berkurang. Pemerintah melalui Balai Besar Konservasi Sumber Daya Alam (BBKSDA) melindungi satwa melalui undang-undang untuk melestarikan satwa dan mencegah kepunahan. Dalam upaya meningkatkan kualitas pelayanan, BBKSDA Papua Barat mengikuti perkembangan teknologi informasi yang semakin maju. Penyeludupan satwa yang dilindungi di papua barat kini masih minim perhatian dari tahun ke tahun terus meningkat disebabkan banyaknya penangkapan dan perdagangan ilegal terkait satwa yang dilindungi di papua barat. Hal ini terjadi karena Keterbatasan informasi, juga tempat untuk masyarakat melakukan pelaporan yang masih melalui sms atau telephone yang akhirnya menjadi hambatan terkait kepedulian tentang satwa. Dalam penelitian ini, digunakan Bahasa pemrograman Java dan database Google Sheet sebagai perangkat yang mendukung. Penelitian ini menerapkan metode extreme programming yang memilki Langkah-langkah yang tertruktur. Penelitian ini meliputi mengenali permasalahan, menghimpun informasi dan implementasi. Sistem informasi Pengaduan Satwa yang dilindungi telah berhasil dibangun dengan menggunakan dua metode pengujian. Pengujian menggunakan black box testing Fungsi dari semua fitur-fitur yang ada pada sistem berjalan dengan normal. Sedangkan menggunakan pengujian Usability Testing atau dikenal dengan kegunaan sistem di lingkungan Masyarakat diperoleh rata-rata presentasi deng interpretasi skor 91 %. Maka denga demikian pembuatan sistem pengaduan Satwa yang dilindungi sesuai dengan yang ingin dicapai.
Digital Leadership Transformation in the Modern Era: Empowering Aisyiyah Mothers through Social Media Faroek, Dewi Astria; Ermin, Ermin; Rezki, Rezki; Muslimah, Virasanty; Fakhri, La Jupriadi; Miswar, Nur
TRANSFORMASI : JURNAL PENGABDIAN PADA MASYARAKAT Vol 4, No 3 (2024): Desember
Publisher : UNIVERSITAS MUHAMMADIYAH MATARAM

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31764/transformasi.v4i3.28119

Abstract

The community service program is an activity carried out to contribute to the community directly with the main objective of increasing understanding to the participants about digital leadership and providing direct training in the use of social media as a medium for da'wah. This activity was held at Nawa Flat, Sorong City, on September 16, 2024, attended by 30 Aisyiyah women participants. This activity was carried out offline in one meeting session using material delivery using the lecture method, question and answer sessions and direct training on the use of social media as a preaching medium using the Tiktok and Canva applications. The results obtained show an increase in participants' understanding and skills in utilizing digital technology for da'wah purposes. This program has an important meaning in empowering Aisyiyah women to be able to use social media effectively, so that it is expected to expand the reach of da'wah messages in the digital era. 
ANALISIS KEPUASAN PELANGGAN TRANSPORTASI ONLINE DENGAN PENERAPAN KLASIFIKASI TEKS MENGGUNAKAN METODE KNN Ermin, Ermin; Soekarta, Rendra; Jupriadi Fakhri, La; Jundullah, Muhammad; Retno Irianto, Dwi
Antivirus : Jurnal Ilmiah Teknik Informatika Vol 18 No 2 (2024): November 2024
Publisher : Universitas Islam Balitar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35457/antivirus.v18i2.3994

Abstract

Gojek merupakan transportasi online yang memanfaatkan aplikasi untuk melayani Pengguna (masyarakat). Layanan aplikasi Gojek memiliki layanan yang terbatas pada ojek online. Perkembangan pada jasa layanan didukung dengan pembayaran transaksi non tunai (GoPay), untuk mempermudah trasaksi para pelanggan. Untuk mengklasifikasikan kepuasan pelanggan digunakan metode K-Nearest Neighbor (KNN). Dalam penelitian ini, penggunaan metode KNN dipilih karena sederhana dan intuitif, cocok untuk data teks, dapat menangani data tidak seimbang, dan memiliki kemampuan untuk mengatasi data baru. Selain itu, KNN juga dapat digunakan sebagai baseline yang cukup baik dalam membandingkan performa dengan metode-metode lain dalam klasifikasi kepuasan pelanggan transportasi online berdasarkan ulasan atau komentar. Web yang dibangun menggunakan library dari python yaitu streamlit. Dataset yang digunakan dari penelitian ini adalah data hasil scraping ulasan gojek dari google play store sebanyak 4000 ulasan. Pengujian dilakukan mengambil salah satu ulasan terbaru bintang 1 dan salah satu ulasan bintang 5 yang relevan, Hasil yang didapatkan menunjukan bahwa ulasan tersebut dapat di klasifikasi sebagai puas dan tidak puas dengan nilai akurasi 84,08%.
RANCANG BANGUN APLIAKSI PENJUALAN IKAN LAUT BERBASIS ANDROID Kharisma Rizki Adhy Adhy; Muh. Fadli Hasa; Ermin
Framework : Jurnal Ilmu Komputer dan Informatika Vol. 1 No. 1 (2022): Framework : Jurnal ilmu komputer dan Informatika
Publisher : Universitas Muhammadiyah Sorong

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33506/jiki.v1i1.2147

Abstract

The Jembatan Puri Fish Auction is one of the largest auctions located in the city of Sorong. This auction is the only place where loading and unloading activities start from fishermen, charts, and fishing vessels that are still searching around the waters of the city of Sorong, the auction is an access for fish to enter the city of Sorong. The purpose of this research is to build an android and web-based fish selling application, which is expected to help Andy78's SMEs to increase sales of the products they sell. the method used in building this sales application is using Extreme Programming (XP). This fish selling application was built using the Java programming language to build Android-based models and implementations using Android Studio for making applications and using the PHP programming language for web-based creation, and using a MySQL database as data storage. The results obtained in this study are an android and web-based fish selling application that can have a good impact and make it easier for Andy78 SMEs to carry out the buying and selling process that takes place.
SISTEM ADMINISTRASI DOKUMEN STUDI KASUS PADA TK AISYIAH 3 KOTA SORONG Akbar Fahroji Paus Paus Akbar; Rendra Soekarta; Irman Amri; Ermin
Framework : Jurnal Ilmu Komputer dan Informatika Vol. 1 No. 02 (2023): Framework : Jurnal ilmu komputer dan Informatika
Publisher : Universitas Muhammadiyah Sorong

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33506/jiki.v1i02.2252

Abstract

Seiring majunya teknologi, perkembangan sistem informasi telah mengalami peningkatan sebagai alat bantu yang tidak hanya mampu menyajikan informasi, melainkan juga mampu mengolahnya. Dengan menggunakan sistem dalam proses pengolahan informasi, media informasi menjadi lebih dinamis. Maksud dari Sistem dirancang dengan tujuan untuk memudahkan pencarian dokumen surat masuk dan surat keluar dalam proses pengarsipan. Dalam penelitian ini, digunakan alat pengembangan berupa Bahasa pemrograman PHP dan database MySQL. Penelitian ini menerapkan pendekatan metode waterfall, yang melibatkan serangkaian langkah berurutan hingga mencapai tahap pengujian. Penyimpanan dan pengaturan dokumen surat masuk dan surat keluar diatur dengan rapi agar mempermudah proses pencarian. Pengarsipan surat masuk dan surat keluar telah sukses diimplementasikan dan berhasil diuji menggunakan metode black box testing dengan tingkat keberhasilan 100%. Berdasarkan hasil pengujian tersebut, sistem pengarsipan surat ini siap digunakan sesuai kebutuhan Sekolah TK Aisyiah 3 Kota Sorong.
Sosialisasi AI di SMP Negeri 1 Raja Ampat Untuk Membangun Pemahaman Siswa Ermin; Dewi Astri Faroeq; Rendra Soekarta; Bita Malissa; Sri Wulandari; La Muhammad Faishal Nurullah; Ilham S; Alfiyyah Faridah
Abdimas: Papua Journal of Community Service Vol. 7 No. 2 (2025): Juli
Publisher : Lembaga Pengembangan dan Pengabdian Masyarakat Universitas Muhammadiyah Sorong

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33506/pjcs.v7i2.4691

Abstract

The Artificial Intelligence (AI) Socialization Program at SMPN 1 Raja Ampat was implemented as an effort to enhance digital literacy in remote areas. This activity aimed to provide students with a basic understanding of AI concepts and their applications in daily life. The methods used included visual presentations, educational video screenings, simple AI application simulations, and group discussions. Evaluation results showed a significant improvement in students’ understanding of AI, with 90% of participants able to explain basic AI concepts after the program. Moreover, students' interest in learning more about AI technology increased, as reflected by their high enthusiasm and active participation throughout the session. Despite challenges such as limited technological infrastructure and varying levels of student comprehension, the program was successfully adapted to local conditions. This initiative is expected to inspire other schools in remote regions to recognize the importance of digital literacy within their curricula, thereby promoting equitable access to knowledge and preparing students for future technological advancements.
The ANFIS Model Approach in Classifying the Characteristics of Children with Special Needs at SLB in Southwest Papua Ermin; La Jupriadi Fakhri; Fisal Aliama
Jurnal Penelitian Pendidikan IPA Vol 11 No 10 (2025): October
Publisher : Postgraduate, University of Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/jppipa.v11i10.12978

Abstract

Special Elementary Education (SDLB) has a strategic role in providing equal access to education for Children with Special Needs (ABK). Observations at one of the Special Needs schools (SLB) in Southwest Papua show that the initial assessment process of ABK characteristics based on age, IQ, and motor skills has not been effective. This study aims to develop a system based on the Adaptive Neuro-Fuzzy Inference System (ANFIS) model to assist the initial classification process of ABK characteristics and support initial assessments at school. The ANFIS model is used to study the nonlinear relationship between input variables and classification results. Testing is carried out using validated data to assess the level of accuracy and consistency of the model. The results show that the ANFIS model-based system has an accuracy level of 85.7% with stable predictive capabilities on most of the test data. These findings show that the integration of ANFIS into a web-based system can be an effective tool for teachers in conducting initial assessments, so that the process of identifying ABK characteristics can be carried out more quickly, objectively, and efficiently.
PENGEMBANGAN MEDIA AUGMENTED REALITY BERBASIS PJBL UNTUK MENINGKATKAN KEMAMPUAN BERPIKIR KREATIF SISWA MISOOL SELATAN Ermin Ermin; Faida Musa'ad; Nova Yulianti; Faija Musa'ad
AKSIOMA: Jurnal Program Studi Pendidikan Matematika Vol. 15 No. 2 (2026)
Publisher : UNIVERSITAS MUHAMMADIYAH METRO

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24127/ajpm.v15i2.14301

Abstract

Penelitian ini bertujuan untuk mengembangkan media pembelajaran Augmented Reality (AR) berbasis Project Based Learning (PJBL) untuk meningkatkan kemampuan berpikir kreatif siswa sekolah dasar di Misool Selatan. Latar belakang penelitian adalah rendahnya kemampuan berpikir kreatif siswa, terlihat dari hasil tes awal yang hanya 20% siswa mencapai ketuntasan, serta pembelajaran masih didominasi metode konvensional yang kurang interaktif. Penelitian ini menggunakan metode Research and Development (R&D) dengan model pengembangan ADDIE yang meliputi tahap analisis, desain, pengembangan, implementasi, dan evaluasi. Subjek penelitian adalah siswa kelas V SD Negeri 15 Fafanlap dengan uji coba kelompok kecil sebanyak 10 siswa dan uji coba kelompok besar sebanyak 20 siswa. Instrumen penelitian terdiri dari lembar validasi ahli materi dan ahli media, angket respon siswa, serta tes pretest dan posttest kemampuan berpikir kreatif. Hasil validasi menunjukkan media AR berbasis PJBL berada pada kategori sangat valid dengan skor rata-rata 3,7 dari ahli materi dan 3,8 dari ahli media. Uji kepraktisan melalui angket respon siswa juga memperoleh kategori sangat praktis dengan rata-rata 86%. Dari aspek keefektifan, hasil belajar siswa mengalami peningkatan dengan rata-rata nilai pretest 45 meningkat menjadi 78 pada posttest. Uji Paired Sample T-Test menghasilkan Sig. = 0,000 < 0,05 yang berarti terdapat perbedaan signifikan, sedangkan uji N-Gain sebesar 0,60 termasuk kategori sedang ke tinggi. Dengan demikian, media pembelajaran AR berbasis PJBL yang dikembangkan dinyatakan valid, praktis, dan efektif digunakan untuk meningkatkan kemampuan berpikir kreatif siswa dalam pembelajaran matematika pada materi bangun ruang.   This study aims to develop Augmented Reality (AR) learning media integrated with Project Based Learning (PJBL) to enhance the creative thinking skills of elementary school students in Misool Selatan. The background of this research lies in the low level of students’ creative thinking ability, as indicated by the initial test results showing that only 20% of students achieved mastery, while learning was still dominated by conventional methods that lacked interactivity. This research employed the Research and Development (R&D) method using the ADDIE model, which consists of analysis, design, development, implementation, and evaluation stages. The research subjects were fifth-grade students of SD Negeri 15 Fafanlap, involving 10 students in a small group trial and 20 students in a large group trial. The research instruments included validation sheets from material and media experts, student response questionnaires, as well as pretest and posttest on creative thinking skills. The validation results indicated that AR-based PJBL media was categorized as very valid, with an average score of 3.7 from material experts and 3.8 from media experts. The practicality test through student responses also showed a very practical category, with an average of 86%. In terms of effectiveness, student learning outcomes improved, with the average score increasing from 45 in the pretest to 78 in the posttest. The Paired Sample T-Test showed Sig. = 0.000 < 0.05, indicating a significant difference, while the N-Gain score of 0.60 fell into the medium-to-high category. Therefore, the AR-based PJBL learning media developed in this study is valid, practical, and effective for enhancing students’ creative thinking skills in learning mathematics, particularly in solid geometry.
NLP Based Tourism Service Optimization on Multilingual Voice Chatbot Muhammad Jundullah; Ermin Ermin; Muhammad Surahmanto; La Jupriadi Fakhri; Hatari Muslim
bit-Tech Vol. 8 No. 3 (2026): bit-Tech
Publisher : Komunitas Dosen Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32877/bt.v8i3.3473

Abstract

The rapid advancement of artificial intelligence has created significant opportunities to enhance tourism services, a vital sector of Indonesia’s economy, particularly in Raja Ampat as a leading ecotourism destination. (R1-1 Background) A persistent challenge in this region is effective communication for homestay management, where limited human resources and linguistic diversity constrain service quality. (R1-1 Methodology) This study evaluates a multilingual voice chatbot integrating Natural Language Processing, Large Language Models, and a Retrieval-Augmented Generation architecture, supporting Indonesian, English, and a virtual local language. System performance is quantitatively assessed using Speech-to-Text accuracy measured by Word Error Rate, intent classification metrics, semantic retrieval effectiveness, and end-to-end evaluation. The proposed pipeline includes speech data collection, text normalization, multilingual embedding, vector storage, semantic retrieval, and response generation. (R1-2 Results) Results show that STT quality strongly determines downstream performance. Indonesian achieves the lowest WER (0.14) and the highest intent F1-score (0.89), while the virtual language records the highest WER (0.25) and the lowest intent F1-score (0.65). The semantic retriever attains a Mean Average Precision of 0.55, indicating moderate document ranking quality. The integrated end-to-end system achieves an F1-score of 0.857 with a user satisfaction score of 4.4. (A-1 Contribution) Compared with existing tourism chatbots, the proposed system uniquely combines multilingual voice interaction with RAG-based grounding to improve response reliability in low-resource settings. (A-2 Conclusion and applicability) These findings demonstrate practical effectiveness for homestay services and highlight scalability to other multilingual tourism regions in Indonesia and beyond.