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Step Into a New Dimension of the Android App Development World for Beginners Azima, Fauzan; Memanda, Freddy; Habibie, Muhammad Fadhil; Qardhawi, Nadif Yusuf; Gimnastiar, Nazar; Mujiastuti, Rully; Sutrisno, Mirza; Meilina, Popy; Nurbaya Ambo, Sitti; Adharani, Yana
Society : Jurnal Pengabdian Masyarakat Vol 4, No 2 (2025): Maret
Publisher : Edumedia Solution

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55824/jpm.v4i2.526

Abstract

Technological developments in the field of mobile applications have opened up many opportunities in various sectors. However, beginners often face obstacles due to a lack of basic knowledge about Android app development, so it is important for them to get a comprehensive and easy-to-understand education. In this context, the author and team organised an event titled “Step Into A New Dimension Of The Android App Development World For Beginners” with the aim of introducing the basics of Android app development to beginners with a structured approach. The programme was implemented through Webinars and Workshops, which included exposure to basic concepts to hands-on practice in creating simple applications. The evaluation results showed a positive response from 62 participants who came from various backgrounds, with 68% expressing satisfaction and 32% very satisfied with the implementation of this activity. In addition, the Pre-Test and Post-Test results showed an increase in participants' understanding of Android application development. This activity succeeded in providing a strong foundation for beginners to enter the world of Android application development.
Getting Started with Machine Learning in Game Development Hakim, Taufiq Rahman; Muhammad Zaki, Dimas Aufa; Utami, Mirsanda Amelia; Syahri, Nur Alfi; Ardika, Sadin Yusuf; Risanty, Rita Dewi; Mujiastuti, Rully; Meilina, Popy; Amri, Nurul; Nurbaya, Sitti; Ardharani, Yana
Society : Jurnal Pengabdian Masyarakat Vol 4, No 2 (2025): Maret
Publisher : Edumedia Solution

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55824/jpm.v4i2.539

Abstract

The The webinar and workshop titled "Getting Started with Machine Learning in Game Development", held on January 18, 2025, aimed to deliver foundational knowledge on Machine Learning (ML), with a specialized focus on Reinforcement Learning (RL) and its applications in game development, featuring two main sessions: a public webinar for theoretical education and a hands-on technical workshop. The webinar introduced core ML concepts, including Supervised Learning, Unsupervised Learning, and Reinforcement Learning, while the workshop emphasized the practical implementation of RL using Unity ML-Agents, PyTorch, Anaconda, and the C# programming language, attracting 45–56 participants from diverse institutions and highlighting significant interest in ML applications within the creative industry, particularly game development. Pre-test results (administered prior to the sessions) yielded an average score of 64.68 and a median of 60, while post-test scores (conducted after the sessions) showed marked improvement, with an average of 81.22 and a median of 90, and participant feedback was overwhelmingly positive, with attendees expressing satisfaction regarding the quality of content, expertise of speakers, and overall event organization, underscoring the effective reception of Machine Learning education and its potential to enhance skill development across sectors, including the creative and technology industries.Webinar dan Workshop "Getting Started with Machine Learning in Game Development", yang diselenggarakan pada 18 Januari 2025, bertujuan memberikan pengetahuan dasar tentang Machine Learning (ML) dengan fokus khusus pada Reinforcement Learning (RL) dan penerapannya dalam pengembangan game. Acara terdiri dari dua sesi utama: edukasi publik melalui webinar dan pelatihan teknis melalui Workshop. Webinar membahas dasar-dasar Machine Learning, Supervised Learning, Unsupervised Learning, dan Reinforcement Learning, sementara Workshop berfokus pada penerapan RL menggunakan Unity ML-Agents, PyTorch, dan Anaconda dengan bahasa pemrograman C#. Acara ini berhasil menarik 45–56 peserta dari berbagai institusi, menunjukkan minat besar terhadap penerapan Machine Learning di industri kreatif, khususnya pengembangan game. Hasil dari Pre-test yang di mana peserta mengerjakan tes tersebut sebelum pemaparan materi memiliki nilai rata rata sebanyak 64,68 poin dan median sebanyak 60 poin, sedangkan di Post-Test, yang di mana peserta mengerjakan tes tersebut setelah mendengarkan paparan materi yang diberikan, memiliki rata-rata sebanyak 81,22 poin dan median sebanyak 90 poin. Selain itu, mayoritas peserta memberikan umpan balik positif, menyatakan kepuasan terhadap kualitas materi, narasumber, dan penyelenggaraan acara. Kegiatan ini menegaskan bahwa edukasi teknologi Machine Learning diterima dengan baik dan berpotensi mendukung pengembangan keterampilan di berbagai sektor, termasuk industri kreatif dan teknologi.
Educating on the Application of Tensorflow in Artificial Intelligence, Machine Learning and Deep Learning Santoso, Ilham Budi; Aji, Irfan Pandu; Franskusuma, Sutio; Putri, Khansa Aqila; Ardharani, Yana; Mujiastuti, Rully; Nurbaya Ambo, Sitti; Meilina, Popy; Rosanti, Nurvelly; Amri, Nurul
Society : Jurnal Pengabdian Masyarakat Vol 4, No 2 (2025): Maret
Publisher : Edumedia Solution

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55824/jpm.v4i2.547

Abstract

In addition to bringing positive impacts, technological developments also provide new challenges in improving people's technological literacy, especially related to Artificial Intelligence (AI), Machine Learning (ML), and Deep Learning (DL). One of the main challenges is the low public understanding of these technologies, which are increasingly relevant in the era of digital transformation. On the other hand, Google developed a library with the name TensorFlow which is widely used for data processing in Artificial Intelligence, Machine Learning, and Deep Learning. Based on this, educational activities were carried out in the form of introducing and training the use of TensorFlow to the general public in the form of webinars and workshops with the theme ‘Introduction to TensorFlow for Artificial Intelligence, Machine Learning, and Deep Learning’. The activity was carried out in two stages, namely webinars for delivering basic material and workshops for hands-on practice. Based on evaluation through a Likert scale questionnaire, the majority of participants stated that they were very satisfied with the quality of the material, presenters, and implementation of activities. The post-test results also showed an increase in participants' understanding of the material, as evidenced by correct answers on topics such as TensorFlow functions, supervised learning, and neural networks. The participation of 52 participants from various institutions shows the success of this activity in achieving its goals.  
Digital Transformation for MSMES: From Local to Global Priadi, Aryaguna Fadlurrahman; Alghifari, Abdul Hafizd; Fachrudin, Tedy; Amanullah, Muhammad Faiz; Mujiastuti, Rully; Sutrisno, Mirza; Meilina, Popy; Nurbaya Ambo, Sitti; Ardharani, Yana
Society : Jurnal Pengabdian Masyarakat Vol 4, No 2 (2025): Maret
Publisher : Edumedia Solution

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55824/jpm.v4i2.542

Abstract

In the digital era, Micro, Small and Medium Enterprises (MSMEs) are required to adapt to technology to improve competitiveness in the global market. One effective strategy is the utilization of digital platforms for online product promotion. This webinar and workshop activity aims to provide MSME players with an understanding of the use of CapCut, Canva, and TikTok Shop as digital marketing tools. The webinar discussed the basic theory of digital marketing strategies, while the workshop provided hands-on practice in creating promotional content using the three platforms. Evaluation was conducted through pre-test and post-test to measure the improvement of participants' understanding. The results showed that 70% of participants experienced an increase in understanding, and 85% of participants were satisfied and very satisfied with the material presented. This activity proves that the utilization of digital technology can help MSMEs in increasing their visibility and market reach more broadly.
Game Development With Python: Let’s Build a Simple Games! Mochammad Gendry Afriansyah; Sandhi Alfianda Ghifari; Muhammad Taqi Wijdan; Rifki Syarif Hidayat; Muhammad Ni’am Syukri; Nurvelly Rosanti; Mirza Sutrisno; Sitti Nurbaya Ambo; Yana Adharani; Popy Meilina
Jurnal Gramaswara: Jurnal Pengabdian kepada Masyarakat Vol. 5 No. 2 (2025): Jurnal Gramaswara: Jurnal Pengabdian kepada Masyarakat
Publisher : Faculty of Cultural Studies, Universitas Brawijaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21776/ub.gramaswara.2025.005.02.05

Abstract

The development of technology opens up opportunities for individuals to develop new skills, including in the increasingly popular game industry. To provide a basic understanding of game development, a Webinar and Workshop entitled “Game Development With Python: Let's Build a Simple Game!”. This activity consists of material presentation sessions in the Webinar and hands-on practice in the Workshop. Evaluation through questionnaires showed positive responses to the presenters and the material presented. Of the 37 participants who participated, the Pre-Test and Post-Test results showed an increase in understanding with an average initial score of 67.3% which increased to 89.4%. A total of 67.6% of participants expressed very satisfied, while 32.4% were satisfied. These results show that this activity succeeded in increasing participants' understanding and skills in developing simple games using Python, as well as making a positive contribution to students and the general public.
PERBANDINGAN METODE MACHINE LEARNING UNTUK SENTIMEN ANALISIS REVIEW PENJUALAN PRODUK Reza, Muhammad; Dores, Ardiansyah; Ambo, Sitti Nurbaya; Meilina, Popy
Jurnal Sistem Informasi, Teknologi Informatika dan Komputer Volume 15 No 2, Januari Tahun 2025
Publisher : Universitas Muhammadiyah Jakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24853/justit.15.2.362 – 372

Abstract

Toko online atau e-commerce menurut Moossa Giant dan Samuel Ikate adalah operasi bisnis yang dilakukan secara dunia maya atau online. Pada saat pandemi di tahun 2020 sampai Mei 2023 kegiatan masyarakat dibatasi masyarakat membeli barang di toko online agar tidak terkena virus corona, akan tetapi calon konsumen membeli barang melihat ulasan pada barang yang ingin mereka tuju apakah barang yang mereka beli bagus atau pengirimannya lambat. Salah satu toko online yang memiliki ulasan komentar pelanggan yang sudah membeli barang sebagai petunjuk calon konsumen untuk membeli atau tidak, maka peneliti melakukan analisis sentimen terhadap ulasan konsumen membeli barang di produk elektronik dan produk pakaian, data ulasan konsumen dikumpulkan dari data elektronik sebanyak 925 data, dan data pakaian sebanyak 1575 data, setelah mengumpulkan data dilakukan preprocessing, pembobotan kata, pemodelan dengan supervised learning, yaitu naives bayes, decision tree, k nearest neighbor,  melakukan berbagai skenario dengan pembagian data dari 10% data uji 90% data latih, 20% data uji 80% data latih, 30% data uji 70% data latih, 40% data uji 60% data latih. Hasil terbaik pengujian dengan data pakaian menggunakan decision tree dengan split data 10% data uji dan 90% data latih menghasilkan hasil akurasi 66%, recall 66%, dan precision 65%, hasil terbaik pengujian dengan data elektronik menggunakan decision tree dengan split data 40% data uji dan 60% data latih menghasilkan hasil akurasi 66%, recall 66%, dan precision 65%
Identifikasi Beritas Palsu Pada Situs Berita Di Indonesia Menggunakan Model Naive Bayes Akhdan, Nabil; Meilina, Popy; Mujiastuti, Rully; Hendra, Hendra
Prosiding Semnastek PROSIDING SEMNASTEK 2025
Publisher : Universitas Muhammadiyah Jakarta

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

Abstract

Penyebaran berita palsu di internet menjadi tantangan utama di era digital. Penelitian ini bertujuan membangun model identifikasi berita palsu pada situs berita di Indonesia menggunakan algoritma Naive Bayes Classifier. Dataset diperoleh dari Kaggle dan GitHub yang berisi berita dengan label fakta atau palsu. Tahapan penelitian mencakup text preprocessing, pembobotan TF-IDF, dan klasifikasi. Hasil evaluasi menggunakan data latih dan uji (skenario 80:20) menunjukkan model mampu mendeteksi berita palsu dengan akurasi sebesar 89%, precision 89%, dan recall 89%. Sistem yang dikembangkan diharapkan dapat membantu masyarakat mengenali berita palsu serta meningkatkan literasi digital.
Identifikasi Pneumonia Pada Anak Berbasis Citra X-Ray Paru-Paru Menggunakan Metode Convolutional Neural Network (CNN) Fitria, Natasya Umi; Adharani, Yana; Meilina, Popy; Risanty, Rita Dewi
Prosiding Semnastek PROSIDING SEMNASTEK 2025
Publisher : Universitas Muhammadiyah Jakarta

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Abstract

Pneumonia merupakan salah satu penyebab utama kematian anak balita di seluruh dunia. Penyakit ini disebabkan oleh bakteri, virus, atau jamur yang menyebabkan paru-paru terisi nanah dan cairan sehingga menyulitkan anak-anak dalam bernafas. Organisasi Kesehatan Dunia (WHO) menyebutkan 99% kematian anak akibat pneumonia terjadi di negara berkembang. Salah satu cara pengidentifikasi penyakit pneumonia adalah dengan melakukan rontgen x-ray. Hasil rontgen x-ray termasuk citra kompleks sehingga diperlukan metode yang sesuai untuk melakukan identifikasi. Convolutional Neural Network (CNN) merupakan salah satu metode dalam deep learning yang dapat digunakan untuk melakukan klasifikasi. Pada penelitian ini dilakukan klasifikasi terhadap hasil rontgen x-ray paru-paru anak dengan menggunakan CNN. Klasifikasi dibagi kedalam dua kelas, yaitu terindikasi pneumonia dan normal. Hasil uji coba menunjukkan CNN dapat digunakan untuk melakukan klasifikasi apakah seorang anak terindikasi pneumonia atau tidak berdasarkan hasil rontgen x-ray paru-paru anak dengan tingkat akurasi 0.9632 dan loss 0.1139.
APLIKASI ELECTRONIC SIGNATURE (eSign) DENGAN QR-CODE PADA PROGRAM STUDI TEKNIK INFORMATIKA UMJ BERBASIS WEB Zein, Risa Azzahra; Meilina, Popy; Dores, Ardiansyah; Ambo, Sitti Nurbaya
Jurnal Sistem Informasi, Teknologi Informatika dan Komputer Vol 15 No 3 (2025): Volume 15 No 3, Mei Tahun 2025
Publisher : Universitas Muhammadiyah Jakarta

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Abstract

Currently, the use of electronic signature is something that is often done, including in the academic realm at universities. The use of electronic signatures in the Informatics Engineering Study Program at Muhammadiyah University of Jakarta is still not computerized, starting from the application process it is still carried out on various platforms and the signing process uses separate software so there is no system or application that can be used. organize the process. The aim of designing this electronic signature application is to facilitate the electronic signing process within the scope of the Information Engineering Study Program, Muhammadiyah University of Jakarta, so that the submission and signing process can be carried out quickly in one application and the authenticity of the signature on which the document is signed can be proven to be genuine. The data collection methods used were literature studies, interviews and observations. The development method used is the Waterfall Method, where software development follows linear and sequential steps, thereby creating a structured and organized approach. Testing of the electronic signature application is carried out by carrying out black box testing and after testing it can be concluded that the application can run well and the electronic signature process can be more effective and efficient. Keywords: electronic signature, Waterfall Method, application, effective and efficient
Co-Authors Abdul Rezak Adharani, Yana Adharani, Yana Afridhon Iwan Pramudiaji Aji, Irfan Pandu Akhdan, Nabil Alghifari, Abdul Hafizd Alif Naufal Teguh Putra Amanullah, Muhammad Faiz Amri, Nurul Anggi Saputra Arafah, Aryuni Ardharani, Yana Ardiansyah Dores Ardika, Sadin Yusuf Arkan, Mohammad Azhari Daulay Bagus Kurniawan Bagus Kurniawan Fachrudin, Tedy Fauzan Azima Fikram Althaf Muyassar Fitria, Natasya Umi Franskusuma, Sutio Gerhana Yuhandika Gimnastiar, Nazar Habibie, Muhammad Fadhil Hafita Ayuning Hakim, Taufiq Rahman Hendra Hendra Herlin Dwi Astuti Hudaya, Kahfi Deli Ilham Firmansyah Dika Ismawanto, Alvi Julia Safitri Jumail, Jumail Laksono, Muhammad Rafe Suryo M. Ravi Mega Arasy Memanda, Freddy Mirza Maulana Mirza Sutrisno Mirza Sutrisno Mochamad Hariyanto Mochammad Gendry Afriansyah Muhammad Fadhil Habibie Muhammad Farizs Hakim MUHAMMAD HASBI Muhammad Hasbi Muhammad Luthfi Hermawan Muhammad Ni’am Syukri Muhammad Reyhan Ariesgo Muhammad Reza Muhammad Taqi Wijdan Muhammad Zaki, Dimas Aufa Mustaqim Anwar Natasya Umi Fitria Nur Aina Hasni Nur Komariah Nuraeni Astryani Nurbaya Ambo, Sitti Nurul Amri Nurvelly Rosanti Nurvelly Rosanti Nurvelly Rosanti Nurvelly Rosanti Nurvelly Rosanti, Nurvelly Nurwahyudin, Eka Priadi, Aryaguna Fadlurrahman Purnomo, Maulana Ary Putri, Khansa Aqila Qardhawi, Nadif Yusuf Retnani Latifah Rifki Syarif Hidayat Risanty, Rita Dewi Rita Dewi Risanty Rita Dewi Risanty Rully Mujiastuti Sandhi Alfianda Ghifari Santoso, Ilham Budi Sitti Nurbaya Sitti Nurbaya Ambo Sitti Nurbaya Ambo Sutrisno, Mirza SYAHRI, NUR ALFI Utami, Mirsanda Amelia Wisnu Selaguna Ajinaya Yana Adharani Yana Adharani Yana Adharani Yekto Priyandhani Zakky Hakim Zein, Risa Azzahra