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Pemanfaatan Teknologi Digital dan Artificial Intelligence untuk Pengembangan Keterampilan Siswa SMP IPTEK Tangerang Selatan Zailani, Achmad Udin; Zakaria, Hadi; Agung Nugroho, Fajar
KOMMAS: Jurnal Pengabdian Kepada Masyarakat Vol. 5 No. 2 (2024): KOMMAS: JURNAL PENGABDIAN KEPADA MASYARAKAT
Publisher : KOMMAS: Jurnal Pengabdian Kepada Masyarakat

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Abstract

Perkembangan teknologi digital memerlukan kompetensi yang mumpuni bagi guru dan siswa, terutama dalam mendukung pembelajaran berbasis teknologi di era digital. Program pelatihan ini bertujuan untuk meningkatkan keterampilan digital guru dan siswa SMP IPTEK Tangerang Selatan melalui pendekatan partisipatif dan berbasis kebutuhan. Pelaksanaan program meliputi analisis kebutuhan, pelatihan intensif, pendampingan, dan evaluasi hasil. Hasil program menunjukkan peningkatan signifikan dalam kompetensi digital peserta, dengan rata-rata peningkatan skor pre-test ke post-test sebesar 35% untuk guru dan 25% untuk siswa. Guru mampu mengembangkan modul pembelajaran digital interaktif, sementara siswa berhasil menyelesaikan proyek kreatif berbasis teknologi. Program ini membuktikan efektivitas pendekatan yang diterapkan, meskipun beberapa tantangan, seperti keterbatasan perangkat teknologi, perlu segera ditangani. Rekomendasi tindak lanjut meliputi peningkatan infrastruktur teknologi dan pelatihan lanjutan untuk mendukung keberlanjutan program. Dengan hasil ini, program diharapkan dapat memberikan dampak positif yang berkelanjutan bagi peningkatan kualitas pembelajaran di SMP IPTEK Tangerang Selatan. Kata kunci: Pelatihan digital; Kompetensi digital; Guru; Siswa; Teknologi pendidikan
PELATIHAN GAME MINECRAFT UNTUK PENGUATAN KREATIVITAS SISWA DALAM DESAIN DIGITAL Zailani, Achmad Udin; Nurnaningsih, Desi
KOMMAS: Jurnal Pengabdian Kepada Masyarakat Vol. 6 No. 2 (2025): KOMMAS: JURNAL PENGABDIAN KEPADA MASYARAKAT
Publisher : KOMMAS: Jurnal Pengabdian Kepada Masyarakat

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Abstract

Pelatihan game Minecraft bertujuan meningkatkan kreativitas dan literasi teknologi siswa SMA Negeri 94 Jakarta melalui pendekatan game-based learning. Kegiatan ini memfokuskan pada penguatan kompetensi desain digital, logika pemrograman, dan kolaborasi tim dengan memanfaatkan platform Minecraft Education Edition. Metode pelatihan mencakup workshop interaktif, pendampingan oleh narasumber ahli, dan proyek kelompok berbasis tantangan. Hasil evaluasi menunjukkan peningkatan signifikan sebesar 40% dalam pemahaman konsep desain digital berdasarkan pra dan post-test. Kegiatan ini mendukung SDG 4 dan SDG 9 serta roadmap Center of Excellence (CoE) Universitas Telkom. Pelatihan ini diharapkan menjadi model inovatif dalam literasi digital di sekolah menengah. Kata kunci: Minecraft; kreativitas digital; literasi teknologi; game-based learning; desain digital
Perancangan Sistem Informasi Akademik Berbasis Web Mobile pada Pondok Pesantren Dar El Amir dengan Metode Waterfall Setiawan, Andrey Gustaph; Zailani, Achmad Udin
Jurnal Teknologi Sistem Informasi dan Aplikasi Vol. 5 No. 1 (2022): Jurnal Teknologi Sistem Informasi dan Aplikasi
Publisher : Program Studi Teknik Informatika Universitas Pamulang

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Abstract

Dar El-Amir Islamic Boarding School is an Islamic boarding school that has been established since 2008 with a total of 140 students over time, a problem arose. Problems that are often encountered are related to the management of student data, teacher data, employee data, homeroom data and report cards which are still conventional, namely by writing using this paper, it can result in the emergence of larger duplicate data and damage to good data such as blurry writing or missing data. To solve these problems, an integrated academic information system must be made in order to facilitate data management and can be web mobile, meaning that it can be used on any device such as a laptop or mobile phone. This study uses the waterfall technique, this technique can be interpreted like a waterfall because there are stages that must be passed. The effect of studies that have been carried out by applying the waterfall technique shows that this academic information system can be useful for the management of student data, teacher data, tu staff data, homeroom data and report cards so as to make the data management process faster, more efficient and effective and help in the process dissemination of information related to the academic activities of Islamic boarding schools.
Sistem Pendukung Keputusan Pemilihan Paket Kartu Perdana Untuk Kebutuhan Daring Selama Masa Pandemi Dengan Metode AHP (Analytical Hierarchy Process) Berbasis Web (Studi Kasus: Perumahan Taman Alamanda) Gilang Rakasiwi; Achmad Udin Zailani
OKTAL : Jurnal Ilmu Komputer dan Sains Vol 3 No 01 (2024): OKTAL : Jurnal Ilmu Komputer Dan Sains
Publisher : CV. Multi Kreasi Media

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Abstract

In the midst of the COVID-19 pandemic, learning and work activities cannot be carried out directly in order to reduce the spread of the virus so that the need for online activities used in work from home and school from home are increasing for all groups of people. To meet these online needs, the government has tried to provide internet assistance packages to the community. Of course, the assistance provided by the government is very limited so many people need additional internet packages to meet their individual needs. SIM card is a product that can be used for mobile phone users and internet modem to connect to the Internet through a provider they choose. Most people use SIM cards for internet access services, especially for people who do not have access to cable internet, either because it is outside the reach of the provider or because of cost constraints. The choices for SIM cards are numerous and varied with different packages and features, so that potential users will be faced with the question of which SIM card is the best for their individual needs. To answer that question, the decision support system for choosing a SIM card for online needs is expected to assist in determining the best SIM card according to the criteria of each user. The results of this study will show the implementation of the Analytical Hierarchy Process (AHP) method in the process of assessing and selecting the best SIM card.
Implementasi Metode Marker Based Tracking Augmented Reality Untuk Pengenalan Format Penulisan Skenario Film Berbasis Android Ryan Gesvary; Achmad Udin Zailani
OKTAL : Jurnal Ilmu Komputer dan Sains Vol 3 No 02 (2024): OKTAL : Jurnal Ilmu Komputer Dan Sains
Publisher : CV. Multi Kreasi Media

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Abstract

The introduction of this film script writing format aims to introduce AR augmented reality to students at Teruna Integrated Vocational School, Borces 1, majoring in broadcasting. The low intention to learn is influenced by learning media such as Power Point presentation texts, which are displayed via projectors, student web portals and practicums. Based on the results of the questionnaire given to students, the media used was felt to be less interesting, and this influenced the students' lack of understanding of the material presented by the teacher. To overcome this, more interactive learning media is needed, utilizing augmented reality technology. The method for building system development applications uses the Multimedia Development Cycle (MDLC), while the application creation method uses marker based tracking. Place the marker on two cubes that will be directed at the camera to produce objects, namely: EXT, INT, Character, Actionlines, Dialogue. By applying augmented reality technology to the application for introducing film screenplay writing formats, there are also advantages, namely that we can display film screenplay writing formats in 3D and add information regarding the introduction of screenwriting formats.  This makes it easier for students in the learning process to introduce the film screenplay writing format.
Transformers in Machine Learning: Literature Review T, Thoyyibah; Haryono, Wasis; Zailani, Achmad Udin; Djaksana, Yan Mitha; Rosmawarni, Neny; Arianti, Nunik Destria
Jurnal Penelitian Pendidikan IPA Vol 9 No 9 (2023): September
Publisher : Postgraduate, University of Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/jppipa.v9i9.5040

Abstract

In this study, the researcher presents an approach regarding methods in Transformer Machine Learning. Initially, transformers are neural network architectures that are considered as inputs. Transformers are widely used in various studies with various objects. The transformer is one of the deep learning architectures that can be modified. Transformers are also mechanisms that study contextual relationships between words. Transformers are used for text compression in readings. Transformers are used to recognize chemical images with an accuracy rate of 96%. Transformers are used to detect a person's emotions. Transformer to detect emotions in social media conversations, for example, on Facebook with happy, sad, and angry categories. Figure 1 illustrates the encoder and decoder process through the input process and produces output. the purpose of this study is to only review literature from various journals that discuss transformers. This explanation is also done by presenting the subject or dataset, data analysis method, year, and accuracy achieved. By using the methods presented, researchers can conclude results in search of the highest accuracy and opportunities for further research.
RANCANG BANGUN APLIKASI CHATTING BERBASIS WEB PADA PT SKEMANUSA CONSULTAMA TEKNIK Muryadi, Muryadi; Zailani, Achmad Udin; Kurniawan, Yudi
Infotech: Journal of Technology Information Vol 6, No 2 (2020): NOVEMBER
Publisher : ISTEK WIDURI

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37365/jti.v6i2.94

Abstract

Communication, discussion, and file sharing between divisions in a company is something every employee often does. The problem in this research is that not all users are connected smoothly so that it hinders communication and file transfers and in communication between divisions they have to install various applications on cellphones and PC users. This reduces the duration of time and efficiency in work. To solve this problem, a web-based chat application was designed. Because the development of these applications must use a good and structured design. Web-based chat application was created to solve this problem. This web-based application can be accessed via a web browser without having to install the application on a cellphone or laptop user. Based on the design of a web-based chat application that has been created, it is expected to be a solution for discussing, communicating and sharing files between employees in a company. In addition, it is useful to keep in touch and share files without having to install applications on cellphone or laptop users. The result of this research is that this web-based chat application can be a solution to keep communicating between employees who have difficulty accessing the internet.
Segmentation and Profiling of Electric Vehicle Market Using Clustering Analysis: A Case Study with Implications for Digital Marketing in the EV Sector Henderi, Henderi; Zailani, Achmad Udin; Tuah, Nooralisa Mohd; Abas, Ashardi bin
Journal of Digital Market and Digital Currency Vol. 2 No. 3 (2025): Regular Issue September 2025
Publisher : Bright Publisher

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47738/jdmdc.v2i3.39

Abstract

The electric vehicle (EV) market has experienced unprecedented growth in recent years, largely fueled by technological advancements, increasing environmental concerns, and supportive government policies. However, this growth presents a challenge: effectively reaching and engaging diverse consumer segments within the EV market. To address this, our study employs advanced clustering analysis to segment the EV market using a comprehensive dataset from Washington state, which includes vehicle characteristics such as model year, electric range, and geographic distribution. Through this analysis, we identified four distinct clusters within the EV market. Clusters 2 and 3 are characterized by high-end, newer EV models with extended electric ranges, predominantly located in affluent urban and suburban areas. These clusters are likely composed of environmentally conscious consumers who are early adopters of advanced technologies. In contrast, Clusters 0 and 1 consist of older EV models with shorter electric ranges, appealing to a more budget-conscious demographic spread across various geographic regions, including rural areas. The insights gained from these clusters have significant implications for digital marketing strategies in the EV sector. For Clusters 2 and 3, digital marketing campaigns should focus on highlighting the luxury, cutting-edge technology, and sustainability features of premium EV models, using targeted online advertising and social media engagement. For Clusters 0 and 1, marketing efforts should emphasize the practicality, cost-effectiveness, and everyday usability of EVs, addressing potential concerns such as charging infrastructure and range anxiety. The study demonstrates the critical importance of market segmentation in crafting effective digital marketing strategies that resonate with specific consumer groups. By leveraging data-driven insights, marketers can enhance engagement, drive higher conversion rates, and ultimately accelerate the adoption of electric vehicles. Future research should explore broader datasets and additional variables to further refine these segmentation strategies and support the evolving needs of the global EV market.