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Pemanfaatan Sound book sebagai Media Pembelajaran Interaktif Al-Qur’an Hadis Khoiru Nurfitri; Indah Puji Astuti; Jawwad Sulthon Habiby
KREATIF: Jurnal Pengabdian Masyarakat Nusantara Vol. 6 No. 1 (2026): Jurnal Pengabdian Masyarakat Nusantara
Publisher : Pusat Riset dan Inovasi Nasional

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55606/kreatif.v6i1.9123

Abstract

One way to use technology in creating learning media is by combining audio and visual elements. A heterogeneous society is facing various challenges in the field of education, especially in learning. Islamic Religious Education at the Elementary School (SD) Teacher Working Group (KKG) Islamic Religious Education (PAI) level in Balong sub-district has become a relevant partners to overcome these challenges. The situation analysis shows that the PAI KKG Balong District is still facing several problems that need to be resolved. Among them is the lack of use of interactive learning media, especially for PAI subjects in grade 1 elementary school. This results in a lack of student enthusiasm in learning, considering the importance of interactive and innovative learning media in motivating students at the elementary school education level. This is one of them Alternative examples of optimization efforts in the teaching and learning process. The hope is that students will have high enthusiasm and motivation to learn. This study uses interview techniques to identify and map the problems faced by partners, followed by analysis of the interview results, and then creating a sound book design. The result of this activity is the design of a sound book as an interactive learning media for Al-Qur'an Hadith. It is hoped that the results of the sound book design, after testing by partners, can be continued to the production stage as a media to attract student enthusiasm in the teaching and learning process.
Sistem Rekomendasi Masakan Berdasarkan Ketersediaan Bahan Menggunakan Metode Content-Based Filtering dengan Algoritma K-Nearest Neighbors Edwin Febrywinata; Rifqi Rahmatika Az-Zahra; Khoiru Nurfitri
Jurnal Teknik Informatika dan Teknologi Informasi Vol. 5 No. 2 (2025): Agustus: Jurnal Teknik Informatika dan Teknologi Informasi
Publisher : Lembaga Pengembangan Kinerja Dosen

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55606/jutiti.v5i2.5690

Abstract

In daily life, many individuals have difficulty in determining a menu of dishes that match the ingredients available at home. This research aims to develop a web-based cooking recipe recommendation system that is able to provide relevant recipe suggestions based on ingredient input from users. The system is designed by combining the Content-Based Filtering method and the K-Nearest Neighbors (KNN) algorithm to improve the accuracy and relevance of recommendations. Feature representation is performed using the Term Frequency-Inverse Document Frequency (TF-IDF) method to convert the list of materials into a numerical vector form. The measurement of similarity between ingredients and recipes was carried out using the Cosine Similarity approach, while the selection of the best recipe used the top-k technique based on the KNN algorithm. The system was tested against 10 different material input scenarios, and the evaluation results showed that the system had an accuracy rate of 80%, precision of 80%, recall of 100%, and an F1-score of 89%. These findings show that the developed recommendation system is effective in helping users choose recipes that match the available ingredients, as well as potentially reducing food waste. In addition, this system can be a practical solution in supporting the efficiency of household kitchens and encouraging optimal use of materials. Thus, the system has the potential to be further developed and integrated in a digital platform that supports a sustainable lifestyle.  
Pelatihan Artificial Intelligence Untuk Pembuatan Media Ajar Inovatif bagi Guru Sekolah Dasar Di SD Negeri 1 Muneng, Balong, Ponorogo Ghulam Asrofi Buntoro; Indah Puji Astuti; Khoiru Nurfitri; Abdul Rosyid
JAPI (Jurnal Akses Pengabdian Indonesia) Vol. 11 No. 2 (2026)
Publisher : Universitas Tribhuwana Tunggadewi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33366/japi.v11i2.7648

Abstract

Era digital menuntut guru mampu menciptakan media pembelajaran inovatif dan interaktif sesuai kebutuhan siswa. Namun, banyak guru Sekolah Dasar di daerah pedesaan mengalami keterbatasan dalam pemanfaatan teknologi, khususnya kecerdasan artifisial (AI). Pengabdian ini bertujuan memberikan pelatihan AI untuk membuat media ajar inovatif bagi guru?guru di SD Negeri 1 Muneng, Balong, Ponorogo. Metode meliputi survei kebutuhan, penyusunan modul, sosialisasi, workshop pelatihan, pendampingan praktik, dan evaluasi melalui pre?test dan post?test serta angket kepuasan. Kegiatan pelatihan dilaksanakan pada hari sabtu, tanggal 27 September 2025 di SD Negeri 1 Muneng, Balong, Ponorogo. Partisipan adalah seluruh guru SD Negeri 1 Muneng, jumlah 11 orang. Hasil menunjukkan peningkatan kompetensi guru: 85% guru merasa lebih percaya diri menggunakan AI dalam pembelajaran; 70% mampu menghasilkan media ajar digital secara mandiri berupa kuis interaktif, video pembelajaran, dan materi berbasis gamifikasi. Kegiatan ini berdampak positif terhadap kualitas pembelajaran di sekolah dasar pedesaan dan membuka peluang berkelanjutan untuk integrasi teknologi AI.   
Perancangan Aplikasi Simulasi Ujian Sekolah di SMK Negeri 1 Ponorogo Menggunakan Algoritma Linear Congruential Generator Berbasis Web ismail Abdurrozzaq; Adi Fajaryanto Cobantoro; Indah Puji Astuti; Khoiru Nurfitri; Rifqi Rahmatika Azzahra
Proceeding of Informatics Collaborations and Dessimenation Meeting Vol. 2 No. 1 (2026)
Publisher : Universitas Muhammadiyah Surakarta

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

Abstract

Pendidikan merupakan salah satu pilar utama dalam pembentukan karakter dan peningkatan kualitas individu serta masyarakat secara keseluruhan. Sebagai proses yang melibatkan pembelajaran, pengajaran, dan pembentukan sikap, pendidikan berperan penting dalam memberdayakan individu untuk mengembangkan potensi secara maksimal. Penelitian ini bertujuan untuk mengimplementasikan Algoritma Linear Congruential Generator (LCG) pada aplikasi Simulasi Ujian Sekolah di SMK N 1 Ponorogo. Metode pengembangan sistem yang digunakan adalah Waterfall, yang terdiri dari lima tahapan utama: analisis kebutuhan, perancangan sistem, implementasi, pengujian, serta pemeliharaan dan evaluasi. Langkah ini dilakukan untuk mengatasi keterbatasan sistem manual yang memerlukan waktu dan tenaga besar serta berisiko tinggi terhadap kesalahan. LCG dipilih karena kemampuannya menghasilkan pengacakan soal yang merata dan acak, menciptakan pengalaman ujian yang lebih adil dan efisien. Hasil pengujian menunjukkan bahwa LCG berhasil menciptakan tingkat variasi soal yang tinggi, dengan hanya 4.78% kesamaan soal di antara siswa. Dari total 690 soal yang diberikan kepada 23 siswa, hanya 33 soal memiliki kesamaan, sehingga tingkat keacakan optimal mencapai 95.22%. Hasil penelitian membuktikan bahwa LCG efektif dalam menjaga kerahasiaan dan keunikan soal, mengurangi potensi kecurangan, serta meningkatkan efisiensi penyusunan soal. Dengan fleksibilitasnya, metode ini tidak hanya relevan untuk ujian sekolah tetapi juga dapat diterapkan dalam skala yang lebih luas, memberikan kontribusi positif terhadap inovasi teknologi dalam dunia pendidikan.