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Pelatihan Uji Kompetensi Keahlian Pada Siswa Kelas XII SMK NWDI Renco Putra, Yupi Kuspandi; Hariman Bahtiar; Yahya; Muhammad Saiful; Muh. Adrian Juniarta Hidayat; Fathurrahman; Amri Muliawan Nur; L.M.Samsu; Nurhidayati; Aswian Editri Sutriandi
Jurnal Teknologi Informasi untuk Masyarakat Vol. 2 No. 1 (2024): Jurnal Teknologi Informasi untuk Masyarakat (Teknokrat)
Publisher : Universitas Hamzanwadi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29408/jt.v2i1.26181

Abstract

This service aims to help students improve their readiness and skills in completing the Skills Competency Test in the field of Computer and Network Engineering. The National Examination is no longer a determinant of graduation based on government regulations through the Ministry of Education and Culture which regulates policies and criteria for student graduation. Even though they no longer require national test scores, schools have full power in determining the school graduation requirements for their students, but these requirements must be in accordance with the circular issued by the Minister of Education and Culture. The target of this activity is class XII students at NWDI Renco Vocational School who are the main partners. The target and output of this activity is the development of skills in working on skills competency test questions that are skills in nature. The method used is Participatory Learning and Action (PLA). This activity is carried out by providing practical knowledge and skills. With this skills competency training, especially in the field of Computer and Network Engineering, it is hoped that it can help students prepare for skills competency tests to get maximum results and improve student competency. Keywords : Skill Competency, Vocational School, Computer and Network Engineering, Participatory Learning and Action
Pelatihan Jaringan Berbasis Mikrotik Untuk Peningkatan Kompetensi Siswa kelas XI di SMKN 1 Pringgasela Amri Muliawan Nur; Hariman Bahtiar; Yahya; Nurhidayati; Almi Yulistia Alwanda; Amir Bagja
Jurnal Teknologi Informasi untuk Masyarakat Vol. 2 No. 2 (2024): Jurnal Teknologi Informasi untuk Masyarakat (Teknokrat)
Publisher : Universitas Hamzanwadi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29408/jt.v2i2.28380

Abstract

Computer networks are one of the important subjects in the field of information technology. Various types of computer network devices continue to innovate to adapt to technological developments. Mikrotik is one of the router products that is widely used to implement a network system. As an educator, in this case a lecturer is required to implement the Tri Darma every year, one of which is PKM, namely Community Service, which this year is focused on the Computer Department at SMKN 1 Peringgasela. The aim of this training is to increase understanding and competence in the field of computer networks using Mikrotik, and to prepare students to face the Skills Competency Examination (UKK) as well as providing preparation for the implementation of the PSG and when they graduate. The training methods used are lectures and practice (Demostration). The results of this training activity in general, apart from the enthusiasm and enthusiasm of the students, include several components, namely: 1) Success in training, 2) Achievement of planned research objectives, 3) Achievement of planned material targets
Pemanfaatan Teknologi AI dalam Pembuatan Media Pembelajaran Organ Tubuh Manusia untuk Sekolah Dasar Bahtiar, Hariman; Dina Sopiana; Muh. Adrian Juniarta Hidayat; Martua Hamonangan Nasution
Jurnal PRINTER: Jurnal Pengembangan Rekayasa Informatika dan Komputer Vol. 3 No. 2 (2025): Jurnal PRINTER: Jurnal Pengembangan Rekayasa Informatika dan Komputer
Publisher : Fakultas Teknik Universitas Hamzanwadi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29408/jprinter.v3i2.33167

Abstract

Education is an essential component in the development of every individual, particularly for elementary school students. In the context of modern education, learning objectives play a crucial role. Observations at SDN 1 Korleko revealed that conventional teaching methods and the use of simple learning media are still dominant, while interactive learning media have not been optimally utilized. Approximately 57.89% of 19 students interviewed reported difficulties in learning due to the lack of engaging media and the occasional complexity of teachers’ explanations. Therefore, this study aims to design and develop interactive learning media with the assistance of Artificial Intelligence (AI). The development of this media is expected to overcome limitations of time and resources in conventional learning, while also fostering students’ interest and motivation. The findings show that the interactive learning media on human organs achieved a success rate of 88%, indicating that it was well received and effective in supporting learning objectives at SDN 1 Korleko. Thus, the use of interactive learning media can serve as an effective alternative to improve the quality of education in elementary schools and is expected to make a significant contribution to the development of innovative learning media that can be adopted by other educational institutions.
Pelatihan dan Pendampingan Sistem Informasi Berbasis Web Pada UMKM Bank Sampah Mandiri Sandubaya Selong Nurhidayati; Muhammad Saiful; Hariman Bahtiar; Amri Muliawan Nur; Amir Bagja; Aswian Editri
Jurnal Teknologi Informasi untuk Masyarakat Vol. 3 No. 2 (2025): Jurnal Teknologi Informasi untuk Masyarakat (Teknokrat)
Publisher : Universitas Hamzanwadi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29408/jt.v3i2.33142

Abstract

The digitalization era requires Micro, Small, and Medium Enterprises (MSMEs) to adapt through the utilization of information technology. Bank Sampah Mandiri Sandubaya, as an MSME engaged in both environmental management and community empowerment, had previously relied only on social media for promotion and information dissemination. However, this approach was insufficient to provide structured, credible, and well-documented information. This community service program aimed to develop an official website for Bank Sampah Mandiri Sandubaya and provide training and mentoring for its operators. The method employed a participatory approach through socialization, discussion, training, and evaluation. The results show that the website was successfully developed and operated by the partner’s staff. The website not only serves as a medium for promotion and information but also enhances professionalism in operational management and activity documentation. Thus, the website is expected to expand market reach, increase competitiveness, and support the sustainability of environment-based MSMEs.
Pendampingan Kelompok Sadar Wisata melalui Pemanfaatan Website sebagai Media Promosi Digital Desa Aik Dewa L M Samsu; B Nadila Nuzululnisa; Hariman Bahtiar; Almi Yulistia Alwanda
Jurnal Teknologi Informasi untuk Masyarakat Vol. 4 No. 1 (2026): Jurnal Teknologi Informasi untuk Masyarakat (Teknokrat)
Publisher : Universitas Hamzanwadi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29408/jt.v4i1.35107

Abstract

Aikdewa Village is one of the villages that has considerable potential in natural tourism, local culture, and micro, small, and medium enterprises (MSMEs). However, these potentials have not been optimally promoted due to the lack of digital-based information media. Therefore, the development of the Aik Dewa Village Tourism Website was carried out as a digital information and promotion medium that can be accessed by the wider community. This activity aims to provide a centralized source of information related to the village profile, tourist destinations, cultural traditions, and local MSMEs products of Aik Dewa Village. The methods used in this program include field observation, data collection, system requirements analysis, interface design, website implementation, and functional testing. The developed website is designed with a simple layout and clear navigation to ensure ease of use and accessibility for users. The implementation results show that the website functions properly and is able to present village information in a structured and user-friendly manner. The existence of the Aik Dewa Village Tourism Website is expected to assist the village government and local community in promoting village potential more widely and to support the development of digital-based rural tourism
Implementation of Peresean Game as a Medium to Enhance Sasak Cultural Appreciation Among Young Generation Hamzan Ahmadi; Aris Sudianto; Hariman Bahtiar
Jurnal Informatika dan Rekayasa Perangkat Lunak Vol. 8 No. 1 (2026): Maret
Publisher : Universitas Wahid Hasyim

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

Abstract

Peresean is a traditional custom of the Lombok Sasak Tribe, which is armed with rattan (jalin), using a shield (ende) made from cow skin and when the peresean event takes place it will be accompanied by the typical music of the Lombok Sasak Tribe, namely gendang beleq. The clothing worn by peresean participants (pepadu) is a headband (sapuq), sarong (selewoq), cloth belt (bebet) and bare chest. The peresean culture is now starting to be held less frequently and is not very popular with Lombok youth in particular. This is because today's youth prefer digital games that are more varied and do not require a lot of stamina. So from there it became a reference for making a fighting type peresean game using the GDLC method as a means to preserve the Sasak tribe's peresean culture. adjust regulations according to the target audience. The final result of this production is a fighting game that runs on a PC (personal computer), and is targeted at all ages. The features that have been designed have fulfilled what was desired. In this fighting type research game, there is information and moral messages about preserving local culture. It is hoped that this peresean game application can become a medium of introduction and education for the wider community, especially the people of Lombok, about the peresean culture of the Lombok Sasak Tribe.
Sosialisasi Strategi Peningkatan Kapasitas Bank Sampah sebagai Penggerak Circular Economy Nurhidayati Nurhidayati; Muhammad Saiful; Hariman Bahtiar; Amri Muliawan Nur; Muh Adrian Juniarta; Almi Yulistia Alwandada
Jurnal Pendidikan dan Pengabdian Masyarakat Vol. 9 No. 1 (2026): Februari
Publisher : FKIP Universitas Mataram

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Abstract

Permasalahan sampah merupakan permasalahan lingkungan dan masyarakat yang cukup signifikan ditandai dengan volume timbunan yang terus meningkat dan terbatasnya sarana pembuangan akhir yang memenuhi standar teknis. Pendekatan konvensional ”kumpul-angkut-buang” terbukti sangat tidak efektif dan menimbulkan dampak negatif, serta kesadraan masyarakat tentang bagaimana pengelolaan sampah yang efektif dan bisa bernilai ekonomi masih kurang.  Dengan adanya kegiatan pengabdian masyarakat yang dilakukan oleh dosen dari Fakultas Teknik Hamzanwadi dan UMKM Bank Sampah Mandiri Sandubaya sebagai pihak mitra diharapkan bisa menambah pengetahuan serta kesadaran masyarakat tentang bahaya sampah plastik, memahami cara mengelola dan memilah sampah anorganik untuk kemudian disetor ke Bank sampah Mandiri agar sampah bisa menjadi sesuatu yang bernilai ekonomis. Metode pendekatan yang akan dilakukan berdasarkan kesepakatan dengan pihak mitra adalah konsep circular economy, konsep ini menawarkan model yang menutup siklus material, mengurangi tekanan terhadap TPA, serta mendorong terciptanya nilai ekonomi baru dari sampah. Target luaran yang diharapkan adalah masyarakat teredukasi untuk melakukan pemilahan sampah dan menyetor sampah ke Bank Sampah Mandiri, sehingga tercipta lingkungan yang bersih dan sehat.
Implementasi Teknologi Kecerdasan Buatan Dalam Pengembangan Media Pembelajaran Pengenalan Budaya Sasak Gendang Beleq Berbasis Web Hariman Bahtiar; Rosida; L. M. Samsu
Infotek: Jurnal Informatika dan Teknologi Vol. 9 No. 1 (2026): Infotek : Jurnal Informatika dan Teknologi
Publisher : Fakultas Teknik Universitas Hamzanwadi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29408/jit.v9i1.33083

Abstract

The use of Artificial Intelligence (AI) in developing learning media can enhance the quality of education, make it more engaging, and help preserve cultural heritage such as the Sasak Culture of Gendang Beleq. Based on observations and interviews that were conducted, it was found that 60% of the total 23 students, or about 13 students from class 3B at Sekolah Dasar Negeri 3 Pancor, were not very familiar with Gendang Beleq, such as knowing the names of the musical instruments, the sound characteristics, and the history of Gendang Beleq in the local content subject. Teachers at SDN 3 Pancor still use books as teaching materials for students. The content from the books is usually not interactive, so students can only read the information without interacting, which may make learning feel boring and less engaging for some students. Therefore, this study aimed to address the difficulties students face in recognizing the Sasak Culture of Gendang Beleq at Sekolah Dasar Negeri 3 Pancor by developing web-based interactive learning media that utilizes Artificial Intelligence technology to create videos, images, and audio as tools for teaching and learning activities. This research was carried out through problem analysis, data collection, design phase, development phase, testing, and implementation. The results of the study showed positive feedback, evidenced by the testing of the interactive learning media which did not show any errors and received a success rate of 79%, which falls into the good category. Thus, it can be said that the interactive learning media on the Sasak Culture of Gendang Beleq is suitable for use at SDN 3 Pancor.
Penerapan Game Peresean Sebagai Media Untuk Meningkatkan Apresiasi Budaya Sasak Pada Generasi Muda Hamzan Ahmadi; Aris Sudianto; Hariman Bahtiar; Lalu Kerta Wijaya; Moh. Farid Wajdi
Infotek: Jurnal Informatika dan Teknologi Vol. 9 No. 1 (2026): Infotek : Jurnal Informatika dan Teknologi
Publisher : Fakultas Teknik Universitas Hamzanwadi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29408/jit.v9i1.33769

Abstract

Peresean is a traditional custom of the Lombok Sasak Tribe, which is armed with rattan (jalin), using a shield (ende) made from cow skin and when the peresean event takes place it will be accompanied by the typical music of the Lombok Sasak Tribe, namely gendang beleq. The clothing worn by peresean participants (pepadu) is a headband (sapuq), sarong (selewoq), cloth belt (bebet) and bare chest. The peresean culture is now starting to be held less frequently and is not very popular with Lombok youth in particular. This is because today's youth prefer digital games that are more varied and do not require a lot of stamina. So from there it became a reference for making a fighting type peresean game using the GDLC method as a means to preserve the Sasak tribe's peresean culture. adjust regulations according to the target audience. The final result of this production is a fighting game that runs on a PC (personal computer), and is targeted at all ages. The features that have been designed have fulfilled what was desired. In this fighting type research game, there is information and moral messages about preserving local culture. It is hoped that this peresean game application can become a medium of introduction and education for the wider community, especially the people of Lombok, about the peresean culture of the Lombok Sasak Tribe.
Analisis Perbandingan Kinerja Metode GFPGAN dan RestoreFormer dalam Restorasi Foto Lama Hariman Bahtiar; Amri Muliawan Nur; Almi Yulistia Alwanda; Zulkipli Zulkipli
Jurnal Informatika: Jurnal Pengembangan IT Vol 11, No 2 (2026)
Publisher : Politeknik Harapan Bersama

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30591/jpit.v11i2.10291

Abstract

A This study aims to analyze and compare the performance of two artificial intelligence–based image restoration methods, namely GFPGAN (Generative Facial Prior GAN) and RestoreFormer, in enhancing the quality of old photographs of TGKH. Muhammad Zainuddin Abdul Madjid. Both methods were tested on images that had undergone visual degradation, with OpenCV used as a conventional baseline. The evaluation was conducted using two main parameters: processing time and result quality, measured through the Peak Signal-to-Noise Ratio (PSNR) metric. The results show that GFPGAN produced the best outcome, achieving the highest PSNR value (32.8 dB) and the fastest processing time (9 seconds), generating sharp and realistic facial details. RestoreFormer yielded nearly comparable quality with a PSNR of approximately 30 dB and a slightly longer processing time (10 seconds), but it demonstrated greater consistency in preserving the authenticity of textures and structural details. Meanwhile, the manual OpenCV-based method achieved only moderate improvement (25.2 dB) with the longest processing time (12.5 seconds). These findings indicate that AI-based technologies, particularly GFPGAN and RestoreFormer, hold great potential for the preservation of historical visual archives, as they can significantly enhance the quality of old photographs while maintaining their original visual character. The combination of both methods is recommended for digital restoration efforts that balance technical efficiency and cultural authenticity.