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Chatbot Telegram untuk Rekomendasi Pariwisata Daerah Semarang Menggunakan Framework Rasa Alvinnajmi, Abid Ridlo; Soelistijadi, R.; Saefurrahman, Saefurrahman
MEANS (Media Informasi Analisa dan Sistem) Volume 9 Nomor 1
Publisher : LPPM UNIKA Santo Thomas Medan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54367/means.v9i1.3393

Abstract

Tourism is a leading industry in various countries because it can improve the country's economy. One city that has potential for tourism is Semarang, because this city has unique culture and beautiful nature. However, there are too many sources of information regarding tourist attractions such as the city of Semarang, which makes tourists sometimes confused about determining tourist destinations that suit their wishes at that time. Therefore, we need a system that can provide recommendations for tourism spots in a destination city. This research aims to develop a Question Answering System or digital question and answer system using a chatbot (ChatterBot). Chatbots are used as information service providers that can make it easier for tourists who are looking for information about tourist attractions. chat bot-based information service systems can work 24 hours or throughout the day, reducing the intensity of direct physical contact with officers and saving operational costs. The chatbot implementation is built on a Machine Learning Framework using RASA Open Source with the Python programming language. Basic knowledge of the chatbot system is drilled based on the FAQ (Frequently Asking Questions) dataset with tourism research objects in the Semarang area. The evaluation results and system performance based on data testing obtained a model accuracy level of 0.91. Furthermore, the weighted average value in the ConfusionMatrix produces a precision of 0.97, recall of 0.94, and an F1 score of 0.95. Training and processing models locally.
Pelatihan Teknik Mindmap untuk Pengembangan Pembelajaran bagi Pendidik dan Kependidikan Bidang TIK Kabupaten Semarang Mardi Siswo Utomo; Hari Murti; Widiyanto Tri Handoko; Edy Supriyanto; R. Soelistijadi
FUNDAMENTUM : Jurnal Pengabdian Multidisiplin Vol. 3 No. 4 (2025): November : FUNDAMENTUM : Jurnal Pengabdian Multidisiplin
Publisher : Asosiasi Peneliti Dan Pengajar Ilmu Sosial Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62383/fundamentum.v3i4.1233

Abstract

This community service project addresses the issue of teaching Information and Communication Technology (ICT) in Semarang Regency, which is still dominated by linear methods and lacks visualization, hindering students' comprehension of complex ICT concepts. The goal is to enhance educators' ability to design visual-based teaching modules supported by Dual Coding Theory and Constructivism. The solution provided was an intensive workshop and collaborative mentoring on both manual and digital mind mapping techniques. The results showed a significant increase in educators' cognitive competency, indicated by the average score rising from 55.4% on the pre-test to 88.2% on the post-test. Participants successfully designed digital mind map-based ICT modules with an average product quality score of 88.9%. This success proves the effectiveness of mind mapping as a pedagogical tool for transforming ICT learning into a more active, visual, and structured experience.
Pendampingan dan Penerapan Wordpress dalam Pengelolaan Website di KONI Kabupaten Kendal Sariyun Naja Anwar; R. Soelistijadi; Sri Eniyati; Saefurrohman
JURPIKAT (Jurnal Pengabdian Kepada Masyarakat) Vol. 5 No. 2 (2024)
Publisher : Politeknik Piksi Ganesha Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37339/jurpikat.v5i2.1674

Abstract

Website merupakan sarana dalam mengumpulkan, menyimpan, dan menyajikan informasi yang relevan kepada masyarakat, seperti informasi produk, layanan, kebijakan, berita, dan lainnya. WordPress menjadi salah satu pilihan untuk membuat Content Management System yang digunakan untuk membangun dan mengelola website. Komite Olahraga Nasional Indonesia (KONI) Kabupaten Kendal dalam menyajikan informasi olahraga saat ini melalui media sosial berupa Instagram. Hanya saja menurut pengurus KONI Kab. Kendal masih memiliki beberapa kekurangan dengan hanya melalui instagram. Untuk itu dibutuhkan teknologi informasi agar dapat menyajikan informasi tersebut dengan cepat dan efektif kepada masyarakat berupa website berbasis WordPress. Tujuannya melakukan pendampingan mengelola website. Metodenya dengan lima tahapan : Identifikasi masalah, Solusi Permasalahan, Pemenuhan Kebutuhan, Pelaksanaan kegiatan, dan Monitoring dan evaluasi. Manfaatnya ada peningkatan komunikasi dengan menyediakan informasi berkaitan olahraga pada masyarakat.
PENINGKATAN LITERASI AI DAN EFISIENSI ADMINISTRASI GURU MELALUI MODEL POWERPROMPT GURU DI SMAN 1 SUSUKAN Saefurrohman, Saefurrohman; Soelistijadi, R; Santosa, Dwi Budi; Noor S, Rina Candra; Sutanto, Felix Andreas
Intimas Vol 6 No 1 (2026)
Publisher : Fakultas Teknologi Informasi dan Industri Unisbank

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35315/intimas.v6i1.10429

Abstract

This community service program aims to improve teachers’ skills in utilizing artificial intelligence through prompt engineering at SMAN 1 Susukan, Semarang Regency. The activity was motivated by the high administrative workload and the inconsistent quality of teaching materials in implementing the Merdeka Curriculum. The Powerprompt Guru training emphasized hands-on practice in designing effective prompts using ChatGPT, enabling teachers to produce learning artifacts and school documents more quickly and consistently. A participatory co-creation approach was applied, involving teachers actively from needs analysis to artifact design and quality validation through an internal quality gate mechanism. The results indicated a 35 percent increase in teachers’ competencies based on pre-test and post-test comparisons. Approximately 91 percent of learning artifacts and all administrative documents were approved for upload to the school’s digital repository. The participant satisfaction survey recorded an average score of 4.6 out of 5, reflecting a highly positive response to the training and the digital system’s usefulness. The program fostered a culture of collaboration and sustainable digital documentation, enhancing teachers’ work efficiency. This prompt engineering-based training model has strong potential for replication in other schools with similar contexts and infrastructures.
Developing an Android-Based Online Football News Application Using News API for CV Cipta Rasendriya Bagas Tri Prakoso; R Soelistijadi; Taufiq Dwi Cahyono
International Journal Software Engineering and Computer Science (IJSECS) Vol. 5 No. 1 (2025): APRIL 2025
Publisher : Lembaga Komunitas Informasi Teknologi Aceh (KITA)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35870/ijsecs.v5i1.3647

Abstract

Football is the most popular sport in the world with 4 billion fans, including in Indonesia which has the largest fan base. In the digital era, the majority of soccer fans access news via mobile devices because it is more practical than print media. However, limited access that requires users to open several websites to obtain the latest information is an obstacle. CV Cipta Rasendriya, as a football media that focuses on YouTube channels, took the initiative to develop an Android-based football news application. This application aims to make it easier for fans to access the latest news through the integration of the News API which displays real-time news from various trusted sources. Application development is carried out using the System Development Life Cycle (SDLC) Prototyping model, which was chosen because of its advantages in understanding user needs, flexibility to change, and cost efficiency. The results of application testing using the black box method showed a 100% success rate in the main test scenarios, such as news search, current news display, and navigation between pages, all of which functioned as expected. In addition, the UEQ test results showed that the application scored very well on the dimensions of Clarity (2.06), Efficiency (2.03), Attractiveness (1.92), Stimulation (1.81), and Novelty (1.69), as well as a good score on the dimension of Accuracy (1.59). The app provides more benefits than conventional methods by integrating various news into one platform, with a search feature to make it easier for users to find their favorite club news. In addition, this application has the potential to improve the user’s experience in accessing football news in a practical, fast, and relevant manner
Penggunaan Teknologi Natural Language Processing dalam Sistem Chatbot untuk Peningkatan Layanan Informasi Administrasi Publik Nadzif, Mukhamad Abid; Saefurrohman; Soelistijadi, R.
The Indonesian Journal of Computer Science Vol. 13 No. 1 (2024): The Indonesian Journal of Computer Science
Publisher : AI Society & STMIK Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33022/ijcs.v13i1.3645

Abstract

Penelitian membahas pengembangan chatbot dengan platform DialogFlow yang terintegrasi pada aplikasi Telegram untuk menyediakan informasi layanan administrasi di Pemerintahan Desa Tosari. Tujuannya adalah untuk meningkatkan kualitas layanan publik khususnya informasi layanan administrasi melalui sistem terpadu di tingkat desa guna mempercepat aliran informasi yang diperlukan, berupa pengembangan sistem kecerdasan buatan berupa Chatbot. Chatbot adalah program yang mampu berkomunikasi dengan manusia melalui pesan teks atau suara. Dengan menggunakan pemrosesan Natural Language Processing (NLP) yang merupakan bagian dari kecerdasan buatan, memungkinkan pengguna untuk berinteraksi dengan komputer menggunakan bahasa sehari-hari, seolah-olah sedang berbicara dengan manusia. Pengujian Usability dengan System Usability Scale (SUS) dan pengujian pengalaman pengguna pada chatbot dengan User Experience Questionnaire (UEQ) menunjukkan hasil yang positif, pengujian SUS memperoleh nilai akhir sebesar 86 dan UEQ memperoleh rata – rata nilai skala diatas 0,8, yaitu berada pada level Excellent. Hal ini menunjukkan bahwa implementasi chatbot efektif dalam memberikan informasi layanan administrasi di Pemerintahan Desa Tosari
IMPLEMENTASI METODE DESIGN THINKING DALAM PERANCANGAN UI/UX BERBASIS MOBILE PADA WEBSITE SPEGALAN APIK Irfiana, Safira; Soelistijadi, R.; Anwar, Sariyun Naja
JIPI (Jurnal Ilmiah Penelitian dan Pembelajaran Informatika) Vol 10, No 1 (2025)
Publisher : STKIP PGRI Tulungagung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29100/jipi.v10i1.5799

Abstract

Pemanfaatan teknologi telah meluas ke berbagai sektor, termasuk sektor Pendidikan. Terlihat jelas dalam dunia Pendidikan, dimana sekolah - sekolah semakin menyadari pentingnya memanfaatkan teknologi untuk memperbaiki efisiensi dan mutu pelayanan kepada siswa, guru, dan pihak terkait lainnya. SPEGALAN APIK merupakan wujud pemanfaatan teknologi oleh SMP Negeri 39 Semarang sebagai sarana berbasis digital bagi siswa dan masyarakat dalam menyampaikan kritik dan saran.  Namun, untuk mencapai tingkat kepuasan pengguna yang optimal, diperlukan perhatian khusus terhadap efektifitas website tersebut terutama saat diakses melalui perangkat mobile. Design Thinking merupakan pendekatan yang fokus pada pengguna untuk menyelesaikan  masalah dan menghasilkan solusi inovatif. Pada tahap emphatize, penulis melakukan observasi langsung dengan beberapa pengguna. Tahap define, penulis mencoba menemukan inti permasalahan yang dialami pengguna dan mendefinisikan permasalahan tersebut menjadi sebuah pertanyaan. Tahap ideate, penulis membuat ideal solution dan memprioritaskan solusi – solusi tersebut berdasarkan value dan effort yang dipelukan.  Tahap prototype, penulis mengimplementasikan solusi – solusi yang sudah di prioritaskan menjadi sebuah desain. Tahap test, penulis menggunakan Maze sebagai alat pengujian yang akan dilakukan oleh pengguna guna mengetahui hasil dari solusi yang sudah diterapkan mampu menyelesaikan masalah dan memenuhi kebutuhan pengguna. Hasil dari pengujian usability testing memperoleh nilai keseluruhan 98 dari 100 dengan kesimpulan bahwa desain yang diuji coba telah berhasil dan sangat baik  sesuai dengan kebutuhan pengguna.