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Pengembangan Minat dan Bakat Siswa Melalui Pelatihan Public Speaking, E-Sport, dan Pembuatan Film Pendek di SMA Negeri 1 Kuta Selatan Albert Fernando; Ida Ayu Lalita Rathintara; Agus Yudi Wiputra; Komang Hari Santhi Dewi; Anak Agung Raka Jayaningsih; I Putu Gede Abdi Sudiatmika
WIDYABHAKTI Jurnal Ilmiah Populer Vol. 4 No. 3 (2022): Juli
Publisher : STIKOM Bali

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30864/widyabhakti.v4i3.322

Abstract

The service partner this time is Senior High School 1 Kuta Selatan which is located on Ketut Jetung Road, Kutuh, South Kuta District, Badung Regency, Bali. The partner's problem is that the development of students' interests and talents in the field of Public Speaking, E-Sports, and films are not yet optimal. In addition, the partners also do not have several extracurriculars that are able to help develop their abilities. Based on the partner's situation, training and self-development are needed in the field of Public Speaking, E-Sports, and films. This activity is carried out using the training method. The number of participants involved was 76 people. The stages of implementing the activities include preparation, implementation, evaluation, and reflection. The results of this program show that 87% of participants have abilities in the very good category. In this community service activity, all participants gave a positive response and hoped that this activity could be carried out continuously.
PELATIHAN KETERAMPILAN KOMPUTER BAGI ANAK-ANAK PANTI ASUHAN TAT TWAM ASI DENPASAR Komang Hari Santhi Dewi; I Gusti Ayu Sri Melati; I Gusti Ngurah Putra Arimbawa; Komang Tania Parameswari; Albert Fernando; Yogi Arya Bawana Putra Raspati
Community Development Journal : Jurnal Pengabdian Masyarakat Vol. 4 No. 2 (2023): Volume 4 Nomor 2 Tahun 2023
Publisher : Universitas Pahlawan Tuanku Tambusai

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Abstract

Mitra dalam kegiatan pengabdian ini adalah Panti Asuhan Tat Twam Asi Denpasar. Permasalahan utama yang dihadapi mitra yaitu kurangnya keterampilan anak-anak panti dalam menggunakan teknologi komputer sebagai persiapan menuju dunia kerja. Tujuan kegiatan pengabdian adalah meningkatkan pemahaman dalam menggunakan internet sehat dan mengetahui dampak media social bagi remaja, meningkatkan kemampuan menggunakan microsoft office dan keterampilan dalam desain grafis menggunakan Canva. Peserta yang terlibat dalam kegiatan ini sebanyak 24 anak pada jenjang SMP dan SMA. Metode pelaksanaan Program Kemitraan Masyarakat (PKM) dibagi menjadi tiga tahap yaitu perencanaan, pelaksanaan, dan evaluasi. Peningkatan pemahaman dan keterampilan peserta diukur menggunakan kuesioner diakhir kegiatan pengabdian. Hasil pengabdian menunjukkan bahwa (1) pemahaman peserta terkait internet sehat dan dampak sosial media bagi remaja sebelum kegiatan pelatihan adalah sebesar 25% dan terjadi peningkatan sebesar 75% setelah kegiatan berlangsung menjadi 100% dengan kategori baik, (2) pemahaman peserta terkait penggunaan Microsoft Office sebagai aplikasi perkantoran sebelum kegiatan pelatihan adalah sebesar 20,83% dan terjadi peningkatan sebesar 79,17% setelah kegiatan berlangsung menjadi 100% dengan kategori baik. (3) pemahaman peserta dalm membuat desain grafis menggunakan Canva menunjukkan bahwa sebelum pelatihan, pemahamn peserta sebesar 12,50% dan terjadi peningkatan sebesar 87,50% setelah kegiatan berlangsung menjadi 100% dengan kategori baik. Seluruh peserta memberikan respon positif terhadap pelaksanaan kegiatan pengabdian masyarakat.
PELATIHAN PUBLIC SPEAKING DAN PENGENALAN TEKNOLOGI INFORMASI DI PANTI ASUHAN KHOIRUL UMMAH Kadek Ray Gangga Jyotika Marchendy; I Putu Agus Bayu Bimantara; Komang Hari Santhi Dewi; A.A. Raka Jayaningsih; I Putu Gede Abdi Sudiatmika; Rifky Lana Rahardian; I Gusti Ayu Sri Melati; Wayan Andrika Putera
Community Development Journal : Jurnal Pengabdian Masyarakat Vol. 4 No. 3 (2023): Volume 4 Nomor 3 Tahun 2023
Publisher : Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/cdj.v4i3.17713

Abstract

Pengabdian masyarakat ini bertujuan untuk meningkatkan kepercayaan diri anak-anak Panti Asuhan Khoirul Ummah saat berkomunikasi dan pengenalan lebih dalam mengenai penggunaan teknologi dalam kehidupan. Mitra pengabdian kegiatan ini yaitu Panti Asuhan Khoirul Ummah yang berlokasi di Jl. Lange IV, Br.Batannyuh, Pemecutan Kelod Denpasar Barat, Bali. Metode yang digunakan dalam pelaksanaan kegiatan adalah pelatihan secara tatap muka dengan jumlah peserta kegiatan sebanyak 18 anak. Tahap pelaksanaan kegiatan meliputi, survei, analisis permasalahan mitra, pelatihan dan sharing session, pengisian kuesioner pra dan pasca pelatihan, dan evaluasi hasil pelaksanaan. Hasil kegiatan pengabdian menunjukan peningkatan persentase pemahaman public speaking sebesar 16,05% dengan nilai persentase awal 54,54% meningkat menjadi 70,59%. Sedangkan untuk peningkatan persentase pemahaman teknologi sebesar 17,26% dari persentase awal 45,09% menjadi 62,35%. Hasil-hasil tersebut menunjukkan bahwa terdapat peningkatan pemahaman anak-anak terhadap public speaking dan pengenalan teknologi informasi yang disampaikan pada pelatihan.
PENGEMBANGAN E-MODUL MODEL FLIPPED CLASSROOM PADA MATERI UJI VALIDITAS DAN RELIABILITAS INSTRUMEN Komang Hari Santhi Dewi; Rifky Lana Rahardian; I Wayan Junko Arysutha Winata; I Kadek Anugrah Dewa Mahaputra
JURNAL EDUCATION AND DEVELOPMENT Vol 12 No 3 (2024): Vol 12 No 3 September 2024
Publisher : Institut Pendidikan Tapanuli Selatan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37081/ed.v12i3.6111

Abstract

Penelitian ini bertujuan mengembangkan media pembelajaran berupa e-modul pada matakuliah statistik menggunakan model Flipped Classroom pada materi uji validitas dan reliabilitas instrumen. Penelitian ini adalah penelitian research and development. E-Modul dikembangkan dengan Aplikasi Flip Professional menggunakan model pengembangan Borg and Gall dengan lima tahapan yaitu: 1) Melakukan analisis produk yang akan dikembangkan. 2) Mengembangkan produk awal, 3) Validasi ahli dan revisi, 4) Uji coba lapangan, dan 5) Analisis hasil ujicoba dan revisi produk serta distribusi produk. Teknik pengumpulan data yang akan digunakan dalam penelitian ini adalah observasi, rubrik penilaian, dan angket. Uji kelayakan e-modul dilakukan dengan melibatkan ahli materi, ahli media, dan responden mahasiswa. Hasil uji kelayakan oleh ahli media menunjukkan rata-rata penilaian sebesar 85% dengan kategori sangat layak, pengujian dari ahli materi juga menunjukkan kategori sangat layak dengan rata-rata 89%, sehingga rata-rata uji kelayakan media dari kedua ahli yaitu ahli media dan ahli materi adalah 87% dengan kategori sangat layak. Hasil analisis respon pengguna e-modul yang dilakukan kepada mahasiswa menggunakan kuesioner menunjukkan respon sangat positif sebesar 35,38%, respon positif sebesar 56,92 % dan mahasiswa yang memberikan respon cukup sebesar 7,69%.
Pengembangan Aplikasi E-Tourism Pada Museum Berbasis Android Studi Kasus Museum Subak Tabanan Pradipta, I Made; I Putu Gede Abdi Sudiatmika; Komang Hari Santhi Dewi
Elkom: Jurnal Elektronika dan Komputer Vol. 17 No. 2 (2024): Desember : Jurnal Elektronika dan Komputer
Publisher : STEKOM PRESS

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51903/elkom.v17i2.2265

Abstract

One of the museums found in Bali is Subak museum in Tabanan Regency. The establishment of this Museum aims to preserve the traditional institution called Subak as a noble national cultural heritage, and to introduce to the younger generation and foreign tourists about the unique traditional irrigation system in Bali. Lack of supporting facilities in delivering information, making tourists who visit Subak Museum have minimal information. The solution needed in Subak museum is an Android-based E-Tourism application that is supported by Qr-Code technology so as to provide an interesting presentation of data. In making this application using the development of the Waterfall method and designed using the Unified Modeling Language (UML) with the Java programming language for Android and PHP for web services, and MySQL as a database. So that produced an android-based system in Subak museum Tabanan Regency. Based on the results of the tests carried out it can be concluded that the black box testing system functions have been running according to the planning. Then the result of the testing of users using questionnaires generated Application Benefits scores 90.8%, Ease of 86.93%, Interface 82% and Content 90.2%.
Pelatihan Media Dan Strategi Pembelajaran Matematika Realistik Berbasis Etnomatematika Pramartha, I Nyoman Bagus; Dewi, Komang Hari Santhi; Putra, Wayan Andrika
Jurnal Pengabdian Magister Pendidikan IPA Vol 8 No 1 (2025): Januari-Maret 2025
Publisher : Universitas Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/jpmpi.v8i1.11408

Abstract

This community service aims to improve teachers' knowledge and skills in teaching techniques at the senior high school level (SMA) in Susut Village through instructional media and realistic learning strategies based on ethnomathematics. With this training, it is hoped that teachers will be more innovative in conducting classroom learning, especially in mathematics learning. Instructional media can improve teachers' knowledge of technology that can support learning in the 4.0 era. Then, instructional media alone is not enough because in a media, of course, a strategy is needed in such a way in learning. Today's learning should be able to align technological sophistication without leaving behind customs and traditions that are close to the lives of students in Susut Village-Bangli. Therefore, the solution offered is the application of realistic learning based on ethnomathematics. The activities that have been carried out for 2 days are providing instructional media and realistic mathematics learning strategies based on ethnomathematics with 20 teachers. The results of measuring the achievement of the target of this activity show that the percentage of achievement of mastery of instructional media using the Flip.Pdf application before the training was 8.75% and there was an increase of 91.25% after the training took place. Likewise with the learning strategy training where only 32.5% of teachers understood how to develop learning strategies before the training was carried out. After the training, there was an increase of 67.5% of teachers who were able to develop learning strategies using a realistic mathematics approach based on ethnomathematics.
Sentiment analysis of tourist reviews on google maps for pura besakih using machine learning algorithms Sudiatmika, I Putu Gede Abdi; Saputra, Putu Satya; Rahardian, Rifky Lana; Dewi, Komang hari Santhi
Jurnal Mandiri IT Vol. 14 No. 1 (2025): July: Computer Science and Field.
Publisher : Institute of Computer Science (IOCS)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35335/mandiri.v14i1.449

Abstract

Tourist reviews on digital platforms have become a valuable source of information for understanding visitor experiences. This study applies sentiment analysis to 2,891 Google Maps reviews of Pura Besakih, Bali’s largest and most sacred temple, collected between January 2023 and December 2024. The aim is to assess overall visitor sentiment and identify factors influencing satisfaction and dissatisfaction. Reviews were preprocessed using a standardized pipeline that included translation, cleaning, tokenization, stopword removal, and stemming. Sentiment labeling was conducted using the Indonesian Sentiment Lexicon (InSet), followed by classification using six machine learning models: Support Vector Machine (SVM), K-Nearest Neighbor (KNN), Naive Bayes, Decision Tree, Random Forest, and Neural Network. The SVM model achieved the highest performance with an accuracy of 76.3% and F1-score of 55.68%. Thematic analysis revealed positive feedback highlighting the temple’s spiritual ambiance, architecture, and improved facilities, while negative sentiment was driven by issues such as unauthorized guides, misleading charges, and restricted access. These findings offer valuable insights for tourism stakeholders to improve visitor experience and support sustainable heritage tourism through data-driven decision-making.
Prototype of a Virtual Assistant System Integrated with AI Rahardian, Rifky Lana; Sudiatmika, I Putu Gede Abdi; Dewi, Komang Hari Santhi
Journal of Engineering and Science Application Vol. 1 No. 2 (2024): October
Publisher : Institute Of Advanced Knowledge and Science

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.69693/jesa.v1i2.7

Abstract

This research focuses on the development of a prototype virtual assistant system integrated with artificial intelligence (AI) using the Rational Unified Process (RUP) method. The system is designed to improve user flexibility and efficiency by allowing interaction through voice commands, removing the need for traditional input devices. Python was selected as the primary programming language due to its robust capabilities in handling AI-driven applications. The system utilizes Whisper API for speech recognition, enabling the virtual assistant to accurately interpret voice inputs. Additionally, the integration of Chat GPT API allows the assistant to process and generate responses in a natural, context-aware manner. The combination of these technologies is expected to enhance user experience by making the system more intuitive and seamless, applicable to both daily tasks and complex business environments. The RUP method, structured into phases such as inception, elaboration, construction, and transition, was applied to ensure that the development process was iterative, flexible, and aligned with user needs. The results indicate that the integration of Whisper API with Chat GPT API significantly improves the quality and accuracy of voice-based interaction, streamlining system operation while minimizing the need for complex graphical interfaces. This research demonstrates the potential of voice-driven AI systems in increasing overall operational efficiency.
PELATIHAN PEMBUATAN KONTEN PEMBELAJARAN DIGITAL PADA GURU-GURU DI SMK NEGERI 4 BANGLI Rifky Lana Rahardian; Wayan Andrika Putera; I Putu Gede Abdi Sudiatmika; Komang Hari Santhi Dewi; I Made Pradipta; Ni Wayan Sri Jayanti; Ni Wayan Sukarini
Jurnal Gembira: Pengabdian Kepada Masyarakat Vol 1 No 06 (2023): DESEMBER 2023
Publisher : Media Inovasi Pendidikan dan Publikasi

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Abstract

Dalam konteks pendidikan di era digital, pelatihan pembuatan konten pembelajaran digital bagi para guru di sekolah menjadi suatu kebutuhan mendesak. Pengabdian kepada masyarakat terkait dengan integrasi teknologi dalam proses pembelajaran menjadi fokus utama. Artikel ini membahas pentingnya pelatihan tersebut dalam mengatasi tantangan yang dihadapi oleh para guru, baik secara teknis maupun psikologis. Pembahasan mencakup aspek penggunaan aplikasi Prezi, peningkatan keterampilan guru, dan peran dosen sebagai fasilitator untuk mendorong penerapan praktis dari pelatihan ini di dalam kelas. Tujuan akhirnya adalah menciptakan lingkungan belajar yang inovatif, berkolaborasi, dan mendukung pengembangan siswa di era digital.
Penguatan Kerja Sama Tim dan Literasi Teknologi Robotika Bagi Kalangan Siswa SMA Negeri 2 Kuta di Tengah Transformasi Digital Marvelino Raymond Sakrabentus; Farel Yiantony; Naya Savina Febriyanti; I Nyoman Yuda Sugiantara; Komang Hari Santhi Dewi; Rifky Lana Rahardian; Ida Ayu Mirah Cahya Dewi
Jurnal Pengabdian kepada Masyarakat Indonesia (JPKMI) Vol. 5 No. 2 (2025): Agustus: Jurnal Pengabdian Kepada Masyarakat Indonesia (JPKMI)
Publisher : Pusat Riset dan Inovasi Nasional

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55606/jpkmi.v5i2.7269

Abstract

This community service activity aimed to enhance teamwork skills and exploratory understanding of robotic technology among high school students in responding to the challenges of digital transformation. The activity was conducted at SMA Negeri 2 Kuta as a partner institution, involving 60 students as participants. The implementation was divided into three phases: planning, execution, and evaluation. The method used was project-based training, emphasizing teamwork and hands-on exploration of basic robotic technology. Evaluation was carried out using three main instruments: pre-test and post-test, group performance observation sheets, and student response questionnaires. The results showed that: (1) there was a 67.5% increase in students’ understanding of teamwork, with an average teamwork score of 86 (categorized as very good); (2) students' understanding of robotic technology usage increased by 55.7%, with an average score of 85.05 (categorized as good); and (3) all participants (100%) gave positive responses to the training activities. This activity demonstrates that integrating teamwork training and robotic technology exploration can serve as an effective approach to preparing students for the digital transformation era.