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Pelatihan Penggunaan Sistem Informasi Keuangan Berbasis Web di GMIM Imanuel Walian Kota Tomohon: Training on the Use of Web-Based Financial Information Systems at GMIM Imanuel Walian Tomohon Salaki Reynaldo Joshua; Yuri Vanli Akay; Kenneth Yosua Rumawas Palilingan; Henry Valentino Florensius Kainde; Heilbert Armando Mapaly; Salvius Paulus Lengkong
JURNAL PENGABDIAN KEPADA MASYARAKAT SISTHANA Vol. 4 No. 1 (2022): Juni : Jurnal Pengabdian Kepada Masyarakat Sisthana
Publisher : Stikes Kesdam IV/Diponegoro Semarang, Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55606/pkmsisthana.v4i1.94

Abstract

Sebagai salah satu organisasi yang bergerak dalam bidang pelayanan masyarakat, gereja memiliki jangkauan yang luas berbagai kegiatan dan transaksi untuk mengakomodasi kebutuhan jamaat, keduanya dalam hal kegiatan gerejawi dan transaksi keuangan gereja. Gereja juga akan memiliki sejumlah besar data dengan kompleksitas yang besar dan cukup tinggi. Dalam kondisi tersebut, seharusnya gereja memiliki penyimpanan data yang terintegrasi dan terpusat untuk memfasilitasi penyimpanan, pengelolaan, dan penyajian data. Pada kesempatan ini tim pengabdian masyarakat mengembangkan dan melaksanakan pelatihan sistem informasi keuangan berbasis web guna membantu organisasi gereja GMIM Imanuel Walian Tomohon dalam pengelolaan keuangan gereja.
Design and Development of Scuba Diving Learning Application Mobile-Based Henry Valentino Florensius Kainde; Salaki Reynaldo Joshua; Yuri Vanli Akay
Jurnal Teknik Elektro dan Komputer Vol. 11 No. 3 (2022): Jurnal Teknik Elektro dan Komputer
Publisher : Universitas Sam Ratulangi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35793/jtek.v11i3.46424

Abstract

Information technology has now become a very important need for all person. The development of Information Technology is very fast in various community needs. Information technology is very helpful in various fields, one of which is being a media learning. Diving is currently one of the most popular sports. The underwater beauty of Indonesia makes its own magnet for people to enjoy it personally direct. Diving knowledge must be mastered by novice divers to avoid underwater risk. Diving instructors or trainers can provide basic prior knowledge divers can practice diving underwater. Beginner divers must learn and know how to dive well and must know the risks in diving. The purpose of this research is to develop a mobile software based on android to be able to provide digital learning and information to students beginner divers in learning the right thing about the sport of diving. In this research will carried out in a number of stages, namely Literature Study, Data Collection, System Design and Data Modeling, System Development and Data Processing, Testing and Evaluation, Reporting and Publication.
Aplikasi Pembelajaran Hand Signals Scuba Diving Berbasis Augmented Reality: Augmented Reality-Based Scuba Diving Hand Signals Learning Application Henry Valentino Florensius Kainde; Heilbert A. Mapaly; Yuri V. Akay; Lidia S. Nelwan; Michelle W. G. Wowor; Charles W. Kojansow
Jurnal Teknik Informatika Vol. 19 No. 01 (2024): Jurnal Teknik Informatika
Publisher : Universitas Sam Ratulangi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35793/jti.v19i01.51656

Abstract

Currently, the world is experiencing very rapid development, so that various kinds of technology have emerged that can facilitate the learning process. One of them is augmented reality technology which can allow users to see additional information or virtual images in the real world. The aim of this research is to create a learning application that can help novice divers learn and remember hand signals by utilizing augmented reality technology. Application development uses the Scrum type Agile method which consists of several stages, namely: product blog, sprint planning, sprint, daily scrum, sprint review, and sprint retrospective. In this research, a number of stages have been carried out, namely literature study, data collection, system design and data models, system creation and data processing, testing and evaluation, reporting and publication. The end result of this research is in the form of journals and applications that are made.
PARADIGM OF ONLINE LEARNING IN HIGHER EDUCATION: PARADIGMA PEMBELAJARAN ONLINE DI PENDIDIKAN TINGGI Salaki Reynaldo Joshua; Yuri Vanli Akay; Kenneth Yosua Rumawas Palilingan; Henry Valentino Florensius Kainde; Heilbert Armando Mapaly; Salvius Paulus Lengkong
Jurnal Teknik Informatika dan Teknologi Informasi Vol. 2 No. 1 (2022): April: 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.v2i1.242

Abstract

The Role of Information and Communication Technology is currently very influential in supporting the various activities undertaken by humans. Universities as a place to produce great human resources constantly looking for innovations to how it can be generate good quality resources through qualified teaching staff, support facilities, and even methods of learning of interest to learners. Good learning process certainly affect the learning conditions of students. In answer to the current challenges must be found appropriate solutions and to answer the needs that exist. Online learning is a learning paradigm that is currently used by college as a one of the solutions in the learning process is carried out in universities. Online learning as based learning online provides convenience in the process of teaching and learning to lecturers and students at the University.
Peran ChatGPT sebagai Asisten Pembelajran dalam Meningkatkan Efektivitas Pembelajaran Daring Mahasiswa Teknik Informatika Fadel Pelealu; Putri Umboh; Henry Valentino Florensius Kainde
Jejak digital: Jurnal Ilmiah Multidisiplin Vol. 2 No. 4 (2026): JUNI-JULI
Publisher : INDO PUBLISHING

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.63822/afcqgr52

Abstract

The development of Artificial Intelligence (AI) technology has significantly influenced various aspects of human life, including higher education. One of the most widely adopted AI innovations today is ChatGPT, a Large Language Model (LLM)-based chatbot capable of generating fast, interactive, and contextual responses according to user input. The emergence of ChatGPT has created new opportunities to support online learning activities, which have become increasingly important in higher education institutions. This study aims to analyze the role of ChatGPT as a learning assistant in improving the effectiveness of online learning for Informatics Engineering students. The research employed a Literature Review method by examining relevant scientific articles, conference proceedings, and academic publications obtained from Google Scholar, Scopus, IEEE Xplore, ScienceDirect, and SpringerLink. The research process consisted of topic identification, literature searching, source selection based on predetermined criteria, content analysis, and synthesis of findings. The results indicate that ChatGPT contributes to improving conceptual understanding, supporting self-directed learning, assisting academic problem-solving, and enhancing learning efficiency. In the field of Informatics Engineering, ChatGPT is widely utilized to support learning activities related to algorithms, programming, and code debugging. However, its implementation also presents several challenges, including information accuracy, technological dependency, and risks associated with academic integrity. Therefore, the use of ChatGPT should be accompanied by digital literacy, critical thinking skills, and responsible utilization to maximize its benefits in supporting effective online learning within higher education environments.
KENALI PUBERTAS DENGAN METODE STORY TELLING DAN ARTIFICIAL INTELLIGENCE Septriani Renteng; Valen Fridolin Simak; Henry Valentino Florensius Kainde
Journal of Community Empowerment Vol 4, No 3 (2025): Desember
Publisher : Universitas Muhammadiyah Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31764/jce.v4i3.36265

Abstract

ABSTRAKAnak usia sekolah harus memiliki pengetahuan yang baik tentang pubertas, namun pada kenyataannya masih banyak anak yang belum memiliki pengetahuan yang tepat tentang pubertas. Keterbatasan pengetahuan anak tentang pubertas juga dialami oleh mitra dimana anak mengungkapkan bahwa pengetahuan pubertas diperoleh dari internet dan anak lebih banyak bercerita tentang pubertas kepada teman, sedangkan orang tua dan guru juga mengungkapkan kesulitan untuk melakukan pendidikan seks tentang pubertas pada anak. Oleh karena itu kegiatan pemberdayaan berbasis masyarakat ini bertujuan untuk meningkatkan pengetahuan anak dan guru terkait pubertas dan keterampilan guru dalam pemanfaatan artificial intelegence dalam pendidikan pubertas kepada peserta didik. Metode dalam pelaksanaan kegiatan dengan tahapan sosialisasi kegiatan; pelatihan dalam bentuk edukasi pubertas kepada anak dengan metode permainan serta pelatihan story telling pada guru; penerapan iptek dalam bentuk pelatihan kepada guru berupa Canva, Chat GPT, dan D-Id; monitoring dan evaluasi. Pelaksanaan kegiatan dilakukan di SD GMIM 32 Manado dengan peserta 29 peserta didik dan 10 orang guru yang dilaksanakan bulan September-Oktober 2024. Hasil kegiatan menunjukkan peningkatan pengetahuan anak (79%) dan guru (100%) terkait pubertas serta peningkatan keterampilan guru dalam membuat media edukasi seperti poster menggunakan canva. Kesimpulan kegiatan ini membawa dampak positif terhadap peningkatan pengetahuan anak serta peningkatan pengetahuan dan keterampilan guru.Kata kunci: Artificial Intelengence; Anak Usia Sekolah; Guru; Pubertas; Story Telling.ABSTRACTSchool-aged children should have a good understanding of puberty, but in reality, many children still lack adequate knowledge about puberty. Children's limited knowledge about puberty is also experienced by partners, where children reveal that they obtain knowledge about puberty from the internet and talk more about puberty with their friends, while parents and teachers also express difficulty in educating children about puberty. Therefore, this community-based empowerment activity aims to increase children's and teachers' knowledge related to puberty and teachers' skills in utilising artificial intelligence in puberty education for students. The method in implementing activities with the stages of socialisation of activities: training in the form of puberty education to children with game methods and storytelling training for teachers; application of science and technology in the form of training for teachers in the form of Canva, Chat GPT, and D-Id; monitoring and evaluation. The implementation of activities took place at GMIM 32 Manado Elementary School, involving 29 students and 10 teachers, from September to October 2024. The results of the activity showed an increase in children's (79%) and teachers' (100%) knowledge related to puberty, as well as an improvement in teachers' skills in creating educational media, such as posters, using Canva. The conclusion of this activity has a positive impact on increasing children's knowledge and increasing teachers' knowledge and skillsKeywords: Artificial Intelligence; Puberty, School Age Children; Story Telling; Teacher.
Pendampingan dan Implementasi Artificial Intelligence untuk Meningkatkan Kompetensi dan Inovasi Pembelajaran di Sekolah Dasar Katolik 4 Frater Don Bosco Tomohon Henry Valentino Florensius Kainde; Salvius Paulus Lengkong; Heilbert Armando Mapaly; Nathanael Brylliant Miracle; Priskila Gabriela Supit; Mario Fernando Bernardino Paath
Kegiatan Positif : Jurnal Hasil Karya Pengabdian Masyarakat Vol. 4 No. 3 (2026): September: Kegiatan Positif : Jurnal Hasil Karya Pengabdian Masyarakat
Publisher : Asosiasi Riset Ilmu Manajemen Kewirausahaan dan Bisnis Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61132/kegiatanpositif.v4i3.2957

Abstract

Teachers at SD Katolik 4 Frater Don Bosco, a Catholic elementary school in Tomohon, North Sulawesi, had not yet used Artificial Intelligence (AI) to support their lesson preparation. This community service program aimed to help teachers use AI tools to prepare learning materials, media, and assessments in a safe and responsible way. The program followed a Community-Based Participatory Research (CBPR) approach combined with service-learning, carried out in four stages: context, partnership processes, intervention, and outcomes. The core activity was a one-day training on 22 September 2026 attended by all 17 teachers of the school and the principal, facilitated by three lecturers and three students of the Informatics Engineering Study Program, Universitas Sam Ratulangi. The training consisted of eight sessions, about 70% of which was hands-on practice with Google Gemini, NotebookLM, and Google Vids. Teachers learned to write prompts using the P-T-K-F formula (Peran-Tugas-Konteks-Format, i.e., Role-Task-Context-Format) and worked through three worksheets. Evaluation was qualitative, based on observation, worksheet review, and product presentations. In the final session, teachers designed teaching products with AI support, such as differentiated questions, student worksheets, material summaries, and short video drafts. During practice, teachers were trained to check and edit AI outputs before use, and they agreed not to enter students' personal data into AI tools. A WhatsApp mentoring group was set up for follow-up consultation. Longer-term mentoring is needed to see whether these products are used in class.   
Pelatihan dan Pendampingan Konfigurasi Jaringan IP Camera untuk Monitoring di Pulau Bunaken Salvius Paulus Lengkong; Henry Valentino Florensius Kainde; Daniel Febrian Sengkey
Kegiatan Positif : Jurnal Hasil Karya Pengabdian Masyarakat Vol. 4 No. 3 (2026): September: Kegiatan Positif : Jurnal Hasil Karya Pengabdian Masyarakat
Publisher : Asosiasi Riset Ilmu Manajemen Kewirausahaan dan Bisnis Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61132/kegiatanpositif.v4i3.2965

Abstract

Bunaken Island is a renowned marine tourism destination and part of the Bunaken National Park in North Sulawesi. The activities of both local residents and tourists in this area necessitate a robust surveillance system to ensure environmental safety, monitor specific zones, and support optimal management of the tourism area. However, the implementation of network-based monitoring technology on Bunaken Island remains relatively limited. This Community Partnership Program aims to provide training and guidance on IP camera network configuration for the local community and management personnel on Bunaken Island. The initiative equips the residents of the Bunaken Island district with the knowledge to utilize IP cameras for monitoring the island. This activity is also expected to enhance the community's skills in operating IP camera devices and understanding the network configurations necessary for the monitoring system to function effectively. Through this training and guidance, the utilization of information technology on Bunaken Island is expected to expand, supporting enhanced local security and more effective management of the tourism area.
Evaluasi Usabilitas Mobile Learning Matematika SMA Menggunakan SUS dan Evaluasi Heuristik Daniel Azarya Tafuama; Jeannette Kesia Naomi Liow; Keefa Noah Lasut; Ade Yusupa; Henry Valentino Florensius Kainde; Sary Paturusi
Jurnal Mahasiswa Teknik Informatika Vol. 5 No. 2 (2026): Volume 5 Nomor 2 Oktober 2026
Publisher : Universitas Ngudi Waluyo

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

Abstract

Abstrak Penggunaan aplikasi mobile learning dalam pembelajaran matematika berkembang pesat, namun aspek usabilitas masih jarang dikaji secara mendalam pada siswa SMA di Indonesia. Penelitian ini menganalisis usabilitas aplikasi mobile learning matematika menggunakan dua metode yang saling melengkapi, yaitu System Usability Scale (SUS) dan Heuristic Evaluation Nielsen, dengan pendekatan deskriptif kuantitatif yang melibatkan 25 siswa SMA di Kota Manado sebagai responden SUS dan 5 evaluator ahli untuk pengujian heuristik berdasarkan 10 prinsip Nielsen. Hasil penelitian menunjukkan skor rata-rata SUS sebesar 71,4 (SD = 9,82) yang berada pada kategori “Good” dengan tingkat penerimaan “Acceptable”. Heuristic evaluation mengidentifikasi 22 temuan unik usabilitas pada 10 prinsip Nielsen, dengan tiga prinsip paling kritis yaitu Error Prevention (severity 3,0), User Control and Freedom (2,8), dan Help and Documentation (2,8). Triangulasi kedua metode menunjukkan bahwa skor SUS yang baik tidak otomatis menjamin tidak adanya permasalahan usabilitas signifikan, sehingga menjadi dasar rekomendasi perbaikan terstruktur bagi pengembangan media pembelajaran digital matematika di Indonesia. Kata Kunci: Usabilitas, Mobile Learning, System Usability Scale, Heuristic Evaluation, Triangulasi Metode Abstract The use of mobile learning applications in mathematics education has grown rapidly, yet usability remains underexplored among Indonesian senior high school (SMA) students. This study analyzes the usability of a mathematics mobile learning application using two complementary methods, the System Usability Scale (SUS) and Nielsen’s Heuristic Evaluation, through a quantitative descriptive approach involving 25 SMA students in Manado City as SUS respondents and 5 expert evaluators for heuristic testing based on Nielsen’s 10 usability heuristics. The results show a mean SUS score of 71.4 (SD = 9.82), categorized as “Good” with an “Acceptable” rating. The heuristic evaluation identified 22 unique usability issues across the 10 Nielsen principles, with the three most critical being Error Prevention (severity 3.0), User Control and Freedom (2.8), and Help and Documentation (2.8). Triangulation of both methods reveals that a high SUS score does not automatically indicate the absence of significant usability problems, providing the basis for structured improvement recommendations for digital mathematics learning media in Indonesia. Keywords: Usability, Mobile Learning, System Usability Scale, Heuristic Evaluation, Method Triangulation