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Pelatihan Sistem Informasi Berbasis Geopasial Bagi Siswa Jurusan Geomatika SMKN 3 Selong Apriyeni, Baiq Ahda Razula; Supriadi, Herman; Hidayat, Muh. Adrian Juniarta; Hidayat, M. Adnan; Liana
Synergy and Society Service Vol. 5 No. 1 (2025): Synergy and Society Service
Publisher : Universitas Triatma Mulya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51713/save.v5i1.97

Abstract

The use of information technology, especially geospatial-based information systems, has become very important in various sectors of life. This is especially relevant in the context of education, where understanding and mastery of technology is key to preparing the younger generation to face the complex challenges of the job market. This geospatial-based information system training, we aim to be able to create a young generation who are not only skilled and competent, but also innovative in facing future challenges. The implementation of geospatial-based information system training activities are strategies that will be used to convey material, develop skills, and facilitate the understanding of trainees about the concepts taught in geospatial and geomatics spatial planning. However, the knowledge of students, especially vocational school students who have a Geomatics major, is limited. For this reason, this study provides additional knowledge of students about Geomatics. Some of the methods used in the implementation of this training activity include using methods: initial activities, process activities and final activities. In the initial stage and the last, students are given the same questionnaire. The data results show an increase in student answers regarding the geomatics major. The main indicator that is a reference is the quantity and quality of students' answers that have increased. Previously they could mention one or two answers, after attending training and career development their answers increased and became more completeThe use of information technology, especially geospatial-based information systems, has become very important in various sectors of life. This is especially relevant in the context of education, where understanding and mastery of technology is key to preparing the younger generation to face the complex challenges of the job market. This geospatial-based information system training, we aim to be able to create a young generation who are not only skilled and competent, but also innovative in facing future challenges. The implementation of geospatial-based information system training activities are strategies that will be used to convey material, develop skills, and facilitate the understanding of trainees about the concepts taught in geospatial and geomatics spatial planning. However, the knowledge of students, especially vocational school students who have a Geomatics major, is limited. For this reason, this study provides additional knowledge of students about Geomatics. Some of the methods used in the implementation of this training activity include using methods: initial activities, process activities and final activities. In the initial stage and the last, students are given the same questionnaire. The data results show an increase in student answers regarding the geomatics major. The main indicator that is a reference is the quantity and quality of students' answers that have increased. Previously they could mention one or two answers, after attending training and career development their answers increased and became more complete.
Rancang Bangun Media Pembelajaran Interaktif Sistem Tata Surya Berbasis Augmented Reality Hidayat, Muh. Adrian Juniarta; Putra, Yupi Kuspandi; Fathurrahman; Purnama, Rizki Wulan
Jurnal PRINTER: Jurnal Pengembangan Rekayasa Informatika dan Komputer Vol. 3 No. 1 (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.v3i1.31065

Abstract

Perkembangan teknologi telah mempengaruhi banyak bidang dalam kehidupan, salah satunya yakni bidang pendidikan. Teknologi banyak diadopsi untuk digunakan sebagai media pembelajaran. Namun penggunaan teknologi tidaklah dapat dinikmati oleh semua instansi pendidikan, salah satunya yakni SDN 1 Senanggalih. SDN 1 Senanggalih masih menghadapi kurangnya alat peraga dalam proses belajar mengajar yang menyebabkan peserta didik menjadi kurang antusias dan kurang dapat memahami materi pembelajaran secara optimal. Oleh karena itu, peneliti mengusulkan untuk membuat sebuah media pembelajaran interaktif dengen menggunakan teknologi Augmented Reality pada pembelajaran sistem tata surya. Teknologi Augmented Reality merupakan penggabungan antara dunia nyata dengan dunia digital untuk menciptakan multimedia yang menarik. Dengan bantuan media pembelajaran yang berbasis teknologi, proses penyampaian materi menjadi lebih mudah dan menarik. Penelitian ini mengusulkan untuk merancang media pembelajaran berbasis Augmented Reality bertujuan untuk meningkatkan minat belajar siswa pada SDN 1 Senanggalih. Penelitian ini dilatarbelakangi oleh kurang minat belajar siswa. Merancang media pembelajaran berbasis Augmented Reality dipilih karena dapat menghadirkan visualisasi yang lebih menarik dan interaktif untuk siswa. Hasil dari penelitian menunjukan media pembelajaran berbasis Augmented Reality mendapatkan respon yang positif dari siswa maupun guru. Media pembelajaran ini dinilai mampu menyajikan materi secara menarik dan interaktif, sehingga siswa mampu memahami materi pembelajaran lebih baik. Hasil pengujian melaui kuisioner dengan melihat tingkat kepuasan guru dan siswa terhadap media pembelajaran yang di hasilkan yakni mencapai 90.4%. Hasil ini dapat mengindikasikan bahwa media pembelajaran yang diusulkan dapat meningkatkan minat belajar siswa menjadi lebih baik.
Pelatihan Pemrograman Web Pada Siswa Kelas XI Jurusan RPL SMKN 1 Pringgasela Hidayat, Muh. Adrian Juniarta; Putra, Yupi Kuspandi; Fathurrahman; Nurhidayati
Jurnal Teknologi Informasi untuk Masyarakat Vol. 3 No. 1 (2025): Jurnal Teknologi Informasi untuk Masyarakat (Teknokrat)
Publisher : Universitas Hamzanwadi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29408/jt.v3i1.30983

Abstract

The training for students majoring in software engineering aims to help students improve their expertise in web programming to prepare them for the world of work in the field of computer science programming. Currently, technical skills in programming are in great demand, especially for students majoring in Software Engineering because having a diploma alone is not enough to enter the world of work. Therefore, the team from the information systems study program, Faculty of Engineering, Hamzanwadi University, held training for vocational high school students with the aim of making a real contribution to society as part of the tridharma of higher education. The target of this activity is class XI students majoring in Software Engineering at SMKN 1 Pringgasela who are the main partners. The target and output of this activity is to increase students' skills in the field of web programming. The method used is Participatory Learning and Action (PLA). This activity is carried out by providing training and mentoring in theory and practice. With this expertise competency training, especially in the field of web programming, it is hoped that it can help students prepare themselves before entering the world of work in the future
Rancang Bangun Aplikasi Bimbingan Skripsi Online Berbasis Android Dengan Metode Human Centered Design Hidayat, Muh. Adrian Juniarta; Bahtiar, Hariman; Putra, Yupi Kuspandi; Fathurrahman, Fathurrahman
Jurnal Bumigora Information Technology (BITe) Vol. 5 No. 2 (2023)
Publisher : Universitas Bumigora

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30812/bite.v5i2.3518

Abstract

Application-based services are currently increasingly being used, one of which is thesis guidance services for final year students. The process of completing students' final assignments is sometimes difficult to monitor due to the lack of time for supervisors and students to meet. In this research, it is proposed to create an online thesis guidance service system based on an Android application. In the application that will be built, all features will be tailored to the specific needs of users, namely the needs of supervisors and students in providing online thesis guidance services. Therefore, it is proposed to design applications using the Human Centered Design (HCD) method. HCD is a method of developing software that focuses on the needs of certain user groups by conducting needs analysis directly with potential users. By using this method, it was found that the application that was built functioned very well and met user expectations, where the level of user satisfaction with the features provided was very good.
Penerapan Sistem Informasi Geografis Dalam Pemetaan Toko Oleh - Oleh Khas Lombok Putra, Yupi Kuspandi; Hidayat, Muh. Adrian Juniarta; Sadali, Muhamad; Mahpuz, Mahpuz; Aropah, Muhamad Guruh
Infotek: Jurnal Informatika dan Teknologi Vol. 7 No. 1 (2024): Infotek : Jurnal Informatika dan Teknologi
Publisher : Fakultas Teknik Universitas Hamzanwadi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29408/jit.v7i1.24162

Abstract

This research aims to produce a geographic information system with spatial data visualization containing the location of East Lombok souvenir shops, shop information and directions that will be presented to visitors or users. The research targets were carried out in several sub-districts in the East Lombok Regency area which have souvenir shops. This is an effort to introduce craft products and food and drinks that are characteristic of the East Lombok Regency area. The data used in this research is by collecting map data of the East Lombok Regency area using Google Map API and Google Map Direction Service, interviews with shop owners, data collection on coordinate points and several other supporting data. The result of this research is that a web-based geographic information system for East Lombok souvenir shops has been built using the Google Maps API which makes it easy for web users to find out the position of East Lombok souvenir shops, where there is shop information and shop position. , items for sale and directions to the desired store.
Pengembangan Model AI Menggunakan Algoritma Intensity Of Character (IoC) dan Reduced Support Vector Machine (RSVM) untuk Transliterasi Citra Aksara Sasak Samsu, Lalu Muhammad; Hidayat, Muh.Adrian Juniarta; Bagja, Amir; Saiful, Muhammad
Infotek: Jurnal Informatika dan Teknologi Vol. 8 No. 2 (2025): Infotek : Jurnal Informatika dan Teknologi
Publisher : Fakultas Teknik Universitas Hamzanwadi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29408/jit.v8i2.31124

Abstract

The limited human resources who are able to read Sasak script palm leaves are the main motivation for developing a transliteration tool for Sasak script images on palm leaves. By using the Reduced Support Vector Machine or RSVM algorithm as one of the classification methods, transliteration efforts can be facilitated with maximum results. The principle of the RSVM method in classifying objects by separating two different classes using a hyperplane has been proven to be able to produce maximum accuracy performance in this study. The research data in the form of Sasak script images resulting from the palm leaf image segmentation process that has been divided into 18 classes. The feature extraction algorithm used is Intensity of Character (IoC) with window sizes of 3x3, 4x4, and 5x5 and 3-Fold, 5-Fold, 7-Fold data Imbalance. The test results at the RSVM classification stage using the Linear Kernel, Polynomial Kernel,  Radial Basic Function (RBF) and One against One modeling on the 18 classes tested, where each class contains 20 handwritten Jejawen Sasak script image data on palm leaves, were recorded to produce the highest accuracy, which was 93.6%.
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 Kompetensi Keahlian Pada Siswa SMKN 1 Pringgasela Hidayat, Muh. Adrian Juniarta; Putra, Yupi Kuspandi; Fathurrahman; Muhammad Saiful; L.M.Syamsu; Sutriandi, Aswian Editri
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.v2i2.28510

Abstract

This service aims to help students improve their readiness and skills in completing the Software Engineering Competency Test. Currently, the national exam is no longer a determinant of vocational high school student graduation based on government regulations through the Ministry of Education and Culture which regulates policies and criteria for student graduation. The school has full authority to determine the graduation requirements for its students, but these requirements must be in accordance with the circular issued by the Government. The target of this activity is students of SMKN 1 Pringgasela who are the main partners. The target and output of this activity is to increase skills in working on competency test questions. The method used is Participatory Learning and Action (PLA). This activity is carried out by providing knowledge and skills in theory and practice. With the training of competency skills, especially in the field of Software Engineering, it is hoped that it can help students prepare for the competency test to get maximum results and improve student competence
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.
Media Pembelajaran Video Animasi Legenda Putri Mandalika Berbasis Artificial Intelegence Putra, Yupi Kuspandi; Hasanah, Sosiatul; Fathurrahman, Fathurrahman; Hidayat, Muh. Adrian Juniarta
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.v3i2.33174

Abstract

The rapid development of information technology has brought significant changes in various aspects of life, including in the field of education. The need for effective and efficient learning media is increasingly urgent along with demands to improve the quality of education that is relevant to current developments. The Legend of Putri Mandalika is one of the Indonesian cultural heritages rich in moral values and local wisdom. However, delivering traditional legend stories to the younger generation today still faces challenges, especially in terms of engaging learning methods that are relevant to current digital technology developments. This study aims to produce a 3D animation-based learning medium that presents the story of the Legend of Putri Mandalika by utilizing Blender software and artificial intelligence (AI) technology to support the production process, including character creation, storyboard development, and voice-over. The method used includes pre-production, production, and post-production stages, each designed to maximize the visual and narrative potential of this legend. The final result of this study is a short animated video that can be used as an interactive learning medium for elementary to junior high school students. Thus, the integration of 3D animation with AI technology is not only an innovative solution in developing learning media but also plays an important role in preserving local culture so that it remains alive and relevant in the digital era. This learning medium is expected to increase students’ learning interest, strengthen their understanding of cultural values, and encourage the positive use of technology in educational settings.