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Pelatihan Guru Dalam Penggunaan Internet di Sekolah Dasar Tahfidz Qur'an Adz-Zikra Rizalina Rizalina; Elvira Sawitri; Afni Nia Sari
Jurnal Pengabdian Masyarakat Dharma Andalas Vol 2 No 1 (2023): Jurnal Pengabdian Masyarakat Dharma Andalas
Publisher : LPPM Universitas Dharma Andalas

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47233/jpmda.v2i1.1016

Abstract

Abstract In today's era, namely the era of globalization, technology is developing rapidly. Along with the development of information and communication technology, especially the internet with all its functions including surfing, browsing, e-mail, cloud storage has become a necessity for many people. One of the effects of globalization in the field of information technology is to facilitate a job, including in the world of education. The internet assists teachers in finding information, making interesting teaching materials and being able to convey them to students as attractively as possible and being able to store these teaching materials and share them with fellow teachers and students. Utilization of IT can make it easier for teachers to be more creative and innovative in developing subject matter in class. With the use of the Internet the need for information can be carried out more quickly, easily and efficiently so that understanding and mastery in its use are needed. Implementation of this Community Service in the form of counseling and training for Tahfidz Qur'an Adz-Zikra Elementary School teachers is useful for increasing the ability to operate the Internet so that teachers can obtain teaching materials that are up to date and interesting which makes the learning process expected to be more effective and efficient as well as creating space for teachers and students to engage in a more enjoyable teaching and learning system. Keywords: Training, Internet, Google Drive, Teachers, Teaching Materials.
Validitas dan Praktikalitas Media Pembelajaran Berbasis Android Menggunakan Adobe Flash CS6 Elvira Sawitri
Edumaspul: Jurnal Pendidikan Vol 5 No 2 (2021): Edumaspul: Jurnal Pendidikan
Publisher : Universitas Muhammadiyah Enrekang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33487/edumaspul.v5i2.2152

Abstract

Berdasarkan observasi terhadap proses pembelajaran pada mata pelajaran komputer dan jaringan dasar di kelas X Jurusan Multimedia (MM) SMK Negeri 5 Sijunjung menunjukkan bahwa dalam proses pembelajaran masih menggunakan papan tulis dan powerpoint, namun papan tulis dan powerpoint kurang mendukung dalam proses pembelajaran komputer dan jaringan dasar. Maka dari itu, perlunya mengembangan media pembelajaran berbasis android sebagai media pembelajaran agar siswa dapat memahami materi dengan baik, dan dapat digunakan untuk belajar mandiri. Metode penelitian ini menggunakan Research and Development (R&D) dengan model pengembangan 4D (Four-D). Tahap penelitian ini meliputi define (pendefinisian), design (perancangan), develop (pengembangan), dan disseminate (penyebaran). Instrumen yang digunakan dalam penelitian ini berupa angket yang digunakan untuk mengukur validitas dan praktikalitas. Hasil yang diperoleh dari penelitian ini adalah media pembelajaran berbasis android yang valid, praktis.
Basic Programming Training Using Scratch for Elementary School Students at SD Negeri 01 Tanah Garam, Solok City Rizalina Rizalina; Afni Nia Sari; Elvira Sawitri
Journal Of Humanities Community Empowerment Vol. 4 No. 2 (2026): Journal of Humanities Community Empowerment
Publisher : Universitas Muhammadiyah Jember

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32528/jhce.v4i2.5749

Abstract

The rapid development of digital technology has increased the importance of computational thinking skills among elementary school students. However, the introduction of programming at the elementary education level in Indonesia remains limited, especially in schools with restricted access to technology-based learning. This community service activity aimed to improve students' understanding of basic programming concepts through Scratch-based training at SD N 01 Tanah Garam, Solok City. Scratch was selected as a visual programming platform due to its user-friendly interface and suitability for children. The activity employed a participatory training approach, including demonstrations, hands-on practice, mentoring, and project-based learning. Students were introduced to programming concepts such as sequences, loops, and conditional logic through the creation of simple animations and educational games. The implementation results indicated an increase in students’ understanding of basic programming concepts, computational thinking abilities, and enthusiasm for technology learning. Furthermore, teachers gained additional insights into integrating Scratch into classroom learning activities. This activity contributed positively to improving digital literacy and strengthening technology-based learning innovation in elementary schools
Peningkatan Akurasi Klasifikasi Sentimen Pengguna Dompet Digital Menggunakan Stacking Ensemble Machine Learning Ilmawati; Nadya Alinda Rahmi; Elvira Sawitri
Journal of Computer Science and Technology (JOCSTEC) Vol 4 No 2 (2026): JOCSTEC - Mei
Publisher : PT. Padang Tekno Corp

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59435/jocstec.v4i2.759

Abstract

Penggunaan dompet digital yang terus meningkat menghasilkan banyak ulasan pengguna yang dapat dimanfaatkan untuk mengevaluasi kualitas layanan. Penelitian ini bertujuan meningkatkan akurasi klasifikasi sentimen pengguna dompet digital menggunakan metode Stacking Ensemble Machine Learning yang mengombinasikan Support Vector Machine (SVM), Multinomial Naïve Bayes (MNB), dan AdaBoost dengan Logistic Regression sebagai meta-learner. Data ulasan diproses melalui tahapan text preprocessing meliputi case folding, cleaning, tokenizing, stopword removal, stemming, dan pembobotan fitur menggunakan TF-IDF. Penyeimbangan data dilakukan dengan SMOTE, sedangkan evaluasi model menggunakan 5-Fold Cross-Validation. Hasil penelitian menunjukkan bahwa model Stacking Ensemble memperoleh akurasi rata-rata 80,55%, lebih tinggi dibandingkan algoritma dasar. Evaluasi menggunakan Confusion Matrix, Classification Report, dan ROC Curve juga menunjukkan peningkatan nilai precision, recall, F1-score, dan kemampuan diskriminasi model. Hasil ini menunjukkan bahwa pendekatan Stacking Ensemble Machine Learning efektif untuk meningkatkan akurasi klasifikasi sentimen pengguna dompet digital serta mendukung evaluasi kualitas layanan berbasis opini pengguna. The rapid growth of digital wallet usage has generated a large volume of user reviews that can be utilized to evaluate service quality. This study aims to improve the accuracy of digital wallet user sentiment classification using a Stacking Ensemble Machine Learning approach that combines Support Vector Machine (SVM), Multinomial Naïve Bayes (MNB), and AdaBoost with Logistic Regression as the meta-learner. User reviews were processed through text preprocessing stages, including case folding, text cleaning, tokenization, stopword removal, stemming, and TF-IDF feature weighting. Synthetic Minority Over-sampling Technique (SMOTE) was employed to address class imbalance, while model performance was evaluated using 5-Fold Cross-Validation. The experimental results show that the proposed Stacking Ensemble model achieved an average accuracy of 80.55%, outperforming the individual base learners. Furthermore, evaluations based on the Confusion Matrix, Classification Report, and Receiver Operating Characteristic (ROC) Curve demonstrated improvements in precision, recall, F1-score, and the model's discriminative capability. These findings indicate that the proposed Stacking Ensemble Machine Learning approach is effective in improving the accuracy of digital wallet user sentiment classification and can serve as a reliable tool for supporting service quality evaluation based on user opinions.