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Workshop on Utilizing Artificial Intelligence (AI) for Teachers as a Learning Aid at Bina Insani Elementary IT School Semarang Andik Prakasa Hadi; Rudjiono; Ahmad Zainudin; Setiyo Adi Nugroho; Agus Priyadi
KREATIF: Jurnal Pengabdian Masyarakat Nusantara Vol. 4 No. 2 (2024): Juni : Jurnal Pengabdian Masyarakat Nusantara
Publisher : Pusat Riset dan Inovasi Nasional

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55606/kreatif.v4i2.2872

Abstract

The utilization of technology has influenced many aspects of life, and one of the fields affected is education. Basic education must adapt to the evolving era influenced by technology. The implementation of a workshop on the utilization of AI as a learning tool is based on observations and interviews with the headmaster of SD IT Bina Insani Semarang. This workshop introduces AI technology to the teachers of SD IT Bina Insani, along with its advantages and disadvantages. During the workshop, participants not only receive theoretical material but also engage in practical exercises in utilizing AI, guided by the team from PPM Universitas STEKOM Semarang. The evaluation of participants' understanding of the material on the use of AI is conducted directly during the practical sessions, considering the participants' active involvement throughout the workshop.
Meningkatkan Kinerja Keuangan UMKM melalui Sistem Informasi Andik Prakasa Hadi; Rudjiono Rudjiono; Setiyo Adi Nugroho; Ahmad Zainudin; Agus Priyadi
Jurnal Teknik Informatika dan Teknologi Informasi Vol. 5 No. 1 (2025): 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.v5i1.5057

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Digitalization in business has started to penetrate various sectors, particularly in assisting with the preparation of financial statements to improve financial performance. However, small and medium-sized enterprises (SMEs), as business entities in society, have not fully embraced digitalization. The main challenge is the lack of integration between SMEs' financial systems and technology, which impacts their financial performance. The current system cannot automatically record financial transactions, often lacks accuracy, contains errors, and is inefficient in recording and generating reports. To enhance the financial performance of SMEs by leveraging technology, a new information system has been designed to accelerate the preparation of automated financial statements, with a high level of accuracy in transaction recording. Three variabels were observed and tested, including automation, accuracy, and time efficiency. The system development followed the System Development Life Cycle (SDLC) methodology, while testing was conducted by analyzing questionnaire data. The test results revealed a strong relationship between the variabels. The information system significantly contributes to financial performance, accounting for 95%, and has a significant impact on financial performance. These findings indicate that the implementation of an accounting information system for financial management is highly feasible. Additionally, the system can serve as an effective technological solution to help improve the financial performance of SMEs.
PENERAPAN METODE SIMPLE ADDITIVE WEIGHT (SAW) PADA SISTEM INFORMASI PEMILIHAN JURUSAN BERBASIS DECISION SUPPORT SYSTEM Muthohir, Moh; Zainudin, Ahmad
Smart Comp :Jurnalnya Orang Pintar Komputer Vol 7, No 1 (2018): Smart Comp :Jurnalnya Orang Pintar Komputer
Publisher : Politeknik Harapan Bersama

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30591/smartcomp.v7i1.716

Abstract

Pendidikan merupakan aspek penting dalam kehidupan, karena pendidikan sudah menjadi kebutuhan primer dalam rangka membina dan membentuk watak serta kepribadian bangsa agar menjadi bangsa yang berbudaya dan beradab. Terbatasnya lapangan kerja menjadi salah satu masalah yang dihadapi masyarakat Indonesia. Bentuk jenjang pendidikan yang ada di Indonesia sebagai jembatan untuk memasuki dunia kerja adalah Sekolah Menengah Kejuruan (SMK). SMK lebih mengedepankan pembentukan siswa yang siap memasuki lapangan kerja serta mengembangkan sikap profesional yang terdiri dari berbagai macam jurusan. Banyaknya jurusan pada tingkat SMK membuat calon siswa kesulitan menentukan jurusan yang tepat sesuai dengan kemampuan yang dimiliki, oleh karena itu dibutuhkan sebuah sistem pendukung keputusan yang dapat menentukan pemilihan jurusan sesuai dengan nilai, minat dan kemampuan calon siswa. Penelitian ini menerapkan logika fuzzy dengan metode Simple Additive Weighting (SAW) guna mempermudah pemilihan jurusan SMK.
Performance Analysis of an OFDM PHY Scheme with Zero Forcing Equalizer Using Software Defined Radio Platform and USRP Zainudin, Ahmad; Sudarsono, Amang; Astawa, I Gede Puja
EMITTER International Journal of Engineering Technology Vol 2 No 1 (2014)
Publisher : Politeknik Elektronika Negeri Surabaya (PENS)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24003/emitter.v2i1.15

Abstract

We present an implementation of Zero Forcing (ZF) equalizer in OFDM scheme using Software Defined Radio platform whereas NI USRP-2920 as the Radio Frequency (RF) front-end. ZF equalizer is employed to achieve reliable system at the receiver. Center frequency used for data transmission is 915 MHz. The reliability transmission and the performance of ZF equalizer are measured in term of different symbol mapping (i.e., M-PSK and M-QAM). The IQ rate determines the bandwidth available, whereas good performance is achieved with IQ rate less than 1 MHz.ZF equalizer achieves good performance when using BPSK, QPSK and 16-QAM modulation techniques. By applying ZF equalizer, bit error on BPSK and QPSK modulations can be reduced from 29,16% and 39,06% into 0%. This advantage of ZF equalizer also is able to press the bit error on 16- QAM and 64-QAM modulations into 3,125% and 8,85%, respectively.Keywords: OFDM,SDR, USRP,Zero Forcing Equalizer
Performance Analysis of DTN Using Level Signal Priority Epidemic Routing Protocol Zainudin, Ahmad; Sudarsono, Amang; Pambudi, Kevin Prima
EMITTER International Journal of Engineering Technology Vol 3 No 2 (2015)
Publisher : Politeknik Elektronika Negeri Surabaya (PENS)

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (342.329 KB) | DOI: 10.24003/emitter.v3i2.50

Abstract

A DTN architecture consists of several nodes that are connected with high dynamic topology. The routing protocol is an important part which determine the DTN performance system. Although DTN is addressed to be tolerant of delay, a routing protocol with better performance will maximizing packet delivery rate and minimizing the delivery latency. This paper evaluate a level signal priority epidemic routing protocol for delay tolerant network architecture. Our system adopts DTN2 framework using classic epidemic and priority epidemic dynamic routing protocols. The performance of both dynamic routing is observed and compared based on throughput and delay of transmitted data. The measurement results show that the classic epidemic use more bandwith due to sending the same messages many times. The delay transmission using a level signal priority epidemic routing is smaller than classic epidemic routing protocol in all hops of the test-bed. Epidemic based on signal level routing could make traffic of network more efficient than classic Epidemic routing because of filtering system in node before sending bundle to neighbor node.Keywords: DTN, dynamic routing, level signal priority
Perancangan Game Edukasi Aksara Jawa Untuk Siswa Kelas V SDIP Haji Muhammad Subandi Kecamatan Bawen Ridlo Qoirul Anhari; Agus Priyadi; Ahmad Zainudin
Pixel :Jurnal Ilmiah Komputer Grafis Vol. 18 No. 2 (2025): Pixel :Jurnal Ilmiah Komputer Grafis dan Ilmu Komputer
Publisher : UNIVERSITAS STEKOM

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51903/pixel.v18i2.3222

Abstract

The rapid advancement of digital technology has significantly influenced students’ learning behavior while gradually reducing their interest in local cultural education, including the study of the Javanese script. This phenomenon is evident at SDIP Haji Muhammad Subandi, where most students still struggle to recognize, read, and understand Javanese characters due to the limited use of engaging and interactive learning media. To address this issue, a 2D educational game was developed as an innovative, contextual, and enjoyable learning medium that integrates cultural elements into an interactive digital learning experience. The design and development process employed the Multimedia Development Life Cycle (MDLC) method, which consists of six stages: concept, design, material collecting, assembly, testing, and distribution. The game was built using Unity software to produce dynamic visuals, responsive controls, and supporting audio elements that enhance the immersive quality of gameplay. The educational game enables students to learn Javanese script through interactive play activities, including letter recognition, pronunciation practice, and quiz-based challenges. Each component was designed to strengthen cognitive understanding while increasing students’ intrinsic motivation to learn. Expert validation results indicated that the game met the “highly feasible” criteria as a learning medium, while user testing showed notable improvements in motivation, engagement, and learning enjoyment. Overall, this educational game not only enhances learning effectiveness but also contributes to the preservation and revitalization of the Javanese script as part of Indonesia’s cultural heritage in the digital era. Therefore, this game-based learning approach serves as an adaptive and culturally grounded educational innovation for primary-level students
PERANCANGAN VIDEO PROFIL WISATA ARBORETUM DENGAN PENDEKATAN ESTETIKA SINEMATIK Edy Jogatama Purhita; Muhammad Ariq Fadillah; Ahmad Zainudin
Informatika: Jurnal Teknik Informatika dan Multimedia Vol. 6 No. 1 (2026): MEI : JURNAL INFORMATIKA DAN MULTIMEDIA
Publisher : LPPM Politeknik Pratama Kendal

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51903/informatika.v6i1.1452

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This study aims to develop a cinematic video profile as a promotional medium for the Arboretum Village Tourism Park in Sampetan, Boyolali, Central Java. Using the Multimedia Development Life Cycle (MDLC) model, the research was conducted through six stages: concept, design, material collecting, assembly, testing, and distribution. Data collection involved field observation, interviews with village officials, and literature studies to ensure content accuracy. The video production utilized tools such as CapCut, Jitter.videos, and iPhone 11 to produce high-quality visuals, motion graphics, and narration. Alpha and beta testing with 50 respondents aged 17–25 years indicated positive audience perception, with an overall satisfaction score of 82.88%, demonstrating that the video is informative, visually appealing, and effective for digital promotion. The video was then distributed via YouTube and TikTok to increase visibility and attract visitors. This study concludes that a cinematic video profile is a viable and effective promotional tool for rural tourism destinations, combining aesthetic presentation with strategic digital communication.
Perancangan Video Promosi Berbasis Motion Graphic Pada Catering Salsabila Ungaran Firda Vera Salsabila; Agus Priyadi; Ahmad Zainudin
Pixel :Jurnal Ilmiah Komputer Grafis Vol. 19 No. 1 (2026): Pixel :Jurnal Ilmiah Komputer Grafis dan Ilmu Komputer
Publisher : UNIVERSITAS STEKOM

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51903/pixel.v19i1.3778

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Audiovisual media is a key promotional tool for enhancing a business’s brand. This study aims to design a motion-graphic-based promotional video for Salsabila Catering in Ungaran as a branding strategy to increase sales and raise public interest in their products. The research method employed is research and development using the multimedia development life cycle approach. The results indicate that the promotional video produced is deemed visually and substantively suitable; as validated by both experts based on the assessment percentages obtained. According to the expert validation presentation; the content received a 77% rating; deemed acceptable; while the media expert test yielded an 83% result; deemed highly acceptable. Additionally; audience evaluations resulted in an 87% rating; categorized as “very good” and “highly satisfied” regarding the content; presentation; and message conveyed in the promotional media.
Pembuatan Media Promosi Cetak Meliputi Spanduk, MMT, Kartu Nama Dan Brosur Di Perusahaan Kaos Semarang Andik Prakasa Hadi; Ahmad Zainudin
Jurnal Publikasi Ilmu Komputer dan Multimedia Vol. 2 No. 3 (2023): September: Jurnal Publikasi Ilmu Komputer dan Multimedia
Publisher : Pusat Riset dan Inovasi Nasional

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55606/jupikom.v1i1.83

Abstract

Along with the development of increasingly modern times and increasingly sophisticated technology, many types of businesses are developing, one of which is a business in the convection field. The promotional media that is currently running at the Nanang Kaos company currently uses print media, only in the form of a nameplate in front of the shop, but the promotion system using a nameplate is also less effective, because the existence of the Nanang Kaos company itself is in the village area and has never carried out promotional activities for attracting new consumers, this makes it difficult for the Nanang Kaos Company to develop and is not well known by the wider consumer. So the author will add promotional media for the company, by adding print promotion media in the form of MMT Banners, Business Cards, and Brochures, it is hoped that consumers will know more about the products or services offered and know the existence of the company, which is a company engaged in convection.
Perancangan Media Pembelajaran Interaktif Mata Pelajaran Tematik Bahasa Indonesia Untuk Siswa Kelas 1 Studi Kasus di SDN Leyangan Rudjiono, Daniel; Andik Prakasa Hadi; Ahmad Zainudin; Ester Dian Santos
Jurnal Publikasi Ilmu Komputer dan Multimedia Vol. 2 No. 2 (2023): Mei : Jurnal Publikasi Ilmu Komputer dan Multimedia
Publisher : Pusat Riset dan Inovasi Nasional

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55606/jupikom.v2i2.1668

Abstract

This Study aims to design interactive learning media in indonesian subjects, especially theme 2 sub-theme 4 lesson 5. Based on the identified students, that there are still students who are still not able to read and write fluently. This is due to factors from within the students themeselves such as the willingness and ability of the child. This type of research is a research and development research and development (R&D) method. This study uses six stages: (1) Potential and problems, (2) gathering information, (3) product design, (4) design validation, (5) design revision, (6) product trial, (7) product revision. Validation was carried out by media experts (lecturers) and material experts (teachers). The subjects of the research trial consisted of grade 1 students at SDN Leyangan. The trial was conducted by 5 students. Data collected by interviews, documentation, and questionnaires (questionnaires). The data are the results of an assessment of product quality and suggestions for revising the product, which are then analyzed descriptively. The results showed that interactive learning media for Indonesian thematic subjects as a media tool designed to be suitable for use in learning theme 2 sub-theme 4 lesson 5 class 1 SDN Leyangan. This is shown by (1) the assessment of the media expert (lecturer) included in the very good criteria with a score of 37, (2) the assessment of the material expert (teacher) included in the very good criteria with a score of 36, and (3) in the trial use included in the very good criteria with a score of 36.