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Pengenalan Pembelajaran Inovatif Berbasis AI Menggunakan Pictoblox untuk Meningkatkan Literasi Digital dan 4C Skills Siswa SMKN 2 Pekanbaru Susanti; Dewi Sari Wahyuni; T. Sy. Eiva Fatdha; Triyani Arita Fitri; Muhammad Jamaris
TENANG : Teknologi, Edukasi, dan Pengabdian Multidisiplin Nusantara Gemilang Vol. 2 No. 2 (2025): Desember
Publisher : Perhimpunan Ahli Teknologi Informasi dan Komunikasi Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.71234/tenang.v2i2.94

Abstract

The development of the Fourth Industrial Revolution and the Society 5.0 era requires vocational schools to equip students with digital literacy, computational thinking skills, and 4C abilities (critical thinking, creativity, communication, and collaboration). Nevertheless, many teachers and students in vocational schools are not yet familiar with artificial intelligence (AI) technology and innovative learning media. This community-engagement article describes PictoBlox training, a visual programming software with AI extensions, for 34 students from the Software Engineering program of SMKN 2 Pekanbaru, aimed at improving digital literacy, computational thinking skills, and learning motivation. The training was organized as project-based learning in two sessions: introducing AI concepts, familiarizing students with the PictoBlox interface, practising simple projects (educational games and a facial recognition system), evaluating progress through pre-test and post-test, and reflection. Results show that the average score increased from 48 (pre-test) to 80 (post-test); 80 % of participants completed the projects, and their 4C skills improved. These findings are supported by research showing that PictoBlox facilitates concretization, visualization, and interactive content creation and enhances computational thinking skills. Moreover, integrating project-based learning with ICT has been proven to improve students’ collaboration, creativity, and communication, although it requires teacher training and support, as well as resources. This activity provides a model for implementing AI in vocational schools and recommends further mentoring and the integration of PictoBlox into the curriculum.
Development of Knowledge Management System to Improve the Performance of the New Student Admission System for Higher Education Anam, M. Khairul; Fitri, Triyani Arita; Zoromi, Fransiskus; Junadhi, Junadhi; Nu'man, Nu'man
JISA(Jurnal Informatika dan Sains) Vol 5, No 2 (2022): JISA(Jurnal Informatika dan Sains)
Publisher : Universitas Trilogi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31326/jisa.v5i2.1443

Abstract

The New Student Admission System (PMB) is the main door or core business of the University and requires a good management system. Every Academic Year STMIK Amik Riau forms a committee to carry out this PMB activity. The PBM committee consists of several parts, namely the promotion section, the registration section and the selection section.  Each section carries out knowledge sharing or knowledge transfer in carrying out its duties. This knowledge sharing is only limited to informal or formal communication through meetings so that the knowledge sharing process has not been carried out optimally. The purpose of this study was (1) to measure the readiness of human resources in the application of knowledge sharing in terms of the dimensions of knowledge, culture, technology and dimensions and (2) to develop knowledge sharing features in the PMB system to support decision making quickly to increase the business value of the institution. The stages used in this KMS were The 10-Step Knowledge Management Roadmap while the evaluation of the application of KMS used the SECI model. The results obtained in this study are a system that helps new PMB officers learn the STMIK Amik Riau PMB system. so that the new PMB officer does not ask the old officer again.
DESIGN THINKING APPROACH FOR OPTIMIZING TRANSACTION IN ANDROID-BASED CAMPUS CANTEENS M. Khairul Anam; Parlindungan Kudadiri; Hamdani Hamdani; Triyani Arita Fitri; Fransiskus Zoromi
Jurnal Sistem Informasi dan Informatika (Simika) Vol. 7 No. 2 (2024): Jurnal Sistem Informasi dan Informatika (Simika)
Publisher : Program Studi Sistem Informasi, Universitas Banten Jaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47080/simika.v7i2.3357

Abstract

Android is extensively used by some startups for food ordering applications, such as go food, grab food, Shopee food applications. However, the application cannot be used in a small scope such as the canteen on campus. At STMIK Amik Riau, the existing canteens still use manual methods in ordering and payment, therefore to facilitate canteen transactions, innovation was carried out, namely by using the e-canteen application. This application was created to make it easier to order menus, find out what menus are on that day and to prevent purchases without making payments. The e-canteen application had several features such as the name of the canteen, selection of available menus, menu prices, and payment processing. The making of e-canteen used a design Thinking approach. Design Thinking is a creative approach that collects ideas directly from application users. Design thinking has several stages, such as: empathize, define, ideate, prototype and test. The testing process showed how the target users interacted with the prototype that had been created. The results obtained from this study demonstrated that the e-canteen application significantly facilitated canteen services by simplifying the ordering and payment processes. Specifically, users were able to place orders more efficiently and complete payments seamlessly, which improved overall user satisfaction and operational efficiency within the campus canteen.