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Workshop Virtual Reality bagi Guru untuk Meningkatkan Inovasi Pembelajaran pada SMK Muhammadiyah 2 Pekanbaru Efendi, Yoyon; Nasution, Torkis; Yanti, Rini
Community Education Engagement Journal Vol. 5 No. 1 (2023): October
Publisher : UIR Press

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25299/ceej.v5i1.14185

Abstract

This community service aims to enhance learning innovation through the use of virtual reality technology for teachers at SMK Muhammadiyah 2 Pekanbaru. Through virtual reality workshops, it is hoped that participating teachers will be able to independently innovate and improve the quality of their learning and use their knowledge, test, and continue to acquire and personalise learning innovations. This workshop has the impact of enhancing the knowledge and skills of educators, especially in the field of virtual reality technology, in metaverse schools in the field of education. Metaverse is an innovation in learning practice. The participants are all 50 teachers from Muhammadiyah Vocational School 2, Pekanbaru. The activity will take place from September 29 to August 7, 2023. The material for this activity is the teacher's knowledge about dealing with millennials, the teacher's knowledge about using technology in learning, the teacher's knowledge about interactive teaching, teachers' knowledge and skills of virtual reality technology, and teachers' knowledge and skills of implementing virtual reality in learning schools. The impact that students achieve is an increase in their knowledge of virtual reality technology as a means of interactive learning in the classroom and in the laboratory. During this time, the school has become a virtual reality pilot project for super schools and has acted as a school barometer with virtual reality promotions in Pekanbaru City, Province Riau, and even across the country. The success of this workshop was measured by managing pre-deployment and post-deployment tests using the same test. After participating in this workshop, teachers' ability to apply virtual reality technology to learning increased by 40%.
Pengenalan Virtual Reality untuk Meningkatkan Kreativitas Multimedia bagi Siswa-Siswi SMK Telkom Pekanbaru Efendi, Yoyon; Nasution, Torkis; Nurjayadi, Nurjayadi; Fatdha, T Sy Eiva; Gunadi, Gunadi
Community Education Engagement Journal Vol. 6 No. 1 (2024): October
Publisher : UIR Press

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25299/ceej.v6i1.19178

Abstract

The development of information and communication technology (ICT) is currently very rapid and dynamic, leading to advanced products that are highly sought after by the global community. Innovations in ICT have permeated various fields, including education, through the integration of flexible technology-based learning media that can be accessed anytime and anywhere. One of the advancements in multimedia in education is Virtual Reality (VR), which allows for deep interaction with digital objects in a virtual reality environment. VR can simulate an ideal environment with intense visual and auditory stimulation. SMK Telkom in Pekanbaru, which offers various vocational programs, currently only implements ICT-based education at a basic level, limited to theory and practice. To enhance creativity in the teaching and learning process, innovative solutions are needed, such as the application of VR-based multimedia technology. This training aims to introduce VR as a tool to improve the learning outcomes and achievements of students at SMK Telkom Pekanbaru. Problem identification reveals that the teaching and learning activities are not fully ICT-based, there is a lack of information regarding multimedia, and limited innovation can affect learning effectiveness. Therefore, the community service team formulated the problem of how the introduction of VR can enhance multimedia creativity and learning outcomes at SMK Telkom Pekanbaru.
Pelatihan Pengenalan Monetisasi Aplikasi di Google Play Store untuk Siswa SMK Global Cendekia dalam Pengembangan Aplikasi Mobile Gunadi, Gunadi; Kudadiri, Parlindungan; Nasution, Torkis; Efendi, Yoyon; Cahyono, Andi
Community Education Engagement Journal Vol. 7 No. 1 (2025): October
Publisher : UIR Press

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25299/ceej.v7i1.24758

Abstract

Era digital saat ini membuka peluang besar bagi generasi muda, terutama siswa Sekolah Menengah Kejuruan (SMK), untuk berinovasi dalam pengembangan aplikasi mobile. Namun, pemahaman terkait monetisasi aplikasi, khususnya melalui platform Google Play Store, masih minim. Kegiatan pengabdian masyarakat ini bertujuan untuk memberikan pelatihan kepada siswa SMK Global Cendekia mengenai konsep, strategi, dan implementasi monetisasi aplikasi mobile agar karya mereka memiliki nilai ekonomi. Materi yang diberikan meliputi pengenalan jenis-jenis monetisasi aplikasi seperti iklan menggunakan Google AdMob, model freemium, dan berbayar. Selain itu, siswa diajarkan langkah-langkah teknis untuk mempersiapkan aplikasi agar dapat dipublikasikan di Google Play Store. Hasil kegiatan ini menunjukkan peningkatan pemahaman siswa terkait strategi monetisasi aplikasi dan keterampilan teknis dalam memanfaatkan platform Google Play Store. Siswa mampu menghasilkan aplikasi sederhana yang siap untuk dipublikasikan dengan penerapan strategi monetisasi dasar. Luaran ini diharapkan dapat memberikan bekal bagi siswa untuk memanfaatkan peluang ekonomi digital serta meningkatkan kreativitas dan inovasi di bidang teknologi informasi. Melalui kegiatan ini, siswa didorong untuk tidak hanya fokus pada pengembangan teknis aplikasi, tetapi juga memahami aspek bisnis digital yang relevan dengan tuntutan industri saat ini.
Pengenalan Pemrograman Mobile Menggunakan Progressive Web Apps untuk Siswa SMK Negeri 1 Bangkinang Andesa, Khusaeri; Nasution, Torkis; Herwin; Nurjayadi
DIMASLOKA: Jurnal Pengabdian Masyarakat Teknologi Informasi dan Informatika Vol 2 No 1 (2023): Januari
Publisher : Fakultas Ilmu Komputer Universitas Brawijaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25126/dimasloka.v2i1.20

Abstract

Pengabdian kepada Masyarakat (PkM) ini bertujuan untuk meningkatkan kemampuan menulis program dengan mengenalkan dan melatih penggunaan Progressive Web Apps pada perangkat mobile smartphone sistem operasi Android. Partisipan sebanyak 27 peserta berpartisipasi di Program PkM Teknologi Informasi SMK Negeri 1 Bangkinang, Kecamatan Bangkinang, Kabupaten Kampar, Provinsi Riau dilaksanakan pada tanggal 1, 2, 3 November 2022.  Jurusan RPL memfokuskan pada kemampuan siswa pada pemrograman mobile, namun komputer yang tersedia tidak mampu menjalankan bahasa pemrograman native, sehingga diperlukan bahasa pemrograman dengan framework siap dijalankan di perangkat mobile. Untuk mengatasi permasalah tersebut adalah penerapan Progressive Web Apps yang mumpuni dijalankan secara hybrid. Sebagai bahan evaluasi, menggunakan metode observasi partisipan dengan mempersiapkan catatan lapangan yang digunakan untuk menunjukkan proses kegiatan berlangsung. Dokumen berupa teks dan gambar peserta pelatihan dikumpulkan dan dijadikan bahan bukti kemandirian peserta pelatihan. Data dari catatan lapangan dan teks peserta didik dianalisis menggunakan analisis tematik dengan pendekatan induktif. Ditemukan bahwa tim PkM dapat membangun pengetahuan dan kemampuan peserta didik dalam melakukan pemrograman menggunakan Progressive Web Apps dan mempraktekkan secara langsung. Tim PkM mengimplementasikan pengajaran eksplisit dan bimbingan tutor untuk memfasilitasi peserta pelatihan dan berusaha secara mandiri dalam aktivitas mendesain tampilan aplikasi, menulis program, membangun logika, menganalisa permasalahan, menyelesaikan masalah dan menjalankan secara mandiri dalam bentuk kelompok. Berdasarkan hasil post-test dan pre-test didapatkan adanya peningkatan kapasitas keilmuan dan kompetensi pemrograman sebesar 14,7%.
PERINGATAN DINI MASA STUDI DAN IPK MAHASISWA BERBASIS FRAMEWORK FOR APPLICATION OF SYSTEM THINKING Nurjayadi Nurjayadi; Khusaeri Andesa; Torkis Nasution; Herwin Herwin
JURNAL TEKNOLOGI DAN OPEN SOURCE Vol. 3 No. 2 (2020): Jurnal Teknologi dan Open Source, December 2020
Publisher : Universitas Islam Kuantan Singingi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36378/jtos.v3i2.738

Abstract

Universities must graduate students according to the curriculum that has been prepared, no later than 14 semesters, if they cannot be fulfilled, students must drop out. Based on graduation data for the last 3 years data on the number of graduations on time was found to be 60%. This means that this will reduce the achievements set out in the 2015-2020 Strategic Plan. If there is no structured and systematic effort, then there is the potential for graduation with an uncontrolled study period. Unfortunately, until now the system that has been built by PT has not been optimal can encourage students to graduate on time. Attempts to achieve timely graduation can be done by involving all lecturers, students, and academic implementing elements to monitor the academic track record of students since being registered as students. Monitoring of the student's academic track record includes attendance, independent assignments, structured assignments, practical assignments, library visits, consultations with PA, IP, and GPA lecturers. The results of supervision are measured at the minimum standard that must be achieved, by connecting all existing variables it can be concluded that the student can pass on time. The purpose of this study is to identify student track records, to connect with minimum standards that must be achieved, to conduct systems-based analysis so that an estimate of graduation performance is generated. Applications that will be generated are based on Framework for Application of System Thinking (FAST) that is good enough to provide early warning to students to graduate on time, and can monitor and monitor the value of discipline so as to prevent academic violations that affect the study period. FAST can analyze existing problems and can design the system. FAST has eight stages, where the first five stages are the stages of system analysis and the next three stages are the design stages. Applications are supported by means to disseminate information quickly and precisely, to fulfill it, use SMS and e-mail as a medium to transmit information from the system to students and academic advisers. If this application is implemented, it can give a warning to students before academic sanctions are issued.
Go-Gallon App With A Star (A*) Algorithm Implementation Using Android Kotlin: APLIKASI GO-GALON DENGAN PENERAPAN ALGORITMA A STAR (A*) MENGGUNAKAN KOTLIN ANDROID Khusaeri Andesa; Herwin Herwin; Torkis Nasution
JURNAL TEKNOLOGI DAN OPEN SOURCE Vol. 5 No. 1 (2022): Jurnal Teknologi dan Open Source, June 2022
Publisher : Universitas Islam Kuantan Singingi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36378/jtos.v5i1.2066

Abstract

The need for drinking water now is not to boil water, but to buy it in the form of gallon bottles, which are available wherever it is sold, either at the refill of water or in the supermarket. In a housing estate with many heads of families, it is also difficult to find and obtain water in gallon bottles under certain conditions, and there is also the problem that there is only one brand of gallon bottles, which also makes it difficult to obtain. For this reason, the author provides a solution by creating a go-gallon application with the application of the A-Star (A*) algorithm to be able to detect the service takers of the nearest people, which is basically intended for residential environments, where with this application others can ask to find and purchase gallons and then deliver them to their homes. The A-Star algorithm is one of the distance search algorithms that has an optimal and complete ability to solve problems related to finding or determining a route with the least distance. The hope is that with this application, especially housewives, there is no need to worry when they run out of gallons of drinking water at home, enough with this application, these problems can be overcome.
PELATIHAN DESAIN PRESENTASI UNTUK PENINGKATAN KUALITAS LAPORAN ILMIAH BAGI SISWA SISWI SMK TEKNOLOGI RIAU PEKANBARU T Sy Eiva Fatdha; Torkis Nasution; Helda Yenni; Syahrul Imardi; Arden Simeru
BHAKTI NAGORI (Jurnal Pengabdian kepada Masyarakat) Vol. 3 No. 1 (2023): BHAKTI NAGORI (Jurnal Pengabdian kepada Masyarakat) Juni 2023
Publisher : LPPM UNIKS

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36378/bhakti_nagori.v3i1.3050

Abstract

Kegiatan Pengabdian Kepada Masyarakat (PKM) ini adalah salah satu bagian dari Tri Dharma Perguruan Tinggi yang harus dilaksanakan oleh seorang dosen. Pengabdian dilaksanakan sebagai suatu wujud transfer ilmu kepada masyarakat dalam peran dan tanggung jawab intelektual dalam melestarikan dan meningkatkan khasanah budaya. Satu diantara kegiatan yang dilakukan adalah bagaimana mempersiapkan siswa siswi khususnya pada SMK Teknologi Pekanbaru Riau dalam meningkatkan pengetahuan dan mutu dalam pembuatan pelaporan dan desain presentasi pada penulisan ilmiah termasuk dalam pembuatan laporan Praktek Kerja Lapangan (PKL) bagi siswa siswi SMK Teknologi Riau Pekanbaru dengan memanfaatkan pembelajaran berbasis ICT. Hasil kegiatan ini diharapkan memberi kontribusi pada pihak sekolah, guru, dan siswa serta diharapkan hasil pelatihan ini dapat dimanfaatkan dalam peningkatan mutu penulisan karya ilmiah kedepannya pada SMK Teknologi Riau.
IMPLEMENTASI ALGORITMA K-NEAREST NEIGHBOR UNTUK PENENTUAN KELULUSAN MAHASISWA TEPAT WAKTU Torkis Nasution
JURNAL PERANGKAT LUNAK Vol 2 No 1 (2020): Jurnal Perangkat Lunak
Publisher : Indragiri Islamic University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32520/jupel.v2i1.944

Abstract

The selection was an attempt College to get qualified prospective students. Test data for new students able to describe the quality of academic and connect to graduate on time. Recognizing the academic quality of students is required in the implementation of the lecture to obtain optimal results. Real conditions today, timely graduation has not achieved optimally, need to be improved to reach the limits of reasonableness. Data that has no need to do a classification based on academic quality, in order to obtain predictions timely graduation. Therefore, proposed an effort to resolve the problem by applying the K-Nearest Neighbor algorithm to re-clustering the test result data for new students. The procedure is to determine the amount of data clusters, determining the center point of the cluster, calculate the distance of the object with the centroid, classifying objects. If the new data group calculation results together with the results of calculation of new data group then finished its calculations. The data will be used in clustering is the result of the entrance exam for new students 3 years old, and has been declared STMIK Amik Riau. This study aims to predict the graduation on time or not. Results of research on testing the value of k, maximum accuracy is obtained when k = 5, reaching 99.25%. Accuracy will decline if the k value the greater the more inaccurate results. The data will be used in clustering is the result of the entrance exam for new students 3 years old, and has been declared STMIK Amik Riau. This study aims to predict the graduation on time or not. Results of research on testing the value of k, maximum accuracy is obtained when k = 5, reaching 99.25%. Accuracy will decline if the k value the greater the more inaccurate results. The data will be used in clustering is the result of the entrance exam for new students 3 years old, and has been declared STMIK Amik Riau. This study aims to predict the graduation on time or not. Results of research on testing the value of k, maximum accuracy is obtained when k = 5, reaching 99.25%. Accuracy will decline if the k value the greater the more inaccurate results.