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Pembuatan alat deteksi suhu tubuh untuk jamaah masjid sebagai pencegahan penyebaran COVID-19 di rumah ibadah Agung Kridoyono; Aris Sudaryanto; Dimas Sasongko; Muhammad Wali; Budi Yanto; Novica Ogidia Bella
Jurnal Inovasi Hasil Pengabdian Masyarakat (JIPEMAS) Vol 5, No 3 (2022): In progress (November)
Publisher : University of Islam Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33474/jipemas.v5i3.15031

Abstract

ESPCam Control Using Telegram on ESP32 Microcontroller-Based Security Camera Systems Aris Sudaryanto; Dimas Sasongko; Agung Kridoyono; Rizqi Putri Nourma Budiarti; Savilla Tifania Mahadewi; Feby Ade Arvianto
TEKNOLOGI DITERAPKAN DAN JURNAL SAINS KOMPUTER Vol 5 No 2 (2022): December
Publisher : Universitas Nahdlatul Ulama Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33086/atcsj.v5i2.3760

Abstract

A security camera must be easy to control, because users need to be able to monitor and control it even when they are in another place. To accommodate this need, security cameras are generally controlled by a computer, then the data is sent to a web server that can be accessed by users. However, the system is quite complicated because it still requires a computer, as well as the additional cost of renting a website server. In this study, computer functions were replaced with the ESP32 microcontroller, and the website server as well as the application interface was replaced with the Telegram BOT. The ESP32 microcontroller was chosen because its function is almost the same as a computer, while the Telegram BOT can be used free of charge. This study focuses on testing the success rate of the system in responding to commands given via the Telegram BOT, with the type of command connecting the Telegram BOT with ESPCam, turning on or off the LED flash, taking pictures, and the combination. Based on the tests that have been carried out for all existing command combinations, with each test being repeated 25 times, it was found that the success rate of the system reached 84.67%.
Pengenalan Teknik Robotika untuk Anak Sekolah Dasar SDN Margorejo 1 Surabaya Agung Kridoyono; Mochamad Sidqon; Anton Breva Yunanda; Istantyo Yuwono; Aris Sudaryanto
Kontribusi: Jurnal Penelitian dan Pengabdian Kepada Masyarakat Vol. 4 No. 2 (2024): Mei 2024
Publisher : Cipta Media Harmoni

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.53624/kontribusi.v4i2.410

Abstract

Pengabdian masyarakat ini bertujuan untuk memperkenalkan konsep dasar robotika dengan jenis model robot mobile berupa line follower kepada anak-anak Sekolah Dasar Margorejo 1 Surabaya. Kegiatan ini dianggap mendesak mengingat pentingnya penguasaan keterampilan teknologi dan pengenalan dini terhadap bidang STEM (Science, Technology, Engineering, and Mathematics) yang semakin relevan dalam era digital saat ini. Metode pelaksanaan meliputi serangkaian kegiatan seperti workshop, demo, dan sesi praktik yang mencakup materi dasar-dasar robotika, konsep line follower, pengenalan komponen robotika, serta pemrograman logika menggunakan platform yang ramah anak. Hasil evaluasi dan umpan balik dari peserta diukur menggunakan System Usability Scale (SUS), yang akan menjadi dasar untuk penyempurnaan kegiatan selanjutnya. Dengan demikian, pengabdian ini diharapkan dapat memberikan kontribusi positif dalam upaya memperluas wawasan teknologi pada anak dan meningkatkan minat mereka terhadap bidang STEM. 
Predicting Bullying Behavior from Victimization Experiences to Strengthen Prevention Management in Islamic Early Childhood Education Fifi Khoirul Fitriyah; Wiwik Afridah; Aris Sudaryanto; Nordin bin Mamat; Luthfiyah Nurlaela
Kharisma: Jurnal Administrasi dan Manajemen Pendidikan Vol. 5 No. 2 (2026): Integrative Islamic Education Management
Publisher : Perkumpulan Dosen Tarbiyah Islam Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59373/kharisma.v5i2.143

Abstract

This study aims to evaluate the predictive relationship between the experience of being a victim of bullying and the tendency to become a perpetrator of bullying in early childhood, as well as to formulate its contribution to strengthening bullying prevention management in Islamic preschools. This study used a quantitative approach with a correlational-predictive design. The study sample included 398 early childhood students in Islamic preschools. Data were collected using the Revised Olweus Bullying/Victimization Questionnaire (OBVQ-R) adapted into Indonesian and completed by teachers based on structured observations. The instrument measures verbal, physical, and relational bullying as victim experiences and perpetrator actions. Data were analyzed using descriptive statistics and multiple multivariate regression. The results showed that the experience of being a victim of bullying predicted children's bullying behavior with an explanatory contribution of approximately 50.2% to 56.4%. Verbal bullying was the most consistent form because it predicted verbal, physical, and relational actions. Experiences of physical bullying most strongly predicted physical actions, while experiences of relational bullying predicted relational actions. This study concludes that children can learn and reproduce bullying behavior from their social experiences. These findings reinforce the importance of behavioral assessment, incident recording, counseling, family involvement, moral development, and safe classroom policies in managing bullying prevention in Islamic early childhood education. Further research is recommended to develop a bullying mitigation model based on an intelligent management system that integrates local Indonesian and Islamic values.
EDUKASI LITERASI DIGITAL MELALUI GAME “CLICK AND SHIELD” PADA SISWA-SISWI SMP YAPITA, KEPUTIH, SUKOLILO, SURABAYA Veronica Lita Hapsari; Aris Sudaryanto; Rizky Yunia Hakkun; Zulhaydar Fairozal Akbar; Fony Revindasari; Artiarini Kusuma Nurindiyani; Fardani Annisa Damastuti; Halimatus Sa’dyah; Mohammad Zikky; Zakha Maisat Eka Darmawan; Ashafidz Fauzan Dianta Aris; Ahmad Ramadhani; David Fahmi Abdillah; Kholid Fathoni; Muhammad Fajrul Falah; Putri Ariatna Alia; Firnanda Pristiana Nurmaida; Dody Pradipta; Adhitya Wira Wardhana; Falih Aryadhika; Galang Alif Wicaksono; Muhammad Yaser Syafa; Louis Bima Susanto
Jurnal Pengabdian Kolaborasi dan Inovasi IPTEKS Vol. 4 No. 2 (2026): April
Publisher : CV. Alina

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59407/jpki2.v4i2.3682

Abstract

Pengabdian kepada masyarakat merupakan wujud penerapan ilmu pengetahuan untuk memberikan manfaat nyata bagi masyarakat. Pada era digital, literasi digital menjadi kompetensi penting bagi generasi muda agar mampu menggunakan teknologi secara aman, kritis, dan bertanggung jawab. Namun, pemahaman terkait keamanan siber, perlindungan data pribadi, serta etika berinternet masih tergolong rendah. Program ini bertujuan untuk meningkatkan literasi digital generasi muda di SMP Yapita, Surabaya melalui game edukatif Click and Shield. Metode yang digunakan meliputi sosialisasi, pelatihan berbasis permainan, serta evaluasi pemahaman peserta melalui pretest dan posttest. Pendekatan berbasis game dipilih agar proses belajar berlangsung lebih interaktif dan menyenangkan. Data nasional tahun 2024 menunjukkan bahwa terdapat lebih dari 36 juta serangan siber di Indonesia, sejalan dengan rendahnya indeks literasi digital masyarakat. Hasil kegiatan ini diharapkan dapat memperkuat pemahaman peserta mengenai keamanan digital sekaligus menanamkan kebiasaan berinternet yang aman sejak dini, serta mendukung peran perguruan tinggi dalam pengembangan keilmuan dan pemberdayaan masyarakat.
UI/UX Design and Evaluation of Shrouded Buana Game Using Design Thinking and Cognitive Walkthrough Aris Sudaryanto; Amsyar Raftan Oskash Ivaldy; Mohamad Safrodin; Adi Wijaya
TEKNOLOGI DITERAPKAN DAN JURNAL SAINS KOMPUTER Vol 8 No 2 (2025): December
Publisher : Universitas Nahdlatul Ulama Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33086/atcsj.v8i2.8598

Abstract

The rapid growth of mobile gaming, which accounts for a significant portion of the global gaming market, necessitates optimal UI/UX design to maintain competitive advantage and player retention. One of the most popular games in Indonesia is Genshin Impact, which recorded 6,857,493 downloads on the Indonesian Playstore and Appstore as of September 2022. Research concerning UI/UX in games like Genshin Impact has become increasingly vital due to the growing emphasis on user engagement and accessibility within the gaming industry. The specific challenges of effectively designing UI/UX for complex open-world games, such as Genshin Impact, present significant opportunities for further exploration. Shrouded Buana is a game developed with Genshin Impact as its primary reference. This research focuses on avoiding various UI/UX-related issues in Genshin Impact. The Design Thinking framework is employed as the methodology for developing the UI/UX of Shrouded Buana. The usability level of the Shrouded Buana UI/UX is measured using the Cognitive Walkthrough (CW) method. the Cognitive Walkthrough is conducted through playtesting, where 30 users are presented with specific scenarios of tasks to complete. The Shrouded Buana's average task completion time (TCT) across all scenarios is 96,71%. The Average of Shrouded Buana's Task Completion Time is 5,15 s. Its mean Shouded Buanas's UI UX are very good so can support respondents to finish all scenarios quickly.