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Penerapan Teknologi Progressive Web Apps pada Aplikasi Pembelajaran Al-Qur’an Metode Dirosa Sitti Aisa; Nurul Aini; Imran Djafar; Asmah Akhriana
Computer Science and Information Technology Vol 3 No 2 (2022): Jurnal Computer Science and Information Technology (CoSciTech)
Publisher : Universitas Muhammadiyah Riau

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37859/coscitech.v3i2.3930

Abstract

Indonesia is a country with the largest Muslim population in the world. However, there are still many people who do not understand Islam itself, especially how to read the Qur'an correctly and correctly. In fact, the Qur'an itself discusses two major problems, the problem of this world and the problem of the hereafter. So it is very important for us as Muslims to learn it. DIROSA (Qur'an Education for Adults) is a systematic, layered and continuous model of Islamic counseling for beginner Muslims (men and women; adolescents, adults, grandparents; converts). With this method, adults who want to learn to read the Qur'an will easily and quickly understand it. The system design model is described in the form of UML (Unified Modeling Language) by making use case diagrams, class diagrams, and activity diagrams. So with the use of technology, create an application that can help adults learn to understand the reading of the Qur'an by inserting the DIROSA method using Progressive Web Apps technology to present easy-to-use applications and learning methods that also make it easier for adults to learn.
PEMANFAATAN TEKNOLOGI INFORMASI DALAM PENGUATAN LAYANAN ADMINISTRASI KANTOR KELURAHAN BARRANG CADDI KOTA MAKASSAR Sadly Samsuddin; Hasyrif Sy; Suryani Suryani; Nurdiansah Nurdiansah; Ahyuna Ahyuna; Usman Usman; Abdul Ibrahim; Nurlina Nurlina; Arham Arifin; Faizal Faizal; Madyana Patasik; Magfirah Magfirah; Imran Djafar; Suci Ramadhani Arifin; Asmah Akhriana
RAMBIDEUN : Jurnal Pengabdian Kepada Masyarakat Vol. 6 No. 1 (2023): Rambideun: Jurnal Pengabdian kepada Masyarakat
Publisher : LPPM Universitas Al Muslim

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51179/pkm.v6i1.1579

Abstract

Barrang Caddi Island is one of the islands located in Barrang Caddi Village, Sangkarang Islands District, Makassar City. The Barrang Caddi Village Office as a public service provider has various types of services to the community, including issuing recommendation letters and certificates. Barrang Caddi Village Office staffs were required to provide effective and efficient services to the community, hence village officials must always improve their knowledge and skills, including increasing information technology literacy. Utilization of information technology in supporting public services within the Barrang Caddi Village environment requires the ability of Human Resources to use this information technology. In response to this, the Dipa Makassar University Lecturer team carried out community service activities addressed to the Barrang Caddi Village officers with a counseling approach in the form of training in the use of office applications, namely Microsoft Word, Microsoft Excel and the internet. The purpose of this community service activity was to improve the quality of HR performance for the Barrang Caddi Village Office in operating office applications to ensure faster, more effective and efficient services for the community. Based on the results of the community service activities that have been carried out, it can be seen that all participants in the training, namely the Barrang Caddi Village Office staff, were very enthusiastic about participating in the training and the participants were able to understand and practice well all the material presented during the activity.
PELATIHAN PEMBUATAN MEDIA PEMBELAJARAN BERBASIS ANIMASI SEBAGAI UPAYA PENINGKATAN PROFESIONALISME GURU PADA SMK NEGERI 1 JENEPONTO Imran Djafar; Hasyrif Hasyrif; Nurdiansah Nurdiansah; Akbar Bahtiar; Sitti Harlina
Indonesian Collaboration Journal of Community Services Vol. 3 No. 2 (2023): Indonesian Collaboration Journal of Community Services
Publisher : Yayasan Education and Social Center

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.53067/icjcs.v3i2.118

Abstract

Community service is a series of tridharma at tertiary institutions, so that activities at SMKN I Jeneponto are the implementation of training activities for making Animation-Based Learning Media as an effort to increase teacher professionalism. However, the problem that is often faced by subject teachers in carrying out their activities within the scope of SMK Negeri 1 Jeneponto is making teaching materials and materials using methods that are not optimal, there is still a lack of understanding about the use of Information Technology and the Use of Software Applications that support learning media, especially in applications presentation processing and application software for animation creation. For this reason, training on making animation-based learning media was held to meet their needs. This activity was carried out in four stages, namely the pre-activity stage, the preparation stage, the training implementation stage, and the activity evaluation stage. This activity was attended by 25 Jeneponto Vocational School 1 teachers who were directly accompanied by speakers from the Undipa PKM team. The result of the activity is an increase in the ability of all teachers. This is evidenced by the results of a user satisfaction survey. In addition, from the design of the animated learning media designs that were made, the best and most interactive ones were selected and had an increase in the quality of the animation designs
SOSIALISASI LITERASI DIGITAL PADA PELAKU UMKM DI PULAU KODINGARENG MENUJU “UMKM NAIK KELAS, UMKM GO DIGITAL” Sri Wahyuningsih Piu; Muhammad Rizal; Arham Arifin; Andi Asvin Mahersatillah Suradi; Muhammad Furqan Rasyid; Imran Djafar; Asmah Akhriana; Sitti Aisa; Santi Santi; Suci Ramadhani Arifin
Bestari: Jurnal Pengabdian Kepada Masyarakat Vol 3, No 2 (2023)
Publisher : Sekolah Tinggi Keguruan dan Ilmu Pendidikan (STKIP) Melawi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.46368/dpkm.v3i2.1102

Abstract

Kodingareng Island is a small island located in the Spermonde Archipelago, South Sulawesi, Indonesia. Kodingareng Island does not have a large population or large development so that the number of MSME actors on this island may be limited. Digital literacy is becoming increasingly important for MSMEs, including on Kodingareng Island. To overcome the low level of digital literacy for MSMEs on Kodingareng Island, a team of Lecturers from Dipa Makassar University carried out community service activities in the form of socialization of digital literacy using a social campaign and media campaign approach to increase awareness and understanding of digital literacy issues. The purpose of this activity is to help MSME players recognize and overcome the challenges and risks associated with the use of digital technology. With effective dissemination of digital literacy, it is hoped that MSME actors can make the most of digital technology, while protecting themselves and contributing positively in the ever-evolving digital world.
Sistem Deteksi Kantuk Pengemudi Mobil Berdasarkan Analisis Rasio Mata Menggunakan Computer Vision Andi Asvin Mahersatillah Suradi; Samsu Alam; Mushaf Mushaf; Muhammad Furqan Rasyid; Imran Djafar
JUKI : Jurnal Komputer dan Informatika Vol. 5 No. 2 (2023): JUKI : Jurnal Komputer dan Informatika, Edisi Nopember 2023
Publisher : Yayasan Kita Menulis

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.53842/juki.v5i2.269

Abstract

Driver drowsiness is one of the main causes of motor vehicle accidents. According to National Sleep Foundation records, about 32% of drivers have at least one drowsy driving experience per month. About 25% of traffic accidents are caused by drowsiness while driving each year. The purpose of this study is to design a system that can detect driver sleepiness based on the aspect ratio of the eye with certain parameters using a webcam placed in the car's speedometer area. The methods used are Histogram Oriented Gradients (HOG) and Linear SVM which are in the dlib library which includes machine learning algorithms and uses real time applications. A pre-trained facial landmark detector from the dlib library is used to predict the location of the 68 x-y coordinates that map the facial landmarks to the face zones. The results of this study indicate that the system can be used in real time to detect driver drowsiness with the camera position in the speedometer area at a distance of 50 cm with an average accuracy of 90.4%.
Analysis of vegetable purchasing patterns in supermarkets using association rule Kasmawaru Kasmawaru; Imran Djafar; Muh Rafli R; Rachmat Rasyid; Muh Yusuf
Jurnal Mantik Vol. 7 No. 3 (2023): November: Manajemen, Teknologi Informatika dan Komunikasi (Mantik)
Publisher : Institute of Computer Science (IOCS)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35335/mantik.v7i3.4336

Abstract

One data mining technique for identifying associative rules between a set of elements is association analysis, often known as association rule mining. Understanding the likelihood that a consumer will purchase bread and milk together is an example of an associative rule from examining purchases made in a supermarket. Supermarket operators can use this information to plan their product placement or create marketing campaigns that use discount coupons for specific product pairings. The use of association analysis to examine the contents of supermarket shopping baskets helped make it well-known. Another name for association analysis is market basket analysis. Perform a multiplication of the numerous rules acquired by Support and Confidence, where the latter should be at least 80%.
Rancang Bangun Aplikasi Pembelajaran Agama Islam Untuk Anak Usia Dini Berbasis Web Andi Zulfahmi; Viant Ari Mahardika Putra; Imran Djafar; Heriadi Heriadi
Dipanegara Komputer Teknologi Informatika Vol 15 No 1 (2022): Jurnal Dipanegara Komputer Teknik Informatika (DIPAKOMTI)
Publisher : Dipanegara Komputer Teknologi Informatika

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Abstract

Pendidikan agama sangat penting untuk anak-anak di usia dini sebab pada masa itu anak-anak berada dalam masa emas mereka. Orang tua berpikir anak mereka akan lebih paham jika diajarkan pendidikan agama sejak usia dini di lingkup sekolah. Peneliti mengambil objek penelitian pada Sekolah TK Pertiwi Biru yang berlokasi di Dusun Maradda Desa Bontopadang, Kecamatan Kahu, Kabupaten Bone, Provinsi Sulawesi-Selatan. Maka dari itu tujuan penelitian ini adalah merancang aplikasi pembelajaran agama islam untuk anak usia berbasis web yang memiliki tampilan menarik dan efektif digunakan sebagai media pembelajaran untuk anak usia dini serta sesuai dengan kebutuhan mengajar guru di TK Pertiwi Biru. Hasil dari peneltian ini menunjukkan bahwa aplikasi pembelajaran agama islam untuk anak usia dini efektif digunakan sebagai media pembelajaran pada TK Pertiwi Biru. Aplikasi pembelajaran agama islam untuk anak usia dini juga sesuai dengan kebutuhan mengajar guru pada TK Pertiwi Biru.
Perancangan Game Edukasi Pembelajaran Soal Matematika Aritmatika Sekolah Dasar Menggunakan Algoritma Fisher-Yates Shuffle Berbasis Android Ananda Rolanda Nugraha; Muhammad Adha Siswanto; Imran Djafar; Nurul Aini
Dipanegara Komputer Teknologi Informatika Vol 15 No 1 (2022): Jurnal Dipanegara Komputer Teknik Informatika (DIPAKOMTI)
Publisher : Dipanegara Komputer Teknologi Informatika

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Abstract

Game adalah permainan yang menggunakan media elektronik, merupakan sebuah hiburan berbentuk multemedia yang dibuat semenarik mungkin agar pemain mendapatkan sesuatu sehingga mendapatkan kepuasan batin. game edukasi adalah salah satu jenis media yang digunakan untuk memberikan pengajaran, menambah pengetahuan penggunanya melalui suatu media unik dan menarik. Aplikasi ini bermodelkan soal aritmatika yang menggunakan algoritma Fisher-Yates Shuffle yang berfungsi untuk mengacak soal. Aplikasi ini dibuat untuk mengedukasi dan mengevaluasi pembelajaran dari anak anak sekolah dasar dengan menggunakan pengujian Black Box untuk menguji kesalahan fungsional yang terdapat pada aplikasi.
Media Promosi Makanan Tradisional Khas Sulawesi Selatan Berbasis Game 3d Sulhaidar Sulhaidar; Muhammad Ardiansyah; Y. Johny W. Soetikno; Imran Djafar
Dipanegara Komputer Teknologi Informatika Vol 16 No 1 (2023): Jurnal Dipanegara Komputer Teknik Informatika (DIPAKOMTI)
Publisher : Dipanegara Komputer Teknologi Informatika

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Abstract

Makanan Tradisional khas Indonesia mencerminkan budaya dan tradisi nusantara dan berperan penting dalam kebudayaan nasional Indonesia pada umumnya. Membuat game yang menarik dengan model single player, pengguna dapat menemukan beberapa item yang telah dibuat dalam menyelesaikan sebuah pesanan, dibuat menarik dengan adanya fitur memotong serta memasak bahan. Metode pengambangan sistem yang digunakan dalam penelitian ini adalah metode Multimedia Development Life Cycle (MDLC) merupakan metode pengembangan yang terdiri dari enam tahapan yaitu concept, design, material collecting, assembly, testing, distribusion. Berdasarkan hasil dan pembahasan serta pengujian yang telah dilakukan, maka telah disimpulkan bahwa penelitian ini untuk membangun aplikasi game dengan judul aplikasi “Dapur Nusantara” yang berbasis pc/desktop yang dapat membantu meningkatkan kemampuan dalam mengingat serta memperkenalkan makanan tradisional khas sulawesi selatan, dinyatakan telah teruji karena mampu dimanfaatkan sebagai media promosi
Perancangan Aplikasi Game Edukasi Bahasa Inggris Pada Sekolah Dasar Inpres Paropo Makassar Rensa Kendek; Wenni Sonya Astrina; Baharuddin Rahman; Sunardi Sunardi; Imran Djafar; Joseph Tumiwa
Dipanegara Komputer Teknologi Informatika Vol 16 No 1 (2024): Jurnal Dipanegara Komputer Teknik Informatika (DIPAKOMTI)
Publisher : Dipanegara Komputer Teknologi Informatika

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Abstract

Sekolah Dasar Inpres Paropo merupakan salah satu sekolah yang memberikan pelajaran Bahasa inggris untuk siswa kelas IV s/d kelas VI. Pada saat kegiatan pembelajaran Bahasa Inggris di kelas, kemampuan beberapa siswa dalam mengingat kosakata masih lemah. Sehingga kurangnya minat anak-anak untuk belajar terutama pada mata pelajaran Bahasa Inggris. Dengan adanya software game edukasi bahasa inggris ini penulis membuat software ini dengan menggunakan software Construct 2 yang didalamnya terdapat tampilan dimana pemain diminta untuk menyelesaikan beberapa permasalahan yang ada. Oleh karena itu dengan adanya perancangan software game edukasi bahasa inggris ini diharapkan dapat mempermudah proses pembelajaran bagi anak dengan menggunakan konsep belajar sambil bermain dan dapat menjadi wahana untuk menambah pengetahuan baru yang lebih interaktif dan menyenangkan.