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Media Pembelajaran Matematika Perkalian dan Pembagian untuk Meningkatkan Nilai Siswa SDN 4 Batuagung Rizkita Ayu Mutiarani; I Putu Agus Wibawa; I Putu Susila Handika; I Ketut Setiawan; Christina Purnama Yanti
Journal of Social Work and Empowerment Vol 3 No 1 (2023): Journal of Social Work and Empowerment - September 2023
Publisher : Yayasan Sinergi Widya Nusantara (Sidyanusa)

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

Dalam perkembangan teknologi informasi terutama pada media pembelajaran, terdapat beberapa media yang bisa digunakan sebagai bahan media ajar dalam kegiatan belajar mengajar serta meningkatkan minat siswa dalam menyimak materi pelajaran, media tersebut salah satunya multimedia interaktif yang dimana media ini dapat dikemas kedalam sebuah media informasi yang memuat beberapa konten serta audio visual sebagai media bahan ajar. Tujuan dari penulisan ini adalah untuk mewujudkan multimedia interaktif untuk siswa SD kelas II di SDN 4 BATUAGUNG. Media informasi multimedia interaktif ini digunakan untuk menunjang proses pembelajaran pada mata pelajaran matematika khususnya kompetensi dasar 3.4 dan 4.4 pada SD kelas II di SDN 4 BATUAGUNG. Multimedia interaktif perkalian dan pembagian untuk siswa SD kelas II di SDN 4 BATUAGUNG ini memiliki visualisasi pada setiap materinya dengan penambahan voice over untuk memberikan pengalaman belajar yang bervariasi, kemudian dilengkapi dengan latihan soal untuk mengukur tingkat pemahaman pengguna. Multimedia interaktif ini dibuat dalam software Construct 2 yang dapat diakses melalui platform desktop.
Implementation of Virtual Reality Museum Lontar Prasi Bali As a Cultural Education Media Putu Wirayudi Aditama; Christina Purnama Yanti; I Gede Iwan Sudipa
Jurnal Nasional Pendidikan Teknik Informatika : JANAPATI Vol. 12 No. 3 (2023)
Publisher : Prodi Pendidikan Teknik Informatika Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/janapati.v12i3.69620

Abstract

Lontar Prasi Bali is famous for its distinctive paintings on palm leaves, a cultural heritage that must be preserved and continued. Main problem occurred because 82.5% of 189 respondents consisting of elementary school students in Denpasar Selatan stated that they did not know about Lontar Prasi Bali. The aim of collecting data from elementary school student respondents is to increase insight into Lontar Prasi and the target of this research is to introduce VR-based lontar prasi culture to children, especially elementary school students. There needs to be collaboration between culture and technology so that people understand the story and provide education about Lontar Prasi Bali, one of which is by implementing VR. The design method used is MDLC Multimedia Development Life Cycle (MDLC) which consists of concept, design, material collection, assembly, testing and distribution. The results of research using Likert scale stated that the use of VR showed that 84.75% of respondents stated Strongly Agree with the Lontar Prasi Museum Virtual Reality Application.
Implementasi Website Virtual Tour Sebagai Upaya Transformasi Digital Pengelolaan Monkey Forest, Bali Christina Purnama Yanti; Theresia Hendrawati; Ni Luh Wiwik Sri Rahayu G; Dewa Ayu Putri Wulandari; I Dewa Gede Yudhistira Maha Prabawa
Jurnal Pengabdian kepada Masyarakat Politeknik Negeri Batam Vol. 8 No. 1 (2026): Jurnal Pengabdian kepada Masyarakat Politeknik Negeri Batam
Publisher : Politeknik Negeri Batam

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30871/abdimaspolibatam.v8i1.12933

Abstract

Monkey Forest Ubud is a conservation-based tourist destination with great potential, yet it still faces limitations in the use of digital technology, particularly in providing interactive promotional materials. This community service initiative aims to support digital transformation through the implementation of a virtual tour website capable of enhancing the quality of tourism promotion and education. The implementation process includes preparation, system development, training and mentoring for managers, implementation, and evaluation. The developed website features 360° panoramic views, digital maps, educational content, multilingual support, and responsive design. The results of the activity indicate that the developed system provides an interactive and informative digital exploration experience. An evaluation using the User Experience Questionnaire (UEQ) with 50 respondents showed that all assessment aspects fell into the good to very good categories, with an average score above 2 on most scales. Additionally, the training activities successfully improved the managers’ digital literacy and self-reliance in managing the website. Thus, the implementation of this virtual tour website makes a tangible contribution to supporting digital-based tourism promotion, enhancing the user experience, and strengthening the sustainable management of tourist destinations.
MARKERLESS AUGMENTED REALITY UNTUK PEMBELAJARAN SISTEM SARAF PUSAT Christina Purnama Yanti; Dewa Ayu Putri Wulandari; I Ketut Yama Cahyana Putra S.
JEIS: Jurnal Elektro dan Informatika Swadharma Vol 5, No 2 (2025): JEIS EDISI JULI 2025
Publisher : Institut Teknologi dan Bisnis Swadharma

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56486/jeis.vol5no2.777

Abstract

The research aims to design and build a learning media application for the Human Central Nervous System at SMA Negeri 1 Pupuan, utilizing Augmented reality technology. This Augmented reality provides students with a new experience that seems practical and effective in supporting learning activities. The Augmented reality method used in the research is Markerless (i.e., without markers). After designing the application, Black Box Testing was carried out, material expert testing with results of 96% in the strongly agree category, as well as UEQ testing with the Attractiveness value (allure) of 1.88 in the outstanding category, Perspicuity (Clarity/Readability) of 1.81 in the good category, Efficiency of 1.85 in the good category, Dependability (Reliability) of 1.91 in the outstanding category, and Stimulation of 1.98 in the exceptional category. Good and structured system design, careful testing of the application, and positive user responses show that the application has the potential to become a learning medium that can support learning activities in the Central Nervous System material.Penelitian ini bertujuan untuk merancang dan membangun aplikasi media pembelajaran Sistem Saraf Pusat Manusia pada SMA Negeri 1 Pupuan, dengan memanfaatkan teknologi Augmented Reality. Hal ini memberikan pengalaman yang baru pada siswa yang terkesan praktis dan efektif untuk mendukung kegiatan pembelajaran. Metode yang digunakan dalam penelitian adalah MDLC (Multimedia Development Life Cycle). Setelah perancangan aplikasi, dilakukan pengujian Black Box Testing, pengujian ahli materi dengan hasil 96% dalam kategori sangat setuju, serta pengujian UEQ dengan nilai Attractiveness (Daya Tarik) sebesar 1,88 dengan kategori sangat baik, Perspicuity (Kejelasan/Keterbacaan) sebesar 1.81 dengan kategori baik, Efficiency (Efisiensi) sebesar 1,85 dengan kategori baik, Dependability (Keandalan) sebesar 1,91 dengan kategori sangat baik, dan Stimulation (Stimulasi) sebesar 1,98 dengan kategori sangat baik. Hasil pengujian diatas menunjukan bahwa aplikasi berpotensi dalam menjadi sebuah media pembelajaran yang bisa mendukung kegiatan pembelajaran dalam materi Sistem Saraf Pusat.
Hybrid Deep Learning Models For Gold Price Prediction: Enhancing Forecast In Volatile Financial Markets Ni Luh Wiwik Sri Rahayu Ginantra; Ni Wayan Yeni Pratiwi; Christina Purnama Yanti; Wayan Gede Suka Parwita
Indonesian Journal of Data and Science Vol. 7 No. 2 (2026): Indonesian Journal of Data and Science
Publisher : Yocto Brain

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56705/ijodas.v7i2.394

Abstract

Introduction: Gold is widely regarded as a long-term store of value and a hedge against inflation, yet its short-term price volatility creates significant challenges for investment decision-making and requires accurate forecasting methods. This study evaluates a hybrid deep learning approach combining Convolutional Neural Network (CNN) and Long Short-Term Memory (LSTM) to capture both short-term fluctuations and long-term temporal dependencies in gold price movements. Method: Historical daily gold closing-price data comprising 2,735 observations from 2015 to 2025 were collected and normalized using Min-Max Scaling. The data were divided chronologically into 80% training and 20% testing sets. A hybrid CNN–LSTM model was trained using the Adam optimizer with a learning rate of 0.0001, dropout of 0.2, a timestep of 30, and batch sizes of 16, 32, and 64. Model performance was evaluated using Root Mean Square Error (RMSE). Results and Discussion: The batch size of 16 achieved the best performance, producing the lowest validation RMSE of 0.0929 and an RMSE of 11.518535% after denormalization, outperforming batch sizes of 32 and 64. The model also followed actual gold-price trends more closely, while the inclusion of Dense and Dropout layers improved generalization. Conclusion: The CNN–LSTM hybrid model, particularly with a batch size of 16, provides an effective approach for forecasting volatile gold prices by integrating local pattern extraction with long-term temporal modeling.
Classification of Cavendish Banana Ripeness With CNN Method Tjokorda Istri Agung Pandu Yuni Maharani; I Gusti Agung Indrawan; Gede Dana Pramitha; Christina Purnama Yanti; I Made Marthana Yusa
Indonesian Journal of Data and Science Vol. 6 No. 2 (2025): Indonesian Journal of Data and Science
Publisher : Yocto Brain

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56705/ijodas.v6i2.259

Abstract

Cavendish bananas are one of the most widely consumed tropical fruits in Indonesia due to their sweet taste and high nutritional content. However, as they ripen, the sugar content in bananas increases, which can be a problem for diabetics. To help diabetics choose bananas with the right level of ripeness, this study developed a Cavendish banana ripeness classification model using artificial intelligence technology, namely the ResNet50 Convolutional Neural Network (CNN) architecture. The banana data is divided into five ripeness categories: green, yellowish green, yellow, spotted yellow, and spotted brownish yellow. The model was trained with two approaches, with and without data augmentation, using two types of training algorithms (optimizers), namely Adam and SGD, as well as a k-fold cross-validation method to ensure accurate results. The results showed that the ResNet50 model produced the highest accuracy of 98% when trained using data augmentation and the Adam optimizer with a learning rate setting of 0.0001.
Transformasi Digital Manajemen Produksi dan Pemasaran Pengrajin Kain Prada Bali Theresia Hendrawati; Christina Purnama Yanti; Ni Kade Ayu Nirwana
Mestaka: Jurnal Pengabdian Kepada Masyarakat Vol. 5 No. 5 (2026): Oktober 2026
Publisher : Pakis Journal Institute

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58184/mestaka.v5i5.1157

Abstract

Digital transformation in culture-based handicraft businesses is necessary for business management and to expand marketing access without losing the traditional character of the products. This community service project was carried out at Agung Prada Bali, a Prada Bali fabric craft business in Denpasar, which faced challenges in production and financial record-keeping as well as limitations in digital marketing. The activity aimed to improve the organization of production and financial management, enhance branding and digital marketing capabilities, and provide technology-based marketing channels. Implementation methods included outreach, needs analysis, training, technology implementation, mentoring, monitoring, and evaluation. The technologies implemented consisted of a simple production and financial management system based on Microsoft Excel, as well as a website-based e-catalog integrated with WhatsApp and Instagram. The results of the activity demonstrate the availability of systems for recording transactions, raw materials, inventory, production output, and cost of goods sold (COGS), as well as production standard operating procedures (SOPs) that have been disseminated to the partners. On the marketing front, the e-catalog now features 10 products and, during the period from August 1 to September 5, 2026, received 142 views, 35 WhatsApp clicks, 1 order, and generated transactions totaling Rp600,000. Instagram garnered 3,626 views and 90 interactions, with 76.3% of views coming from non-followers. These results indicate that the implementation of technology has created a new digital channel to support business management and the marketing of Ka’s cultural products.