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Pelatihan Membangun Website CRUD Dengan Pemrograman PHP Pada Siswa/I SMK Swasta Free Methodist Medan Fahmi Ruziq; Subhan Hafiz Nanda Ginting; M. Rhifky Wayahdi
Jurnal Pengabdian Masyarakat Nusantara Vol. 6 No. 1 (2024): Maret : Jurnal Pengabdian Masyarakat Nusantara
Publisher : Universitas Muhammadiyah Manado

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.57214/pengabmas.v6i1.476

Abstract

Education has become the primary foundation for the young generation in the digital age. Through dedication to society, a positive contribution to the world of education can be realized. Although IT graduates are on the rise, most are not yet in line with industry standards. The development of soft skills has become crucial in producing successful graduates. Web development remains in demand, however, the gap between education and labour market demand needs to be overcome. This paper deals with "PHP CRUD Website Training for Private SMK Free Methodist Field Students" to enhance students' knowledge and skills. Participants are invited to understand the concepts of web development with PHP and career potential in the IT industry. This training has a positive impact on improving the knowledge and skills of students in web development as well as giving an overview of the potential career opportunities in the ICT industry.
Pelatihan Membangun Website Portofolio Menggunakan Bootstrap V5.3 Pada Siswa/I SMK Swasta Jambi Medan Wayahdi, M. Rhifky; Ginting, Subhan Hafiz Nanda; Ruziq, Fahmi
PRAXIS: Jurnal Pengabdian kepada Masyarakat Vol. 2 No. 1 (2023): PRAXIS
Publisher : Lembaga Penelitian dan Pengabdian kepada Masyarakat

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47776/praxis.v2i1.715

Abstract

Technological developments are happening so fast, one of which is website technology. So that people are required to follow the development of these technologies. However, most of our people still do not understand or understand technology which makes it difficult to achieve the industrial revolution 4.0. In fact, many IT graduates do not have the skills needed by the industry today. Therefore the author carries out community service with the target of SMK students where skills improvement must be carried out as quickly as possible before they enter the world of lectures or the world of work. This activity is training on building a portfolio website using the bootstrap v5.3 framework, which starts from an introduction (basic) to produce the desired website product. The results of this training activity were that the participants were very enthusiastic, motivated, and all succeeded in building a portfolio website as taught with very good results.
Pengenalan Struktur Website, Tools, dan Karir Web Developer pada Siswa-Siswi SMK Swasta Jambi Medan Ruziq, Fahmi; Wayahdi, M. Rhifky; Ginting, Subhan Hafiz Nanda
PRAXIS: Jurnal Pengabdian kepada Masyarakat Vol. 2 No. 1 (2023): PRAXIS
Publisher : Lembaga Penelitian dan Pengabdian kepada Masyarakat

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47776/praxis.v2i1.717

Abstract

Introduction to Website Structure, Tools, and Web Developer Careers is a community service activity carried out at the Jambi Medan Private Vocational School. This activity aims to provide basic knowledge about website development to SMK students, introduce tools and tools used by Web Developers, and discuss potential careers in this field. Activity methods include preparation of plans, introductions, presentations, demonstrations, making portfolios, discussions, and evaluations. This activity was held at a school location involving 20 students as participants. The results and discussion show that this activity had a positive impact on the participants. They gain a basic understanding of website structure and tools used in web development. The motivation to learn more in the field of web development has also increased, and this course provides an initial guide to building simple websites. Students feel better prepared to enter the technological world of work with potential careers as Web Developers or Web Designers. This activity helps them in preparing themselves for a future that is more connected with technology.
Pelatihan Mendesain Website Menggunakan Figma Pada Siswa-Siswi SMK Swasta Jambi Medan Ginting, Subhan Hafiz Nanda; Ruziq, Fahmi; Wayahdi, M. Rhifky
PRAXIS: Jurnal Pengabdian kepada Masyarakat Vol. 2 No. 1 (2023): PRAXIS
Publisher : Lembaga Penelitian dan Pengabdian kepada Masyarakat

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47776/praxis.v2i1.728

Abstract

Training in the field of website design using Figma has been conducted for male and female students of Private Vocational High School (SMK) Jambi Medan. The objective of this training is to provide a fundamental understanding and skills in designing layout and visual aspects of websites using the collaborative design tool, Figma. The training method involves a series of practical sessions that focus on introducing Figma, basic web design concepts, layout principles, effective use of colors and typography, as well as the implementation of interactive elements. Step-by-step guidance is given to the students in creating website designs from scratch to completion, including collaborative team processes to enhance their creativity and understanding of responsive and aesthetic design. The results of this training demonstrate an improved understanding among the students of the fundamental concepts of web design and practical proficiency in using Figma. They are capable of producing simple website designs with well-structured layouts, appropriate color choices, and suitable typography. Furthermore, the students are also capable of implementing interactive elements such as links, buttons, and dropdown menus in their designs. In conclusion, the website design training using Figma provides significant benefits for students of Private Vocational High School Jambi Medan. They have acquired foundational knowledge and practical skills in creating appealing and responsive website designs, potentially opening new opportunities in the realms of design and technology.
Designing an Used Goods Donation System to Reduce Waste Accumulation Using the WASPAS Method Wayahdi, M. Rhifky; Ruziq, Fahmi
Sinkron : jurnal dan penelitian teknik informatika Vol. 8 No. 4 (2024): Article Research Volume 8 Issue 4, October 2024
Publisher : Politeknik Ganesha Medan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33395/sinkron.v8i4.14115

Abstract

This research aims to build a website application-based selection system for recipients of used goods donations using the WASPAS method. This system is designed to assist in the efficient and fair distribution of used goods to recipients in need. The WASPAS method is applied to calculate the preference value (Qi) for each alternative donation recipient based on predetermined criteria. The analysis results show that "Alternative-01" is the best alternative with the highest Qi value (1.866), while "Alternative-02" has the lowest Qi value (1.713). The significant difference in Qi values ​​between these two alternatives indicates a clear difference in preferences. The weight (w) given to each criterion plays an important role in forming the preference value (Qi). Therefore, careful consideration needs to be taken in determining the weight of each criterion to ensure that the final decision is in line with expectations. The WASPAS method has proven to be effective in the selection system for recipients of used goods donations. The advantage of this method lies in its ability to handle multi-criteria problems and uncertain data. By applying the WASPAS method, the decision-making process can be carried out more quickly, accurately and objectively. Although the WASPAS method provides a strong basis for decision making, it is also necessary to consider other relevant factors, both quantitative and qualitative. This will ensure that the final decision taken is the best decision and in accordance with the research objectives.
DECISION SUPPORT SYSTEM ON STUDENTS CRITICAL THINKING SKILLS IN ICT BASED EDUCATIVE LEARNING Ginting, Subhan Hafiz Nanda; Ruziq, Fahmi; Wayahdi, M. Rhifky
JOURNAL OF SCIENCE AND SOCIAL RESEARCH Vol 7, No 4 (2024): November 2024
Publisher : Smart Education

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54314/jssr.v7i4.2331

Abstract

Penelitian ini bertujuan untuk mengembangkan dan menguji sistem pengambilan keputusan yang dirancang untuk mengevaluasi dan meningkatkan kemampuan berpikir kritis siswa dalam pembelajaran berbasis Teknologi Informasi dan Komunikasi (TIK). Seiring dengan berkembangnya teknologi di bidang pendidikan, kemampuan berpikir kritis menjadi salah satu kompetensi penting yang harus dimiliki oleh siswa. Sistem pengambilan keputusan ini menggunakan metode sistem pendukung keputusan (DSS) yang mengintegrasikan beberapa indikator kemampuan berpikir kritis, seperti analisis, interpretasi, evaluasi, dan inferensi. Data diperoleh melalui instrumen tes dan observasi pada siswa sekolah menengah yang terlibat dalam pembelajaran berbasis ICT. Penelitian ini menggunakan metode kuantitatif dengan pendekatan pseudo-eksperimental. Sampel penelitian berjumlah 120 siswa yang dibagi menjadi kelompok eksperimen dan kontrol. Kelompok eksperimen menggunakan sistem pengambilan keputusan berbasis ICT dalam proses pembelajaran, sedangkan kelompok kontrol menggunakan metode konvensional. Hasil penelitian menunjukkan bahwa penggunaan sistem pengambilan keputusan berbasis ICT secara signifikan meningkatkan kemampuan berpikir kritis siswa dibandingkan dengan metode konvensional. Sistem ini membantu guru dalam memantau kemajuan siswa dan memberikan umpan balik tepat waktu untuk meningkatkan efektivitas pembelajaran. Temuan ini menunjukkan bahwa penerapan teknologi dalam pembelajaran tidak hanya meningkatkan hasil akademik tetapi juga mengasah keterampilan kognitif siswa, khususnya kemampuan berpikir kritis. Dengan demikian, pengembangan lebih lanjut sistem ini diharapkan dapat mendukung penerapan kurikulum berbasis kompetensi yang menekankan pada pemanfaatan teknologi dalam pendidikan.
AI APPROACH TO PREDICT STUDENT PERFORMANCE (CASE STUDY: BATTUTA UNIVERSITY) Wayahdi, M. Rhifky; Ruziq, Fahmi; Ginting, Subhan Hafiz Nanda
JOURNAL OF SCIENCE AND SOCIAL RESEARCH Vol 7, No 4 (2024): November 2024
Publisher : Smart Education

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54314/jssr.v7i4.2332

Abstract

Penelitian yang dilakukan menggunakan pendekatan kecerdasan buatan (AI) pada proses prediksi kinerja mahasiswa Universitas Battuta. Model kecerdasan buatan yang digunakan adalah model Random Forest. Penulis menggunakan tiga dataset berbeda dengan 300 pohon keputusan untuk proses pelatihan dan pengujian dengan model Random Forest dan melakukan uji coba dengan tiga variasi model. Model pertama (RF-1) menunjukkan akurasi yang tinggi yaitu sebesar 90%, sedangkan model kedua (RF-2) dan ketiga (RF-3) masing-masing memperoleh akurasi sebesar 89%. Matriks konfusi dan laporan klasifikasi (presisi, perolehan, dan skor f1) digunakan untuk mengevaluasi kinerja model kecerdasan buatan yang digunakan. Pada kategori “lulus”, ketiga model memiliki performa yang baik dengan presisi dan perolehan 90–95%. Pada kategori “distinction”, model pertama (RF-1) dan ketiga (RF-3) memiliki presisi dan recall yang lebih baik dibandingkan model kedua (RF-2). Sedangkan pada kategori “gagal”, model kedua (RF-2) menunjukkan performa yang sedikit lebih unggul dibandingkan model lainnya. Hasil penelitian ini menunjukkan bahwa model Random Forest mampu menghasilkan akurasi yang cukup tinggi dalam memprediksi kinerja siswa, yaitu berkisar 80–90%. Dengan demikian, model Random Forest merupakan metode yang cukup efektif untuk memprediksi kinerja siswa. Hasil ini diharapkan dapat digunakan oleh universitas untuk mengidentifikasi mahasiswa yang memerlukan intervensi dini dan meningkatkan strategi pembelajaran yang lebih efektif.
EDUKASI BAHAYA GADGET DAN FESTIVAL KEBAIKAN: WUJUD PENGABDIAN UKM PRO.ASTA UNIVERSITAS BATTUTA Ruziq, Fahmi; Wayahdi, M. Rhifky; Nanda Ginting, Subhan Hafiz; Wahyuni, Dewi; Sridewi, Nurmala
Jurnal Pemberdayaan Sosial dan Teknologi Masyarakat Vol 5, No 1 (2025): April 2025
Publisher : Smart Education

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54314/jpstm.v5i1.3393

Abstract

Abstract: The development of digital technology brings both conveniences and challenges for children. Excessive gadget use can negatively impact children’s physical, psychological, and social well-being. The community service programme "Education on the Dangers of Gadgets and Kindness Festival" aims to provide education about the dangers of excessive gadget use while introducing various healthy and enjoyable alternative activities. The method applied was participatory and educational through counselling, educational games, traditional games, and a kindness festival. The results showed an increase in children’s awareness of the negative impacts of gadgets and their interest in engaging in beneficial non-gadget activities. This activity is expected to become a preventive effort to reduce children's dependence on gadgets in the digital era.            Keywords: children's activities; educational gadgets; kindness festival; educational games; community service.  Abstrak: Perkembangan teknologi digital membawa kemudahan sekaligus tantangan bagi anak-anak. Penggunaan gadget yang berlebihan dapat berdampak negatif terhadap kesehatan fisik, psikologis, dan sosial anak. Kegiatan pengabdian kepada masyarakat “Edukasi Bahaya Gadget dan Festival Kebaikan” bertujuan untuk memberikan edukasi tentang bahaya penggunaan gadget berlebihan sekaligus mengenalkan berbagai aktivitas alternatif yang sehat dan menyenangkan. Metode yang digunakan bersifat partisipatif dan edukatif melalui penyuluhan, permainan edukatif, permainan tradisional, dan festival kebaikan. Hasil kegiatan menunjukkan peningkatan kesadaran anak-anak tentang dampak negatif gadget serta tumbuhnya ketertarikan terhadap aktivitas non-gadget yang bermanfaat. Kegiatan ini diharapkan dapat menjadi salah satu solusi preventif dalam menekan ketergantungan anak terhadap gadget di era digital. Kata kunci: aktivitas anak; edukasi gadget; festival kebaikan; permainan edukatif; pengabdian masyarakat 
LENSA TEKNOLOGI: MENGABADIKAN SEMANGAT ANAK-ANAK DI SANGGAR KEADILAN SMH INDONESIA Wayahdi, M Rhifky; Ruziq, Fahmi; Ginting, Subhan Hafiz Nanda
Jurnal Pemberdayaan Sosial dan Teknologi Masyarakat Vol 5, No 1 (2025): April 2025
Publisher : Smart Education

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54314/jpstm.v5i1.3357

Abstract

 Abstract: This community service initiative addresses the lack of documentation at Sanggar Keadilan SMH Indonesia, which limits evaluation and promotional materials. The participatory video documentation method engaged 20 children aged 7-15 years using DSLR and smartphone devices with passive observational techniques during a one-day activity. The outputs include a 15-minute documentary and short content that enhanced the sanggar's visibility while shifting children's perception of gadgets from entertainment to creative tools. The project demonstrates the efficacy of low-tech approaches in community documentation and its potential adaptability for various empowerment contexts.            Keywords: video documentation; community empowerment; literacy media; simple technology; sanggar  Abstrak: Kegiatan pengabdian ini dilatarbelakangi oleh minimnya dokumentasi kegiatan di Sanggar Keadilan SMH Indonesia yang berdampak pada terbatasnya bahan evaluasi dan promosi. Metode yang digunakan adalah dokumentasi video partisipatif selama satu hari dengan melibatkan 20 anak usia 7-15 tahun, menggunakan perangkat DSLR dan smartphone, serta teknik pengambilan gambar observasional pasif. Hasilnya berupa video dokumenter 15 menit dan konten pendek yang tidak hanya meningkatkan visibilitas sanggar, tetapi juga mengubah persepsi anak tentang gadget sebagai alat kreasi. Kegiatan ini membuktikan efektivitas pendekatan low-tech dalam pendokumentasian komunitas serta potensi adaptasinya untuk berbagai konteks pemberdayaan. Kata kunci: dokumentasi video; literasi media; pemberdayaan komunitas; sanggar; teknologi sederhana
WORKSHOP GAMES EDUKASI UNTUK ORANG TUA: PENDAMPINGAN BELAJAR MENYENANGKAN ERA DIGITAL DI SANGGAR KEADILAN SMH INDONESIA Ginting, Subhan Hafiz Nanda; Ruziq, Fahmi; Wayahdi, M Rhifky
Jurnal Pemberdayaan Sosial dan Teknologi Masyarakat Vol 5, No 1 (2025): April 2025
Publisher : Smart Education

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54314/jpstm.v5i1.3358

Abstract

Abstract: The role of parents in assisting children to learn in the digital era is increasingly crucial, especially in fostering an interest in learning that is fun and meaningful. However, not all parents have adequate knowledge and skills in utilizing digital technology as an educational tool. This community service activity aims to increase the capacity of parents in assisting children's learning process through educational games that are in accordance with current technological developments. The workshop was held at Sanggar Keadilan SMH Indonesia located in Medan, with the main target of parents from the assisted community. The implementation method included a participatory approach through socialization, hands-on training, simulation of the use of educational games based on applications and web, and reflective discussion sessions. The results of the activity showed an increase in parents' understanding and skills in selecting, using and integrating educational games as learning tools for children. In addition, participants showed high enthusiasm in trying out various educational game platforms and stated that this approach helped create a more interactive and fun learning atmosphere at home.            Keywords: Educational Games, Learning Assistance, Digital Age, Sanggar Keadilan SMH Indonesia.  Abstrak: Peran orang tua dalam mendampingi anak belajar di era digital semakin krusial, terutama dalam menumbuhkan minat belajar yang menyenangkan dan bermakna. Namun, tidak semua orang tua memiliki pengetahuan dan keterampilan yang memadai dalam memanfaatkan teknologi digital sebagai sarana edukatif. Kegiatan pengabdian kepada masyarakat ini bertujuan untuk meningkatkan kapasitas orang tua dalam mendampingi proses belajar anak melalui media permainan edukatif (games edukasi) yang sesuai dengan perkembangan teknologi saat ini. Workshop dilaksanakan di Sanggar Keadilan SMH Indonesia yang berlokasi di Medan, dengan sasaran utama para orang tua dari komunitas dampingan. Metode pelaksanaan meliputi pendekatan partisipatif melalui sosialisasi, pelatihan langsung, simulasi penggunaan games edukasi berbasis aplikasi maupun web, serta sesi diskusi reflektif. Hasil kegiatan menunjukkan adanya peningkatan pemahaman dan keterampilan orang tua dalam memilih, menggunakan, dan mengintegrasikan games edukasi sebagai alat bantu belajar anak. Selain itu, para peserta menunjukkan antusiasme tinggi dalam mencoba berbagai platform permainan edukatif dan menyatakan bahwa pendekatan ini membantu menciptakan suasana belajar yang lebih interaktif dan menyenangkan di rumah. Kata kunci: Games Edukasi, Pendampingan Belajar, Era Digital, Sanggar Keadilan SMH Indonesia.