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PENINGKATAN PENGETAHUAN MASYARAKAT LEWAT PEMANFAATAN APLIKASI VIRTUAL TOUR 360 MUSEUM SMBII DI MASA PANDEMI Shinta Puspasari; Dhamayanti Dhamayanti; Rendra Gustriansyah; Dwi Asa Verano; Ahmad Sanmorino
RESWARA: Jurnal Pengabdian Kepada Masyarakat Vol 4, No 1 (2023)
Publisher : Universitas Dharmawangsa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.46576/rjpkm.v4i1.2493

Abstract

Museum SMBII memiliki fungsi menyimpan, memelihara, memamerkan koleksi benda bersejarah dan budaya Palembang untuk tujuan rekreasi maupun edukasi yang dimanfaatkan seluas-luasnya bagi masyarakat khususnya kota Palembang. Namun, saat pandemi COVID-19 melanda dunia, kebijakan pemerintah daerah Palembang menetapkan museum SMBII untuk menerapkan kebijakan yang disesuaikan dengan situasi pandemi. Museum terpaksa tutup dan membatasi akses bagi aktivitas fisik di museum.  Pengelola museum SMBII telah menyediakan aplikasi untuk memudahkan masyarakat mengakses museum secara virtual. Untuk lebih memperkenalkan aplikasi tersebut, kegiatan pengenalan pemanfaatan aplikasi virtual tour 360 museum SMBII dilaksanakan dengan peserta pelajar atau mahasiswa yang merupakan kategori pengunjung dominan dari museum SMBII Palembang sebelum pandemi. Peserta dikenalkan fungsionalitas dan cara pemanfaatan tiap fitur aplikasi. Peserta diminta menggunakan aplikasi dan mengisi kuesioner evaluasi tingkat penerimaan peserta terhadap aplikasi. Hasil kuesioner menunjukkan bahwa pengetahuan peserta rata-rata meningkat dan aplikasi virtual tour 360 mudah digunakan serta meningkatkan minat peserta untuk jelajah wisata budaya Palembang
Pelaksanan Ujian Kompetensi IT dalam meningkatkan kualitas lulusan di SMKN Suak Tapeh Banyuasin John Roni Coyanda; Desy Iba Ricoida; Dwi Asa Verano
AKM Vol 4 No 1 (2023): AKM : Aksi Kepada Masyarakat Jurnal Pengabdian Kepada Masyarakat - Juli 2023
Publisher : Sekolah Tinggi Ekonomi dan Bisnis Syariah (STEBIS) Indo Global Mandiri

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36908/akm.v4i1.858

Abstract

Vocational High School (SMK) is a formal education unit that organizes vocational education where the orientation produces graduate students who are ready to work. One area of expertise that is in great demand by students is computer and network engineering (TKJ), where this area of expertise teaches how to make students skilled and competent in the field of computer and network engineering. In this era of digital transformation, computer networks are part of human needs so there are many job opportunities in this field. The purpose of this service and socialization is to increase the understanding and knowledge of SMK students in the field of TKJ in conducting education and preparing themselves to enter the world of work. The partners of this service activity are students of SMKN Suak Tapeh Banyuasin where this activity is carried out in the Computer Laboratory Computer and Network Engineering Study Program. While the method of activity used in this service is planning, directing, guiding and teaching network practicum and conducting competency exams that must be followed before completing education at school. Through this service activity occurs increasing understanding from SMK students majoring in TKJ regarding the areas of expertise they take so as to improve the quality of graduates of SMK N Suak Tapeh and also as a provision to face the world of work. In this era of digital transformation, computer networks are part of human needs so there are many job opportunities in this field. The purpose of this service and socialization is to increase the understanding and knowledge of SMK students in the field of TKJ in conducting education and preparing themselves to enter the world of work. These service partners are students of SMKN Suak Tapeh Banyuasin
PENINGKATAN FASILITAS LAYANAN INFORMASI MUSEUM DR. AK. GANI LEWAT PERANCANGAN BROSUR INOVATIF PADA PAMERAN BERSAMA MUSEUM SE-SUMSEL Shinta Puspasari; Rendra Gustriansyah; Dwi Asa Verano; Ahmad Sanmorino
RESWARA: Jurnal Pengabdian Kepada Masyarakat Vol 4, No 2 (2023)
Publisher : Universitas Dharmawangsa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.46576/rjpkm.v4i2.3209

Abstract

Museum dr.AK.Gani memerlukan media promosi untuk menarik masyarakat berkunjung ke museum fisik yang menyimpan koleksi bersejarah peninggalan sang pahlawan nasional. Pada pameran bersama museum di Sumatera Selatan, museum dr.AK.Gani turut berpartisipasi dengan memamerkan sejumlah koleksi namun tidak cukup informatif dikarenakan terbatasnya ruang pamer dan petugas yang dapat mempromosikan keberadaan museum. Kegiatan pengabdian kepada masyarakat ini bertujuan merancang brosur inovatif yang memiliki luaran berupa media promosi dalam bentuk brosur yang dapat disebarluaskan kepada pengunjung pameran secara cepat. Brosur dirancang berbasis teknologi Google Map yang memudahkan pengunjung menuju lokasi museum dipandu oleh aplikasi Google Map. Informasi yang dimuat dalam brosur mendeskripsikan museum dan mengilustrasikan koleksi serta bangunan museum dr.AK.Gani sehingga diharapkan dapat menarik minat kunjungan wisata sejarah masyarakat. Hasil evaluasi kegiatan menunjukkan bahwa brosur yang dibuat mempu memberikan informasi yang menarik minat masyarakat berkunjung ke museum dr.AK.Gani. Rata-rata pengunjung setuju bahwa brosur yang dirancang efektif memberikan informasi tentang museum dr.AK.Gani dan meningkatkan minat untuk datang berwisata ke museum fisik. Mitra PkM menyatakan bahwa brosur inovatif sudah sesuai untuk kebutuhan fasilitas layanan informasi museum dr.AK.Gani. 
Prediction Analysis of Customer Satisfaction Levels at Company XXX Using the Classification Method Evi Purnamasari; Priscila Yuni Praditya, Ni Wayan; Dwi Asa Verano
Jurnal Informasi dan Teknologi 2024, Vol. 6, No. 2
Publisher : SEULANGA SYSTEM PUBLISHER

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.60083/jidt.v6i2.541

Abstract

Service in companies operating in the service system plays a very important role, including in one of the companies in the city of Palembang which we call Company XXX. The level of customer satisfaction with service at Company XXX needs to be considered in order to find out how satisfied customers are with the service system provided by Company XXX. On this occasion the researcher aims to analyze and predict the level of customer satisfaction at Company XXX using the C4.5 classification method. Customer satisfaction is an important factor in maintaining customer loyalty and improving company performance. Using historical customer data for the last 1 year, we apply the C4.5 algorithm to predict customer satisfaction levels. The research results show that the C4.5 method has quite high prediction accuracy, which reaches 83%. It is hoped that the findings from this research can help XXX Company identify the factors that influence customer satisfaction and be able to take strategic steps to improve the quality of service.
Pendekatan Data-Driven untuk Pengembangan Model Prediksi Tingkat Kemiskinan di Provinsi Indonesia Evi Purnamasari; Dwi Asa Verano
JSAI (Journal Scientific and Applied Informatics) Vol 8 No 1 (2025): Januari
Publisher : Fakultas Teknik Universitas Muhammadiyah Bengkulu

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36085/jsai.v8i1.7596

Abstract

Poverty in Indonesia remains a major issue that requires serious attention, particularly at the provincial level. Various factors, such as access to education, healthcare, and employment opportunities, affect the poverty rate. This study aims to develop a poverty prediction model using a data-driven approach through cluster analysis and classification. The methods used in clustering are K-Means, Hierarchical Clustering, and DBSCAN, while for classification, the algorithms applied are Random Forest, Naive Bayes, and Support Vector Machine (SVM). The clustering analysis results show that K-Means provides clearer cluster divisions with the highest Calinski-Harabasz Index value (179.45). In classification model testing, Naive Bayes provides the best results with an accuracy of 99.42%, which is higher than the other models. To address overfitting, cross-validation testing was conducted, yielding a Mean Accuracy of 99.32% and a Standard Deviatin of 0.23%. This study successfully identifies the factors influencing poverty levels in Indonesia’s provinces, which can be used as a basis for government policies in poverty alleviation efforts. The results achieved contribute significantly to the development of a more accurate and effective predictive model for addressing poverty issues in Indonesia.
Edukasi Tentang Pengenalan Perangkat Keras dan Perangkat Lunak Pada Anak Usia Dini Evi Purnamasari; Dwi Asa Verano
PAI RAFAH Vol 7 No 1 (2025): Jurnal PAI Raden Fatah
Publisher : Program Studi Pendidikan Agama Islam Fakultas Ilmu Tarbiyah Dan Keguruan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.19109/pairf.v7i1.27226

Abstract

Education about hardware and software is very important to improve technological literacy. This study discusses the introduction of hardware components such as CPU, RAM, motherboard, mouse, keyboard, hard disk, and software such as operating systems and applications. Interactive technology-based learning methods are used to facilitate understanding. This study uses a qualitative approach with a descriptive analysis method to describe the application of observation and question and answer methods as education for introducing hardware and software to early childhood. Data were collected through structured interviews, participatory observation and document analysis. Data obtained through observation and interviews were analyzed qualitatively. To test the validity of the data, data triangulation was used, namely comparing the findings of observations, interviews and document analysis. The results of the study showed that this approach significantly increased students' interest and knowledge in learning. Practice-based learning has proven to be the key to improving students' technological literacy. In addition, increasing technological literacy is expected to help students be better prepared to face challenges in the digital era.
MEASURING PERCEIVED USABILITY OF ARTIFICIAL INTELLIGENCE-BASED QUIZZES IN A VIRTUAL MUSEUM Shinta Puspasari; Rendra Gustriansyah; Dwi Asa Verano; Ahmad Sanmorino; Hartini Hartini; Ermatita Ermatita
JITK (Jurnal Ilmu Pengetahuan dan Teknologi Komputer) Vol. 10 No. 4 (2025): JITK Issue May 2025
Publisher : LPPM Nusa Mandiri

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33480/jitk.v10i4.5611

Abstract

The transformation of modern museums through digital technology offers added value to visitors, especially in the context of education. Virtual museums, in particular, complement physical museums by providing accessibility and enhancing the learning experience. The SMBII virtual museum includes an AI-based quizzes feature designed to assess the knowledge level of visitors regarding the museum's history and collections as an educational feature. In addition to physical museums, virtual museums offer convenience and enrich the learning process for visitors. The quizzes adapts its questions based on the visitor's profile, leveraging AI to tailor content and maximize learning outcomes. This study aims to compare the effectiveness of two widely used usability metrics—System Usability Scale (SUS) and Usability Metric for User Experience (UMUX)—in evaluating the usability of the AI-driven quiz feature within the SMBII virtual museum. The study specifically seeks to determine whether there are significant differences between SUS and UMUX in measuring user perceptions of the quiz’s usability. The primary respondents of this study were students, who represent the museum's target audience for educational purposes. Hypothesis testing results show no significant difference between the SUS and UMUX scores (P > 0.05), indicating that both metrics offer similar evaluations of usability. Based on these findings, the study recommends the use of UMUX over SUS for future usability assessments in virtual museum systems, as UMUX is more time-efficient without compromising accuracy. This research contributes to advancing the understanding of usability testing methods for AI-based educational features in virtual museum environments