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Android-Based E-Learning Application Design in Schools Iskandar, Akbar; Mansyur, Mansyur; Ansari Saleh Ahmar; Muliadi, Muliadi; Abdul Rahman
Journal of Applied Science, Engineering, Technology, and Education Vol. 5 No. 1 (2023)
Publisher : PT Mattawang Mediatama Solution

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35877/454RI.asci1643

Abstract

The concept of E-Learning itself is a guide between learning processes that are packaged in the form of information technology. During the pandemic, schools in Indonesia began to make changes to offline learning to online by utilizing various applications such as the Google Classroom and WhatsApp applications. Based on these conditions, the researcher tried to develop a system for use in schools in the form of Android-based e-learning using the waterfall method. Based on the results of system design and testing it appears that this system can be used at research locations because the system can run well based on the results of black box testing, while the expert judgment of 10 people said it was very good, while the user response was 150 people with a very good response of 70 percent (105 people), good 30 percent (45 people). So that by using an Android-based E-Learning application, of course learning done in schools is better than those that only use conventional models or only use Whatsapp or Google Classroom. In addition, with E-Learning the learning process that is usually carried out in schools can be done without having to go to school again, students and teachers can carry out the learning process from their respective homes using smartphones and the internet.
Training on Village Website Management for Village Officials in Manimbahoi Village, Parigi District, Gowa Regency as Data Literacy Education: Pelatihan Pengelolaan Website Desa untuk Aparat Desa di Desa Manimbahoi, Kecamatan Parigi, Kabupaten Gowa sebagai Edukasi Literasi Data Ahmar, Ansari Saleh; Rais, Zulkifli; Iskandar, Akbar
Mattawang: Jurnal Pengabdian Masyarakat Vol. 4 No. 3 (2023)
Publisher : Yayasan Ahmar Cendekia Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35877/454RI.mattawang1993

Abstract

The training was held in the Meeting Room of Manimbahoi Village, Parigi District, Gowa Regency, South Sulawesi Province on August 6, 2023. The participants of the training were Manimbahoi Village officials, with the aim of understanding the importance of data to be published and also as an effort to educate village officials regarding data literacy. This service activity for Manimbahoi Village officials, in an effort to educate data literacy, runs smoothly, as expected. This can be seen from the increase in the ability and knowledge of village officials from not knowing about website management and publishing village news. Using this knowledge, village data can be published on village websites. Abstrak Pelatihan ini dilaksanakan di Ruang Pertemuan Desa Manimbahoi, Kecamatan Parigi, Kabupaten Gowa, Provinsi Sulawesi Selatan pada tanggal 6 Agustus 2023. Peserta dari pelatihan ini adalah aparat Desa Manimbahoi, dengan tujuan agar aparat desa tersebut paham mengenai pentingnya data untuk dipublikasikan dan juga sebagai upaya untuk edukasi aparat desa terkait literasi data. Kegiatan pengabdian untuk aparat Desa Manimbahoi ini sebagai upaya untuk edukasi literasi data berjalan lancer dan sesuai dengan yang diharapkan. Hal ini terlihat terjadinya peningkatan kemampuan dan pengetahuan aparat desa dari tidak tahu menjadi tahu pengelolaan website dan penerbitan berita desa. Dengan adanya pengetahuan ini maka data-data desa dapat dipublikasikan di website desa.
Educational Datafication in Smart Attendance Systems: A Bibliometric and Science Mapping Analysis Purnamawati, Purnamawati; Nuridayanti, Nuridayanti; Akil, Muhammad; Iskandar, Akbar; Pratama, Muh Riyaldi
Journal of Applied Science, Engineering, Technology, and Education Vol. 8 No. 1 (2026)
Publisher : PT Mattawang Mediatama Solution

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35877/454RI.asci4805

Abstract

Smart attendance systems have evolved from routine administrative tools into data-driven mechanisms for monitoring, prediction, and institutional decision-making in education. However, limited attention has been given to how this transformation is understood from educational, ethical, and socio-technical perspectives. This study aims to examine the development of smart attendance system research using a bibliometric and science mapping approach. A dataset of 108 Scopus-indexed journal articles published between 2016 and 2025 was analyzed using VOSviewer and Biblioshiny. The findings reveal a clear shift from RFID-based and manual verification systems toward artificial intelligence-driven approaches, including facial recognition, deep learning, computer vision, and predictive analytics. Despite these technological advancements, the literature remains predominantly technocentric, with major emphasis on system efficiency, authentication, and automation, while issues related to privacy, consent, fairness, and surveillance receive limited attention. This study identifies an “ethical silence” in the field and suggests that attendance is increasingly redefined as a machine-verifiable construct rather than a pedagogical expression of engagement. Future research should integrate data ethics, learning analytics, and student agency to support more balanced educational practices.
Design and Implementation of Cloud-Based Information Systems for SMEs: Enhancing Efficiency and Scalability Kamaruddin Kamaruddin; Akbar Iskandar; Muh Riyaldi Pratama; Ming-Chung Chang
Ceddi Journal of Information System and Technology (JST) Vol. 4 No. 2 (2025): December
Publisher : Yayasan Cendekiawan Digital Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56134/jst.v4i2.152

Abstract

Small and Medium Enterprises (SMEs) play a critical role in economic growth and employment, yet their ability to remain competitive is often constrained by limited capital, fragmented information infrastructure, and uneven digital capabilities. In recent years, cloud-based information systems have been increasingly adopted as an alternative to conventional IT infrastructures, particularly due to their scalability, flexibility, and reduced upfront investment requirements. This study examines the design and implementation of cloud-based information systems in SMEs and evaluates their implications for operational efficiency and organizational scalability. Using a quantitative explanatory research design, data were collected from SMEs that have implemented cloud solutions and analyzed through Partial Least Squares Structural Equation Modeling (PLS-SEM). The results indicate that organizational readiness and security risk management are decisive factors shaping the effectiveness of cloud system implementation. SMEs with adequate preparedness and structured risk controls are more likely to achieve measurable improvements in process efficiency, data integration, and decision-making responsiveness. In addition, the findings highlight that modular and scalable system architectures allow SMEs to adjust operational capacity in line with market fluctuations while avoiding excessive infrastructure costs. By empirically linking system design choices with organizational and governance conditions, this study contributes an integrated framework to the literature on SME digital transformation. The results also provide practical guidance for managers and policymakers in formulating cloud adoption strategies that support long-term digital resilience.
Design and Evaluation of a Gamification-Based Mobile Application for Mandarin Vocabulary Learning for Beginners Akbar Iskandar; Riska Kherani; Muhammad Akbar Azis; Yutaka Matsuo
Ceddi Journal of Education Vol. 4 No. 2 (2025): December
Publisher : Yayasan Cendekiawan Digital Indonesia (CEDDI)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56134/cje.v4i2.151

Abstract

Vocabulary learning is the main foundation in mastering foreign languages, including Mandarin, which has a high level of complexity in terms of hanzi, pinyin, and lexical meaning. In Indonesia, the need for Mandarin mastery continues to increase along with the development of economic and academic cooperation with China. However, the process of learning Mandarin vocabulary for beginners is still dominated by conventional approaches that are less adaptive to the characteristics of digital-era learners. The contribution of this research lies in the design of a mobile application that integrates hanzi exercises, flashcard games, and a digital dictionary into a structured gamification mechanism based on levels, scores, and time limits for HSK 1–4 vocabulary learning. This study uses a quantitative descriptive method with a software engineering approach. Evaluation was conducted through direct trials with eight beginner learners using a five-point Likert scale questionnaire instrument. Data analysis was carried out using descriptive statistics and instrument reliability testing. The results showed an overall average score of 4.36 with a Cronbach's Alpha value of 0.87, indicating high reliability. These findings indicate that the application has good levels of usability, engagement, and user acceptance, and demonstrates the potential to support learning motivation and the effectiveness of mobile-based Mandarin vocabulary learning at the beginner level.
Web-Based Educational Game Development to Improve Elementary School Students' Learning Efficiency and Interest Asri Asri; Fitriyani Fitriyani; Katie Katie; Akbar Iskandar
Ceddi Journal of Education Vol. 4 No. 2 (2025): December
Publisher : Yayasan Cendekiawan Digital Indonesia (CEDDI)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56134/cje.v4i2.156

Abstract

The development of digital technology has encouraged the use of interactive learning media in elementary education. However, various digital innovations have not fully demonstrated a consistent pedagogical impact on student learning efficiency and interest, especially when media development emphasizes technical aspects rather than instructional design and outcome-based evaluation. This study aims to develop and evaluate a web-based educational game designed to improve elementary school students' learning efficiency and interest. The study used a design and development research approach, which included needs analysis, design, development, and evaluation stages. The research subjects consisted of 32 fourth-grade elementary school students. Data were collected through learning outcome tests (pre-test and post-test), task completion time measurements, learning interest questionnaires, and classroom observations. Quantitative analysis using a paired-sample t-test showed a significant increase in student learning outcomes after using the educational game (t(31) = 9.27; p < 0.001; d = 1.64) and a significant decrease in task completion time (t(31) = 8.11; p < 0.001; d = 1.43). Students' learning interest scores were in the high category (M = 4.21). These findings indicate that pedagogically designed web-based educational games are capable of simultaneously increasing the efficiency and learning interest of elementary school students.
Training on Website Application Development for Coffee Shop Visitors for Students Akbar Iskandar; Kamaruddin; Erwin Gatot Amiruddin; Andi Jusriani
Jurnal Abdimas Cendekiawan Indonesia Vol. 1 No. 1 (2024): January
Publisher : Yayasan Cendekiawan Digital Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56134/jaci.v1i1.55

Abstract

The world of education has changed, What world of education which used to be a transfer of knowledge with a standardized model is now changing more straightforwardly, students who used to only be able to learn through teachers/lecturers, schools, campuses, and literature books, are now facilitated by existing facilities, such as the internet, Study Clubs, and learning places that are more following the modern lifestyle of students. So the idea emerged regarding planning training activities in coffee shops/cafes which are recreational and educational facilities by paying attention to all the facilities needed as well as alternatives and new functions that are well adapted, comfortable, and not just for relaxing. Training activities to create a website in a coffee shop/cafe is an alternative to obtaining a comfortable, minimalist, and modern learning atmosphere. An atmosphere that makes anyone feel at home, not only just eating and drinking but also still processing their productivity. Doing activities in a coffee shop/cafe reflects the lifestyle of today's students, which is realized in a new learning method that is expected to represent the mindset, ideas, and creativity of students.
Assessors in The South Sulawesi Provincial Level Vocational School Student Competency Competition (LKS) Akbar Iskandar
Jurnal Abdimas Cendekiawan Indonesia Vol. 1 No. 2 (2024): May
Publisher : Yayasan Cendekiawan Digital Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56134/jaci.v1i2.89

Abstract

Vocational education has a very important role in preparing the young generation to enter the world of work. Student Competency Competitions (LKS) are one way to test and improve students' skills at the vocational high school (SMK) level. This article discusses the experience and impact of participating as a judge in the South Sulawesi provincial-level vocational school worksheet. This in-depth review aims to convey a better understanding of the importance of the role of juries in improving the quality of vocational education in Indonesia. This activity not only provides valuable experience for students, but also provides insight to education administrators about the strengths and weaknesses of the curriculum and the learning methods applied. Through observations and assessments made during LKS, judges and organizers can identify areas that need improvement in the curriculum and teaching approach. The results of the LKS can be important input for developing more relevant and effective educational programs. Overall, vocational education through vocational schools and extracurricular activities such as LKS are strategic steps in preparing Indonesia's young generation to face the challenges of the world of work. By prioritizing the development of practical skills and involving various stakeholders, the vocational education system in Indonesia can continue to develop and produce a competent and high-quality workforce.
Exploring Early Childhood Interests and Talents Through Role-Play Methods Misbayani Misbayani; Akbar Iskandar; Kumar Vivek
Jurnal Abdimas Cendekiawan Indonesia Vol. 1 No. 3 (2024): September
Publisher : Yayasan Cendekiawan Digital Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56134/jaci.v1i3.95

Abstract

Children's interests and talents are two very important things to develop from an early age. Both can be the foundation for children's future development, both in academic and non-academic fields. One effective method to explore children's interests and talents is through role-playing. This method is not only fun for children, but also full of educational benefits. Exploring children's talents and understanding their potential from an early age is the key to helping them grow and develop optimally. Children have their own world full of curiosity and uniqueness, through observation and deep understanding of their responses and behavior. We can find valuable clues about the interests and talents they are born with. Providing freedom to explore and the opportunity to try various activities is an effective way to help children find their own interests and talents. This process is not only about finding a particular talent but also about building self-confidence and the ability to adapt to various situations. In the role-playing method, the themes that can be given are themes that are close to the child's world, such as family and profession through these themes, role-playing will be more effective because children know and directly play the characters they will play and children will interact with other friends. So that social development can be honed to the maximum.
Android-Based Public Complaint Service System in Malimongan Tua Sub-district, Makassar Resky Wahyuni; Marwa Sulehu; Tamus bin Tahir; Akbar Iskandar; Tatik Maslihatin; Tamra
Jurnal Abdimas Cendekiawan Indonesia Vol. 1 No. 3 (2024): September
Publisher : Yayasan Cendekiawan Digital Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56134/jaci.v1i3.97

Abstract

The problem that occurs in the Public Complaints Service System in Malimongan Tua Village is the absence of a public complaint service system. Therefore, the researcher offers a solution to this problem by designing and implementing an Android-based public complaint service system. The purpose of this study is to design and implement an Android-based public complaint service system. Data were obtained through field research, library research, and interviews. The waterfall method is used in system development. The results of the study indicate that this data was obtained through observation, interviews, and library studies. The waterfall method is used in system development. The results of the study indicate that (the design and manufacture) of the Public Complaint Service System in Malimongan Tua Village, black box system testing ran well, and the results of User Acceptance Testing (UAT) testing on several respondents (Villages and Users) related to the use of the Android-based Public Complaint Service System Optimization application in Malimongan Tua Village, Makassar. In addition, the results of this study have been implemented in the form of community service, where this application helps the people of Malimongan Tua Village to convey their complaints more easily and efficiently, as well as improve the village government's response to problems faced by the community, it is concluded that this application is very suitable for use with a final score of 87.4%.
Co-Authors A.A. Ketut Agung Cahyawan W Abdul Jalil Abdul Latief Arda Abdul Rahman Agung Iqramzah Ahmad Rudi Ahmad Rudi Ahmar, Ansari Saleh Ahmed Abdulmajeed Ahmed J. Obaid Akbar Hendra Alfairus, Muh. Qodri Aman, Andryanto Amanda, Andi Dimas Prasetyo Amin, Syahril Amiruddin, Amran Amran Amiruddin Ana Rusmardiana Andani Achmad Andi Jusriani Andryanto A Arinto Nugroho Asnimar ASNIMAR ASNIMAR, ASNIMAR Asri Asri Bangri, Nardo Azalio Bobur Sobirov Daud Daud Dayun Miyanti Dayun Miyanti Dellas, Dellas Dewi Yanti Dian Wardiana Sjuchro Dwika Assrani Edy Suryanto Erwin Gatot Amiruddin Erwin Gatot Amiruddin Fathurrahman Firera, Romario Fitri Daryanti Fitriyani Fitriyani Fitta Ummaya Santi Giri Artoyo Hamdan Gani Harfawan Matturungan Harman Akbar Tullah HARYANTO Haryanto Haryanto Heri Retnawati Ilham Ilham Ismiyati, Ismiyati Kamaruddin Kamaruddin Kamaruddin Kamaruddin Karan Sharma Katie Katie Kavya Patel Kherani, Riska Kumar Vivek Kumar Vivek Lisah Lisah Lukas, Imelda Makhabbat Ramazanova Mamadiyarov, Zokir Mansyur Mansyur Mansyur Mansyur Mansyur Mansyur Maria Yertas Marwa Sulehu Matturungan, Harfawan Mesran, Mesran Ming-Chung Chang Misbayani Misbayani Muh Riyaldi Pratama Muhajirin, Muhajirin Muhammad Akbar Azis Muhammad Akil, Muhammad Muhammad Akram Hamzah Muhammad Rizal Muliadi Munsyir, Mulawarman Neneng Awaliah Neneng Awaliyah Nurhalisa Nurhalisa Nuridayanti, Nuridayanti Nurul Huda Pato, Markani Pratama, Muh Riyaldi Pratama, Muh. Riyaldi Purnamawati Purnamawati R. Rusli Rais, Zulkifli Ramazanova, Makhabbat Ratnawati, Heri Resky Wahyuni Ridha Nur Ilahi Riska Kherani Robbi Rahim Romario Firera Ronda Deli Sianturi Rudi, Ahmad Ruth Ruth Sabitu, Kamoru Sahibu, Supriadi Saltanat Meiramova Saputri S, Dian Sholikah, Mar'atus Singagerda, Faurani Santi Siti Nurhabibah Hutagalung Sonni, Alem Febri Syahrul Syahrul Tahir, Tamus Bin Tamra Tatik Maslihatin Tatik Maslihatin Taufik, Imran Ummiati Rahmah Vitara Aji Bimantara Vivek Sharma Wulansari, Lusiana Yuhandri Yuhandri, Yuhandri Yulianto, Romi Yutaka Matsuo Yuyun