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PKM PENGAJIAN HAFALAN QUR’AN WAKTU NYATA MENGGUNAKAN PERANGKAT LUNAK Eva Darnila; Maryana Maryana; Rini Meiyanti; Armelia Dafrina; Rizki Suwanda
Jurnal Pengabdian Masyarakat Teknologi Informasi (PERANTI) Vol 2 No 1 (2026): Jurnal Pengabdian Masyarakat Teknologi Informasi
Publisher : LPPM Unimal

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.0330/peranti.v2i1.27457

Abstract

Peningkatan minat masyarakat terhadap hafalan Qur’an, telah memunculkan ide-ide baru terutama dalam membantu masyarakat meningkatkan hafalannya dalam waktu yang singkat. Salah satu pendekatan alternatif tersebut adalah pemanfaatan teknologi yang tepat dan akurat dalam mengevaluasi setiap hafalan dari peserta hafalan Qur’an. Konsep sistem yang dibagun hanya berperan sebagai pengujian hafalan awal, sebelum para peserta menampilkan hafalannya di hadapan para guru. Sistem dibangun dengan seramah mungkin agar masyarakat awam mampu dan mudah menggunakannya, Setelah dilakukan pengujian sistem terhadap para peserta hafalan, diperoleh adanya peningkatan minat dan percepatan masyarakat peserta penghafal Qur’an dalam menyelsaikan hafalannya. Hasil evaluasi menunjukkan bahwa rata-rata 50% dari total peserta berhasil menyelesaikan hafalan dan dianggap layak oleh sistem setelah pengujian pertama, dan 50% sisa peserta berhasil menyelesaikan hafalannya dan telah dianggap layak oleh sistem setelah pengujian kedua. Kata kunci : Hafalan Qur’an, Sistem
Gamifikasi Edukasi Rumah Adat Nusantara Berbasis Android Menggunakan Algoritma Fisher-Yates Shuffle Said Fadlan Anshari; Rizki Suwanda; Rizky Putra Fhonna; Muh Fahrudin Alawi
Sisfo: Jurnal Ilmiah Sistem Informasi Vol. 9 No. 2 (2025): Sisfo: Jurnal Ilmiah Sistem Informasi, Oktober 2025
Publisher : Universitas Malikussaleh

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29103/sisfo.v9i2.27577

Abstract

Indonesia memiliki kekayaan budaya yang sangat beragam, salah satunya berupa rumah adat yang mencerminkan identitas dan kearifan lokal masyarakat di berbagai daerah. Namun, minat generasi muda untuk mempelajari warisan budaya tersebut cenderung menurun akibat kurangnya media pembelajaran yang menarik dan interaktif. Penelitian ini bertujuan untuk mengembangkan aplikasi gamifikasi edukasi rumah adat Nusantara berbasis Android dengan menerapkan algoritma Fisher-Yates Shuffle sebagai metode pengacakan elemen permainan. Metode penelitian yang digunakan adalah Research and Development (R&D) dengan pendekatan kualitatif dan eksperimental. Data penelitian diperoleh melalui studi literatur dari Perpustakaan Kota Lhokseumawe, Perpustakaan Program Studi Antropologi Universitas Malikussaleh, serta sumber daring yang relevan. Aplikasi yang dikembangkan memiliki tiga fitur utama, yaitu permainan susun gambar rumah adat, kuis interaktif, dan ensiklopedia rumah adat Nusantara. Algoritma Fisher-Yates Shuffle digunakan untuk mengacak susunan puzzle dan soal kuis sehingga menghasilkan variasi permainan yang lebih menarik dan tidak repetitif. Hasil penelitian menunjukkan bahwa aplikasi yang dikembangkan mampu menjadi media pembelajaran yang interaktif, edukatif, dan menyenangkan bagi anak-anak usia sekolah dasar hingga sekolah menengah pertama. Selain meningkatkan keterlibatan pengguna dalam proses belajar, aplikasi ini juga berkontribusi dalam memperkenalkan dan menumbuhkan kecintaan terhadap budaya Indonesia melalui pemanfaatan teknologi digital.
Pemanfaatan ChatGPT dalam Penulisan Karya Ilmiah dari Ide Sampai Publikasi Muhammad Khoiruddin Harahap; Rizki Suwanda
Pengabdian Pendidikan Indonesia Vol. 3 No. 01 (2025): Artikel Periode April 2025
Publisher : Information Technology and Science (ITScience)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47709/ppi.v3i01.5827

Abstract

Kemampuan menulis ini menjadi hal yang harus dipahami, tetapi tidak semua mampu menulis karya ilmiah yang berkualitas mengingat masih ada yang mengalami kesulitan berkenaan dengan kendala menulis karya ilmiah. Keterbatasan tersebut seperti penguasaan tata bahasa yang baik, keterampilan berpikir kritis, dan juga penggunaan daftar pustaka yang masih belum akurat yang menjadi tantangan utama yang harus dihadapi mahasiswa dalam menulis karya ilmiah. Tujuan pengabdian masyarakat ini adalah untuk mengetahui efektifitas pemanfaatan ChatGPT dalam penulisan karya ilmiah dari ide sampai publikasi. Kegiatan pengabdian masyarakat ini dilakukan secara daring pada hari sabtu 19 April 2025, diikuti 195 peserta dari berbagai universitas. Kegiatan pelatihan mencakup pemaparan materi, panduan teknis, dan coaching clinic penggunaan ChatGPT. Sebanyak 167 atau sebesar 85,64% memberikan respon yang baik menggunakan ChatGPT dan terdapat beberapa peserta kesulitan dalam menggunakan ChatGPT. Kesimpulan di dalam kegiatan webinar ini, bahwa teknologi ChatGPT mampu meningkatkan keterampilan menulis karya ilmiah. Kegiatan ini dapat meningkatkan pengetahuan dan pemahaman tentang struktur dan format penulisan karya ilmiah dengan memanfaatkan ChatGPT serta menumbuhkan kesadaran pemanfaatan teknologi sesuai etika dan kaidah keilmuan.
Design of a Web-Based Self-Reporting Information System for Teacher Professional Education Fatih Dwi Laksana; Rizki Suwanda
Jurnal Minfo Polgan Vol. 13 No. 1 (2024): Artikel Penelitian
Publisher : Politeknik Ganesha Medan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33395/jmp.v13i1.13932

Abstract

The manual self-reporting process for students in the Teacher Professional Education (PPG) program leads to delays, data inaccuracies, and administrative complexities. This research focuses on personal information of PPG students, educational history, and assignment documents. Data collection methods included interviews, observations, and document studies. The system development method followed the waterfall approach, involving requirements analysis, system design, implementation using PHP as the primary programming language, testing, and evaluation. The resulting information system leverages web technology and PHP to facilitate self-reporting for PPG students. Key features include online reporting forms, student data management, and handling PPG-related documents. Evaluation results indicate improved efficiency, accuracy, and speed in administrative processes, along with increased student engagement in self-reporting. The conclusion of this research is that the implementation of the web-based PPG Self-Reporting Information System using PHP successfully addresses administrative challenges in the Faculty of Teacher Training and Education. This system contributes positively to data efficiency and accuracy, enhances the quality of academic services, and strengthens administrative transparency. Therefore, the application of web technology and PHP in the PPG Self-Reporting Information System can serve as a model for developing similar systems in other educational institutions.
Penerapan Metode Naïve Bayes Dalam Sistem Rekomendasi Pemilihan Program Studi Pendidikan Tinggi Berbasis Website Rizki Suwanda; Said Fadlan Anshari; Rizky Putra Fhonna; Tulus Setiawan
Jurnal Minfo Polgan Vol. 14 No. 2 (2025): Artikel Penelitian
Publisher : Politeknik Ganesha Medan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33395/jmp.v14i2.15858

Abstract

Pemilihan program studi pendidikan tinggi merupakan keputusan penting yang berdampak pada arah karir dan pengembangan potensi siswa. Namun, banyak siswa mengalami kesulitan dalam menentukan pilihan yang sesuai dengan minat dan kemampuan akademik mereka. Dalam praktiknya, pemilihan program studi masih sering dilakukan secara subjektif tanpa dukungan data atau sistem yang dapat membantu proses pengambilan keputusan secara rasional dan terukur. Penelitian ini bertujuan untuk mengembangkan sebuah sistem rekomendasi berbasis metode Naïve Bayes yang mampu memberikan saran program studi kepada siswa berdasarkan data minat dan prestasi akademik. Metode Naïve Bayes dipilih karena mampu mengklasifikasikan data secara efisien dengan pendekatan probabilistik, meskipun asumsi antar atribut bersifat independen. Sistem ini diharapkan dapat menjadi alat bantu bagi siswa maupun pihak sekolah (seperti guru BK) dalam memberikan arahan akademik berbasis data. Tahapan penelitian dimulai dari studi literatur dan perancangan sistem, dilanjutkan dengan pengumpulan data berupa minat siswa dan nilai akademik, baik melalui dataset simulasi maupun data uji terbatas dari responden nyata. Data tersebut kemudian diproses dan digunakan untuk membangun model klasifikasi menggunakan algoritma Naïve Bayes. Selanjutnya, sistem diuji untuk mengukur akurasi dan efektivitasnya dalam memberikan rekomendasi program studi yang sesuai. Penelitian ini juga mencakup evaluasi sistem berdasarkan hasil klasifikasi serta analisis keterkaitan antara input (minat dan prestasi) dan output rekomendasi program studi.
Web-Based Stroke Disease Classification System Using the Modified K-Nearest Neighbors Method Rizki Suwanda; Bustami Bustami; Muhammad Khardawi
Jurnal Minfo Polgan Vol. 15 No. 1 (2026): Artikel Penelitian
Publisher : Politeknik Ganesha Medan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33395/jmp.v15i1.16046

Abstract

Classification is a systematic method of grouping data based on predefined analytical rules and principles. One of the classification methods employed in this study is the Modified K-Nearest Neighbors (MKNN) algorithm, which is recognized for its potential to achieve higher accuracy. MKNN is an extension of the traditional K-Nearest Neighbors (KNN) method, incorporating an additional ranking stage and a weighted voting mechanism using an alpha value of 0.5. The object of this study is stroke disease. In the medical context, stroke occurs due to a disruption of blood flow to the brain. Ischemic stroke is caused by the obstruction of blood vessels and is generally considered less severe, whereas hemorrhagic stroke results from the rupture of blood vessels and is categorized as a severe condition. Hospitals in Indonesia are required to provide prompt and accurate healthcare services, in accordance with Law Number 36 of 2009 concerning Health. Approximately 70% of stroke patients have a history of hypertension and heart disease, while around 87% experience psychological disorders such as anxiety and depression. Based on data obtained from Cut Meutia Regional General Hospital (RSUD Cut Meutia) in Lhokseumawe, the classification of stroke types is still performed manually through clinical observation. Therefore, this study proposes a stroke classification system based on the MKNN algorithm. The system utilizes 11 features and two diagnostic classes, namely ischemic stroke and hemorrhagic stroke, with a total of 100 medical record datasets divided into 80 training data and 20 testing data. Using a value of K = 5, the system achieved an average confidence accuracy of 81.19%, with a precision of 85.71%, recall of 80%, F1-score of 82.75%, and overall accuracy of 75%. The system was developed using the PHP programming language and a MySQL database.
Prediction Of Industrial Waste Using The Autoregressive Integrated Moving Average Method Roslaini Roslaini; Dahlan Abdullah; Rizki Suwanda
Jurnal Informasi dan Teknologi 2025, Vol. 7, No. 2
Publisher : SEULANGA SYSTEM PUBLISHER

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.60083/jidt.vi0.624

Abstract

This study presents the development of a web-based industrial waste prediction system using the Autoregressive Integrated Moving Average (ARIMA) method to forecast the volume of liquid and solid waste generated by PT Pupuk Iskandar Muda (PIM). The predictive model is built upon historical waste data collected between 2020 and 2023, serving as the foundation for the statistical analysis. The system is developed using the Flask web framework, offering an interactive and user-friendly interface, while SQLite3 is employed as a lightweight local database solution for efficient data handling. The ARIMA (1,1,1) model was selected based on stationarity testing and examining ACF and PACF patterns. The results suggest that the model can moderately capture prediction trends, although limitations in accuracy are evident. For 2024, liquid waste is projected to decrease from 30,600 tons in January to 29,400 tons in December. In contrast, solid waste displays a more stable trend, with an average monthly generation of approximately 23.2 tons. Model performance was evaluated using the Mean Absolute Percentage Error (MAPE) method, yielding high error rates—166.11% for liquid waste and 100% for solid waste, highlighting the significant impact of data quality and completeness on prediction accuracy. The system generates visual outputs through interactive graphs and tables accessible via a web browser, supporting data-driven decision-making. This research is a predictive tool for PT PIM and a reference for future development of technology-driven waste management systems to promote environmental sustainability.
RANCANG BANGUN SMART GREENHOUSE OTOMATIS BERBASIS INTERNET OF THINGS DENGAN KONTROL RULE-BASED UNTUK OPTIMALISASI PERTUMBUHAN TANAMAN TOMAT: DESIGN AND CONSTRUCTION OF AN AUTOMATIC SMART GREENHOUSE BASED ON THE INTERNET OF THINGS WITH RULE-BASED CONTROL FOR OPTIMIZING TOMATO PLANT GROWTH Muhammad Zikri; Muhammad Fikry; Rizki Suwanda
Rabit : Jurnal Teknologi dan Sistem Informasi Univrab Vol 10 No 2 (2025): Juli
Publisher : LPPM Universitas Abdurrab

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36341/rabit.v10i2.6435

Abstract

This study aims to develop and implement an automated greenhouse system based on the Internet of Things (IoT) to monitor and analyze environmental conditions, including temperature, humidity, and light intensity. The system utilizes an ESP32 microcontroller integrated with a DHT22 sensor, soil moisture sensor, and LDR light sensor. Sensor data is transmitted in real time to the Blynk application, enabling users to monitor and control the system remotely via smartphone. The system uses a rule-based approach, such as activating a fan when the temperature exceeds 32°C, activating a water pump when soil moisture is below 30%, and turning on lights when light intensity is low. The experiment was conducted using a laboratory-scale prototype with kangkung plants. The system demonstrated its ability to provide timely and accurate environmental updates, enhancing greenhouse management efficiency. This system shows potential to support optimal plant growth while conserving energy.
PENGEMBANGAN APLIKASI AUGMENTED REALITY UNTUK PEMBELAJARAN BIOLOGI MENGGUNAKAN MARKER BASED TRACKING PADA PLATFORM ANDROID Teguh Brahmana; Taufiq; Rizki Suwanda
Rabit : Jurnal Teknologi dan Sistem Informasi Univrab Vol 10 No 2 (2025): Juli
Publisher : LPPM Universitas Abdurrab

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36341/rabit.v10i2.6460

Abstract

The development of Augmented Reality (AR) technology offers significant opportunities for creating interactive learning media, especially for abstract Biology topics. This study aims to develop an AR-based learning application using the marker-based tracking method on the Android platform. The developed application, named BioAR, presents a three-dimensional model of animal cell structures that can be displayed through the device’s camera with the help of markers. The development method used in this application is the Waterfall model, which consists of several stages: literature review, data collection, system design, application development, and testing. The 3D models of the organelles are created using Blender, then integrated into Unity with the use of Vuforia SDK. The application is tested using the black-box testing method, focusing on the functionality of navigation buttons, the distance between the camera and marker, light intensity, marker type, and testing on various Android devices with different specifications. The testing results show that the application performs well according to the designed functions. The application successfully displays 3D objects in real-time at an ideal distance between the camera and marker, ranging from 20–30 cm, with adequate lighting. Devices with at least 3 GB of RAM and high-quality cameras provide optimal results. This application is expected to serve as an alternative interactive learning media, easily accessible, and help visualize Biology material in a more engaging way.
IMPLEMENTASI ALGORITMA BOYER-MOORE DAN BRUTE FORCE UNTUK PENCARIAN TAFSIR DI ENSIKLOPEDIA AL-QUR’AN BERBASIS WEBSITE: MPLEMENTATION OF BOYER-MOORE AND BRUTE FORCE ALGORITHMS FOR TAFSIR SEARCH IN A WEB-BASED QUR’ANIC ENCYCLOPEDIA Siti Nadilla; Rizal Tjut Adek; Rizki Suwanda
Rabit : Jurnal Teknologi dan Sistem Informasi Univrab Vol 10 No 2 (2025): Juli
Publisher : LPPM Universitas Abdurrab

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36341/rabit.v10i2.6552

Abstract

The growing demand for structured and efficient access to Qur’anic content based on specific themes underscores the need for a thematic search system for verses and tafsir. This study aims to develop a web-based Qur’anic encyclopedia featuring a keyword-based search function that employs string matching algorithms. We implemented and compared two algorithms Boyer-Moore and Brute Force to assess their performance in processing large textual tafsir datasets. The system was built using PHP and MySQL, utilizing a dataset comprised of categorized tafsir and verses according to themes. Our methodology included a literature review, interface design, system development, algorithm implementation, and performance testing. The results indicate that the Boyer-Moore algorithm is significantly faster and more efficient than the Brute Force algorithm for large-scale text searches. Testing with ten different keywords revealed that the average search time for the Boyer-Moore algorithm was 0.030 seconds, while the Brute Force algorithm took 0.069 seconds, making Boyer-Moore approximately 56% faster. The search feature reliably retrieved relevant verses and tafsir based on user input. Additionally, the system demonstrated user-friendliness through a responsive web interface. These findings highlight the effectiveness of string matching algorithms in digital Islamic tools and emphasize the advantage of the Boyer-Moore algorithm in optimizing the complexity of thematic Qur’anic searches.