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EDUKASI POLA HIDUP SEHAT DI ERA PANDEMI COVID-19 DAN PENINGKATAN BAKAT MINAT MEMBACA KEMBALI PADA SISWA/SISWI SD KARTIKA IV-9 SURABAYA Mulyo, Budi Mukhamad; A., Alif Arsyad; Prasetya, Aditya; N., Bella Risky; Y., Muhamad Andika; B., Muhammad Agung; Alif S., Reza Muhammad; Z., Eva Rahmania; Fitriyah, Fitriyah; R., Qurotul A’yun; Prastika, Ayu Dwi; Aprilia, Yuva Dwi; S., Aprilia Erlinda; S., Widhi Ayu; Marjiansa, Aris; Putra, Anggelus
Jurnal Leverage, Engagement, Empowerment of Community (LeECOM) Vol. 4 No. 1 (2022): Jurnal Leverage, Engagement, Empowerment of Community (LeECOM)
Publisher : Universitas Ciputra Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37715/leecom.v4i1.2952

Abstract

Tema Kuliah Kerja Nyata Tematik (KKN-T) yang kami gunakan adalah Edukasi Pola Hidup Sehat di Era Pandemi Covid-19 dan Peningkatan Bakat Minat Membaca dengan sasaran program siswa sekolah dasar. kami merancang beberapa program khusus yang berkaitan dengan tema KKNT, dengan pertimbangan untuk tetap mematuhi protokol kesehatan yang berlaku. Program-program yang telah penulis rancang diharapkan dapat tercapainya tujuan dari tema yang telah di pilih. Tujuan program-programnya adalah sebagai berikut. (1) Memberikan pengetahuan kepada siswa/siswi SD Kartika IV-9 tentang bahaya virus Covid-19 dan dampak bagi kesehatan, kesejahteraan, dan masa depan. (2) Meningkatkan minat membaca dan kenyamanan belajar. Metode pelaksanaan menggunakan langkah sebagai berikut: identifikasi potensi dan menganalisis permasalahan di dalam masyarakat, perancangan program, penelitian pustaka untuk acuan materi yang digunakan selama pengabdian, metode observasi lapangan dilakukan untuk mengetahui kondisi, dengan mendatangi lokasi secara langsung sekaligus untuk melaksanakan kegiatan KKN.
Pembuatan Game Pembelajaran Interaktif Mengenai Hewan Berbasis Android : Studi Kasus RA Darul Ulum Sarirogo Mulyo, Budi Mukhamad; Fahrial, Rifki Zainal; Putradira, Muhammad Rizki
INTECH (Informatika dan Teknologi) Vol 5 No 2 (2024): INTECH (Informatika Dan Teknologi)
Publisher : Informatics Study Program, Faculty of Engineering and Computers, Baturaja University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54895/intech.v5i2.2629

Abstract

Early childhood education is crucial for children's cognitive development. In the digital era, utilizing Android-based technology, such as games, can enhance the learning experience. This study aims to develop an interactive learning game, Joynimal, to introduce animals to children aged 4-7 years at RA Darul Ulum Sarirogo. Using Unity 2D, this game is designed to facilitate animal learning with an interactive and enjoyable approach. The research methodology includes literature study, needs analysis and design, implementation, testing, and game release. The questionnaire results from 30 respondents show that 66.03% strongly agree that this game is effective in improving children's cognitive abilities. The aspects of appearance, the aspects of difficulty, the aspects of game system, the aspects of and educational delivery also received very positive responses with percentages of 68.58%, 59.50%, 67.95%, and 67.41%, respectively. This study concludes that Joynimal is effective as an interactive learning tool that is engaging and beneficial for early childhood education, helping to enhance cognitive skills, shape recognition, and vocabulary in a fun way, as well as motivating children to learn in a more engaging and interactive manner.
Rupiah Classification System using Segmented Fractal Texture Analysis and HSV Color Features Rakhmadi, Ardhon; Rahayu, Putri Nur; Thooriqoh, Hazna At; Mulyo, Budi Mukhamad
Jurnal Komputer Teknologi Informasi Sistem Informasi (JUKTISI) Vol. 4 No. 2 (2025): September 2025
Publisher : LKP KARYA PRIMA KURSUS

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62712/juktisi.v4i2.560

Abstract

The crime of forgery of rupiah currency can be anticipated by examining the rupiah banknotes based on traits or features contained on the original paper money. Features that are not owned by the rupiah banknote counterfeit is an ultraviolet sign that are owned by the original paper money. Rupiah banknotes feature extraction consists of a combination of color and texture feature extraction. The proposed method is the HSV color histogram for color feature extraction and Segmented Fractal Texture Analysis (SFTA) for texture feature extraction. The combination of HSV and SFTA is expected to improve the performance of rupiah banknotes feature extraction. Moreover this paper will analyze feature redundancy in Two Threshold Decomposition Algorithm in SFTA Algorithm. Experimental results show the proposed method can reach 100% accuracy. Experiment results also show that redundant features can be removed without affecting the accuracy of of the system so that it can reduce the computational cost.
Pembuatan Game Pembelajaran Interaktif Mengenai Hewan Berbasis Android : Studi Kasus RA Darul Ulum Sarirogo Mulyo, Budi Mukhamad; Fahrial, Rifki Zainal; Putradira, Muhammad Rizki
INTECH Vol. 5 No. 2 (2024): INTECH (Informatika Dan Teknologi)
Publisher : Informatics Study Program, Faculty of Engineering and Computers, Baturaja University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54895/intech.v5i2.2629

Abstract

Early childhood education is crucial for children's cognitive development. In the digital era, utilizing Android-based technology, such as games, can enhance the learning experience. This study aims to develop an interactive learning game, Joynimal, to introduce animals to children aged 4-7 years at RA Darul Ulum Sarirogo. Using Unity 2D, this game is designed to facilitate animal learning with an interactive and enjoyable approach. The research methodology includes literature study, needs analysis and design, implementation, testing, and game release. The questionnaire results from 30 respondents show that 66.03% strongly agree that this game is effective in improving children's cognitive abilities. The aspects of appearance, the aspects of difficulty, the aspects of game system, the aspects of and educational delivery also received very positive responses with percentages of 68.58%, 59.50%, 67.95%, and 67.41%, respectively. This study concludes that Joynimal is effective as an interactive learning tool that is engaging and beneficial for early childhood education, helping to enhance cognitive skills, shape recognition, and vocabulary in a fun way, as well as motivating children to learn in a more engaging and interactive manner.
Implementasi Business Intelligence pada Rekomendasi Produk Agrowisata Durian Sari, Anggraini Puspita; Rozci, Fatchur; Mulyo, Budi Mukhamad; Aqil Salim, Mas Muhammad; Arini, Andhini Putri
Jurnal Pengabdian kepada Masyarakat Nusantara Vol. 6 No. 4 (2025): Edisi Oktober - Desember
Publisher : Lembaga Dongan Dosen

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55338/jpkmn.v6i4.6872

Abstract

Agrowisata Durian memiliki potensi untuk menarik wisatawan yang cukup tinggi, dilihat bagaimana penggemar durian yang ramai disaat-saat panen durian. Dengan adanya pengembangan Agrowisata ini dapat meningkatkan ekonomi lokal melalui pemberdayaan petani dan UMKM. Meskipun demikian, banyak juga tantangan yang perlu diselesaikan dalam mengembangkan agrowisata durian ini. Misalnya Pengelolaan dan pemasaraan yang masih terkendala, terutama dalam bagaimana cara memahami preferensi konsumen dan strategi penjualan yang sesuai. Pengabdian yang dilakukan oleh Tim ini bertujuan mengimplementasikan sistem Business Intelligence sebagai solusi untuk mengelola dan menganalisis data transaksi, preferensi pelanggan, serta pola pembelian yang bertujuan untuk menghasilkan rekomendasi produk durian yang lebih tepat sasaran. Metode yang digunakan antara lain pengumpulan data penjualan dan preferensi, integrasi data dalam data warehouse, pengolahan menggunakan metode Apriori dan Collaborative Filtering, serta penyajian hasil melalui dashbord yang interaktif. Hasil implementasi memperlihatkan sistem Business Intelligence mampu mengidentifikasi produk unggulan, memberikan rekomendasi personalisasi kepada wisatawan, serta mendukung pengambilan keputusan berbasis data untuk pengelola agrowisata. Dengan adanya sistem ini, pengelola dapat meningkatkan efisiensi pemasaran, memperluas jangkauan promosi, dan juga memberikan pengalaman wisata yang lebih personal dan memuaskan bagi pengunjung. Penerapan Business Intelligence pada agrowisata durian diharapkan mampu meningkatkan daya saing destinasi wisata sekaligus mendorong pertumbuhan ekonomi lokal secara berkelanjutan.