Claim Missing Document
Check
Articles

Found 11 Documents
Search

Pemberdayaan Guru melalui Pelatihan Analisis Butir Instrumen Tes dengan Bantuan Sofware TAP Mansyur Mansyur; Akbar Iskandar
Seminar Nasional LP2M UNM 2017
Publisher : Seminar Nasional LP2M UNM

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (307.476 KB)

Abstract

Tujuan tulisan ini dimaksudkan untuk menjelaskan secara deskriptif kuantitatif terkait persepsi guru terhadap penggunaan software TAP dalam menganalisis instrument tes. Kegiatan pengabdian ini berlangsung selama 2 bulan yang dimulai dari melatih guru menulis dan mengembangkan butir instrument, melatih menganalisis butir instrumen dengan bantuan software TAP, dan Melatih guru mengintrepretasi. Setelah pelatihan selesai peserta diminta untuk memberikan respon terhadap kegiatan yang telah dilakukan dengan mengisi kuesioner. Hasil pengabdian ditemukan bahwa peserta pelatihan yang menyatakan pengabdian ini sangat membantu sebanyak 15 orang (50%), Membantu 46.7%, Cukup membantu 3.3% dan tidak terdapat peserta yang menyatakan tidak membantu. Selain itu, sebagian besar peserta pelatihan menyatakan belum pernah mengikuti pelatihan analisis butir instrument tes baik yang menggunakan software TAP maupun software lainnya. Hal ini terlihat pada jumlah peserta yang pernah mengikuti pelatihan analisis butir hanya sebanyak 6.7% sedangkan peserta yang tidak pernah mengikuti sebanyak 93.3% dan 100% responden yang belum pernah menggunakan software TAP dalam menganalisis butir instrument tes. Secara keseluruhan, para peserta memberi respon positif terhadap pelaksanaan pelatihan analisis butir soal dengan bantuan sofware TAP
Web-Based Rapid Application Development (RAD) for Marketing of Ende Lio Traditional Bond Motif Woven Fabric Neneng Awaliah; Akbar Hendra; Amran Amiruddin; Daud, Daud; Akbar Iskandar
Ceddi Journal of Information System and Technology (JST) Vol. 2 No. 1 (2023): April
Publisher : Yayasan Cendekiawan Digital Indonesia (CEDDI)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56134/jst.v2i1.36

Abstract

The marketing of Ende Lio traditional bond motif ikat woven fabric predominantly relies on conventional market stalls. However, with the growing demand for diverse products derived from ikat weaving, such as garments, bags, tunics, and accessories, there is a need for a more efficient marketing strategy. This study aims to implement Rapid Application Development (RAD) and design a web-based marketing system for the Marketing of Ende Lio Traditional Bond Motif Woven Fabric to enhance accessibility and increase public awareness of the products. The objectives of this research include developing an intuitive and interactive web-based platform for marketing Ende Lio's woven ikat fabrics, improving the efficiency of the marketing process, ensuring a seamless user experience, and evaluating the system's impact on sales and customer satisfaction. The RAD methodology, renowned for its incremental and time-constrained software development approach, was employed. The design process involved the use of Use Case Diagrams, and unit testing was conducted to validate the functionality and performance of the application.
Motorcycle Engine Start System Using Fingerprint and Voice Command Wabdillah; Akbar Iskandar; Syahriandi
Inspiration: Jurnal Teknologi Informasi dan Komunikasi Vol. 13 No. 1 (2023): Inspiration: Jurnal Teknologi Informasi dan Komunikasi
Publisher : Pusat Penelitian dan Pengabdian Pada Masyarakat Sekolah Tinggi Manajemen Informatika dan Komputer AKBA Makassar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35585/inspir.v13i1.44

Abstract

This study aims to design and implement an engine start system using fingerprints and voice commands to turn on and turn off Arduino-based motorcycle controlled using an Android smartphone. This engine start system is designed using Arduino Uno as the main part which is then assembled with devices such as the HC-05 Bluetooth module to connect the Android application with the microcontroller on the motorbike, the FP10MA fingerprint, relay and speaker which are installed on the motorbike's electrical parts. Making the starter engine system on this motorbike is to make it easier for users to turn on the motorbike without using a key so that they only use voice commands through an application found on an Android smartphone. In the security section, fingerprints are used as a substitute for manual ignition on motorbikes. The results of a series of engine start system tests show that the engine start security system using a fringerprint only takes 2 seconds to start the engine and 3 seconds by using a voice command via bluetooth HC-05 and is able to start from a distance of 16 meters which is controlled via a smartphone.
Designing A Web-Based Reporting Application For Elementary School Kompleks Sambung Jawa Asnimar; Akbar Iskandar; First Wanita; Kamaruddin; Erwin Gatot Amiruddin; Akbar Hendra; Mansyur; Oluwaseun Tobechukwu
Inspiration: Jurnal Teknologi Informasi dan Komunikasi Vol. 14 No. 1 (2024): Inspiration: Jurnal Teknologi Informasi dan Komunikasi
Publisher : Pusat Penelitian dan Pengabdian Pada Masyarakat Sekolah Tinggi Manajemen Informatika dan Komputer AKBA Makassar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35585/inspir.v14i1.89

Abstract

The management of student report cards at the Sambung Jawa Complex Elementary School still uses Microsoft Excel which can cause the data processing process to be less efficient and prone to errors. The aim of this research is to build a report card application that can increase the efficiency and accuracy of processing student report card data, as well as facilitate access and management of data by teachers and administrative staff. The method used in designing this application is the FAST method (Framework for the Application of Systems Thinking), which includes the stages of requirements analysis, system design, and implementation. Meanwhile, the testing method used is the black box method, which focuses on testing the functionality of each feature in the application without looking at its internal structure. The results of this research show that the designed web-based report card application can run well and fulfill the needs of report card management at the Sambung Jawa Complex Elementary School. This application has succeeded in increasing the efficiency and accuracy of processing report card data, as well as making data access and management easier by the school.
Public Room Door Locking System Using Wireless Technology and Internet of Things Mahmud Mustapa; Irwan; Ummiati Rahmah; Akbar Iskandar; Ahmed J. Obaid
Ceddi Journal of Information System and Technology (JST) Vol. 3 No. 2 (2024): December
Publisher : Yayasan Cendekiawan Digital Indonesia (CEDDI)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56134/jst.v3i2.77

Abstract

Enhancing the efficiency and security of public spaces has become increasingly important, leading to the development of an automatic door lock system utilizing wireless technology and the Internet of Things (IoT). This study aims to design and implement a smart door lock system that provides automated control and improves convenience in managing public room access. The research methodology involves programming the ESP32 microcontroller, integrating IoT applications, and conducting various testing methods. These include manual control through physical switches, automated control via the Sinric Pro platform, and Wi-Fi hotspot-based control using the ESP32 module. Comprehensive hardware and software testing was carried out to ensure system reliability and functionality. The results indicate that the proposed system enables seamless control of public room doors through multiple methods, including an Android-based application and Wi-Fi connectivity. By leveraging IoT technology, the system offers a user-friendly, efficient, and secure solution for managing public space access, addressing modern requirements for convenience and safety.
Design of Web-Based Student Academic Information System Makkaraka, Andi Muh Reza B; Akbar Iskandar; Wang Yang
Ceddi Journal of Education Vol. 3 No. 2 (2024): December
Publisher : Yayasan Cendekiawan Digital Indonesia (CEDDI)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56134/cje.v3i2.102

Abstract

The management of student academic data often faces challenges due to the reliance on manual processes, which are susceptible to errors and inefficiencies. This study was conducted to design and implement a web-based academic information system aimed at improving the efficiency and accuracy of managing academic data in educational institutions. The development process employed the Rapid Application Development (RAD) methodology, chosen for its iterative and flexible approach, which allows for quick prototyping and feedback integration. Black box testing was used to ensure the system's functionality meets the required specifications and operates effectively under various conditions. User testing results showed that 80% of users rated the system as highly effective, citing its ease of use, real-time data access, and streamlined workflows. The remaining 20% rated the system as effective, highlighting its ability to improve overall academic data monitoring. The system enables students, teachers, and parents to access and monitor academic information efficiently, fostering better communication and decision-making. Furthermore, the findings underscore the system's ability to minimize data errors, enhance the quality of educational services, and contribute to the broader digital transformation of the education sector. This research demonstrates the feasibility and significant impact of implementing web-based solutions in modern educational settings, paving the way for further innovation and adoption of technology in education.
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.
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 Wahyuni, Resky; 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%.
Implementation of Android-Based English Conversation Educational Game Using MDLC Method Akbar Iskandar; Giri Artoyo; Saltanat Meiramova; Makhabbat Ramazanova
Jurnal Abdimas Cendekiawan Indonesia Vol. 2 No. 1 (2025): January
Publisher : Yayasan Cendekiawan Digital Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56134/jaci.v2i1.122

Abstract

Many Indonesian students face significant challenges in learning English, particularly in speaking skills. Despite early exposure to English in schools, active speaking remains a struggle for many learners. The advancement of technology has opened new opportunities for educational innovation, including the use of educational games as engaging and interactive learning media. This study aims to develop an Android-based educational game that focuses on improving English conversation skills using the Multimedia Development Life Cycle (MDLC) method. The game is specifically designed to assist school children who experience difficulties in basic English speaking. Through an interactive and enjoyable approach, this game is expected to enhance students' learning motivation, strengthen their vocabulary acquisition, and improve their ability to construct simple sentences. The research follows six stages: concept, design, material collection, assembly, testing, and distribution. Black box testing results indicate that all menu functions and interactive features operate correctly, providing users with seamless access to tutorials, level-based challenges, and an engaging assessment system. This educational game serves not only as an alternative learning tool but also as a means to improve English literacy among students. By integrating gamified learning, the application fosters an immersive and enjoyable learning experience, contributing to more effective English language acquisition. Ultimately, this innovation has the potential to support students' communication skills, increase their confidence in using English, and contribute to the broader goal of enhancing English proficiency in Indonesia.