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Workshop Inovatif Pengembangan Pembuatan Running Text Berbasis Internet of Things (IoT) Gunawan, Heri; Nugroho, Ahir Yugo; Sari, Ria Eka; Buyung, Adnan
Jurnal Pengabdian Masyarakat Bangsa Vol. 1 No. 11 (2024): Januari
Publisher : Amirul Bangun Bangsa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59837/jpmba.v1i11.615

Abstract

Running Message atau Running Text adalah teknik elektronik menampilkan teks bergerak atau berjalan yang terdiri dari susunan LED (light emitting diodes) kemudian dihubungkan dalam matriks dengan kombinasi LED antara baris dan kolom. Running Announcement merupakan salah satu bentuk penyampaian informasi kepada masyarakat melalui lampu LED. Penulis sebagai anggota tim presentasi menggunakan software khususnya software instalasi Arduino 1.8.0, serta hardware yaitu seperangkat elektronik yang digunakan untuk membuat running Text sebagai sarana penyampaian informasi. Praktek langsung persiapan perangkat lunak (instalasi), perakitan peralatan dan pemrograman hingga pesan ditampilkan. Hasil ujicoba sebelum dilakukan workshop dalam  membangun running text di papan LED dot matrix berbasis IoT yang diikuti sekitar 15 guru ditambah beberapa siswa yang berpartisipasi diketahui tingkat pengetahuan mereka akan pemrograman dan instalasi perangkat tergolong rendah, tetapi setelah mengikuti pelatihan persentase ini meningkat hingga 70%. Pemahaman tersebut dicapai dengan melakukan serangkaian pengujian yaitu menginstal perangkat lunak, merakit perangkat, menulis program dan terakhir mengunggahnya ke mikrokontroler. Pelatihan yang dilakukan oleh tim Universitas Potensi Utama juga merupakan ungkapan Kebijaksanaan Pembicara, yaitu Pengabdian Kepada Masyarakat.
Training on Building Multiple Choice Exam Question Applications with Php+Ajax+Mysql Nasution, Adnan Buyung; Hrp, Ahir Yugo Nugroho; Yudi, Yudi; Fauzi, Muhammad; Sari, Ria Eka; Gunawan, Heri
Jurnal Pengabdian Masyarakat Bestari Vol. 4 No. 1 (2025): January 2025
Publisher : PT FORMOSA CENDEKIA GLOBAL

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55927/jpmb.v4i1.13524

Abstract

This training aims to provide participants with the knowledge and skills to develop web-based exam question applications using PHP and AJAX technologies. The activity is designed to enhance participants' capacity in developing dynamic and responsive applications that can be utilized in various educational institutions. The training involves theoretical sessions and hands-on practice, allowing participants to understand basic concepts and implement simple exam question applications with features such as question creation, answer management, and automatic grading.
PENERAPAN TEKNOLOGI AUGMENTED REALITY PADA MEDIA PEMBELAJARAN PERANGKAT KERAS KOMPONEN JARINGAN KOMPUTER PADA SMK TELADAN MEDAN MENGGUNAKAN METODE MARKERLESS BERBASIS ANDROID Sitanggang, Alfred Nobel; Sari, Ria Eka
JURNAL WIDYA Vol. 5 No. 2 (2024): Jurnal Widya, October 2024
Publisher : Akademi Manajemen Informatika dan Komputer Widya Loka Medan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54593/awl.v5i2.285

Abstract

Pada perkembangan teknologi saat ini membawa banyak dampak perubahan signifikan bagi kehidupan anak-anak hingga orang dewasa, salah satu yang paling menarik perhatian penulis ialah perubahan pola belajar anak-anak yang di pengaruhi oleh perkembangan teknologi. Dimana anak-anak lebih sering menatap layar smartphone dari pada membaca buku pelajaran, sehingga minat membaca di kalangan anak-anak remaja sangat menurun. Bahkan anak remaja saat ini hampir kebanyakan belum mengetahui pembelajaran komponen jaringan. Oleh sebab itu saya sebagai penulis cukup prihatin dengan perkembangan pola belajar anak remaja dikalangan sekolah pada saat ini yang di sebabkan oleh perkembangan tekonologi. Berdasarkan masalah yang telah diungkapkan diatas, terlihat bahwa sistem pembelajaran pendidikan pada saat ini dapat di tingkatkan guna mendapatkan pola pembelajaran yang lebih baik lagi. Dimana hampir seluruh anak-anak pada tingkat Sekolah SMK Teladan Medan sudah memiliki smartphone sendiri, sangat dimungkinkan untuk mengembangkan teknologi dalam sistem pembelajaran yang dapat menyelesaikan masalah-masalah yang telah diungkapkan diatas. Oleh sebab itu dalam penulisan skripsi penulis akan membuat sebuah media pembelajaran tentang pembelajaran komponen jaringan berbasis android agar lebih menarik dan meningkatkan minat belajar anak remaja khususnya pelajar. Pada aplikasi yang akan penulis buat kali ini bertujuan untuk mempermudah anak sekolah SMK Teladan Medan dalam mengenal dan mempelajari perangkat keras komponen jaringan computer di SMK Teladan Medan. Aplikasi pembelajaran komponen jaringan ini di buat menggunakan software Unity 3D, serta pembuatan model pola komponen jaringan penulis menggunakan software Blender. Untuk model pola komponen jaringan yang di hasilkan pada aplikasi ini berupa gambar hewan 3 Dimensi (3D) yang apabila pengguna mengarahkan kamera pada objek atau gambar 3D maka pada aplikasi akan muncul gambar 3 Dimensi (3D) berbentuk pola komponen jaringan yang telah di tangkap oleh kamera pengguna.
DESIGN GAME PUZZLE UNTUK TINGKAT SEKOLAH DASAR MENGGUNAKAN ADOBE CC ANIMATE 2018 Thang, John; Sari, Ria Eka
Brikolase : Jurnal Kajian Teori, Praktik dan Wacana Seni Budaya Rupa Vol. 14 No. 1 (2022): Brikolase Juli 2022
Publisher : Institut Seni Indoensia Surakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33153/brikolase.v14i1.4218

Abstract

Playing is something that is very popular with children because playing is an activity that can build motor nerves and children's growth and development. Design of the puzzle game designed is a research based on a quantitative approach due to the transition from a pandemic to an endemic period after the decline in the spread of the covid-19 virus. This puzzle game is designed not only to provide games for elementary school children but also to increase the intelligence of thinking for these children. The design of this puzzle game uses quantitative data collection and 5W 1H analysis methods. The results of this game design can later be downloaded via the link provided.
Bimtek Merdeka Belajar Untuk Pembekalan Guru Sekolah Gunawan, Heri; Meizar, Abdul; Nugroho, Ahir Yugo; Sari, Ria Eka; Buyung, Adnan
Publikasi Pengabdian Masyarakat Vol 2 No 2 (2022): PUBLIDIMAS Vol. 2 No. 2 NOVEMBER 2022
Publisher : LPPM Universitas Potensi Utama

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22303/publidimas.v2i2.108

Abstract

SMP Negeri 2 is one of the State Junior High Schools located in Hamparan Perak District, Deli Serdang Regency, North Sumatra Province. This school has approximately 20 teaching teachers. The school is located at Jalan Pasar 2, Tandam Hilir II Village, Hamparan Perak District, Deli Serdang Regency, North Sumatra Province. Because it is a little far from the city, the development of technology in terms of teaching is still little known. Merdeka Learning is a policy program from the Ministry of Education and Culture of the Republic of Indonesia (Kemendikbud RI) which was launched by the Minister of Education and Culture of the Republic of Indonesia for the Advanced Indonesia Cabinet, Nadiem Anwar Makarim. The essence of freedom of thought, according to Nadiem, must be preceded by teachers before they teach it to students. Nadiem said, in the competence of teachers at any level, without a translation process of the basic competencies and existing curriculum, there will never be any learning that takes place. For this reason, the institution forms a team that will provide material on making moving animations for training at the school. The author as one of the presenter team uses power point slides in the form of presentations, direct practice of accessing the independent learning web application using each teacher's account. From before, the understanding to access and use the independent learning modules for approximately 20 teachers who attended the training was only 10%, but after attending the training it increased to 80%. Understanding is obtained by doing upload module tests, create classes, create quizzes and exams, and also absent students to teachers after being given the training. The training carried out by the Main Potential University Institution team is also an embodiment of the Lecturer's Tri Dharma, namely Community Service.
Peningkatan Motivasi Mengajar Guru Madrasah Tsanawiyah Melalui Workshop Pendekatan Pembelajaran Mendalam dan Bermakna Bina, Nuraini Sri; Nurhayati, Nurhayati; Sari, Ria Eka; Harianja, Robert; Tampubolon, Taruly
Edukatif: Jurnal Pengabdian Masyarakat Vol 2 No 2 (2025): Edukatif: Jurnal Pengabdian Masyarakat
Publisher : Sekolah Tinggi Olahraga dan Kesehatan Bina Guna

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55081/edukatif.v2i2.4831

Abstract

Kegiatan pengabdian masyarakat ini bertujuan meningkatkan motivasi mengajar guru Madrasah Tsanawiyah yang selama ini masih rendah akibat keterbatasan pemahaman pembelajaran mendalam dan dominasi metode konvensional. Program dilaksanakan di MTs Al-Fauzi dengan melibatkan 20 guru melalui workshop inovatif berbasis praktik langsung, diskusi kolaboratif, dan simulasi perangkat ajar. Hasil awal menunjukkan motivasi guru didominasi kategori sedang (45%) dan rendah (35%), sementara hanya 20% yang tinggi. Setelah pelatihan, distribusi berubah signifikan: motivasi rendah menurun menjadi 10%, sedang 30%, dan tinggi meningkat hingga 60%. Pergeseran ini menegaskan bahwa pelatihan inovatif efektif dalam memperkuat motivasi guru untuk mencoba strategi baru, meningkatkan keterlibatan siswa, dan membangun suasana kelas yang lebih aktif. Dengan demikian, kegiatan ini berkontribusi nyata terhadap penguatan motivasi profesional guru sekaligus mendukung implementasi Kurikulum Merdeka.
DESIGN GAME PUZZLE UNTUK TINGKAT SEKOLAH DASAR MENGGUNAKAN ADOBE CC ANIMATE 2018 Thang, John; Sari, Ria Eka
Brikolase : Jurnal Kajian Teori, Praktik dan Wacana Seni Budaya Rupa Vol. 14 No. 1 (2022): Brikolase Juli 2022
Publisher : Institut Seni Indoensia Surakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33153/brikolase.v14i1.4218

Abstract

Playing is something that is very popular with children because playing is an activity that can build motor nerves and children's growth and development. Design of the puzzle game designed is a research based on a quantitative approach due to the transition from a pandemic to an endemic period after the decline in the spread of the covid-19 virus. This puzzle game is designed not only to provide games for elementary school children but also to increase the intelligence of thinking for these children. The design of this puzzle game uses quantitative data collection and 5W 1H analysis methods. The results of this game design can later be downloaded via the link provided.
Development of an IoT Based Smart Door System with Access Control via WhatsApp Adnan Buyung Nasution; Nugroho, Ahir Yugo; Gunawan, Heri; Sari, Ria Eka
Indonesian Journal of Applied and Industrial Sciences (ESA) Vol. 3 No. 1 (2024): January 2024
Publisher : PT FORMOSA CENDEKIA GLOBAL

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55927/esa.v3i1.7815

Abstract

Smart doors based on the Internet of Things (IoT) have become the focus of development in improving home security. This research aims to develop a smart door system that can be controlled via WhatsApp messages, exploiting the potential for collaboration between IoT and popular communication platforms. Development methods include hardware and software design, as well as secure integration of communication protocols. This system provides flexible and easy access control via the WhatsApp application, allowing homeowners to manage door access remotely. Experimental results show satisfactory performance in locking and opening the door, as well as responsiveness to commands via WhatsApp. This research details the development process, challenges faced, and potential implications in improving home security by utilizing IoT-based smart door technology.
Evaluation of Product Sales Data Using Clustering Method and Hierarchical Divisive Clustering at PT.AYN Harahap, Ahir Yugo Nugroho; Sari, Ria Eka; Gunawan, Heri; Nasution, Adnan Buyung
Indonesian Journal of Interdisciplinary Research in Science and Technology Vol. 2 No. 7 (2024): July 2024
Publisher : PT FORMOSA CENDEKIA GLOBAL

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55927/marcopolo.v2i7.10442

Abstract

Data Mining, focusing on the Hierarchical Divisive algorithm, can provide a solution for PT.AYN in overcoming the problem of unifying and evaluating sales data, a company that sells various types of disposable tissues. This study aims to identify products that are in demand and less in demand and to group sales data based on company and product type. The results of this study provide valuable insights for evaluating sales data, understanding distributor purchasing trends, and supporting more effective stock planning, shipping, and marketing strategies. Through the application of the clustering method and the Hierarchical Divisive algorithm, this study offers an effective solution to optimize the use of sales data at PT.AYN, which has the potential to be a valuable asset in formulating long-term business strategies. The conclusion of this study is that the Clustering method and the Hierarchical Divisive algorithm can be used to solve problems in grouping sales data based on various factors, including region and product type, and can assist in developing better marketing strategies.
Penerapan Metode Klasifikasi Support Vector Machine dalam Analisis Sentiment Ulasan Pengguna Layanan Goride Pada Aplikasi Gojek di Google Playstore Lubis, M. Adreansyah Pratama; Sari, Ria Eka
DEVICE : JOURNAL OF INFORMATION SYSTEM, COMPUTER SCIENCE AND INFORMATION TECHNOLOGY Vol 6, No 2: DESEMBER 2025
Publisher : Universitas Dharmawangsa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.46576/device.v6i2.7682

Abstract

Ulasan pengguna terhadap layanan Goride di Google Playstore merupakan sumber data krusial untuk evaluasi kualitas layanan, namun analisis manual terhadap volume data besar tidak efisien. Penelitian ini bertujuan untuk merancang dan mengimplementasikan sistem klasifikasi sentimen otomatis menggunakan metode Support Vector Machine (SVM) untuk mengkategorikan ulasan pengguna Goride menjadi sentimen positif atau negatif. Sebanyak 659 ulasan dari periode Januari Desember 2024 dianalisis melalui serangkaian tahapan pra-pemrosesan data, pelabelan data, dan ekstraksi fitur menggunakan Term Frequency-Inverse Document Frequency (TF-IDF). Model SVM dioptimalkan menggunakan GridSearchCV mencapai performa puncak dengan akurasi 87,88%, presisi 66,67%, recall 85,71%, dan F1-Score 75,00% pada konfigurasi terbaik (C=0.1, kernel linear). Hasil ini mengonfirmasi bahwa SVM merupakan metode yang efektif dan tangguh untuk analisis sentimen pada ulasan layanan transportasi daring, serta menyediakan alat praktis yang berpotensi mendukung pengambilan keputusan strategis berbasis data untuk peningkatan layanan Gojek.