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All Journal IJCCS (Indonesian Journal of Computing and Cybernetics Systems) snimed Edutech Jurnal Edik Informatika : Penelitian Bidang Komputer Sains dan Pendidikan Informatika Format : Jurnal Imiah Teknik Informatika JURNAL MEDIA INFORMATIKA BUDIDARMA Jurnal Pengabdian Masyarakat AbdiMas Jurnal Inovasi Hasil Pengabdian Masyarakat (JIPEMAS) Petir Aptisi Transactions on Management CSRID (Computer Science Research and Its Development Journal) CCIT (Creative Communication and Innovative Technology) Journal JOURNAL INFORMATICS, SCIENCE & TECHNOLOGY JISICOM (Journal of Information System, Infomatics and Computing) Journal of Information System, Applied, Management, Accounting and Research E-JURNAL JUSITI : Jurnal Sistem Informasi dan Teknologi Informasi Informatika TERANG : Jurnal Pengabdian Pada Masyarakat Menerangi Negeri ICIT (Innovative Creative and Information Technology) Journal Journal Cerita: Creative Education of Research in Information Technology and Artificial Informatics Jurnal Sistem Komputer & Kecerdasan Buatan JOURNAL OF INFORMATION SYSTEM RESEARCH (JOSH) Community Development Journal: Jurnal Pengabdian Masyarakat JUKI : Jurnal Komputer dan Informatika Jurnal Abdidas Jurnal Teknik Informatika (JUTIF) International Journal Of Science, Technology & Management (IJSTM) Entrepreneurship Bisnis Manajemen Akuntansi (E-BISMA) International Journal of Engineering, Science and Information Technology Jurnal Abdimas Bina Bangsa Tridharmadimas: Jurnal Pengabdian Kepada Masyarakat Jayakarta Jurnal Minfo Polgan (JMP) Formosa Journal of Science and Technology (FJST) Universal Raharja Community (URNITY Journal) STORAGE: Jurnal Ilmiah Teknik dan Ilmu Komputer Kohesi: Jurnal Sains dan Teknologi Journal of Informatics and Information Security
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Pemanfaatan Aplikasi Gamifikasi Wordwall Di Era Pandemi Covid-19 Untuk Meningkatkan Proses Pembelajaran Daring Syahrizal Dwi Putra; Diah Aryani; Hani Dewi Ariessanti
Terang Vol 4 No 1 (2021): TERANG : Jurnal Pengabdian Pada Masyarakat Menerangi Negeri
Publisher : Sekolah Tinggi Teknik - PLN

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33322/terang.v4i1.1453

Abstract

Gamification applications for online learning are something that needs to be socialized at this time, especially during the pandemic to improve the learning process. SDIT Insan Rabbani / Integrated Islamic School (SIT) Insan Rabbani is an Islamic educational institution that is oriented towards character building for its students. To improve the online learning process in this pandemic era, the school wants to use the concept of gamification in the online learning process. Besides that, teachers also want ways to build school learning content that can increase student engagement for online learning, especially during the current pandemic. So the abdimas team provided a solution by offering counseling on the use of gamification using a wordwall. Wordwall was chosen so that teachers can easily understand the concept of gamification and create various quiz/evaluation templates that are owned by wordwall. The expected target is for teachers to understand concepts and use gamification to increase student involvement in the online learning process.
Pengembangan Metode Sistem Terdistribusi (Peer to Peer and Client Server) Untuk Informasi Hasil Pertanian Menggunakan IOT Fredy Susanto; Diah Aryani; Ari Asmawati
Jurnal SISKOM-KB (Sistem Komputer dan Kecerdasan Buatan) Vol. 3 No. 2 (2020): Volume III - Nomor 2 - Maret 2020
Publisher : Teknik Informatika

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47970/siskom-kb.v3i2.146

Abstract

Abstract — Penggunaan teknologi TIK (Teknologi Informasi Komunikasi) telah sangat menyentuh sendi kehidupan, baik kehidupan individu di kota dan di pedesaan. Penggunaan teknologi informasi telah menembus kehidupan pedesaan dan meningkatkan standar kehidupan untuk mensejahterakan desa. Karena lebih dari 50% kehidupan bangsa ini terletak di sisi negara. Informasi tentang hasil pertanian sangat penting bagi masyarakat pedesaan dan perkotaan, di mana tanaman pertanian merupakan indikator pengambilan keputusan dan kebijakan. Metode yang digunakan adalah metode sistem terdistribusi di mana informasi yang dihasilkan oleh petani mengenai panen mereka didistribusikan secara peer to peer melalui teknologi IoT (internet of things) yang menggunakan perangkat server web Arduino Uno. Menggunakan perangkat Arduino Uno berarti penggunaan perangkat minimalis atau sistem embed untuk menekankan sumber daya, dan ramah lingkungan.
Implementasi Firebase Realtime Platform Berbasis Mobile Untuk Sistem Pemesanan Pakaian Dengan Payment Gateway (Studi Kasus: Distro Collection) Hani Dewi Ariessanti; Diah Aryani; Sigit Santoso
ICIT Journal Vol 8 No 2 (2022): Agustus 2022
Publisher : UNIVERSITAS RAHARJA

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (914.526 KB) | DOI: 10.33050/icit.v8i2.2404

Abstract

Distro Collection merupakan toko distro menjual pakaian di daerah Tangerang yang menyediakan berbagai macam produk / outfit seperti kaos, jaket, celana jeans, dan lain – lain. Sistem penjualan dan promosi di Distro Collection masih dilakukan secara manual dimana pelanggan harus mendatangi ke toko untuk memilih dan membeli produk – produk yang disediakan. Dalam proses pengelolaan data produk, pembelian, dan transaksi pelanggan masih menggunakan pencatatan data sehingga kurang efektif karna dapat terjadi kesalahan dalam mencatat tiap data. Transaksi juga masih dilakukan secara manual saat pelanggan melakukan pembelian. Oleh karena itu peneliti bertujuan untuk membangun sebuah sistem berbasis mobile yang dapat melakukan pengelolaan data dan pembelian produk secara online untuk memudahkan customer, dan juga pihak distro collection. Sistem tersebut juga dibangun dengan payment gateway agar dapat memudahkan customer dalam melakukan transaksi. Dalam meneliti dan menganalisis kebutuhan sistem agar terpenuhi, peneliti menggunakan metode pengembangan sistem prototyping, sistem dikembangkan menggunakan bahasa pemrograman Javascript dengan framework React dan database Firebase. Dalam memberikan hasil yang maksimal dalam pembuatan sistem dilakukan pengujian dengan menggunakan Black Box Testing. Kata Kunci: Mobile, payment gateway, Javascript, React, Firebase
Sistem Pakar Diagnosis Tingkat Stres Berbasis Android dengan Metode Certainty Factor Noviandi Noviandi; Diah Aryani; Arief Ichwani
JURNAL MEDIA INFORMATIKA BUDIDARMA Vol 6, No 4 (2022): Oktober 2022
Publisher : Universitas Budi Darma

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30865/mib.v6i4.4727

Abstract

The number of cases of Corona Virus Diesis (COVID-19) according to the World Health Organization (WHO) is 93,217,287 people. In the case of Covid-19, one of which is making changes in behavior is education. The teaching and learning process has changed into bold learning in the education sector. Students who continuously carry out the learning process at home can increase stress because previous research data stated that the level of severe anxiety experienced by students was one of them caused by daring learning, which reached 95.59%, and students reached 97.69%. This research aims to develop an expert system for dealing with stress in high school students. The method used for making the expert system is the Certainty Factor. Based on functionality testing using black box testing, it shows that all components produce the expected and appropriate results, then for accuracy testing using a confusion matrix through a comparison between manual calculations and system calculations, so that the accuracy test results are 100%. Therefore, the expert system for diagnosing stress diseases in high school students can be said to be feasible.
Pelatihan Pembuatan Video Pembelajaran Berbasis Multimedia dengan Metode Community Based Participatory Action Research (CBPAR) Diah Aryani; Syahrizal Dwi Putra; Noviandi Noviandi; Nenden Siti Fatonah; Hani Dewi Ariessanti; Habibullah Akbar
Jurnal Abdidas Vol. 3 No. 6 (2022): December Pages 944 - 1124
Publisher : Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/abdidas.v3i6.728

Abstract

Media pembelajaran merupakan salah satu komponen yang perlu ada dalam rencana pembelajaran, media pembelajaran yang berhasil adalah yang dapat mengubah perilaku peserta didik (behavior change) serta meningkatkan hasil belajar peserta didik tertentu. Keberhasilan penggunaan media pembelajan tidak terlepas dari bagaimana media itu direncanakan dengan baik. Penggunaan media yang efektif diperlukan analisis yang komprehensif dengan memperhatikan berbagai aspek, antara lain tujuan, kondisi peserta didik, fasilitas pendukung, waktu yang tersedia, dan kemampuan guru untuk menggunakannya dengan tepat. Permasalahan yang ada saat ini adalah kurangnya pengetahuan dan kemampuan para guru SMPIT Insan Rabbani dalam penggunaan dan pemanfaatan media pembelajaran berbasis multimedia merupakan media pembelajaran yang memanfaatkan penggabungan antara gambar, suara atau audio, dan video. Tujuan pelaksanaan pengabdian kepada masyarakat ini adalah untuk pengenalan dan pelatihan terkait pembuatan video pembelajaran dengan menggunaan aplikasi camtasia sebagai upaya untuk menggunakan media pembelajaran yang lebih efektif dalam rangka meningkatkan minat belajat siswanya. Kegiatan pengabdian kepada masyarakat ini pelaksanaannya menggunakan metode Community Based Participatory Action Research (CBPAR). Hasil kegiatan ini menunjukan peningkatan pemahaman pengetahuan dan ketrampilan sebesar 38% tentang aplikasi Camtasia penting bagi para guru untuk meningkatkan kompetensinya dalam membuat media pembelajaran berbasis multimedia sebagai upaya meningkatkan minat belajar siswa.
Penerapan Konsep Computational Thinking dengan Block-based Programming bagi Guru SMPIT Insan Rabbani Syahrizal Dwi Putra; Diah Aryani; Harlinda Syofyan
TRIDHARMADIMAS: Jurnal Pengabdian Kepada Masyarakat Jayakarta Vol 2 No 2 (2022): PKM-TRIDHARMADIMAS (Desember 2022)
Publisher : Sekolah Tinggi Manajemen Informatika dan Komputer Jayakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52362/tridharmadimas.v2i2.981

Abstract

Berpikir komputasional (computational thinking) adalah metode menyelesaikan persoalan dengan menerapkan teknik ilmu komputer (informatika). Teknik berpikir computional thinking sebagai sebuah pendekatan sangat penting dikuasai para siswa untuk membantu mereka menstrukturisasi penyelesaian masalah yang rumit. SMPIT Insan Rabbani merupakan lembaga pendidikan Islam yang berorientasi pada pembentukan karakter bagi peserta didiknya. Untuk meningkatkan proses pembelajaran, pihak sekolah menginginkan peningkatan pemahaman konsep computational thinking ke dalam proses pembelajaran khususnya mata pelajaran informatika yang wajib ada di sekolah sesuai perubahan kurikulum menjadi kurikulum merdeka. Disamping itu guru menginginkan pula cara membangun konten pembelajaran sekolah yang dapat meningkatkan kemampuan berpikir komputasional murid. Maka tim abdimas memberikan solusi dengan menawarkan penyuluhan dan pelatihan tentang penerapanan konsep computational thinking dengan blocks-based programming. Blocks-based programming dengan menggunakan MIT App Inventor dipilih agar guru dapat dengan mudah memahami konsep computational thinking termasuk algoritma dan lebih fokus tanpa perlu memikirkan tentang pemrograman/coding untuk membuat aplikasi mobile. Hasil dari pengabdian masyarakat adalah guru dapat memahami konsep computational thinking dan memanfaatkan blocks-based programming dengan menggunakan MIT App Inventor untuk proses pembelajaran mata pelajaran informatika sesuai dengan kurikulum merdeka.
Aplikasi Augmented Reality Geometri Sekolah Dasar Untuk Bangun Datar dan Ruang Menggunakan Metode Marker Based Tracking Syahrizal Dwi Putra; Diah Aryani; Harlinda Syofyan; Verdi Yasin
JURNAL MEDIA INFORMATIKA BUDIDARMA Vol 7, No 1 (2023): Januari 2023
Publisher : Universitas Budi Darma

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30865/mib.v7i1.5281

Abstract

Geometry is an important part of students' mastery of mathematics. In its application, students are still constrained in imagining objects abstractly. It takes the right learning media that is used by teachers and keeps abreast of current technological developments. This study aims to describe flat and spatial geometric objects in teaching geometry using augmented reality learning media based on Android applications so that learning becomes more interesting, concrete and visual equipped with a quiz game feature that contains quizzes that are puzzle games. This application was built using Unity3D and Vuforia SDK and 3D objects created using Blender. This application utilizes the marker method used to determine the point of emergence of 3D objects. The results of application testing using the black box method state that the detection of markers on objects, features and the speed level of devices using the application is running well. The Marker Based Tracking method can be used to recognize flat object markers and spatial planes very well.
Design Application of Augmented Reality-Based Computer Device Assembly Practicum Modules Diah Aryani; Syahrizal Dwi Putra; Noviandi Noviandi; Habibullah Akbar
CCIT Journal Vol 16 No 1 (2023): CCIT JOURNAL
Publisher : Universitas Raharja

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (821.209 KB) | DOI: 10.33050/ccit.v16i1.2509

Abstract

The adaptation and use of digital technology have presented various opportunities and challenges for actors involved in educational services, i.e., colleges, educators, and students. Augmented reality has recently emerged as one of the digital technologies that have attracted the attention of many academies and practitioners; in addition, AR technology has brought about a change in the way users and machines interact that can teach and direct students to handle the topic of lessons differently and more proactively. This study aims to design and build an android-based Augmented Reality (AR) computer hardware assembly practicum module application as an alternative learning media in the computer hardware device assembly practicum module, which is expected in a learning activity to be more exciting and increase students' skills about computer assembly through AR technology can be one of the solutions to overcome the practicum module which was previously still in the form of a textbook and was not yet technology-based. The research method used is the Multimedia Development Life Cycle (MDLC), which consists of six stages, namely concept, design, material, collection, assembly, testing, and distribution. The results of the practicum module application with Augmented Reality technology can be run on mobile devices with an Android operating system for version 5.1 and above, and this module has a feature that can introduce 3-D objects of hardware devices and simulate the assembly of hardware devices 3D objects 3D IC processor components and mainboards that are driven with the touch of a finger by pairing elements (Drag and Drop).
PEMANFAATAN TEKNOLOGI LMS DENGAN PENDEKATAN TPACK DI SDN LARANGAN 9 KOTA TANGERANG Yulhendri Yulhendri; Ratnawati Susanto; Diah Aryani
Jurnal Abdimas Bina Bangsa Vol. 4 No. 1 (2023): Jurnal Abdimas Bina Bangsa
Publisher : LPPM Universitas Bina Bangsa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.46306/jabb.v4i1.356

Abstract

This Abdimas aims to provide training and coaching to the teachers of SDN Larangan 9 Kota Tangerang in the application of Learning Management System (LMS) technology with the Technological Pedagogical and Content Knowledge (TPACK) approach to improve the quality of learning in the digital era. This activity uses the community service method with stages of activities including identifying needs and challenges, training and fostering the use of LMS, as well as evaluating and monitoring implementation results. The results of the training and coaching show that teachers at SD Larangan 9 Tangerang City are able to apply LMS technology with the TPACK approach in learning more effectively and efficiently. In this case, teachers are able to integrate knowledge of technology, education, and learning materials in a more integrated manner, so that learning can become more interactive, creative, and interesting for students. Therefore, the application of LMS technology with the TPACK approach can improve the quality of learning in the digital era and support the creation of a more competent generation in the future
Aplikasi Pembelajaran Bangun Ruang dengan Augmented Reality (Studi Kasus : Sdn Rorotan 07 Jakarta) Selvana Arma Putra; Diah Aryani; Noviandi Noviandi; Hani Dewi Ariessanti
FORMAT Vol 12, No 2 (2023)
Publisher : Universitas Mercu Buana

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22441/format.2023.v12.i2.005

Abstract

The use of technology and reliance on the internet has altered students' learning practices, especially how they approach mathematics. As a result, a novel method of teaching mathematics is required, particularly for geometric concepts that are challenging for children to grasp. For students to better comprehend geometric forms and volume formulas, this study intends to develop spatial learning applications incorporating augmented reality (AR). The method employed in this study is called the Multimedia Development Live Cycle (MDLC), and it includes the steps of ideation, design, material collecting, assembly, testing, and distribution. The results showed that this application succeeded in increasing students' understanding in the form of geometric shapes through the use of spatial learning applications with augmented reality. This was effective in increasing students' understanding of using 3D objects and interactions through applications made students more interested and motivated to learn mathematics.
Co-Authors Adaafi'ah, Yasinta Addaafi’ah, Yasinta Ade Setiadi Adnandi, M Arba Adrian Adrian Ahmad Fathurrozi Aji Setiawan Akbar, Habibullah Andreansyah, Tedy Andriyanti Asianto Ari Asmawati Ari Pambudi Arnas, Dio Hartawan Ary Budi Warsito, Ary Budi Bashir, Pandu Bayu Sulistiyanto Ipung Sutejo Budi Tjahjono Damayanti, Prisila Delio, Ferdinand Defin Endi Rekarti, Endi Fannya, Puteri Fatonah, Nenden Siti Fifit Alfiah Fredy Susanto Gaol, Lasando Lumban H. Haris H. Haris Hani Dewi Ariessanti Harahap, Eka Purnama Haris Haris ., Haris Harlinda Syofyan Hendrian Hendrian Hendrian, Hendrian Herwanto, Agus Ichwani, Arief Ichyan Holilan Ilamsyah Ilamsyah Indri Handayani, Indri Ira Tyas Ningrum Izza Ilma Insyifani Jefry Sunupurwa Asri Kusmawan, Dicky Luri Sesy Apriyani Malabay Malabay Manurung, Jhordy Noverdian Mariyana Widiastuti Martino Wibowo Martono, Aris Mohamad Yusuf Mohammed Al-shammari, Marwan Kadhim Muhamad Yusup Noviandi Noviandi Po Abas Sunarya Purnomo, Yunianto Putra, Syahrizal Dwi Putri, Dian Mustika Qurotul Aini Rafi Zhafar Kurnia Ramadhan, Kresna Ratna Dewi RR. Ella Evrita Hestiandari Ruli Supriati, Ruli Sabar Sukarno Sakina Nusarifa Tantri Saputra, Mochamad Adi Selvana Arma Putra Setiadi, Ade Shine Pintor Siolemba Patiro Sigit Santoso Siti Maesaroh STMIK, Author Super Sudaryono Sudaryono Sugeng Santoso Suhandi Junaedi Suharti, Dwi Sloria Sunarto, Ronald Nur Supriyono, Ignatius Agus Suryana, Endang Susanto, Ratnawati Sutanto, Imam Syafnidawati, Syafnidawati Tiara Fanny Eldiana Ulum, M. Bahrul Ulum, Muhamad Bahrul Untung Rahardja Verdi Yasin Wahyu, Sawali Widiarso, Rafif Tri Willi Kornellius Yaya Sudarya Triana Yose Amelia, Sabrina Yulhendri Yulhendri