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Perancangan Desain Antarmuka Website Sekolah Menengah Atas Menggunakan Metode Goals Directed Design Aldito Doni Pasha; Ayouvi Poerna Wardhanie; Endra Rahmawati
Jurnal Teknik Informatika dan Sistem Informasi Vol 9 No 1 (2023): JuTISI (in progress)
Publisher : Maranatha University Press

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.28932/jutisi.v9i1.5080

Abstract

SMA Muhammadiyah 9 Surabaya is a school located in the city of Surabaya. The school uses the website as a medium for introducing school information, but when using the website, a problem is found, such as a lack of usability, convenience and user satisfaction. In the situation of the corona virus pandemic, educational services have become a service that must be provided to students or the community. Website improvement is one of the stages in improving the quality of education and can also be used as a marketing and branding tool for schools. Therefore, it is necessary to design an interface design using the Goals Directed Design (GDD) method, so that users can feel comfortable when using the website. In this (GDD) there are 6 stages, the first is research conducting interviews, observations and initial testing of the website using usability testing, then modeling doing the preparation of user personas and user journeys, then requirements for designing scenario contexts and compiling website information needs, then framework and refinement wireframe design and design prototypes are carried out, the last one is support for testing usability testing on the prototype design and comparing it with the results of the initial testing at the research stage. The results of the initial test obtained an average value of 2.59 on the Likert scale which can be said to be less good. The results of testing the prototype design obtained an average value of 3.14 on the Likert scale which can be said to be good so that it can be used as a recommendation for improvement on the SMA Muhammadiyah 9 Surabaya website.
Kenali Tipe Media Sosialmu : Pelatihan Promosi Produk UMKM Bagi Siswa SMK TPI Gedangan Sidoarjo Endra Rahmawati
Bumi : Jurnal Hasil Kegiatan Sosialisasi Pengabdian kepada Masyarakat Vol. 3 No. 3 (2025): Bumi : Jurnal Hasil Kegiatan Sosialisasi Pengabdian kepada Masyarakat
Publisher : Asosiasi Riset Teknik Elektro dan Informatika Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61132/bumi.v3i3.799

Abstract

SMK TPI Gedangan Sidoarjo is one of the private high schools in Sidoarjo that offers 3 expertise programs, namely Mechanical Engineering, Automotive Light Vehicle Engineering, and Software Engineering (RPL). These programs are designed to equip students with practical skills that are in accordance with the needs of industry and the world of work. With the vision of the school is to produce middle-class workers who are ready to enter society, industry, and become independent entrepreneurs, have a global perspective, have noble character, and can apply themselves. On the other hand, many vocational schools have not provided systematic guidance or practical curriculum on the use of various types of social media for business promotion purposes. In order to improve the quality of students, 28 students were sent to learn about how to promote MSME products through social media. This training aims to explore how vocational schools can effectively utilize social media to promote their MSME products by recognizing the differences in characteristics and functions of each platform. With this approach, patterns of social media usage that are right on target can be found as well as training or mentoring strategies that are in accordance with student needs. The results of this training can be a reference for developing relevant and applicable digital marketing learning modules in the vocational high school environment. The results of participant feedback at the end of the training showed that 91% of students could understand the material provided and the trainer could provide effective UMKM product promotion solutions according to the current needs of students.
AI untuk Siswa : Pendekatan Experimental Learning dalam Pengenalan Artificial Intelligence di Tingkat SMA Sagirani, Tri; Effendi, Pradita Maulidya; Erstiawan, Martinus Sony; Eko Wulandari, Sri Hariani; Rahmawati, Endra
Jurnal Pengabdian Masyarakat (ABDIRA) Vol 5, No 3 (2025): Abdira, Juli
Publisher : Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/abdira.v5i3.846

Abstract

The rapid advancement of Artificial Intelligence (AI) has significantly impacted the education sector, highlighting the urgent need to equip high school students with relevant digital literacy skills. However, many students still lack fundamental understanding of AI technologies. This community service initiative aimed to introduce AI concepts and applications through an interactive experiential learning approach. The training was held across three cities—Mojokerto, Sidoarjo, and Surabaya—reaching 546 students and 25 teachers. Participants were introduced to popular AI tools such as ChatGPT, Ideogram.ai, Pixverse, Remaker.ai, Kling.ai, and Suno.com, and were tasked to produce 60-second creative content using those tools. Evaluation results showed improved understanding and high enthusiasm, with average satisfaction scores above 4.38 on a 5-point scale. Furthermore, many students expressed interest in developing their own AI-based projects after the session. In conclusion, this training effectively addressed the AI literacy gap among high school students and fostered critical and creative thinking skills essential for thriving in the digital era
EKSPLORASI MINAT BAKAT ANAK USIA DINI MELALUI KEGIATAN INTERAKTIF PEMROGRAMAN VISUAL MENGGUNAKAN SCRATCH-JR Rahmawati, Endra; Arianto, Muhammad Firdhi; Pitaloka, Diaz; Perdana, Muhammad Frizzy Alfarizzy
Jurnal Abdi Insani Vol 12 No 1 (2025): Jurnal Abdi Insani
Publisher : Universitas Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/abdiinsani.v12i1.2196

Abstract

In the Industrial Revolution 4.0 Era, there is a great need for quality human resources who at least have critical thinking, problem solving, and creativity skills. To achieve this, grouping is needed to determine the interests and talents of early childhood students starting from the Kindergarten (TK) level. Exploring the interests and talents of early childhood can be a strategic approach to developing students' potential in the field of information technology. This activity can explore knowledge through creative visual programming activities using ScratchJr. ScratchJr is a visual programming application designed for children aged 5-7 years which is open source. This exploration activity method is packaged in the form of training and presentations which are divided into three stages, namely the Preparation Stage, Implementation, and Final Evaluation. The preparation stage begins with a survey and observation by coming directly to the school to find out what needs and challenges are faced by the teachers at the school in introducing the use of visual programming for students at the Kindergarten level. Then continued by compiling a training module that serves as a guide for participants, especially teachers, so that they can help their students learn Scratch Jr. In addition, there is an evaluation instrument to measure participants' understanding before and after the training ends, and there is an overall participant satisfaction value. The final evaluation results showed that 80.4% of participants were able to accept and utilize the ScratchJr application in creative visual programming activities such as character creation and animation. The use of ScratchJr in student collaborative activities can also provide social skills and develop children's holistic growth, but still accompanied by the student's Supervising Teacher.
Penerapan K-Means Clustering Pada Pariwisata Kabupaten Bojonegoro Untuk Mendukung Keputusan Strategi Pemasaran Al-Fahmi, Barron Mahardhika; Rahmawati, Endra; Sagirani, Tri
Jurnal Nasional Teknologi dan Sistem Informasi Vol 9 No 2 (2023): Agustus 2023
Publisher : Departemen Sistem Informasi, Fakultas Teknologi Informasi, Universitas Andalas

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25077/TEKNOSI.v9i2.2023.141-149

Abstract

Dinas Kebudayaan dan Pariwisata Kabupaten Bojonegoro merupakan lembaga pemerintahan yang berfokus pada pariwisata yang ada di Kabupaten Bojonegoro. Pada dinas ini terdapat beberapa bidang dalam menjalankan pengelolaan pariwisata salah satunya bidang pariwisata yang mana bertujuan untuk meningkatkan kontribusi sektor pariwisata di Kabupaten Bojonegoro. Bidang pariwisata dalam mencapai tujuannya, tentu harus memiliki strategi dalam meningkatkan kontribusi sektor wisatanya. Salah satu dari strategi tersebut adalah membuat strategi pemasaran. Pemasaran yang tengah dijalankan oleh Bidang Pariwisata pada Dinas Kebudayaan dan Pariwisata Kabupaten Bojonegoro melalui pemanfaatan digital marketing serta melakukan direct marketing dengan memberi brosur pada masyarakat ketika mengunjungi obyek wisata atau event pariwisata. Bersumber dari wawancara yang dilakukan, didapatkan bahwa strategi tersebut terus menerus dilakukan karena belum adanya gambaran lebih jelas mengenai strategi yang efektif dan efisien. Pengukuran kegiatan marketing yang dijalankan saat ini dapat dilihat dari realisasi jumlah kunjungan yang mana tidak adanya kestabilan jumlah pengunjung dimana grafik menunjukan naik turun terutama pada tahun 2021 jumlah pengunjung turun drastis. Maka dari itu, untuk menentukan strategi pemasaran perlu  dilaksanakan pengelompokan tempat wisata sesuai dengan kondisi dari data yang ada. Pengelompokan wisata dilakukan menggunakan teknik Data Mining menerapkan algoritma K-Means. Berdasarkan penelitian yang dilakukan dan perhitungan menggunakan K-Means menghasilkan 3 cluster.Sehingga, dengan adanya pengelompokan tempat wisata sesuai dengan kondisi dari data yang ada dapat menentukan strategi pemasaran perlu dilakukan dengan lebih efektif dan efisien.
Cara Mudah Belajar UI/UX : Pelatihan Membuat UI/UX untuk Pemula bagi Siswa SMAK Untung Suropati Krian Endra Rahmawati
Bumi : Jurnal Hasil Kegiatan Sosialisasi Pengabdian kepada Masyarakat Vol. 3 No. 4 (2025): Bumi : Jurnal Hasil Kegiatan Sosialisasi Pengabdian kepada Masyarakat
Publisher : Asosiasi Riset Teknik Elektro dan Informatika Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61132/bumi.v3i4.1121

Abstract

SMAK Untung Suropati Krian is one of the institutions that wants to produce the students with computer skills, especially in the field of UI / UX. Students with basic UI / UX skills can be used as a provision for future work. The Training Activity on How to Easily Create UI / UX Designs for Beginners for SMAK Untung Suropati Krian Students has aim of providing basic UI / UX concepts to students, introducing the stages of creating UI / UX designs based on general methodologies, starting from making UI sketches to simple prototypes, increasing insight into the use of the Figma to design simple prototypes. In order to improve quality of students, 13 selected students were sent to take part in UI / UX training by learning about Crazy-8 Practice. All application design sketch ideas can be poured out at this stage within 5-8 minutes to produce 8 sketch forms. The Crazy-8 method is also considered the easiest method to start the UI / UX design process. The results of participant feedback showed that 95% of students gained new insights from this training and ease in learning the material provided, namely making Crazy-8 instantly.
PEMANFAATAN GENERATIVE AI DALAM PEMBUATAN PERANGKAT PEMBELAJARAN: WORKSHOP UNTUK GURU SMK NEGERI 10 SURABAYA Nurcahyawati, Vivine; Rahmawati, Endra
Jurnal Abdi Insani Vol 11 No 2 (2024): Jurnal Abdi Insani
Publisher : Universitas Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/abdiinsani.v11i2.1577

Abstract

One of the fast-growing technologies that has great potential in the world of education is artificial intelligence. (Artificial Intelligence). The workshop aims to enhance teachers' understanding and skills in using Artificial Intelligence, the ChatGPT and Tome.App applications, to develop more interesting and effective learning plans and create more innovative material presentations. The method of this activity begins with conducting surveys to understand the needs and challenges faced by teachers in using Artificial Intelligence technology. Next, a workshop module is set up to guide the workshop participants. Evaluation instruments are also prepared to measure participants' understanding before and after the workshop, as well as to assess participants' satisfaction with the overall performance of the workshop. The evaluation results showed a significant improvement in participants' understanding of the material after attending the workshop. Based on pre-test and post-test data, the average answer accuracy increased from 55% to 86%. Besides, the participants' response to the workshop was also very positive, with the majority of participants giving a "Good" and "Very Good" rating on the material, the quality of the source, and the overall workshop atmosphere. Workshop participants became more confident in applying technology in their learning. The evaluation also highlighted the importance of mature preparation in conducting workshops, including better timing and location. The advice for the future is to conduct more intensive periodic workshops to enhance teachers' ability to use Artificial Intelligence technology in learning.
Co-Authors A. B. Tjandrarini Achmad Yusuf Effendi Adzkar, Qowiyyu Akbar Bintang Izzulhaq Al-Fahmi, Barron Mahardhika albian, Muhammad aswin albian, Muhammad aswin Aldito Doni Pasha Alif Firdiansyah Amrizal Rizky Fajar Ananda Azizul Akbar Angelina, Novi Dewi Anggraini, Nuriva Anjik Sukmaaji Ardiansyah, Muhammad Rafly Arianto, Muhammad Firdhi Arief Sandi Destianto Ashari, Adhitya Aryaputra astutik, ayu Atmiko, Fendi Puji Atmiko, Fendi Puji Ayouvi Poerna Wardhanie Ayouvi Poerna Wardhanie Ayouvi Poernawardhanie Ayuningtyas Ayuningtyas Bambang Hariadi Barron Mahardhika Al-Fahmi Beby Mutiara Islami Binawati, Lilis Bramanta, Tri Kunto Arif Bagus Bramanta, Tri Kunto Arif Bagus Cahya, Muhammad Muzamil indra Cavanaugh, Alif Bimananda Corhepaticha Hayuranistya daffa akbar Daffa Tyan Putro Dinda Anggraini Puspita Sari Dita Permata Sari Edyson Luhulima Effendi, Achmad Yusuf Effendi, Pradita Maulidya EKO YULIANTO Erwin Sutomo Evanda, Graciela Fendi Puji Atmiko Fenty Fahminnansih, Fenty Fitrayana, Mochamad Winnedi Fuad Asyhary, Mochamad Fuad Asyhary, Mochamad Gilang Arizky Ramadhan Habiburrohman Habiburrohman Hanif, Muhammad Afriza Haryanto Tanuwijaya Haviz Syah Viddyarta Hayuranistya, Corhepaticha Hayuranistya, Corhepaticha Henry Bambang Setyawan Heny Listiany Hidayatullah, Muhammad Nurus Hidayatullah, Muhammad Nurus Huda, Nanang Misbachul I Gusti Ngurah Thierry Agusta intan permata sari Irawan, Yogi Islami, Beby Mutiara Ivan Surya Prinnatama Jacky Setiawan Januar Wibowo Julianto Lemantara Khusaini, Muhammad Fadhil Kiding, Patrick Kurniawan, Wildan Jerry Lermatin, Egen Endo Listiany, Heny Luhulima, Edyson Lutfiyah Lutfiyah Lutfiyah Lutfiyah M. J. Dewiyani Sunarto Marchella, Winda Maria Sherly Jevita Pratiwi Martinus Sony Erstiawan Maulana Arsandy, Noor Robby Maulana Arsandy, Noor Robby Meisya Jala Girinda Mochamad Fuad Asyhary Mochammad Arifin Mochammad Arifin Muhammad Arif Nurdiansah Muhammad aswin albian Muhammad Daud Restu Pengeran Muhammad Farid Alif Prasetyo Muhammad Fuad Muhammad Ivan Setiawan Muhammad Nurus Hidayatullah Muhammad Rafly Ardiansyah Muhammad Rizqi Farhandy Akbar Musayyanah Musayyanah Naila Hida Kholik Ningsih, Norma Nugraha Caturriyanto Utama Nugroho, Riski Wahyu Nurdiansah, Muhammad Arif Nurdiansah, Muhammad Arif Nuriva Anggraini Pantjawati Sudarmaningtyas Pantjawati Sudarmaningtyas Perdana, Muhammad Frizzy Alfarizzy Pitaloka, Diaz Pradita Maulidya Effendi Pramijas, Danica Audi Oryza Pramijas, Danica Audi Oryza Prasetio, Max Prasetio, Max Prasetyo, Muhammad Farid Alif Pratama, Fahrizal Fauzi Pratama, Fahrizal Fauzi Pratiwi, Maria Sherly Jevita Pratiwi, Maria Sherly Jevita Pujo Prabowo, Bagas Wiyarso Purnama, Yessa Satria puspita kartika sari Puspita Kartikasari Puspita Kartikasari Puspitasari, Anita Putra, I Gusti Ngurah Alit Widana Putro, Daffa Tyan Ra'uf, Dicky Pratama Putra Ra'uf, Dicky Pratama Putra Rachmansyah Anessa Putra Rahmat Julianto Putra Ramadhan, Gilang Arizky Ramadhan, Gilang Arizky revianto, tito revianto, tito Ridho Alvin Setiawan Rizal Randy Saputra Rizky Firman Setya Putra Rudi Santoso Rudi Santoso, Rudi Safi'i, Imam Sari, Dinda Anggraini Puspita Sari, Gita Puspita Sasongko, Ikhsan Ardi Septian, Jerry Setiawan, Muhammad Ivan Setiawan, Ridho Alvin Setiawan, Ridho Alvin Sri Hariani Eko Wulandari Sulis tiowati Sulis tyowati Sulistiowati . Sulistiowati Sulistiowati Syafi'i, Muhammad Tan Amelia Teguh Sutanto Thierry Agusta, I Gusti Ngurah Thierry Agusta, I Gusti Ngurah Tiowati, Sulis tiowati, Sulis tito revianto Tony Soebijono Tony Soebijono Tri Kunto Arif Bagus Bramanta Tri Sagirani Tyowati, Sulis Tyowati, Sulis Valentinus Roby Hananto Viddyarta, Haviz Syah Vivine Nurcahyawati Wahyuningtyas, Nunuk Wardani, Nur Mohamad Prima Putra wati, Sulistio Wati, Sulistio Wulandari, Sri Hariani Eko Yogi Irawan Yogi Irawan Yosefine Triwidyastuti Zakiyatun Nafisah