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The Effect of Smartphones Media to Improve Critical Thinking Skills Student of Elementary School Imas Srinana Wardani; Ari Widodo; Munir
Jurnal Penelitian Pendidikan IPA Vol. 10 No. 2 (2024): February
Publisher : Postgraduate, University of Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/jppipa.v10i2.3346

Abstract

21st-century learning is oriented towards digital lifestyles. Smartphones are a digital technology that many students already have. Smartphones can be used in learning activities. Smartphones have features that can be used for learning activities. Smartphones can make students more actively engaged in the learning process. This study aims to improve the critical thinking skills of elementary school students through the use of smartphones. This research is a quantitative study using Quasi-experimental method. The research design used is the non-equivalent control group design where the sample consists of 43 students. Research data were collected using a multiple-choice test of critical thinking with 21 questions on the human respiratory system material with 5 aspects of thinking questions. The results showed a significant difference between the experiment and control group. This means that learning using smartphones can improve critical thinking skills. It can be concluded that learning becomes more enjoyable with the use of smartphones because students are given time to ask questions, argue about the results of experiments recorded using smartphones, so that students can improve their critical thinking skills.
The Effect of Smartphones Media to Improve Critical Thinking Skills Student of Elementary School Imas Srinana Wardani; Ari Widodo; Munir
Jurnal Penelitian Pendidikan IPA Vol 10 No 2 (2024): February
Publisher : Postgraduate, University of Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/jppipa.v10i2.3346

Abstract

21st-century learning is oriented towards digital lifestyles. Smartphones are a digital technology that many students already have. Smartphones can be used in learning activities. Smartphones have features that can be used for learning activities. Smartphones can make students more actively engaged in the learning process. This study aims to improve the critical thinking skills of elementary school students through the use of smartphones. This research is a quantitative study using Quasi-experimental method. The research design used is the non-equivalent control group design where the sample consists of 43 students. Research data were collected using a multiple-choice test of critical thinking with 21 questions on the human respiratory system material with 5 aspects of thinking questions. The results showed a significant difference between the experiment and control group. This means that learning using smartphones can improve critical thinking skills. It can be concluded that learning becomes more enjoyable with the use of smartphones because students are given time to ask questions, argue about the results of experiments recorded using smartphones, so that students can improve their critical thinking skills.
Perancangan Sistem Rekomendasi Akomodasi pada Event Konser dengan Metode Hybrid Filtering Azzahra Alika Putri Yudha; Munir; Ani Anisyah
Jurnal Komputer Teknologi Informasi Sistem Komputer (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.v4i2.493

Abstract

Perkembangan teknologi digital telah mengubah pola konsumsi hiburan masyarakat, termasuk dalam hal menghadiri konser musik. Peningkatan jumlah konser di Indonesia turut mendorong tingginya mobilitas masyarakat lintas daerah, sehingga kebutuhan terhadap informasi akomodasi, restoran, dan transportasi di sekitar lokasi konser menjadi semakin penting. Namun, banyak pengguna mengalami kesulitan dalam memilih akomodasi yang sesuai akibat informasi yang berlimpah (information overload). Untuk menjawab permasalahan tersebut, penelitian ini bertujuan untuk mengembangkan sistem rekomendasi berbasis web yang dapat memberikan rekomendasi hotel, restoran, dan transportasi secara personal dan relevan berdasarkan preferensi pengguna serta lokasi konser. Sistem dikembangkan dengan pengembangan prototype dan dibangun menggunakan pendekatan hybrid filtering, yaitu kombinasi antara rule-based system dan user-based collaborative filtering dengan metode perhitungan cosine similarity. Sistem ini diimplementasikan menggunakan Flask untuk backend dan Vue.js untuk frontend, serta diuji menggunakan metode System Usability Scale (SUS). Hasil pengujian usability yang dilakukan kepada 20 responden menghasilkan skor akhir 90.875, yang menunjukkan bahwa sistem berada pada kategori Excellent dan telah diterima dengan sangat baik oleh pengguna. Sistem rekomendasi ini diharapkan dapat membantu pengguna dalam mengambil keputusan yang tepat dan efisien terkait akomodasi konser, serta mendukung kemajuan industri konser di Indonesia.
Pengenalan Ekspresi Wajah Peserta Didik di Ruang Kelas Menggunakan Vision Transformer (ViT) Muhammad Fakhri Fadhlurrahman; Munir; Yaya Wihardi
Jurnal Komputer Teknologi Informasi Sistem Komputer (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.v4i2.531

Abstract

Abstrak Ekspresi wajah merupakan bentuk komunikasi non-verbal yang penting dalam memahami kondisi emosional peserta didik di ruang kelas. Pemahaman ini dapat membantu pendidik menyesuaikan metode pengajaran sesuai dengan keadaan emosional siswa, sehingga proses belajar mengajar menjadi lebih efektif. Penelitian ini bertujuan untuk mengembangkan dan menerapkan sistem pengenalan ekspresi wajah secara real-time di ruang kelas dengan memanfaatkan arsitektur Vision Transformer (ViT). Dua pendekatan sistem dikembangkan dalam penelitian ini: sistem dual-stage yang memanfaatkan kombinasi model deteksi wajah YOLOv11s dan model pengenalan ekspresi wajah HybridViT (ResNet-50), serta sistem single-stage yang menggunakan model YOLOv11s untuk langsung mendeteksi emosi dari citra wajah. Dataset yang digunakan meliputi Real-world Affective Face Database (RAF-DB), Face Detection Dataset, dan Facial Expression in Classroom, yang masing-masing digunakan untuk pelatihan awal dan fine-tuning model. Hasil pengujian menunjukkan bahwa sistem dual-stage memiliki performa klasifikasi yang lebih baik dengan nilai mean Average Precision (mAP) sebesar 0,2846, dibandingkan sistem single-stage dengan mAP sebesar 0,1603. Sebaliknya, dari segi efisiensi inferensi, sistem single-stage lebih unggul dengan latensi rata-rata per wajah sebesar 0,290 ms (6.539 FPS) di GPU dan 1,862 ms (545 FPS) di CPU, dibandingkan sistem dual-stage yang memiliki latensi lebih tinggi. Selain itu, evaluasi menunjukkan ketidakseimbangan performa antar kelas emosi akibat distribusi data yang tidak merata. Secara keseluruhan, kedua pendekatan menunjukkan potensi yang menjanjikan untuk implementasi sistem pengenalan ekspresi wajah di ruang kelas. Keduanya masih dapat ditingkatkan dari segi akurasi, generalisasi antar emosi, serta efisiensi waktu inferensi melalui peningkatan kualitas dataset dan eksplorasi teknik pelatihan lanjutan. Kata Kunci: Pengenalan Ekspresi Wajah, Vision Transformer, YOLOv11s, Real-Time, Ruang Kelas, Dual-Stage, Single-Stage Abstract Facial expressions serve as an essential form of non-verbal communication in understanding students' emotional states in the classroom. This understanding enables educators to adjust their teaching methods according to students' emotions, thus improving the effectiveness of the learning process. This study aims to develop and implement a real-time facial expression recognition system in classroom settings by utilizing the Vision Transformer (ViT) architecture. Two system approaches were developed: a dual-stage system combining a YOLOv11s face detection model with a HybridViT (ResNet-50) facial expression recognition model, and a single-stage system using a YOLOv11s model to directly detect emotions from facial images. The datasets used include the Real-world Affective Faces Database (RAF-DB) and the Facial Expression in Classroom Dataset, which were employed for model training and fine-tuning, respectively. Evaluation results demonstrate that the dual-stage system achieves superior classification performance with a mean Average Precision (mAP) of 0.2846, compared to the single-stage system's mAP of 0.1603. However, in terms of inference efficiency, the single-stage system outperforms the dual-stage system, achieving a lower average latency per face of 0.290 ms (6.539 FPS) on GPU and 1.862 ms (545 FPS) on CPU. The evaluation also highlights an imbalance in classification performance across emotion classes, primarily due to the uneven distribution of training and fine-tuning data. Overall, both approaches exhibit promising potential for facial expression recognition applications in classroom environments. Further improvements in accuracy, emotional generalization, and computational efficiency can be achieved through enhanced dataset quality, balanced emotion representation, and exploration of advanced training techniques. Keywords: Facial Expression Recognition, Vision Transformer, YOLOv11s, Real-Time, Classroom, Dual-Stage, Single-Stage
Rancang Bangun Sistem Pengelolaan Peminjaman Aset Dengan Pendekatan Asset Lifecycle Management Qurrotu Ainii; Munir; Ani Anisyah
Jurnal Komputer Teknologi Informasi Sistem Komputer (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.v4i2.554

Abstract

Manajemen aset yang efisien merupakan aspek penting dalam menjaga kelancaran operasional perusahaan. PT XYZ merupakan perusahaan yang bergerak di bidang produksi cat dan pelapis, menghadapi tantangan besar dalam pengelolaan lebih dari 21.000 unit aset yang dipinjamkan kepada lebih dari 3.000 mitra di seluruh Indonesia. Pengelolaan aset yang masih dilakukan secara manual melalui formulir digital terpisah menyebabkan duplikasi data, kesalahan input, dan kesulitan dalam pelacakan siklus hidup aset, yang berdampak pada pengambilan keputusan manajerial. Untuk mengatasi hal ini, perusahaan memerlukan sistem pengelolaan aset terintegrasi berbasis digital, yang mendukung penerapan Asset Lifecycle Management (ALM) untuk memonitor seluruh siklus hidup aset secara efektif. Penelitian ini bertujuan untuk merancang dan mengembangkan sistem pengelolaan peminjaman aset berbasis web di PT XYZ dengan menggunakan metode Waterfall. Setelah sistem selesai dikembangkan, dilakukan pengujian User Acceptance Test (UAT) guna menilai penerimaan pengguna. Hasil UAT menunjukkan bahwa sistem memperoleh nilai rata-rata 94,97% yang termasuk kategori “Sangat Baik”, mencakup aspek fungsionalitas, tampilan antarmuka, kinerja, serta efisiensi dan produktivitas. Temuan ini membuktikan bahwa sistem yang dibangun tidak hanya memenuhi spesifikasi teknis, tetapi juga mampu menjawab kebutuhan dan ekspektasi pengguna, sehingga layak diimplementasikan dalam operasional perusahaan.
Adkar Change Management Model to Enhance the Use of LMS in Lectures: Does it Work? M. Rezeki Muamar; Danny Meirawan; Munir; Endang Herawan; Rahmi Hayati
Tadbir : Jurnal Studi Manajemen Pendidikan Vol. 10 No. 1 (2026)
Publisher : Institut Agama Islam Negeri (IAIN) Curup

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29240/jsmp.v10i1.16553

Abstract

The ADKAR change management model was applied to enhance Learning Management System (LMS) adoption at higher education. This study highlights distinct differences between LMS users and non-users across all five stages of the ADKAR model Awareness, Desire, Knowledge, Ability, and Reinforcement. LMS users exhibited a higher level of Awareness, recognizing the rationale for LMS adoption and its benefits, while non-users showed limited understanding and engagement. In terms of Desire, LMS users demonstrated stronger motivation and a sense of urgency to adopt LMS, compared to non-users who lacked initiative and internal drive. Knowledge gaps were evident, with LMS users possessing better technical skills and problem-solving abilities, whereas non-users required more training and access to resources. Similarly, LMS users demonstrated higher Ability, effectively applying knowledge in practice, whereas non-users struggled due to insufficient practical experience and mentorship. Lastly, in the Reinforcement stage, LMS users benefited from ongoing recognition and support, while non-users lacked sufficient reinforcement mechanisms. The study concludes that targeted interventions, such as personalized training, mentorship, and effective communication, are essential to bridge these gaps and ensure broader LMS adoption across the institution.
Integration of UTAUT2 and Information System Success Model: The Role of User Satisfaction and Financial Literacy Moderation in the Use of Digital Financial Services in Indonesia Ifan Wicaksana Siregar; Munir; Ade Sobandi; Chairul Furqon
Al-Kharaj: Journal of Islamic Economic and Business Vol. 8 No. 1 (2026): All articles in this issue include authors from 3 countries of origin (Indonesi
Publisher : LP2M IAIN Palopo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24256/kharaj.v8i1.9020

Abstract

The rapid development of digital financial services has driven the high adoption rate of financial applications in Indonesia. However, the increase in use is not always accompanied by an adequate level of financial literacy, raising questions about the main determinants of digital financial system usage behavior. This study aims to test the expanded technology acceptance model by integrating the Unified Theory of Acceptance and Use of Technology 2 (UTAUT2) and information system success model, as well as evaluating the role of user satisfaction and financial literacy in driving the actual use of digital financial services. This study uses a quantitative approach with a cross-sectional design. Data was collected through a survey of active users of digital financial services in Indonesia and analyzed using Partial Least Squares Structural Equation Modeling (PLS-SEM). The research model examines the influence of UTAUT2 constructs on behavioral intention, the continued relationship between behavioral intention, user satisfaction, and system use, and the role of financial literacy moderation in the relationship between intention and system use. The results of the analysis show that behavioral intention has a significant effect on user satisfaction and system use. Furthermore, user satisfaction has proven to be the most powerful determinant of the actual use of the system, beyond the direct influence of behavioral intention. In contrast, financial literacy has not been shown to moderate the relationship between behavioral intention and system use, suggesting that ease of use and user experience have a more dominant role than formal financial literacy levels in the context of modern digital financial services. The research model has a high ability to explain the variation in user satisfaction and system usage. This research contributes to the development of the technology adoption literature by integrating pre-adoption and post-adoption perspectives in one comprehensive conceptual framework. In practical terms, these findings emphasize the importance of improving the quality of experience and user satisfaction as the main strategy to encourage the sustainability of the use of digital financial services in Indonesia.
Integrating audio technology and FFT analysis to explore microtonality and the "missing fundamental" in kacapi siter Hafizhah Insani Midyanti; Yudi Sukmayadi; Munir; Julia; Fensy Sella; Abizar Algifari Saiful; Dwi Marisa Midyanti
Dewa Ruci: Jurnal Pengkajian dan Penciptaan Seni Vol. 20 No. 2 (2025)
Publisher : Pascasarjana Institut Seni Indonesia Surakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33153/dewaruci.v20i2.7686

Abstract

The Sundanese Kacapi Siter exhibits distinctive microtonal characteristics and acoustic phenomena requiring objective documentation. This study integrates high-fidelity audio recording with Fast Fourier Transform (FFT) analysis to examine the microtonal properties of the Pelog Sunda tuning system and the missing fundamental phenomenon in this traditional instrument. Using Practice-Led Research methodology, we recorded 20 single-note samples with a Neumann TLM 103 condenser microphone in natural reflective classroom conditions, analyzing them through SPAN FFT spectral analysis and cent deviation calculations against 12-TET standards. Results demonstrate systematic microtonality with deviations ranging from -15 to +28 cents, with note "Ti" consistently sharp (+17 to +28 cents) and note "Na" consistently flat (-5 to -13 cents) across octaves (p<0.001, effect size d=2.4). Spectral analysis reveals a missing fundamental phenomenon in low-register notes (La 4: 58.2 Hz, Ti 4: 66.5 Hz), where harmonics dominate perceived pitch despite weak fundamental-frequency energy (-14.3 to -8.9 dBFS fundamental vs. -6.2 to -4.1 dBFS second harmonic). These findings provide quantitative evidence that Sundanese tuning represents a structured non-Western pitch system with intentional microtonal design, advancing computational ethnomusicology through objective acoustic documentation methods that enable preservation, comparative analysis, and technological applications in digital instrument development.
Perancangan Prototipe Permainan Augemnted Reality Huruf Acak Sebagai Media Pembelajaran Kosakata Bahasa Inggris Davin Fausta Putra Sanjaya; Munir; Yudi Ahmad Hambali
INFORMASI (Jurnal Informatika dan Sistem Informasi) Vol 18 No 1 (2026): INFORMASI (Jurnal Informatika dan Sistem Informasi)
Publisher : LPPM STMIK Indonesia Mandiri

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37424/informasi.v18i1.498

Abstract

Bahasa Inggris memiliki peran penting dalam pendidikan dan komunikasi global. Namun tingkat profisiensi bahasa Inggris di Indonesia masih relatif rendah. Salah satu fondasi keterampilan berbahasa Inggris yang tingkat penguasanya masih rendah adalah penguasaan kosakata. Kondisi ini mendorong perlunya media pembelajaran alternatif yang lebih menarik dan interaktif. Salah satu pendekatan yang berpotensi adalah penggabungan Game-Based Learning (GBL) dengan teknologi Augmented Reality (AR). Penelitian ini bertujuan mengembangkan dan mengevaluasi prototipe permainan huruf acak berbasis AR sebagai media pembelajaran kosakata bahasa Inggris. Prototipe dikembangkan dengan menerapkan metode Short Game Development Life Cycle (Short-GDLC). Prototipe menerapkan model tiga dimensi sebagai representasi visual kosakata, kotak-kotak huruf virtual yang tersebar di lingkungan sekitar, dan mekanik pengurutan huruf menggunakan perangkat Android. Prototipe dievaluasi menggunakan pengujian kotak-hitam untuk fungsionalitas dan System Usability Scale (SUS) untuk aspek kegunaan. Hasil pengujian menunjukkan bahwa seluruh fungsi inti aplikasi berjalan sesuai dengan rancangan. Evaluasi SUS menghasilkan skor rata-rata 84,75, menunjukkan bahwa prototipe memiliki tingkat kegunaan dan penerimaan pengguna yang positif. Temuan ini mengindikasikan bahwa permainan huruf acak berbasis AR berpotensi menjadi media alternatif yang interaktif dan mudah digunakan untuk mendukung pembelajaran kosakata bahasa Inggris.