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Artificial Intelligence Tools in Higher Education Students Usage Analysis – Case Study: Sampoerna University Rahim, Noorfi Azizah; Hanum, Az Zahra Azizah; Bhakti, Muhammad Agni Catur; Wandy, Wandy
Jurnal Teknologi Vol 16 No 2 (2023): Jurnal Teknologi
Publisher : Jurnal Teknologi, Fakultas Teknik, Universitas AKPRIND Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.34151/jurtek.v16i2.4544

Abstract

The potential application of AI in education has become an area captivating the younger generation. Among higher education students, AI tools support academic activities by providing students with personalized learning experiences that digitize each student's needs and abilities. This research aims to determine the adoption of AI tools in academic areas, specifically at Sampoerna University. This research contributes to the socialization of the use of AI tools to support academics in a good and correct way. This research used a combination of quantitative and qualitative surveys as primary data. Results show that using AI tools has become common among Sampoerna University students and has gained importance in supporting their academic needs. 50% of respondents used the AI tools in less than six months, and the most used AI tool was for grammar checking. Tablet device was the least used by the students to use the AI tools, with only 6.09%.
Battle Royale Console Game Performance Analysis (Case Study: East Jakarta, Indonesia) Azizah Rahim, Noorfi; Totong, Allister; Ikhsan Effendy, Muhammad; Djajasoepena, Rafie; Maindratama, Abdullah; Eryanto, Ery; Wandy, Wandy
Jurnal Teknologi Vol 17 No 1 (2024): Jurnal Teknologi
Publisher : Jurnal Teknologi, Fakultas Teknik, Universitas AKPRIND Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.34151/jurtek.v17i1.4695

Abstract

Battle Royale (BR) genre games are still played and have massive players around the globe. They are characterized by survival and exploration elements, featuring last-man-standing gameplay that motivates players to be the final contestant in the game. This BR can now be played on single platforms and cross-platform. Apex Legends is a free-to-play hero shooter where competitors from across the frontier join forces to battle for glory, fame, and fortune. Apex Legends can be played on PlayStation, Xbox, Steam, and Switch. This research aims to understand the data captured by the game Apex Legends, played on the PlayStation 5 console and displayed on a 4K television. This data was then analyzed to measure the correlation with game performance during gameplay. This research used a quantitative method, primary data, and descriptive measurements. From the findings, it can be concluded that the FPS for this game performed well since it was still near 60 FPS (59.81) with a standard deviation of 1.07. IO could not be analyzed for network performance since no official parameters for this IO were found on the official web during the research. However, Packet Loss and Choke performed well, with an average of 0 and a standard deviation of around 0. The ping value is enormous, with a significant standard deviation gap; this can happen because the server distance is longer to Tokyo from Jakarta than Singapore. Even though the latency was high, gamers still found the matches enjoyable.   
Introducing Smart Machines Technology and Netiquette for Highschool Students Rahim, Noorfi Azizah; Djajasoepena, Rafie; Purnomo, Ariana Tulus; Setiawan, Iwan; Triawan, Farid; Bhakti, Muhammad Agni Catur; Lestari, Tika Endah; Sulistyo, Eko; Solihin, Unang; Eryanto, Ery; Wandy, Wandy
Journal of Community Services: Sustainability and Empowerment Vol. 3 No. 02 (2023): September 2023
Publisher : Center for Research and Community Service of Sampoerna University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35806/jcsse.v3i2.388

Abstract

Artificial intelligence is evolving and changing what work means in industrial settings. Smart machines are replacing numerous tasks normally done by human workers. Thus, the young generation needs to be prepared and guided, making them aware of what competencies they should acquire before entering the society. The present community service activity aims to communicate the importance of understanding Smart Machines Technology and Netiquette for Highschool-Students in a public senior high school in Cirebon city, namely SMAN 6 Cirebon. A seminar about smart machines and netiquette was conducted. The young generation frequently uses social networking sites to communicate with friends. Ethics in communication must be appropriately implemented in online platforms. In parallel, a digital library system was developed in the school. Literature review, interviews with digital technology professionals, and discussions with school librarians were carried out throughout this community service activity.
Battle Royale Console Game Performance Analysis (Case Study: East Jakarta, Indonesia) Azizah Rahim, Noorfi; Totong, Allister; Ikhsan Effendy, Muhammad; Djajasoepena, Rafie; Maindratama, Abdullah; Eryanto, Ery; Wandy, Wandy
Jurnal Teknologi Vol 17 No 1 (2024): Jurnal Teknologi
Publisher : Jurnal Teknologi, Fakultas Teknik, Universitas AKPRIND Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.34151/jurtek.v17i1.4695

Abstract

Battle Royale (BR) genre games are still played and have massive players around the globe. They are characterized by survival and exploration elements, featuring last-man-standing gameplay that motivates players to be the final contestant in the game. This BR can now be played on single platforms and cross-platform. Apex Legends is a free-to-play hero shooter where competitors from across the frontier join forces to battle for glory, fame, and fortune. Apex Legends can be played on PlayStation, Xbox, Steam, and Switch. This research aims to understand the data captured by the game Apex Legends, played on the PlayStation 5 console and displayed on a 4K television. This data was then analyzed to measure the correlation with game performance during gameplay. This research used a quantitative method, primary data, and descriptive measurements. From the findings, it can be concluded that the FPS for this game performed well since it was still near 60 FPS (59.81) with a standard deviation of 1.07. IO could not be analyzed for network performance since no official parameters for this IO were found on the official web during the research. However, Packet Loss and Choke performed well, with an average of 0 and a standard deviation of around 0. The ping value is enormous, with a significant standard deviation gap; this can happen because the server distance is longer to Tokyo from Jakarta than Singapore. Even though the latency was high, gamers still found the matches enjoyable.   
Empowering Children Through Sexual Education: A Community Service Initiative in West Pancoran, South Jakarta Ilham, Oryzea Sativa; Yuandari, Ni Nyoman Putri Shopia; Hanum, Az Zahra Azizah; Alfarisy, Edon Salman; Budiman, Muhammad Fathar Hamada; Utami, Nanda Putri; Rahim, Noorfi Azizah; Maharani, Silvina Angelia Dwi; Harmasi, Stefan Garnett
Journal of Community Services: Sustainability and Empowerment Vol. 5 No. 01 (2025): March 2025
Publisher : Center for Research and Community Service of Sampoerna University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35806/jcsse.v5i1.518

Abstract

Janakara Mengabdi community service initiative conducted from February to May 2024 at SDN 07 and SDN 08 Pancoran Pagi, aimed at introducing age-appropriate sexual education to elementary school students through the development and distribution of the “Jaka & Nara Tumbuh Dewasa” storybook. The program included baseline surveys, interactive storytelling sessions, and both physical and digital book distribution. Results indicated a high completion rate of planned activities and positive engagement from students. The baseline data reinforced the need for early education on personal boundaries and body awareness, aligning with current research that shows significant increases in children's knowledge following structured educational interventions. Although the program demonstrated initial success, further steps such as ISBN registration and a sustainability plan for the storybook’s future use remain areas for development. The findings emphasize the role of creative educational tools in empowering children, preventing abuse, and fostering community awareness around child safety and health development.