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Sistem Transparansi Keuangan Masjid Al-Furqon Padang ., Zulfahmi; ., Renita Astri; ., Sularno; Anggraini, Putri; Mulya, Dio Prima; ., Faradika; Putri, Gustiana; Maharani, Aliffa
Jurnal Pemberdayaan: Publikasi Hasil Pengabdian Kepada Masyarakat Vol. 3 No. 1 (2024): Januari - Juni
Publisher : CV. ITTC INDONESIA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47233/jpmittc.v3i1.1493

Abstract

The al-furqon mosque, like other mosques, has a cash register for incoming and outgoing money. All financial reports have been prepared properly, but are still written on a blackboard on one of the walls inside the mosque. If the community wants to donate money, they must report and meet directly with the mosque management. In the same way, people should go to the mosque and look at the notes written on the inside walls if they want to know how the mosque's current finances are. because people still have direct physical contact. However, aid continues to flow from the surrounding community and from various sources, such as Padang City and West Sumatra Province.The community service grant proposing team, consisting of lecturers and students from the Information Systems Study Program at Dharma Andalas University (UNIDHA), is trying to help mosque administrators and the surrounding community by using information technology such as the al-furqon mosque website, which provides more complete information about the mosque al-furqon to the general public.
Peningkatan Kemampuan Teknologi Pembelajaran Berbasis Entertainment Melalui Pemanfaatan Gamifikasi Bagi Siswa SMA Anggraini, Putri; Renita Astri; Mulya, Dio Prima; ., Zulfahmi; ., Faradika; ., Sularno; Kamal, Ahmad; Utnasari, Intan
Jurnal Pemberdayaan: Publikasi Hasil Pengabdian Kepada Masyarakat Vol. 3 No. 1 (2024): Januari - Juni
Publisher : CV. ITTC INDONESIA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47233/jpmittc.v3i1.1616

Abstract

The orientation of learning and education in the 21st century in the era of the industrial revolution 4.0 refers to the realization of 21st century life skills. The 21st Century Skills/Competencies/Skills are: 1).Creativity, namely new ideas, concepts, or products that meet the needs of the world. 2) Critical Thinking and Problem Solving, the ability to design and manage projects, solve problems, and make effective decisions using a variety of tools and resources. 3) Communication. not only for the ability to communicate effectively, orally and in writing, and with various digital tools, but also listening skills, and 4) Collaboration. As educators at Dharma Andalas University, one of the Community Service (PKM) lecturer groups consisting of 3 (three) lecturers of the Information Systems study program held Gamification training activities for students of SMAN 1 and SMAN 2 Solok City. This training aims to enable students to build game applications that can avoid boredom and foster their focus and interest in teaching materials using the QuickApp Ninja application. The application that is built is expected to produce works in the form of student creativity that supports the learning process so that this PKM activity becomes one of Dharma Andalas University's efforts to help students to improve their performance in tests and academic assignments.
Perancangan Sistem Informasi Administrasi Jasa Foto Berbasis Web Pada RF Studio Photo triana putri, wulan; Febriana Putri, Reza; Chaterine, Winnona; Haries, Alfatah; ., Faradika
Jurnal Imiah Pengabdian Pada Masyarakat (JIPM) Vol 1 No 3 (2024): Januari - Maret
Publisher : CV. ITTC INDONESIA

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

Pengaruh teknologi dapat merubah cara transaksi dalam dunia bisnis. Masyarakat tidak ingin membuang waktu dan tenaga dalam melakukan transkasi. Hal ini membuat banyak bisnis menyediakan barang dan jasa mereka melalui internet. RF Studio yang merupakan sebuah perusahaan yang bergerak dalam penyediaan jasa dokumentasi pernikahan juga ingin memanfaatkan teknologi internet untuk mempromosikan bisnisnya. Karena selama ini konsumen tidak mendapatkan informasi yang lengkap mengenai paket foto yang ada di RF Studio. Selain itu permasalah lainnya adalah dalam penentuan harga terkadang hubungan kekerabatan masih menjadi bahan pertimbangan yang mengakibatkan kurang konsistennya pembayaran penuh. Dari permasalahan tersebut peniliti memberi solusi berupa sistem informasi administrasi jasa foto pernikahan berbasis web agar konsumen bisa langsung melihat informasi lengkap mengenai paket foto dan sekaligus bisa memesan secara online.
Implementasi Artificial Intelligence (Ai) Dalam Meningkatkan Kreativitas Siswa Pada Sekolah Menengah Di Kota Padang Anggraini, Putri; astri, renita; ., Zulfahmi; ., faradika; mulya, dio prima; ., sularno; utnasari, intan
Jurnal Pemberdayaan: Publikasi Hasil Pengabdian Kepada Masyarakat Vol. 5 No. 1 (2026): Januari - Juni
Publisher : CV. ITTC INDONESIA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47233/jpmittc.v5i1.4552

Abstract

The rapid development of Artificial Intelligence (AI) technology has significantly influenced various sectors, including education. However, the integration of AI in secondary school learning environments remains limited due to low digital literacy and insufficient understanding of AI applications among students and teachers. Preliminary observations conducted at MAN 3 Padang, SMA Negeri 6 Padang, and SMK Negeri 5 Padang indicated that most students were unfamiliar with the practical use of AI as a tool to support learning and creative activities. Therefore, this community service program aimed to improve students’ Artificial Intelligence literacy and enhance their creativity through training and implementation of AI-based applications in the learning process. The implementation method employed a participatory approach consisting of several stages, including needs assessment, socialization of AI concepts, training on AI creative applications such as ChatGPT and Canva AI, implementation of AI-based creative projects, and evaluation using pre-test and post-test methods. The results showed a significant improvement in students’ understanding of AI concepts, increasing from 32% before the training to 85% after the training. Furthermore, students’ ability to utilize AI tools for creative tasks increased from 20% to 82%. Participants were able to produce various digital works such as posters, short articles, and visual designs using AI-based tools. In addition, the program produced AI learning modules and established student AI communities in partner schools to ensure the sustainability of the program. This activity contributes to improving students’ digital literacy and demonstrates the potential of Artificial Intelligence integration in supporting creative and technology-based learning at the secondary school level.