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Peningkatan Kesadaran Kebersihan Melalui Game “Habertan” Pada Siswa Siswi Pesantren Muhyiddin Gebang Putih, Sukolilo, Surabaya Sudaryanto, Aris; Fathoni, Kholid; Hakkun, Rizky Yuniar; Revindasari, Fony; Safrodin, Mohamad; Nurindiyani, Artiarini Kusuma; Damastuti, Fardani Annisa; Sa’dyah, Halimatus; Zikky, Mohamad; Akbar, Zulhaydar Fairozal; Darmawan, Zakha Maisat Eka; Dianta, Ashafidz Fauzan; Hapsari, Veronica Lita
JURPIKAT (Jurnal Pengabdian Kepada Masyarakat) Vol. 5 No. 4 (2024)
Publisher : Politeknik Piksi Ganesha Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37339/jurpikat.v5i4.2032

Abstract

Environmental cleanliness is an important aspect of life because if it is dirty it will become a breeding ground for disease and flooding. Gebang Putih and Keputih are areas prone to dengue fever and flooding in Surabaya. Therefore, the community service provides socialization of cleanliness to children with this Habertan Game. The game was chosen because it has been proven to influence human behavior. However, Habertan is designed to have a positive effect in the form of increasing awareness of environmental cleanliness. The participants of the activity were 30 students of Madrasah Pesantren Muhyiddin. This activity is expected to increase the knowledge and awareness of participants in waste management. Impact measurement was carried out by giving participants questions before and after the activity. Based on the data obtained, it was proven that 76.6% of participants experienced an increase in knowledge about waste management after participating in the socialization.
Developing Dataset Management of Speech Recognition Based Automatic English-Speaking Skill Testing System Muhammad, Aliv Faizal; Assidiqi, Moh. Hasbi; Sa’dyah, Halimatus
Journal of Educational Sciences Vol 7. No. 2. April 2023
Publisher : FKIP-Universitas Riau

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31258/jes.7.2.p.296-305

Abstract

Speech recognition technology has been widely used to aid English language testing, such as for pronunciation and speaking practice for various use cases including job interview simulation. We developed an app, powered by speech recognition technology and regex text processing, that automatically score participants’ speaking performance. However, this application lacks dataset management for the speaking test maker to manage the indicators of accepted answers. A feature to effectively manage the dataset and efficiently ease the speaking test creation is needed. This paper presents the development of dataset management feature to support the speech recognition based automatic English-speaking skill testing system. All elements that support the feature in development were tested through Blackbox testing with various scenarios. The elements were proven to work as intended to support the existing system. The new feature has brought efficiency for the English-speaking test maker.
Developing Dataset Management of Speech Recognition Based Automatic English-Speaking Skill Testing System Muhammad, Aliv Faizal; Assidiqi, Moh. Hasbi; Sa’dyah, Halimatus
Journal of Educational Sciences Vol. 7 No. 2 (2023): Journal of Educational Sciences
Publisher : FKIP - Universitas Riau

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31258/jes.7.2.p.296-305

Abstract

Speech recognition technology has been widely used to aid English language testing, such as for pronunciation and speaking practice for various use cases including job interview simulation. We developed an app, powered by speech recognition technology and regex text processing, that automatically score participants’ speaking performance. However, this application lacks dataset management for the speaking test maker to manage the indicators of accepted answers. A feature to effectively manage the dataset and efficiently ease the speaking test creation is needed. This paper presents the development of dataset management feature to support the speech recognition based automatic English-speaking skill testing system. All elements that support the feature in development were tested through Blackbox testing with various scenarios. The elements were proven to work as intended to support the existing system. The new feature has brought efficiency for the English-speaking test maker.
Strategi Transformatif Nawaning Nusantara dalam Pencegahan Kekerasan Seksual di Pesantren Sa’dyah, Halimatus
Jurnal Tinta Vol. 7 No. 2 (2025): Jurnal Tinta
Publisher : Universitas Al-Qolam Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35897/jurnaltinta.v7i2.2194

Abstract

Pesantren is an Islamic educational institutions that has existed since before independence. Their image has declined due to several instances of sexual violence within them. While traditionally safe and welcoming institutions for children and women, they have been stigmatized by the actions of certain individuals. The purpose of this study was to determine Nawaning Nusantara's strategy for preventing sexual violence in Islamic boarding schools. This study used a case study with a qualitative approach to data collection and analysis through observation, interviews, and literature review from various written sources in online media. The results revealed that Nawaning Nusantara has a strategic plan, including a sexual violence prevention mitigation agenda, workshops, and training for facilitators for tarbiyah jinsiyah. Efforts to prevent sexual violence in Islamic boarding schools include monitoring within the boarding school, consulting with religious leaders (kyai), official regulations on boundaries between men and women, and studying the yellow book on sexual education and gender understanding through the KGI (Ngaji KGI) study and Qira’ah Mubadalah perspective.
Learning number game with interactive projection for students of Sepuluh Nopember Surabaya Kindergarten Sudaryanto, Aris; Basuki, Achmad; Nurindiyani, Artiarini Kusuma; Muhammad, Farhan; Sa’dyah, Halimatus; Akbar, Zulhaydar Fairozal; Revindasari, Fony; Suhardiman, Marvel Natanael; Lazuardy, Ryan Ramadhan; Ash Shidiq, Ahmad Fauzan
KACANEGARA Jurnal Pengabdian pada Masyarakat Vol 6, No 4 (2023): November
Publisher : Institut Teknologi Dirgantara Adisutjipto

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.28989/kacanegara.v6i4.1681

Abstract

Based on a survey by the Association of Indonesian Internet Service Providers (APJII) in 2017, 143.26 million Indonesians used the internet. This condition is exacerbated by the “online learning” during the pandemic which forces children to be exposed to gadgets more than they should, which is more than 2 hours a day. Even though gadgets can affect children's behavior. It is proven that 66 out of 100 children have a high level of gadget addiction. The negative impact of gadgets on children is caused by the one-way communication between children and gadgets. This means that the instructions only come from the gadget while the child absorbs them without any significant response. Based on these problems, we makes a two-way interactive game that can be an alternative game for children. Game Numberpedia is played with a projector, then children can play interactively by touching the image. The Numberpedia game was then donated and played at Sepuluh Nopember Surabaya kindergarten as part of community service activities. The response from the children after playing the Numberpedia game shows that this game has clear and interesting audio visuals, and arouses the enthusiasm of children to play it.