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Pengenalan dan pelatihan Pemilu berbasis IT (E-voting) pada Badan Pengawas Pemilu (Bawaslu ) dan masyarakat di Kota Depok Nora Listiana; Untung Suprihadi; Ribut Nawang Sari; Risna Oktaviati; Halimatuz Zuhriyah; Risma Ekawati; Dwi Rachmawati; Hadi Wijaya; Nur Fitri Dewi; Febria Anjara; Anindya Hapsari
Pengabdian Masyarakat Ilmu Pendidikan Vol. 3 No. 2 (2023): JURNAL PEMIMPIN - PENGABDIAN MASYARAKAT ILMU PENDIDIKAN - Edisi Agustus 2023
Publisher : FKIP Universitas Citra Bangsa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37792/pemimpin.v3i2.1013

Abstract

Abstrak Partisipasi pemilih dalam Pemilihan Umum menjadi salah satu kebutuhan untuk keberlanjutan demokrasi agar tidak terhambatnya sistem politik di Indonesia. Munculnya e-voting diharapkan dapat meningkatkan partisipasi pemilih pada Pemilihan Umum. Pemilih pemula lebih memiliki intensi untuk menggunakan e-voting pada pemilihan umum dibandingkan pemilih dewasa dan pemilih orang tua. Responden yang temasuk pemilih pemula dalam penelitian tersebut merupakan responden pada usia sekolah dan kuliah yang memiliki kemampuan untuk menggunakan teknologi, menerima dan terbuka adanya teknologi baru. Namun, di tengah optimisme pemerintah dalam penerapan e-voting, muncul tantangan besar bagi pemerintah yaitu masih awamnya masyarakat tentang e-voting. Kata Kunci : E-voting, Pemilu Teknology. Abstract Voter participation in general elections is one of the necessities for the continuation of democracy so that the political system in Indonesia is not hampered. The emergence of e-voting is expected to increase voter participation in general elections. Beginner voters have more intention to use e-voting in general elections than adult voters and elderly voters. Respondents who included novice voters in this study were respondents at school and college age who had the ability to use technology, accept and be open to new technologies. However, in the midst of the government's optimism in implementing e-voting, a major challenge arose for the government, namely that the public was still unfamiliar with e-voting. Keywords : Election, E-votting, Technology
Belajar Huruf dengan Augmented Reality di TK Islam Siti Fatimah Palembang Juniarti, Revie; Andri, RM Chairil; Hargita, Bhramastya Sandy; Tuti, Resti Ries; Wahyuni, Sri; Oktaviati, Risna
Jurnal Pengabdian Masyarakat Bangsa Vol. 3 No. 3 (2025): Mei
Publisher : Amirul Bangun Bangsa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59837/jpmba.v3i3.2318

Abstract

Pengabdian Kepada Masyarakat (PKM) ini bertujuan untuk mengembangkan sebuah media pembelajaran inovatif berbasis Augmented Reality (AR) untuk meningkatkan kemampuan literasi pengenalan huruf pada anak usia dini di TK Islam Siti Fatimah Palembang. Metode yang digunakan dalam pengembangan ini meliputi analisis kebutuhan, perancangan konsep media AR, pengembangan aplikasi, dan uji coba skala kecil terhadap anak-anak. Media AR yang dikembangkan menyajikan visualisasi huruf yang interaktif dan menarik melalui perangkat seluler, memungkinkan anak-anak belajar sambil bermain. Hasil uji coba awal menunjukkan respon positif dan peningkatan minat belajar pada anak-anak. Diharapkan, media AR ini dapat menjadi alternatif yang efektif dan menyenangkan dalam menstimulasi kemampuan literasi awal anak usia dini
Meningkatkan Daya Saing UMKM melalui Pelatihan Produksi Video Promosi di Palembang Darlies, Meiyi; Andri, RM Chairil; Oktaviati, Risna; Juniarti, Revie; Bey, Safitriana
Jurnal Pengabdian Masyarakat Bangsa Vol. 3 No. 5 (2025): Juli
Publisher : Amirul Bangun Bangsa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59837/jpmba.v3i5.2676

Abstract

Artikel ini bertujuan untuk mendeskripsikan upaya peningkatan daya saing UMKM di Kota Palembang melalui pelatihan pembuatan video promosi. Permasalahan yang diangkat adalah rendahnya literasi digital dan keterampilan pelaku UMKM dalam memproduksi konten promosi visual secara mandiri. Untuk menjawab hal tersebut, kegiatan pengabdian ini dilaksanakan dengan metode pelatihan berbasis praktik (hands-on training) yang dikombinasikan dengan sesi pendampingan pasca-pelatihan. Tahapan kegiatan meliputi identifikasi kebutuhan peserta, pelaksanaan pelatihan teknik produksi dan penyuntingan video menggunakan aplikasi mobile, serta pendampingan peserta untuk penyempurnaan hasil video. Evaluasi dilakukan dengan membandingkan hasil pre-test dan post-test serta observasi langsung terhadap video yang dihasilkan peserta. Hasil kegiatan menunjukkan peningkatan signifikan dalam pemahaman peserta terhadap teknik produksi video, kepercayaan diri untuk mempromosikan produk secara visual, serta kemampuan menggunakan alat dan aplikasi secara mandiri. Pelatihan ini terbukti efektif dalam meningkatkan kapasitas promosi digital UMKM dan dapat menjadi model pemberdayaan yang aplikatif, terjangkau, serta mudah direplikasi di wilayah lain.
Penerapan Jelajah Kampus Virtual dalam Meningkatkan Pengalaman Orientasi Mahasiswa Kelas Karyawan Jakarta Global University Chairil Andri; Risna Oktaviati; Hadi Wijaya
Jurnal Teknologi Informasi dan Multimedia Vol. 6 No. 2 (2024): August
Publisher : Sekawan Institut

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35746/jtim.v6i2.583

Abstract

New employee class students frequently encounter substantial challenges in attending on-campus orientation sessions, such as time constraints, geographical barriers, and financial burdens. This study investigates the effectiveness of implementing a virtual campus tour application in assisting new employee class students at Jakarta Global University to better acquaint themselves with the campus and prepare for academic life. By leveraging technologies such as 3D mapping, 360-degree panoramic photography, and virtual reality (VR), the virtual campus tour provides an immersive and flexible experience, allowing students to explore various campus facilities at their convenience and from any location. The development method used is Multimedia Development Life Cycle (MDLC), which encompasses needs analysis, conceptualization, design, material collection, assembly, testing, and distribution. The application underwent black box testing to ensure functionality, while student perceptions were assessed through a structured questionnaire. The research results indicate that the majority of respondents, with an average positive rating of 86.3%, agree that virtual campus tours are an innovative solution that should be adopted by universities to overcome the limitations of traditional campus orientation activities.
Implementasi Sistem Pelaporan Kerusakan Lab Komputer Berbasis QR Code dengan Pendekatan Agile pada Mahasiswa RM Chairil Andri; Risna Oktaviati
Jurnal Ilmu Komputer dan Sistem Informasi Vol. 4 No. 1 (2025): Januari 2025
Publisher : LKP Unity Academy

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.70340/jirsi.v4i1.179

Abstract

Computer lab facilities play a crucial role in supporting the learning process, particularly in the fields of engineering and technology. However, the manual reporting system for facility damages at the Computer Engineering Department, Politeknik Negeri Sriwijaya, is often inefficient and poorly documented. This study aims to analyze the impact of implementing a digital reporting system using QR Code technology on students' understanding and responsibility in maintaining lab facilities. The research employed the Agile Software Development method, encompassing five stages: requirements, design, development, testing, and deployment. Data were collected through interviews, literature reviews, as well as pre-test and post-test surveys using a Likert scale questionnaire. The results revealed a significant improvement in reporting experience (96.4%) and awareness of facility maintenance (92.8%) following the system's implementation. The system effectively facilitated real-time reporting of facility conditions by students and enhanced the efficiency of damage handling by technicians. Challenges, such as data input errors and QR Code sticker distribution, were addressed with corrective measures. This research contributes to the sustainable management of educational facilities and recommends further refinement to optimize the system.
Pengembangan Video Pembelajaran Anggota Tubuh dengan Animasi dan Lagu untuk Anak Usia Dini Risna Oktaviati; RM Chairil Andri
Jurnal Ilmu Komputer dan Sistem Informasi Vol. 4 No. 1 (2025): Januari 2025
Publisher : LKP Unity Academy

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.70340/jirsi.v4i1.180

Abstract

The use of engaging and interactive educational media is essential to support the development of early childhood, especially in introducing human body parts. This study aims to develop and evaluate an educational video based on animation and songs designed to enhance young children's understanding. The research methodology employs a mixed-method approach (qualitative and quantitative) using the Multimedia Development Life Cycle (MDLC) model, which includes six stages: concept, design, material collection, assembly, testing, and distribution. Observations were conducted on 10 toddlers at a daycare in Depok, while quantitative data were collected through questionnaires completed by media and learning content experts. The results of material and media validation tests show that the animated video is highly feasible for use (score 89.2%) and effective in improving children's understanding (effectiveness 84.75%). The video is considered user-friendly, interactive, and presents content that is engaging and suitable for early childhood. The songs included in the video aid in enhancing children's memory of the learning material. However, aspects such as the structure of material delivery and interactivity elements can be further improved. This study concludes that the combination of animation and songs in educational videos significantly enhances young children's understanding of body parts. These findings open opportunities for developing more interactive and effective multimedia-based learning media to support early childhood education.
ARphabet: Pembelajaran Abjad Inovatif Berbasis Augmented Reality untuk Anak Usia Dini RM Chairil Andri; Revie Juniarti; Risna Oktaviati
Jurnal Ilmu Komputer dan Sistem Informasi Vol. 4 No. 2 (2025): Mei 2025
Publisher : LKP Unity Academy

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.70340/jirsi.v4i2.194

Abstract

Letter recognition is a fundamental aspect of early childhood literacy development. Unfortunately, conventional media such as printed books and flashcards often lack appeal due to their limited ability to deliver simultaneous visual and auditory stimuli. This study aims to develop and evaluate an interactive Augmented Reality (AR)-based learning application called ARphabet, designed to assist young children in recognizing letters through 3D visualizations, supporting objects, and pronunciation audio. The application was developed using the Multimedia Development Life Cycle (MDLC), which includes the stages of concept, design, material collection, assembly, testing, and distribution. Evaluation was conducted through two approaches: expert validation using a questionnaire instrument with indicators including ease of use, effectiveness of content delivery, child appropriateness, and interactivity; and user testing using a quantitative approach through pre-tests and post-tests involving 21 kindergarten students. The expert validation results indicated a high feasibility score, with an average of 92.5%. Meanwhile, user testing showed that 90.5% of the children demonstrated improved letter recognition after using the application. These findings suggest that the use of AR technology can offer an innovative and effective solution to support early childhood literacy learning. The application also holds potential for further development, including syllable introduction, vocabulary building, or other age-appropriate educational content.
ADAPTASI MODEL EXPERIENTAL LEARNING PADA PEMBELAJARAN PENDIDIKAN AGAMA ISLAM BERDASARKAN KARAKTERISTIK GENERASI Z PADA PENDIDIKAN TINGGI VOKASI Bey, Safitriana; Dewi Indasari; R.M. Chairil Andri; Revie Juniarti; Risna Oktaviati
An-Nahdlah: Jurnal Pendidikan Islam Vol 5 No 2 (2025): September-Desember
Publisher : Institut Agama Islam Hamzanwadi NW Lombok Timur

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51806/an-nahdlah.v5i2.838

Abstract

Penelitian ini bertujuan untuk merumuskan model konseptual pembelajaran PAI berdasarkan Pembelajaran Berbasis Pengalaman (Experiental Learning) yang sesuai dengan kebutuhan pembelajaran mahasiswa Generasi Z guna meningkatkan keterlibatan, relevansi, dan perkembangan spiritual dalam konteks vokasi. Menggunakan pendekatan penelitian perpustakaan deskriptif kualitatif, studi ini melibatkan identifikasi literatur, klasifikasi tematik, analisis konten, dan sintesis konseptual yang mengintegrasikan tiga kluster utama: karakteristik Generasi Z, Pembelajaran Berbasis Pengalaman, dan Pendidikan Islam. Temuan menunjukkan bahwa siswa Generasi Z di pendidikan vokasi belajar paling efektif melalui pengalaman langsung, interaksi digital, aktivitas kolaboratif, dan pembelajaran multimodal, yang sejalan dengan empat tahap Pembelajaran Berbasis Pengalaman (Experiental Learning): pengalaman konkret, pengamatan reflektif, konseptualisasi abstrak, dan eksperimen aktif. Integrasi komponen-komponen ini menghasilkan model pembelajaran PAI yang lebih applicable, kontekstual, dan relevan dengan tuntutan dunia kerja vokasi. Studi ini menyimpulkan bahwa model PAI berbasis Pembelajaran Berbasis Pengalaman dapat menjadi rekomendasi pendekatan adaptif dan efektif untuk meningkatkan keterlibatan belajar dan memfasilitasi pengalaman pendidikan transformatif bagi mahasiswa Generasi Z di Perguruan Tinggi Vokasi.
Dampak Implementasi Aritificial Intelligent Pada Sektor Pendidikan. Risna Oktaviati
Advances In Education Journal Vol. 2 No. 1 (2025): Advances In Education Journal (Agustus)
Publisher : Yayasan Al-Afif

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

Abstract

The rapid advancement of Artificial Intelligence (AI) technology has significantly transformed various sectors, including higher education. This study aims to systematically review the impacts and implications of AI implementation within academic environments using a Systematic Literature Review (SLR) approach. The findings reveal that AI contributes positively to personalized learning, administrative efficiency, and predictive analytics for identifying students at academic risk. However, the implementation of AI also presents notable challenges, including ethical concerns, data privacy issues, unequal access to technology, and potential overreliance on automated systems. This study recommends the development of clear institutional policies, AI literacy programs for educators and students, and the integration of AI systems that uphold pedagogical values. This review is expected to serve as a reference for formulating inclusive, ethical, and sustainable strategies for the use of AI in higher education. 
Pemberdayaan UMKM Kantin Ibu Jum Melalui Pelatihan Branding Visual dan Pengelolaan Media Sosial Revie Juniarti; RM Chairil Andri; Safitriana Bey; Risna Oktaviati; Meiyi Darlies
Jurnal Pengabdian Masyarakat Bangsa Vol. 4 No. 4 (2026): Juni
Publisher : Amirul Bangun Bangsa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59837/jpmba.v4i4.4414

Abstract

Kantin “Ibu Jum” merupakan usaha mikro yang beroperasi di lingkungan Fakultas Ekonomi Universitas Sriwijaya dan menghadapi tantangan signifikan dalam aktivitas pemasarannya, terutama karena masih bergantung pada promosi konvensional dari mulut ke mulut dan belum memiliki kehadiran digital. Permasalahan utama meliputi ketiadaan identitas visual yang profesional, belum tersedianya akun media sosial bisnis, serta rendahnya keterampilan dalam produksi konten promosi dan dokumentasi visual. Kegiatan pengabdian ini bertujuan memberdayakan mitra melalui penguatan identitas visual dan implementasi strategi pemasaran digital berbasis media sosial. Metode yang digunakan mencakup pendekatan partisipatif melalui empat tahapan utama, yaitu analisis situasi, pelatihan branding visual dan copywriting berbasis model AIDCA, implementasi teknologi, serta evaluasi. Hasil kegiatan menunjukkan peningkatan kapasitas digital mitra secara menyeluruh. Luaran yang dicapai meliputi rancangan identitas visual yang konsisten, peningkatan kompetensi mitra dalam penulisan caption persuasif, serta pembuatan dan optimalisasi akun Instagram bisnis yang dilengkapi dengan 12 konten awal. Intervensi ini memberikan fondasi digital yang lebih kuat bagi Kantin “Ibu Jum” untuk menjangkau pasar kampus yang didominasi pengguna aktif media sosial, sehingga diharapkan mampu memperkuat citra usaha dan meningkatkan daya saing di era digital.