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Sosialisasi Dan Pengembangan Potensi Pariwisata Melalui Edukasi Dan Promosi Berbasis Teknologi Digital di Pantai Gaseng Tanjungpinang SLAM, Berta Erwin; Magfira, Fortia; Irawan, Feri; Efranda, Nolan
Jurnal Pengabdian Masyarakat IPTEK Vol. 5 No. 1 (2025): Edisi Januari 2025
Publisher : STMIK Triguna Dharma

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.53513/abdi.v5i1.10589

Abstract

Sektor pariwisata memiliki peran strategis dalam perekonomian, pelestarian budaya, dan pemberdayaan masyarakat, terutama di Indonesia yang kaya akan destinasi wisata. Meskipun demikian, tantangan seperti kesenjangan literasi digital dan kurangnya koordinasi antar pihak terkait sering menghambat pengembangan sektor ini. Oleh karena itu, sosialisasi dan pengembangan potensi pariwisata melalui edukasi dan promosi berbasis teknologi digital menjadi solusi penting. Penelitian ini bertujuan untuk meningkatkan kesadaran masyarakat tentang nilai pariwisata lokal dan memperkuat daya tarik destinasi wisata melalui pelatihan yang melibatkan teknologi digital. Kegiatan Pengabdian kepada Masyarakat (PKM) di Pantai Gaseng Dompak, Tanjungpinang, Kepulauan Riau, menyasar warga sekitar dengan menyelenggarakan sosialisasi mengenai penggunaan media sosial untuk promosi pariwisata dan pembuatan konten yang menarik. Hasil kegiatan menunjukkan bahwa peserta memiliki minat tinggi dan aktif berpartisipasi dalam diskusi serta pembuatan konten digital. Kegiatan ini berhasil meningkatkan pengetahuan peserta tentang potensi pariwisata dan teknologi digital, serta mendorong pertumbuhan ekonomi inklusif yang berkelanjutan. Namun, untuk mencapai hasil yang optimal, diperlukan sinergi antara pemerintah, pelaku usaha, dan masyarakat dalam memanfaatkan teknologi digital secara maksimal.
DEVELOPMENT OF ACADEMIC ADMINISTRATION AND STUDENT SERVICES SYSTEM AT THE FACULTY OF ENGINEERING AND MARITIME TECHNOLOGY, RAJA ALI HAJI MARITIME UNIVERSITY SLAM, Berta Erwin; Herikson, Rifaldi; Yandri, Sepli
Jurnal Sistem Informasi dan Informatika (Simika) Vol 8 No 1 (2025): Jurnal Sistem Informasi dan Informatika (Simika)
Publisher : Program Studi Sistem Informasi, Universitas Banten Jaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47080/simika.v8i1.3687

Abstract

The Administrative Information System is a system developed to enhance the efficiency of administrative management, involving student graduation reporting and visit letter processing. The development of the information system utilizes the Waterfall method through stages of planning, requirements analysis, design, development, and testing. The development process begins with identifying administrative issues, followed by collecting user requirements data through interviews and observations. The results of this stage are then translated into a system design that includes system architecture, interface design, and database structure. This system is expected to provide benefits, particularly in accelerating administrative processes, facilitating archiving, improving data accuracy, and delivering information more quickly and in a structured manner. The designed system not only supports the operational activities of the faculty in managing administration but is also expected to serve as a reference for the development of similar systems in other educational institutions.
Implementasi Machine Learning untuk Klasifikasi Buku Otomatis pada Perpustakaan Digital SLAM, Berta Erwin; Feri Irawan; Nolan Efranda; Rifaldi Herikson
Jurnal Informatika Polinema Vol. 11 No. 3 (2025): Vol. 11 No. 3 (2025)
Publisher : UPT P2M State Polytechnic of Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33795/jip.v11i3.7298

Abstract

Permasalahan klasifikasi buku dalam sistem perpustakaan digital, khususnya di tingkat sekolah menengah atas (SMA), masih menjadi tantangan karena banyak institusi belum mengadopsi sistem klasifikasi otomatis. Proses manual dinilai tidak efisien dan rawan inkonsistensi. Penelitian ini bertujuan mengembangkan sistem klasifikasi otomatis berbasis machine learning menggunakan algoritma Naïve Bayes, yang dikenal efektif dalam pengolahan teks. Data yang digunakan terdiri dari 10.000 entri buku digital, yang masing-masing mencakup metadata berupa judul, sinopsis, dan kata kunci. Proses preprocessing dilakukan melalui normalisasi teks, penghapusan stopword bahasa Indonesia, serta transformasi ke dalam representasi vektor menggunakan metode TF-IDF. Model dilatih untuk mengenali sepuluh kategori utama dengan berbagai rasio pembagian data latih dan uji, mulai dari 90:10 hingga 50:50. Hasil evaluasi menunjukkan bahwa model mampu menghasilkan akurasi tinggi di berbagai skenario, dengan rentang akurasi antara 89,2% hingga 90,3%. Menariknya, performa model justru meningkat secara konsisten seiring meningkatnya proporsi data uji. Precision dan recall makro juga menunjukkan tren serupa, yang menandakan bahwa model Naïve Bayes cukup robust bahkan saat data latih terbatas. Secara keseluruhan, sistem ini terbukti efektif dalam meningkatkan efisiensi dan konsistensi klasifikasi koleksi perpustakaan digital. Temuan ini merekomendasikan integrasi sistem klasifikasi otomatis ke dalam platform perpustakaan SMA, serta membuka peluang eksplorasi algoritma lanjutan dan pengembangan fitur rekomendasi cerdas di masa depan.
Design of Web-Based Agricultural Product Marketing System in Toapaya Village Rifaldi Herikson; Berta Erwin SLAM; Feri Irawan; Nolan Efranda
Jurnal KomtekInfo Vol. 12 No. 2 (2025): Komtekinfo
Publisher : Universitas Putra Indonesia YPTK Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35134/komtekinfo.v12i2.643

Abstract

Marketing agricultural products remains a major challenge for farmers in Toapaya Village, located in Bintan Regency. The selling prices received by farmers are often significantly lower than the market prices paid by end consumers. This is primarily due to the lengthy distribution chain and dependence on middlemen who take a large portion of the profits. Limited market access further weakens the farmers' position in setting prices and marketing their harvest independently. To address this issue, a web-based marketing system is proposed to facilitate direct transactions between farmers and customers, aiming to shorten the distribution chain and increase farmers' income. The system was developed using the Waterfall software development methodology to support a structured, user-oriented development process, while system modeling was carried out using UML to provide a detailed overview of the system flow. The research results indicate that the developed web-based marketing system can simplify the agricultural marketing process and expand market access. System evaluation will be conducted periodically through direct testing to collect feedback from users. Based on testing results, the system has been proven to enhance product accessibility and facilitate online transactions. Therefore, this marketing system is expected to contribute to economic growth, improve farmers' welfare, and serve as a form of digital transformation in the agricultural sector in Toapaya Village, Bintan Regency.
Segmentasi Pelanggan Klinik Dokter Hewan Berbasis Algoritma K-Means dan Model RFM Rafi Dio; Meylia Vivi Putri; Dwila Sempi Yusiani; Andikha; Berta Erwin SLAM; Adyk Marga Raharja; Rifaldi Herikson
Jurnal Teknik Ibnu Sina (JT-IBSI) Vol. 10 No. 1 (2025): JT-IBSI (Jurnal Teknik Ibnu Sina)
Publisher : Fakultas Teknik Universitas Ibnu Sina

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36352/jt-ibsi.v10i1.1180

Abstract

This study aims to segment customers of a veterinary clinic using a combination of Recency, Frequency, Monetary (RFM) analysis and the K-Means clustering algorithm. Transactional data from December 2024 to April 2025 were processed to generate key customer features, followed by min-max normalization to ensure comparability across variables. The segmentation was conducted in AI Studio 2025, with cluster quality evaluated using cluster distance performance and Davies-Bouldin Index. The analysis resulted in four distinct customer segments: the majority were passive customers with low transaction frequency and spending, while a smaller group showed high purchasing activity and made a significant economic contribution. This study demonstrates the effectiveness of automated data mining tools in uncovering meaningful customer profiles in a veterinary service context. The results provide a practical basis for targeted marketing, customer retention strategies, and service improvement in veterinary clinics. This approach offers valuable insights for data-driven decision making and represents a novelty for veterinary service management in Indonesia. Keywords: Customer Segmentation, RFM Analysis, K-Means Clustering, Veterinary Clinic, Data Mining.
Pengujian Sistem Identitas Digital Siswa Berbasis Blockchain untuk Keamanan dan Transparansi Menggunakan Black-Box Testing Slam, Berta Erwin; Irawan, Feri; Efranda, Nolan; Herikson , Rifaldi
Journal Software, Hardware and Information Technology Vol 5 No 2 (2025)
Publisher : Jurusan Sistem Informasi Universitas Islam Negeri Alauddin Makassar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24252/shift.v5i2.182

Abstract

This study proposes a blockchain-based student identity card system as a secure and transparent solution for managing digital identities at the senior high school level. The system is designed to address various issues found in conventional identification methods, such as data forgery, physical card damage, and limited verification capabilities. Developed using the Laravel framework and integrated with a private blockchain network, student identity data is hashed and stored permanently. The digital identity is represented as a QR code printed on the student ID card. Identity verification can be performed independently through a web-based application without relying on a central authority. System evaluation was conducted through functional testing using the black-box testing method, as well as user testing to assess reliability, efficiency, and usability. Test results showed that the system was able to verify identities with an average QR code response time of less than 3 seconds and a login success rate of 98%. Therefore, the integration of blockchain technology into the web platform proves to be an innovative and feasible approach to modernizing student identity management. This system contributes to strengthening the digital transformation of secondary education in a secure, efficient, and decentralized manner.
TOPSIS-AHP HYBRID FOR COMPUTER LABORATORY HEAD SELECTION: INTEGRATION OF TECHNICAL, MANAGERIAL, AND PEDAGOGIC CRITERIA Irawan, Feri; Putri, Perra Budiarti Rahayu; SLAM, Berta Erwin; Efranda, Nolan; Herikson, Rifaldi
JOURNAL OF SCIENCE AND SOCIAL RESEARCH Vol 8, No 2 (2025): May 2025
Publisher : Smart Education

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54314/jssr.v8i2.2979

Abstract

Abstract: The selection of the Head of the Computer Laboratory is a process that requires multidimensional considerations, including technical competence, managerial skills, pedagogic skills, communication, as well as work ethics and discipline. Subjectivity or seniority-based selection approaches often do not produce optimal laboratory leaders. This study aims to design and develop SPK based on the integration of AHP and TOPSIS methods as a means to conduct a methodical and unbiased selection of candidates. The stages carried out include: identification of five main criteria based on expert interviews, weighting of criteria using AHP, collection of candidate assessment data, and final ranking using TOPSIS. The weighting results showed that the Technical criteria  had the highest weight of 0.416, followed by Managerial (0.211) and Pedagogic (0.171). Of the ten candidates analyzed, Candidate I obtained the highest preference score of 0.659, indicating a high balance of scores on all three main criteria. Logical validation tests and sensitivity analysis to weight changes showed that the system remained stable, with the position of Candidate I remaining in the first rank despite the change in the weight of the technical criteria (from 0.3 to 0.5). These findings prove that SPK based on AHP-TOPSIS is able to reduce subjectivity and provide consistent and reliable recommendations in the selection process for the Head of Computer Laboratory. Keyword: DSS, TOPSIS, Laboratory, Technical-Managerial-Pedagogic, AHP Abstrak: Pemilihan Kepala Laboratorium Komputer merupakan proses yang membutuhkan pertimbangan multidimensi, meliputi kompetensi teknis, kemampuan manajerial, keterampilan pedagogik, komunikasi, serta etika dan disiplin kerja. Pendekatan seleksi berbasis subjektivitas atau senioritas sering kali tidak menghasilkan pemimpin laboratorium yang optimal. Studi ini bertujuan merancang dan mengembangkan SPK berbasis integrasi metode AHP dan TOPSIS sebagai sarana untuk melakukan seleksi kandidat secara metodis dan tidak bias. Tahapan yang dilakukan meliputi: identifikasi lima kriteria utama berdasarkan wawancara pakar, pembobotan kriteria menggunakan AHP, pengumpulan data penilaian kandidat, dan perankingan akhir menggunakan TOPSIS. Hasil pembobotan menunjukkan bahwa kriteria Teknis memiliki bobot tertinggi sebesar 0,416, diikuti Manajerial (0,211) dan Pedagogik (0,171). Dari sepuluh kandidat yang dianalisis, Kandidat I memperoleh skor preferensi tertinggi sebesar 0,659, menunjukkan keseimbangan nilai tinggi pada ketiga kriteria utama. Uji validasi logis dan analisis sensitivitas terhadap perubahan bobot menunjukkan bahwa sistem tetap stabil, dengan posisi Kandidat I tetap pada peringkat pertama meskipun bobot teknis berubah sifnifikan (dari 0,3 hingga 0,5), hal ini menunjukan metode yang digunakan konsisten dan handal. Temuan ini menunjukan bahwa SPK berbasis AHP-TOPSIS mampu mengurangi subjektivitas dan memberikan rekomendasi yang konsisten serta dapat diandalkan dalam proses seleksi Kepala Laboratorium Komputer. Kata Kunci: SPK, TOPSIS, Laboratorium, Teknis-Manajerial-Pedagogik, AHP
PENINGKATAN LITERASI DIGITAL MELALUI SOSIALISASI AUGMENTED REALITY UNTUK MENDUKUNG PEMBELAJARAN BERBASIS VISUALISASI KAPAL Dio, Rafi; Slam, Berta Erwin; Apriyenson, Hoki; Manik, Agustina Sartika Yos Ekaristi; Vivi , Putri Meylia; Nusyirwan, Deny; Nadeak, Yohanes E; Pane, Glenn Oriona; Tampubolon, Angel Debora; Aziis, Fauziah An Nisadiena; Epodius, Gabriel Alexander; Pasaribu, Tinawati Br; Manurung, Reyaldi Panorangan; Rizky, Muhammad; Nurhadi, Nurhadi
PUAN INDONESIA Vol. 7 No. 1 (2025): Jurnal PUAN Indonesia Vol. 7 No. 1 Juli 2025
Publisher : ASOSIASI IDEBAHASA KEPRI

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37296/jpi.v7i1.376

Abstract

The rapid advancement of Information and Communication Technology (ICT) has significantly transformed educational practices by introducing innovative and interactive learning tools. One such technology is Augmented Reality (AR), which merges real-world environments with virtual elements in real-time, providing immersive and engaging educational experiences. This community service activity aimed to enhance digital literacy among teachers and students at SMKN 5 Tanjungpinang through the introduction and practical demonstration of AR as an interactive learning medium. The implementation involved presenting the basic concepts of AR, hands-on demonstrations using mobile-based AR applications featuring realistic 3D models of ships, and simulations of maritime conditions using AR models. These simulations allowed participants to explore vessel scenarios and behaviors in various sea conditions, thus bridging theoretical concepts with practical visualization. Evaluative feedback, gathered through interviews and direct observations, indicated that the AR sessions significantly improved participants' understanding of complex visual-spatial concepts inherent in maritime education. Participants also expressed high enthusiasm, suggesting strong acceptance and potential for broader integration of AR technologies in vocational education. This initiative underscores the importance of interactive and simulation-based technologies in education, particularly in technical fields requiring detailed visualization and practical comprehension. Keywords—Augmented Reality, Digital Literacy, Interactive Learning, Simulation, Maritime Education, Visualization
Penguatan Literasi Teknologi melalui Sosialisasi Media Pembelajaran Flipbook Berbasis Augmented Reality pada Tingkat Sekolah Dasar di Kota Tanjungpinang Nabila, Aditia Ayu Rahma; Nusyirwan, Deny; Afham, Muhammad; Oktavia, Ferly; Harahap, Basyaruddin Ismail; Fahmitra, Novrizal Fattah; Slam, Berta Erwin; Arrahman, Muhammad Faiz; Saragih, Jefta; Pratama, Bayu Dwi
Sewagati Vol 9 No 4 (2025)
Publisher : Pusat Publikasi ITS

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.12962/j26139960.v9i4.7957

Abstract

Literasi teknologi merupakan salah satu kompetensi kunci abad ke-21 yang perlu ditanamkan sejak pendidikan dasar. Namun, masih banyak siswa sekolah dasar yang belum terbiasa menggunakan teknologi dalam konteks pembelajaran. Kegiatan pengabdian kepada masyarakat ini bertujuan untuk mengenalkan media pembelajaran flipbook terintegrasi Augmented Reality (AR) kepada siswa SD Negeri 010 Kota Tanjungpinang sebagai upaya penguatan literasi teknologi. Kegiatan dilakukan melalui pendekatan sosialisasi, demonstrasi langsung, dan evaluasi sederhana. Hasil kegiatan menunjukkan bahwa siswa mampu memahami konsep dasar penggunaan teknologi dalam belajar, serta menunjukkan antusiasme tinggi terhadap media pembelajaran flipbook AR. Visualisasi objek digital yang ditampilkan dalam media flipbook AR terbukti meningkatkan motivasi dan antusian siswa untuk terlibat dalam proses pembelajaran. Selain itu, guru menunjukkan ketertarikan terhadap penggunaan media serupa dalam proses belajar-mengajar dan menyampaikan perlunya pelatihan lanjutan. Temuan ini mengindikasikan bahwa flipbook AR memiliki potensi besar sebagai media pembelajaran interaktif yang dapat mendukung transformasi digital di lingkungan pendidikan dasar. Diharapkan kegiatan ini dapat dikembangkan lebih lanjut sebagai bagian dari strategi inovasi pembelajaran yang berkelanjutan.
PERANCANGAN DAN PENGEMBANGAN SISTEM INFORMASI TUGAS AKHIR TERINTEGRASI DENGAN PENILAIAN KURIKULUM BERBASIS OUTCOME-BASED EDUCATION (OBE) Irawan, Feri; Slam, Berta Erwin; Efranda, Nolan; Herikson, Rifaldi; Fahmitra, Novrizal Fattah
JOURNAL OF SCIENCE AND SOCIAL RESEARCH Vol 8, No 4 (2025): November 2025
Publisher : Smart Education

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54314/jssr.v8i4.4539

Abstract

Abstract: The implementation of an Outcome-Based Education (OBE) curriculum in higher education requires an information system capable of integrating academic processes with learning outcome assessments in a structured and transparent manner. This study aims to design and develop a Final Project Information System integrated with OBE-based curriculum assessment to support the processes of title submission, supervision, seminars, and final evaluation of students. The system was developed using a Research and Development (R&D) approach with the Waterfall development model and implemented using the Laravel framework and MySQL database. Testing was conducted using the Black-Box Testing method to ensure functional suitability according to user requirements. The implementation results show that the system increased the efficiency of final project management by 60%, reduced administrative errors by 45%, and accelerated the reporting of grades and learning achievements by 70% compared to manual methods. Furthermore, testing results demonstrated a 100% success rate across all system functions. Thus, this system has proven effective in supporting the evaluation process of Program Learning Outcomes and Course Learning Outcomes in an integrated manner, and it can serve as a model for implementing an accountable OBE-based academic system within the Faculty of Engineering. Keyword: Final Project Information System; Outcome-Based Education; Curriculum Assessment; Learning Outcomes Evaluation; Academic System Abstrak: Penerapan kurikulum berbasis Outcome-Based Education (OBE) di pendidikan tinggi menuntut tersedianya sistem informasi yang mampu mengintegrasikan proses akademik dengan asesmen capaian pembelajaran secara terstruktur dan transparan. Penelitian ini bertujuan untuk merancang dan mengembangkan Sistem Informasi Tugas Akhir yang terintegrasi dengan penilaian kurikulum berbasis OBE guna mendukung proses pengajuan judul, bimbingan, seminar, dan penilaian akhir mahasiswa. Sistem dikembangkan menggunakan pendekatan Research and Development (R&D) dengan model pengembangan Waterfall, serta diimplementasikan menggunakan framework Laravel dan basis data MySQL. Pengujian dilakukan menggunakan metode Black-Box Testing untuk memastikan kesesuaian fungsi dengan kebutuhan pengguna. Hasil implementasi menunjukkan bahwa sistem mampu meningkatkan efisiensi pengelolaan tugas akhir hingga 60%, menurunkan kesalahan administrasi sebesar 45%, dan mempercepat proses pelaporan nilai serta capaian pembelajaran hingga 70% dibandingkan metode manual. Selain itu, hasil pengujian menunjukkan tingkat keberhasilan 100% pada seluruh fungsi sistem. Dengan demikian, sistem ini terbukti efektif dalam mendukung proses evaluasi capaian pembelajaran lulusan dan capaian pembelajaran mata kuliah secara terintegrasi, serta dapat menjadi model penerapan sistem akademik berbasis OBE yang akuntabel di lingkungan Fakultas Teknik. Kata kunci: Sistem Informasi Tugas Akhir; Outcome-Based Education; Penilaian Kurikulum; Evaluasi Capaian Pembelajaran; Sistem Akademik