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Enterprise Architecture Design in XYZ Kindergarten School Using the TOGAF ADM Framework for the Digital Transformation of Children's Education Ratna Lindawati; abdul latif; Trifebi Shina Sabrila; M. Ulil Albab
INSTALL: Information System and Technology Journal Vol 2 No 2 (2025): INSTALL : Information System and Technology Journal
Publisher : LPPM Universitas Sari Mulia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33859/install.v2i2.990

Abstract

Operational management at XYZ Kindergarten School is currently still dominated by manual processes, starting from recording attendance to reporting student development. This triggers the risk of inefficiency and loss of historical data on child development. This research aims to design a comprehensive enterprise architecture (EA) for XYZ Kindergarten School using the TOGAF ADM (Architecture Development Method) methodology. The main focus of the research is to align preschool education business processes with integrated information technology solutions. The results of the study formulated the blueprint of the Kindergarten School Information System (SISTK) which includes multimedia-based digital portfolio management and two-way communication systems. The implementation of this design is projected to optimize teacher performance and provide transparency of development data for parents in real-time.
Workshop Kreativitas Digital: Menggali Potensi Imajinasi Siswa Sekolah Dasar Melalui Integrasi Artificial Intelligence Subhan Panji Cipta; Nadia Azaria; Mambang Mambang; Muhammad Zulfadhilah; Septyan Eka Prastya; Abdul Latif; Ratna Lindawati; Trifebi Shina Sabrila; Finki Dona Marleny
Darma Abdi Karya Vol. 5 No. 1 (2026): Darma Abdi Karya: Jurnal Pengabdian Kepada Masyarakat
Publisher : LPPM POLITEKNIK LP3I

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.38204/darmaabdikarya.v5i1.2943

Abstract

Kemajuan teknologi kecerdasan buatan (Artificial Intelligence/AI) menuntut pengenalan sejak dini agar dapat dimanfaatkan secara positif.  Ditemukan fakta bahwa 90% siswa kelas VI telah menggunakan smartphone setiap hari, namun lebih dari 85% di antaranya belum pernah mendengar istilah Artificial Intelligence atau mengetahui bahwa algoritma AI mengendalikan aplikasi hiburan yang mereka gunakan sehari-hari. Kegiatan Pengabdian kepada Masyarakat (PkM) ini bertujuan untuk meningkatkan pengetahuan siswa mengenai AI serta peranannya dalam mendukung kreativitas dan imajinasi. Metode yang digunakan adalah pendekatan participatory learning dan experiential learning, yang melibatkan 27 siswa kelas VI. Rangkaian kegiatan meliputi sosialisasi, pemaparan materi edukatif menggunakan media audiovisual interaktif, serta praktik langsung penggunaan teknologi AI sederhana. Hasil evaluasi yang dilakukan melalui observasi partisipatif selama sesi praktik, penilaian kualitas karya digital yang dihasilkan siswa, serta pengisian angket umpan balik setelah kegiatan menunjukkan bahwa program ini memberikan dampak positif yang signifikan dalam meningkatkan pemahaman kognitif serta merangsang kreativitas siswa. Metode ini dinilai lebih efektif dibandingkan pembelajaran konvensional dalam memperkenalkan teknologi masa depan kepada siswa sekolah dasar.
Digital Escape Room Sebagai Media Edukasi Literasi Digital Bagi Siswa SMA Mambang Mambang; Muhammad Zulfadhilah; Septyan Eka Prastya; Subhan Panji Cipta; Abdul Latif; Ratna Lindawati; Trifebi Shina Sabrila; Finki Dona Marleny
Jumat Informatika: Jurnal Pengabdian Masyarakat Vol. 7 No. 2 (2026): Agustus
Publisher : LPPM Universitas KH. A. Wahab Hasbullah

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32764/afja2406

Abstract

This community service activity stems from the low digital literacy skills of high school students in recognizing risks, technological ethics, and verifying the veracity of hoax information amidst the rapid development of digital technology. The main objective of this activity is to broaden knowledge and raise students' awareness of the importance of digital literacy, including online security and internet ethics, through innovative and fun methods. The methods applied are participatory learning and experiential learning approaches, where students play an active role in direct practice using web-based Digital Escape Room educational media. This activity involved 22 10th-grade students as participants. The results of the community service activity showed an excellent success rate, where all participants (100%) successfully completed the game challenges correctly. In addition, at least 80% of participants were able to identify the characteristics of hoaxes and carry out simple verification steps.
Pemanfaatan Teknologi Digital dalam Meningkatkan Etika Komunikasi Online Siswa di Sekolah Ratna Lindawati; Trifebi Shina Sabrila; Abdul Latif; Septyan Eka Prastya; Muhammad Zulfadhilah; Subhan Panji Cipta; Mambang Mambang; Abdul Kadir
Jumat Informatika: Jurnal Pengabdian Masyarakat Vol. 7 No. 2 (2026): Agustus
Publisher : LPPM Universitas KH. A. Wahab Hasbullah

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32764/zvg2q555

Abstract

This community service (PKM) activity aims to improve students' online communication ethics through the utilization of digital technology. Conducted at SMKS 1 Muhammadiyah Banjarmasin on January 23, 2026, the activity involved 25 students as participants. The method applied was an educative-participatory approach integrating Computer Mediated Communication (CMC) theory and digital literacy framework, implemented through interactive presentations, Digital Escape Room simulations, case studies, and pre-test/post-test instruments. Data reveal that 97% of Indonesian students aged 13–18 access the internet daily (APJII, 2024), yet 45% have experienced cyberbullying and 62% share information without prior verification (UNICEF, 2023). Results showed significant improvement in students' understanding of online communication ethics across all measured dimensions, including digital netiquette, hoax identification, privacy awareness, and responsible use of digital media. Students demonstrated high enthusiasm through active discussion participation. This program is expected to contribute to the formation of an ethical digital communication culture in the school environment and serve as a model for sustainable digital literacy education.
Edukasi AI melalui Program “Berkenalan dengan AI: Robot Pintar Sahabat Manusia” bagi Siswa Sekolah Dasar Trifebi Shina Sabrila; Mambang; Muhammad Zulfadhilah; Septyan Eka Prastya; Subhan Panji Cipta; Abdul Latif; Ratna Lindawati
Jumat Informatika: Jurnal Pengabdian Masyarakat Vol. 7 No. 2 (2026): Agustus
Publisher : LPPM Universitas KH. A. Wahab Hasbullah

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32764/7s7sf398

Abstract

The acceleration of Artificial Intelligence (AI) technology development brings major transformations in various aspects of life, including the elementary education sector. However, a wise and targeted understanding and utilization of AI among elementary school students is still very minimal, where digital technology is more often associated with entertainment media or online games. This Community Service activity aims to educate and improve the digital literacy of 5th and 6th-grade students at SDN Kebun Bunga 6 Banjarmasin through an interactive and fun introduction to basic AI concepts under the theme "Getting to Know AI: Smart Robots as Human Companions." The implemented implementation method includes the preparation stage (coordination and module preparation), the implementation stage (pre-test, interactive material presentation, practical demonstration of prompt engineering using Google Gemini, and a critical discussion session), and the evaluation stage (post-test). Quantitative evaluation results show a significant increase in students' understanding, where the average pre-test score of 45.67 increased to 88.33 in the post-test. In addition, students demonstrated high critical thinking skills during the question-and-answer session and were able to practice creating learning prompts independently. The outputs of this activity are an increase in students' digital literacy, a Guidebook for Using AI Wisely for Elementary School Students, and a scientific publication that supports the readiness of the younger generation to face the digital era.