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SOSIALISASI CARA MENGGUNAKAN QUIZIZZ SEBAGAI MEDIA PEMBELAJARAN ONLINE DI SMPN 22 KOTA BENGKULU Abdussalam Al Akbar; Lena Elfianty; Ila Yati Beti; Edy Hermansyah; Mutiara Octa Sari; Miki Andika
Jurnal Pemberdayaan Sosial dan Teknologi Masyarakat Vol 4, No 2 (2024): Desember 2024
Publisher : Smart Education

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54314/jpstm.v4i2.2547

Abstract

Abstract: The development of information technology continues to bring changes to human life where there is a need to be able to follow the flow, especially in the world of education. Where in the learning process the use of technology can have a very big influence on the teaching and learning process. An interactive, interesting and fun teaching and learning process can increase students' motivation to absorb the knowledge conveyed by teachers or educators. Limited time in the teaching and learning process in class often becomes an obstacle for students in absorbing the knowledge presented at school. In this case, using the Quizizz application as an online learning media can be used as a solution to create interactive, interesting and fun learning media for students. This service activity is carried out by directly socializing and practicing the use of the Quizizz application as an online learning medium. By using Quizizz, it is hoped that teachers can create a more interesting, interactive and enjoyable learning experience for students. Quizizz is a digital learning platform that provides various features for online learning, helping teachers create, share and manage quizzes easily and quickly. Through Quizizz, teachers can carry out pre-tests, material reinforcement, practice questions, remedial, post-test, and evaluate learning using interactive quizzes.            Keywords: Quizizz application; Online Learning  Abstrak: Perkembangan teknologi informasi yang semakin terus membawa perubahan pada kehidupan manusia dimana adanya keharusan untuk mampu mengikuti arusnya khususny dalam dunia pendidikan. Dimana dalam proses pembelajaran penggunaan  teknologi dapat berpengaruh sangat besar terhadap proses belajar mengajar. Proses belajar mengajar yang interaktif, menarik dan memnyenangkan dapat menambah motivasi siswa untuk menyerap ilmu pengetahuan yang disampaikan oleh guru atau pendidik. Keterbatasan waktu dalam proses belajar mengajar dikelas sering menjadi kendala siswa dalam menyerap ilmu pengetahuan yang disampaikan di sekolah. Dalam hal ini penggunaan Aplikasi Quizizz sebagai media pembelajaran online dapat dijadikan solusi untuk membuat media pembelajaran yang interaktif, menarik dan menyenangkan untuk peserta didik. Kegiatan pengabdian ini dilaksanakan dengan cara mensosialisasikan dan  praktik secara lansung tentang penggunaan aplikasi Quizizz Sebagai Media Pembelajaran Online Dengan menggunakan Quizizz, diharapkan guru dapat menciptakan pengalaman pembelajaran yang lebih menarik, interaktif, dan menyenangkan bagi siswa. Quizizz merupakan platform pembelajaran digital yang menyediakan beragam fitur untuk pembelajaran secara online, membantu guru dalam membuat, membagikan, dan mengelola kuis secara mudah dan cepat. Melalui Quizizz, guru dapat melakukan pre- test, penguatan materi, latihan soal, remedial, post-test, dan evaluasi pembelajaran menggunakan kuis interaktif. Kata kunci: Aplikasi Quizizz; Pembelajaran Online
rihi Mesh Placement Algorithm In Collocation Methods Edy Hermansyah; Annisa F. Edriani
Jurnal Komputer, Informasi dan Teknologi Vol. 4 No. 2 (2024): Desember
Publisher : Penerbit Jurnal Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.53697/jkomitek.v4i2.1852

Abstract

Various adaptive mesh selection strategies for solving single higher order two-points boundary value problems (BVPs) by using collocation methods are intensively investigated for along time and they are now well established. In this work we concern with numerical investigations of adaptive mesh selection algorithms using the criterion function rihi for solving first order system of BVPs and developing some algorithms. The algorithms perform quite nicely and appear competitive with De Boor algorithm.
Menggali Potensi Bisnis Melalui Platform Media Sosial Pada Siswa SMA Negeri 3 Bengkulu Utara Edy Hermansyah; Siswanto Siswanto; Yupianti Yupianti; Wahyu Hidayat; Fhariska Dhia Putri
Jurnal Dehasen Untuk Negeri Vol 3 No 2 (2024): Juli
Publisher : LPPJPHKI Universitas Dehasen Bengkulu

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37676/jdun.v3i2.11096

Abstract

The rapid development of information technology, particularly social media, has significantly influenced business and digital marketing practices. This community service activity aims to improve the knowledge and skills of students at SMA Negeri 3 Bengkulu Utara in utilizing social media to explore business opportunities. The implementation methods included socialization, training, and mentoring for 30 twelfth-grade science students. The activity was conducted on November 16, 2024, using a semi-workshop approach. The results indicate an increase in students' understanding of social media utilization for entrepreneurship and a growing interest in starting digital-based businesses. The participants’ enthusiasm during the activity served as a key indicator of success. Therefore, this program is expected to encourage the emergence of creative, innovative, and technology-adaptive young entrepreneurs.
Menuju Desa Cerdas: Meningkatkan Literasi Digital Masyarakat Desa Achmad Fikri Sallaby; Liza Yulianti; Maryaningsih Maryaningsih; Edy Hermansyah; Saika Damaiyanti
Jurnal Dehasen Untuk Negeri Vol 3 No 2 (2024): Juli
Publisher : LPPJPHKI Universitas Dehasen Bengkulu

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37676/jdun.v3i2.11097

Abstract

This community service activity is motivated by the low level of digital literacy among rural communities, which affects the optimal use of technology in daily life. The main problems include limited understanding of internet usage, lack of awareness in using social media wisely, and risks of digital technology misuse. The purpose of this activity is to improve community knowledge and skills in utilizing digital technology productively. The methods used include socialization, training, and mentoring with a participatory approach. The activity was conducted in Sri Kuncoro Village, Central Bengkulu Regency, involving the community, village officials, and digital communities. The results show an increase in participants’ understanding of accessing information, using social media wisely, and basic digital security awareness. Therefore, this activity contributes to supporting the development of adaptive rural communities in the digital era.
Sistem Pakar Diagnosa Penyakit Pneumonia Menggunakan Metode Certainty Factor Pada Puskesmas Tebat Karai Kecamatan Tebat Karai Kabupaten Kepahiang Muhammad Faisal Akba; Sapri Sapri; Indra Kanedi; Edy Hermansyah
Jurnal Media Infotama Vol 21 No 2 (2025): Oktober
Publisher : UNIVED Press

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37676/jmi.v21i2.9382

Abstract

Pneumonia is a serious disease and can threaten human life, pneumonia is most serious when it occurs in infants and children. This study was conducted at the Tebat Karai Health Center, Tebat Karai Sub-district, Kepahiang Regency. Given the large number of patients suffering from pneumonia, sometimes the Tebat Karai Health Center has difficulty in handling it. Therefore, an expert system using the Certainty Factor method was designed. With this expert system, it can provide ease of initial consultation if the doctor is not available, although later it will still be consulted directly with the doctor. This expert system uses the PHP programming language and MySQL database. The resulting expert system can provide convenience for users to diagnose early pneumonia online.
Implementasi Fuzzy Tsukamoto untuk Memprediksi Jumlah Produksi Batu Bata Merah pada Industri Batu Bata di Kecamatan Pino Raya Miki Andika; Edy Hermansyah; Dewi Suranti
Digital Transformation Technology Vol. 6 No. 1 (2026): Periode Maret 2026
Publisher : Information Technology and Science(ITScience)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47709/digitech.v6i1.8989

Abstract

Penelitian ini dilakukan untuk menerapkan metode Fuzzy Tsukamoto dalam memprediksi jumlah produksi batu bata merah pada industri batu bata di Kecamatan Pino Raya. Permasalahan yang melatarbelakangi penelitian ini adalah proses penentuan jumlah produksi yang masih dilakukan secara manual, sehingga kerap menimbulkan ketidaksesuaian antara jumlah produksi dengan permintaan dan persediaan yang tersedia. Untuk mengatasi hal tersebut, dikembangkan sebuah sistem berbasis web menggunakan bahasa pemrograman PHP dan basis data MySQL, dengan variabel permintaan dan persediaan sebagai input, serta variabel produksi sebagai output. Perhitungan dalam sistem ini dilakukan melalui tiga tahapan, yaitu fuzzifikasi, inferensi fuzzy, dan defuzzifikasi. Pengujian terhadap sistem dilakukan menggunakan metode Black Box Testing untuk menguji fungsionalitas sistem, serta Mean Absolute Percentage Error (MAPE) untuk mengukur tingkat akurasi prediksi. Hasil pengujian menunjukkan bahwa sistem yang dibangun dapat melakukan prediksi jumlah produksi batu bata merah secara otomatis dengan tingkat akurasi yang tergolong baik, ditunjukkan oleh nilai MAPE sebesar 13,73% pada penerapan Metode Fuzzy Tsukamoto di industri batu bata Kecamatan Pino Raya.
SOSIALISASI CARA MENGGUNAKAN QUIZIZZ SEBAGAI MEDIA PEMBELAJARAN ONLINE DI SMPN 22 KOTA BENGKULU Abdussalam Al Akbar; Lena Elfianty; Ila Yati Beti; Edy Hermansyah; Mutiara Octa Sari; Miki Andika
Jurnal Pemberdayaan Sosial dan Teknologi Masyarakat Vol. 4 No. 2 (2024): Desember 2024
Publisher : Smart Education

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54314/jpstm.v4i2.2547

Abstract

Abstract: The development of information technology continues to bring changes to human life where there is a need to be able to follow the flow, especially in the world of education. Where in the learning process the use of technology can have a very big influence on the teaching and learning process. An interactive, interesting and fun teaching and learning process can increase students' motivation to absorb the knowledge conveyed by teachers or educators. Limited time in the teaching and learning process in class often becomes an obstacle for students in absorbing the knowledge presented at school. In this case, using the Quizizz application as an online learning media can be used as a solution to create interactive, interesting and fun learning media for students. This service activity is carried out by directly socializing and practicing the use of the Quizizz application as an online learning medium. By using Quizizz, it is hoped that teachers can create a more interesting, interactive and enjoyable learning experience for students. Quizizz is a digital learning platform that provides various features for online learning, helping teachers create, share and manage quizzes easily and quickly. Through Quizizz, teachers can carry out pre-tests, material reinforcement, practice questions, remedial, post-test, and evaluate learning using interactive quizzes.            Keywords: Quizizz application; Online Learning  Abstrak: Perkembangan teknologi informasi yang semakin terus membawa perubahan pada kehidupan manusia dimana adanya keharusan untuk mampu mengikuti arusnya khususny dalam dunia pendidikan. Dimana dalam proses pembelajaran penggunaan  teknologi dapat berpengaruh sangat besar terhadap proses belajar mengajar. Proses belajar mengajar yang interaktif, menarik dan memnyenangkan dapat menambah motivasi siswa untuk menyerap ilmu pengetahuan yang disampaikan oleh guru atau pendidik. Keterbatasan waktu dalam proses belajar mengajar dikelas sering menjadi kendala siswa dalam menyerap ilmu pengetahuan yang disampaikan di sekolah. Dalam hal ini penggunaan Aplikasi Quizizz sebagai media pembelajaran online dapat dijadikan solusi untuk membuat media pembelajaran yang interaktif, menarik dan menyenangkan untuk peserta didik. Kegiatan pengabdian ini dilaksanakan dengan cara mensosialisasikan dan  praktik secara lansung tentang penggunaan aplikasi Quizizz Sebagai Media Pembelajaran Online Dengan menggunakan Quizizz, diharapkan guru dapat menciptakan pengalaman pembelajaran yang lebih menarik, interaktif, dan menyenangkan bagi siswa. Quizizz merupakan platform pembelajaran digital yang menyediakan beragam fitur untuk pembelajaran secara online, membantu guru dalam membuat, membagikan, dan mengelola kuis secara mudah dan cepat. Melalui Quizizz, guru dapat melakukan pre- test, penguatan materi, latihan soal, remedial, post-test, dan evaluasi pembelajaran menggunakan kuis interaktif. Kata kunci: Aplikasi Quizizz; Pembelajaran Online
Implementation Of Marker-Based Tracking And Fisher-Yates Shuffle Algorithms In An Augmented Reality-Based Solid Geometry Learning Application Using Unity For Mobile Platform Ryandika Anugrah; Edy Hermansyah; Rizka Tri Alinse
Jurnal Media Computer Science Vol 5 No 4 (2026): Oktober
Publisher : LPPJPHKI Universitas Dehasen Bengkulu

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37676/jmcs.v5i4.12727

Abstract

Teaching three-dimensional shapes still faces challenges in visualizing three-dimensional objects, causing students to struggle with understanding abstract concepts. This study aims to design and develop an Augmented Reality (AR)-based geometric shapes learning application using Unity on the Android platform by implementing the Marker-Based Tracking and Fisher-Yates Shuffle algorithms. Marker-Based Tracking is used to detect markers in real-time and display three-dimensional geometric shapes, while the Fisher-Yates Shuffle algorithm is applied to randomize the order of questions in the assessment feature. This study employed the Research and Development (R&D) method with the Waterfall development model, which includes the stages of requirements analysis, design, implementation, testing, and maintenance. Data collection was conducted through observation, interviews, and a literature review. Application testing was conducted using Black Box Testing to evaluate system functionality and the System Usability Scale (SUS) to measure the application’s usability. The results show that the application was successfully developed using Unity and Vuforia on the Android platform. The implementation of Marker-Based Tracking successfully detected markers and displayed 3D geometric objects in real time, while the Fisher-Yates Shuffle successfully generated variations in the question order within the quiz feature. The results of the black-box testing showed that all of the application’s main features functioned 100% in accordance with the test scenarios. Meanwhile, the results of the SUS test administered to 20 students yielded an average score of 78.0, which falls into the “Acceptable” category with a Grade B (Good) rating. Thus, the developed application has a good level of usability and can be used as an interactive learning tool to help students understand three-dimensional geometry concepts.
Predicting Daily Patient Visits at Community Health Centers Using Machine Learning Algorithms to Optimize Medical Staff Scheduling Zahza Ivana Putri; Edy Hermansyah; Dimas Aulia Trianggana
Jurnal Media Computer Science Vol 5 No 4 (2026): Oktober
Publisher : LPPJPHKI Universitas Dehasen Bengkulu

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37676/jmcs.v5i4.12756

Abstract

Optimal health care at primary-level health facilities depends heavily on the readiness of human resources. At the Lempuing Community Health Center in Bengkulu, there is a significant operational imbalance due to unpredictable fluctuations in the number of daily patient visits. Medical staff scheduling has thus far been conducted conventionally without considering future trends in patient arrivals. This results in long lines on certain days, while also causing labor inefficiency during periods of low patient volume. This study employs the Cross-Industry Standard Process for Data Mining (CRISP-DM) methodology. The modeling approach utilizes the Random Forest algorithm. The computational process leverages historical data on daily patient visits over the past three months, specifically from October through December 2025. In addition to building a computational prediction model, this study also integrates the forecasting results with the Standard Workload (SBK) formula. Based on the results of the Random Forest model testing, the evaluation performance showed a Mean Absolute Error (MAE) of 7.27 patients per day and a Root Mean Squared Error (RMSE) of 10.25 patients. The coefficient of determination obtained was 37.10%, which reasonably indicates the level of complexity and the highly stochastic nature of historical health data, which is susceptible to random external factors. Feature importance analysis revealed that the H-7 and H-1 Visit variables are the most dominant parameters influencing spikes in patient numbers. The system is effectively capable of transforming digital prediction figures into recommendations for medical staff allocation, ranging from 1 to 3 per day.
Utilizing Artificial Intelligence in University English Courses: Opportunities and Challenges Edy Hermansyah; Barata Harsena Dewa
Jurnal Pendidikan Rafflesia Vol. 4 No. 2 (2026): Juni
Publisher : CV. Generasi Insan Rafflesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.70963/jpr.v4i2.285

Abstract

The rise of generative artificial intelligence (AI) such as ChatGPT is changing how students and lecturers conduct English courses, yet its pedagogical benefits and risks remain debated. This article aims to map the opportunities and challenges of using AI in university English courses and to formulate pedagogical implications. It employs a narrative literature review of journal articles published between 2022 and 2024 and one international policy document, analysed thematically. The review identifies five main opportunities: immediate feedback on writing, communicative practice with adjustable input, personalisation and formative assessment, support for lecturers' course planning, and stronger learner motivation and autonomy. It also identifies five challenges: output accuracy and bias, dependence that weakens the learning process, academic integrity and the unreliability of AI detectors (an average false-positive rate of 61.3% for non-native writers' essays in one study), gaps in literacy and access, and the readiness of lecturers and institutional governance. The review concludes that the value of AI is determined by task design rather than by the technology alone. It proposes a three-stage integration framework (design, implement, evaluate) that positions AI as scaffolding under the control of lecturers and learners.