Claim Missing Document
Check
Articles

Found 3 Documents
Search

IoT-Based Irrigation System Using Machine Learning for Precision Shallot Farming Rafrin, Mardhiyyah; Muh. Agus; Putri Ayu Maharani
Jurnal RESTI (Rekayasa Sistem dan Teknologi Informasi) Vol 8 No 2 (2024): April 2024
Publisher : Ikatan Ahli Informatika Indonesia (IAII)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29207/resti.v8i2.5579

Abstract

Despite the massive production of shallots in Enrekang Regency, South Sulawesi Province, Indonesia, the cultivation method is still very conventional. Shallot cultivation is very challenging because it requires precision irrigation and pest prevention. In this research, we proposed a smart irrigation system to help farmers manage irrigation with more efficient water usage without hampering their pest prevention. The results of the system were three options: 1) no water needed, 2) water is required and is efficient for irrigation, and 3) water is required but it is not efficient for irrigation. We used Wireless Sensor Networks and IoT to collect yield parameters, designed a firebase database, and developed a mobile application and a web service embedded with a machine learning application. All applications interacted using the representational state transfer application programming interface. The proposed system architecture successfully gathered cropland data and distributed them to all applications within the system. Furthermore, we analyzed four supervised learning algorithms (decision trees, random forest, gradient boosting, and K-Nearest neighbor), and the random forest was deployed in the web service because it outperformed other algorithms with a precision of 94% and an AUC score of 0.90.
Pelatihan MIT App Inventor sebagai Upaya Meningkatkan Kemampuan Berpikir Logis Siswa SMAN 4 Parepare Maharani, Putri Ayu; Gunadin, Indar Chaerah; Intizhami, Naili Suri; Nuranti, Eka Qadri; Rafrin, Mardhiyyah; Agus, Muh.; Iskandar, M. Fauzan; Yunus, Sitti Rahma; Al-Fauzi S., Muhammad Faruq; Tunru, Muh. Abubakar
Jurnal Pengabdian UNDIKMA Vol. 5 No. 1 (2024): February
Publisher : LPPM Universitas Pendidikan Mandalika (UNDIKMA)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33394/jpu.v5i1.9786

Abstract

This community service activity aims to improve the logical thinking abilities of SMAN 4 Parepare students by teaching the application of mathematical logic in compiling computer instructions based on MIT App Inventor. The method for implementing this service was problem-based learning training by taking the example of the traditional game of rock-paper-scissors as a learning case. Next, create a rock-paper-scissors game program using MIT App Inventor as a student learning experience in applying mathematical logic concepts. The evaluation instrument employed was a questionnaire to collect pre-test and post-test results, which were then analyzed using descriptive statistics and paired sample t-tests. The results of this service showed an increase in the average participant score on the post-test results, where the average pre-test score was 7.24 out of 15, while the average post-test score was 9.17 out of 15.
Pelatihan Pemanfaatan Teknologi Augmented Reality dan Virtual Reality Sebagai Media Pembelajaran Inovatif bagi Guru di SMP Negeri 10 Parepare Rafrin, Mardhiyyah; Maharani, Putri Ayu; Muh. Agus; Amar, Muh. Ikhsan; Intizhami, Naili Suri; Nuranti B, Eka Qadri; Bahar, Nur Aini Sri Oktaviani; Armansyah, Muhammad Dicky; S., St. Aisyah; Kandi, Damar; Malika, Saphira Nur
Jurnal Pengabdian UNDIKMA Vol. 6 No. 4 (2025): November
Publisher : LPPM Universitas Pendidikan Mandalika (UNDIKMA)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33394/jpu.v6i4.18210

Abstract

This community service program aims to enhance teachers’ skills in utilizing AR and VR technologies as innovative instructional media in the classroom. The program was implemented using a structured training model involving 20 teachers from SMPN 10 Parepare. The evaluation instrument consisted of a questionnaire, and the responses were analyzed using descriptive techniques. The results show that the training was highly aligned with teachers’ needs at the school (average response score: 4.75), easy to follow (4.66), very beneficial in improving the quality of learning (4.85), and motivating for teachers to adopt AR and VR technologies in their instructional practices (4.58). Overall, this training activity provided a significant contribution to enhancing teachers’ digital literacy, particularly in the use of innovative learning media.