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Advanced Prompting Techniques for Artificial Intelligence-Based Learning Innovation Yan Sofyan Andhana Saputra; Adam Arif Budiman; Aji Setiawan; Afri Yudha; Ade Supriatna; Ario Kurnianto; Asyari Dariyus
JEPTIRA Vol 3 No 1 (2025)
Publisher : Fakultas Teknik Universitas Darma Persada

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.70491/jeptira.v3i1.98

Abstract

This community service program was designed to strengthen the capacity of teachers and lecturers in utilizing advanced prompting techniques based on Artificial Intelligence (AI) to support instructional innovation. The focus of the training was on two effective methods Chain of Thought (CoT) and Role Prompting which enhance human-AI interaction in educational contexts. The activity was conducted through face-to-face workshops involving 25 participants from various educational institutions, combining theoretical explanations, hands-on practice, and case-based discussions. Participants learned how to construct structured and contextual prompts for teaching applications such as lesson planning, explanation of concepts, and simulation-based learning. Evaluation results showed a significant improvement in participants’ understanding and ability to apply prompt engineering strategies, as reflected in both assessment scores and the quality of practical outputs. The program also contributed to raising awareness about ethical AI usage in education and emphasized the role of digital literacy in enabling educators to adapt to the demands of digital transformation.
Introduction to AI and Computational Thinking for Teachers at SDIT Mafatih Bekasi Linda Nur Afifa; Adam Arif Budiman; Aji Setiawan; Afri Yudha
JEPTIRA Vol 3 No 2 (2025)
Publisher : Fakultas Teknik Universitas Darma Persada

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.70491/jeptira.v3i2.127

Abstract

The development of Artificial Intelligence (AI) and the demand for strengthening Computational Thinking (CT) skills make AI and CT literacy a key competency for educators in the 21st century. At the elementary level, particularly in Integrated Islamic Elementary Schools (SDIT), teachers play a crucial role in instilling systematic thinking and technological literacy from an early age, yet many teachers lack conceptual understanding or practical skills related to AI and CT. This community service activity aims to improve SDIT teachers' basic understanding of AI concepts, examples of AI applications in education, and the CT process and its implementation in elementary school learning activities. The activity was carried out in the form of face-to-face training that included material presentations, demonstrations of educational AI applications, and practical CT activity designs tailored to the characteristics of elementary school students. Evaluation was conducted using pre- and post-tests to measure knowledge gains, and questionnaires to assess participants' perceptions and satisfaction levels. The implementation results showed an increase in participants' knowledge scores between before and after the training, accompanied by a more positive change in attitudes towards the use of AI and CT in the classroom. Teachers were also able to design simple and contextual CT-based learning activities for elementary school students. This activity shows that structured training with a combination of conceptual material and directed practice is effective in building AI and CT literacy among SDIT teachers.
Learning of Animals Based on Mobile Applications Augmented Reality at SD Bintara I Wahyu Aji Nugroho; Adam Arif Budiman
Journal TIFDA (Technology Information and Data Analytic) Vol 2 No 2 (2025)
Publisher : Prodi Teknologi Informasi Universitas Darma Persada

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.70491/tifda.v2i2.108

Abstract

The problem with teaching young children to recognize animals in English is the lack of interactive media that is interesting and easy to understand, which results in low interest and comprehension among children. This study aims to develop an interactive learning application based on Augmented Reality (AR) to help children recognize animals in English in a visual and fun way. The development method used is the Prototype method with stages of needs analysis, design, implementation, and testing. This application was built using Unity, Vuforia SDK, and the C# programming language, and displays 3D animal objects that are scanned through markers accompanied by voice pronunciation in English. Testing results from 15 respondents indicate that the application is easy to use, engaging, and effective in increasing children's interest in learning. Therefore, this AR application is suitable for use as an interactive learning medium for introducing animals in English.