Claim Missing Document
Check
Articles

Found 2 Documents
Search

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.
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.