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Pelatihan Koding Dasar dan Game Edukasi Menggunakan Scratch untuk Meningkatkan Kemampuan Berpikir Logis Siswa SD Kelas VI Wibowo, Asa Hari; Irwan Syahib, Muhammad; Hadistio , Ryan Rinaldi
Anoa : Jurnal Pengabdian Masyarakat Fakultas Teknik Vol 4 No 02 (2025): Edisi Desember Tahun 2025 Anoa : Jurnal Pengabdian Masyarakat Fakultas Teknik
Publisher : FAKULTAS TEKNIK UMKENDARI

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

The rapid development of digital technology requires students to acquire logical thinking skills as well as a basic understanding of coding and artificial intelligence from an early age. However, the implementation of coding education at the elementary school level still faces challenges, particularly in the use of appropriate learning methods and media. This community service activity aimed to introduce basic coding concepts and artificial intelligence to sixth-grade elementary school students through the development of educational games using Scratch. The activity was carried out through several stages, including preparation, training implementation, hands-on practice assistance, and evaluation. The learning materials focused on introducing the Scratch interface, basic programming blocks, and the application of if–else logic as a simple decision-making mechanism. The results indicate that students were able to understand fundamental coding concepts, apply simple programming logic, and demonstrate increased interest and enthusiasm for learning technology. In addition, students successfully completed simple game projects based on the given scenarios. This activity contributes positively to enhancing digital literacy and computational thinking skills among elementary school students and can serve as an effective and engaging model for introducing coding and artificial intelligence at the primary education level.
Studi Konseptual Pendekatan Edukatif Berbasis Artificial Intelligence dan Internet of Things (IoT) Sederhana dalam Perencanaan Hunian Cerdas bagi Masyarakat Pesisir Desa Bajoe setiadi, ahsan; Syah, Andi Al Mustagfir; Nahdatunnisa; Irwan Syahib, Muhammad
Anoa : Jurnal Pengabdian Masyarakat Fakultas Teknik Vol 4 No 02 (2025): Edisi Desember Tahun 2025 Anoa : Jurnal Pengabdian Masyarakat Fakultas Teknik
Publisher : FAKULTAS TEKNIK UMKENDARI

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51454/anoa.v4i02.1615

Abstract

Perkembangan Artificial Intelligence (AI) dan Internet of Things (IoT) memiliki potensi besar dalam mendukung perencanaan hunian cerdas, khususnya pada visualisasi desain dan pemantauan lingkungan ruang. Pada masyarakat pesisir Desa Bajo, hunian panggung menghadapi tantangan berupa suhu dan kelembaban tinggi, dinamika perairan, serta kerentanan material terhadap lingkungan pesisir. Namun, pemanfaatan AI dan IoT di tingkat masyarakat masih terbatas dan belum terintegrasi dalam proses perencanaan hunian. Kegiatan pengabdian ini bertujuan menyusun model edukatif dan rekomendasi konseptual pemanfaatan AI dan IoT sederhana dalam perencanaan hunian cerdas bagi masyarakat pesisir Desa Bajo berbasis studi literatur dan pemantauan awal. Metode yang digunakan adalah kualitatif eksploratif melalui kajian literatur, observasi awal, dan diskusi partisipatif untuk memetakan pemahaman masyarakat. Dalam kegiatan ini, IoT diposisikan secara konseptual sebagai sistem pemantauan lingkungan hunian berbasis sensor suhu dan kelembaban, sedangkan AI dimaknai sebagai media visualisasi dan simulasi desain hunian panggung pesisir. Luaran kegiatan berupa model konseptual hunian panggung cerdas, modul edukasi, dan panduan rekomendasi pemanfaatan teknologi, serta dokumentasi pemantauan awal sebagai dasar perancangan program pendampingan lanjutan. Kegiatan ini diharapkan menjadi pijakan awal dalam meningkatkan literasi teknologi masyarakat Bajo serta menyusun arah pengembangan hunian cerdas pesisir yang adaptif dan kontekstual.
Rancang Bangun Sistem Informasi Akademik Sekolah Menengah Kejuruan Negeri 1 Loea Irwan Syahib, Muhammad
Jurnal Ilmu Manajemen Sosial Humaniora (JIMSH) Vol. 5 No. 1 (2023): Februari, Jurnal Ilmu Manajemen Sosial Humaniora (JIMSH)
Publisher : LP3M, Universitas Muhammadiyah Kendari

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Abstract

This research aims to develop a web-based academic information system for SMK Negeri 1 Loea, utilizing the waterfall system development methodology. The advancement of information technology is an undeniable aspect of this digital era. One of the widely utilized technological developments is web-based information systems. Currently, many schools have yet to harness the potential of this information system technology to assist students in accessing their academic information. Academic Information Systems have become crucial in the current digital age, especially in remote areas. The result of this research is the successful creation of a web-based academic information system, which has been tested for its functionality and proven to provide ease in data management and information dissemination to students, teachers, and users. By using this system, issues that occasionally arise can be minimized.
Perancangan Sistem Webgis untuk Visualisasi Data Wilayah,Potensi Daerah, dan Infrastruktur Strategis di Bappeda Sulawesi Tenggara sebagai Upaya Mendukung Pengabdian kepada Masyarakat Maulana, Muhammad fauzan; Irwan Syahib, Muhammad; Apriliyanti, Nurul Aulia; Indri, Indri; wibowo, Asa Hari; Yamin, Muhammad
Anoa : Jurnal Pengabdian Masyarakat Fakultas Teknik Vol 4 No 01 (2025): Edisi Juni Tahun 2025 ANOA : Jurnal Pengabdian Masyarakat Fakultas Teknik
Publisher : FAKULTAS TEKNIK UMKENDARI

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51454/anoa.v3i02.1339

Abstract

WebGIS (Web Geographic Information System) is a web-based geographic information system that allows users to access, display, and analyze spatial data interactively over the internet. This research aims to design and implement a WebGIS system that presents information on administrative areas, regional potential, and strategic infrastructure in Southeast Sulawesi Province. The system was developed using the CodeIgniter 4 framework as the backend, along with Leaflet.js and GeoJSON for dynamic map visualization. The data used in this system includes district/city boundaries, capital city names, population, area, density, and spatial information related to resource potential and infrastructure facilities. Key features developed include region selection based on district/city name, satellite and road basemap displays, click coordinate determination, distance measurement, and area radius determination. The system also features a search panel, layer controls, and GeoJSON-based data visualization that can be customized to suit the needs of user agencies. Implementation results indicate that this WebGIS system is capable of displaying spatial information effectively, accurately, and interactively, and can be used as a supporting tool in the regional development planning process by agencies such as the Regional Development Planning Agency (BAPPEDA). The system can also be further developed to include real-time data integration, a user login system, and advanced spatial analysis. Thus, this WebGIS development is expected to improve the efficiency and effectiveness of regional data management in Southeast Sulawesi.
Peningkatan Literasi Teknologi Rotary Kiln Electric Furnace dalam Mendukung Industri Nikel Sulawesi Tenggara Irwan Syahib, Muhammad; Idris Putra , Muhammad; Indra, Indra; Setiawan , Adhi; Yuliana, Anita; Hadistio , Ryan Rinaldi; Putra Singarimbun , Aldo Putra; . Rahman , Muhammad Iqbal A. A; Rahman, La
Anoa : Jurnal Pengabdian Masyarakat Fakultas Teknik Vol 4 No 02 (2025): Edisi Desember Tahun 2025 Anoa : Jurnal Pengabdian Masyarakat Fakultas Teknik
Publisher : FAKULTAS TEKNIK UMKENDARI

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51454/anoa.v4i02.1573

Abstract

Southeast Sulawesi is one of the largest nickel-producing centers in Indonesia, marked by the booming development of nickel processing industries (smelters) utilizing the Rotary Kiln Electric Furnace technology. This technology serves as the backbone of lateritic nickel refinement. However, access for Mechanical Engineering students to Rotary Kiln Electric Furnace technology for internship and research purposes is very limited, creating a gap between the academic curriculum and industry needs. This community service activity aims to bridge this gap through a scientific seminar that introduces the Rotary Kiln Electric Furnace working principles, key components relevant to Mechanical Engineering, and the available job descriptions in smelters. The implementation method includes interactive material delivery and in-depth discussions. The results of the activity show an increase in students' understanding of the Rotary Kiln Electric Furnace nickel processing cycle and the identification of the crucial role of Mechanical Engineering in the operation and maintenance of the Rotary Kiln, electric furnace, and supporting utility systems. The benefit gained is that students are equipped with foundational knowledge of Southeast Sulawesi's leading nickel technology, enhancing their readiness to compete in the job market within the smelter industry.
Pelatihan Koding Dasar dan Game Edukasi Menggunakan Scratch untuk Meningkatkan Kemampuan Berpikir Logis Siswa SD Kelas VI Wibowo, Asa Hari; Irwan Syahib, Muhammad; Hadistio , Ryan Rinaldi
Anoa : Jurnal Pengabdian Masyarakat Fakultas Teknik Vol 4 No 02 (2025): Edisi Desember Tahun 2025 Anoa : Jurnal Pengabdian Masyarakat Fakultas Teknik
Publisher : FAKULTAS TEKNIK UMKENDARI

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

The rapid development of digital technology requires students to acquire logical thinking skills as well as a basic understanding of coding and artificial intelligence from an early age. However, the implementation of coding education at the elementary school level still faces challenges, particularly in the use of appropriate learning methods and media. This community service activity aimed to introduce basic coding concepts and artificial intelligence to sixth-grade elementary school students through the development of educational games using Scratch. The activity was carried out through several stages, including preparation, training implementation, hands-on practice assistance, and evaluation. The learning materials focused on introducing the Scratch interface, basic programming blocks, and the application of if–else logic as a simple decision-making mechanism. The results indicate that students were able to understand fundamental coding concepts, apply simple programming logic, and demonstrate increased interest and enthusiasm for learning technology. In addition, students successfully completed simple game projects based on the given scenarios. This activity contributes positively to enhancing digital literacy and computational thinking skills among elementary school students and can serve as an effective and engaging model for introducing coding and artificial intelligence at the primary education level.
Studi Konseptual Pendekatan Edukatif Berbasis Artificial Intelligence dan Internet of Things (IoT) Sederhana dalam Perencanaan Hunian Cerdas bagi Masyarakat Pesisir Desa Bajoe setiadi, ahsan; Syah, Andi Al Mustagfir; Nahdatunnisa; Irwan Syahib, Muhammad; Zuliana, Eni; Muhsar, Muhammad
Anoa : Jurnal Pengabdian Masyarakat Fakultas Teknik Vol 4 No 02 (2025): Edisi Desember Tahun 2025 Anoa : Jurnal Pengabdian Masyarakat Fakultas Teknik
Publisher : FAKULTAS TEKNIK UMKENDARI

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51454/anoa.v4i02.1615

Abstract

Perkembangan Artificial Intelligence (AI) dan Internet of Things (IoT) memiliki potensi besar dalam mendukung perencanaan hunian cerdas, khususnya pada visualisasi desain dan pemantauan lingkungan ruang. Pada masyarakat pesisir Desa Bajo, hunian panggung menghadapi tantangan berupa suhu dan kelembaban tinggi, dinamika perairan, serta kerentanan material terhadap lingkungan pesisir. Namun, pemanfaatan AI dan IoT di tingkat masyarakat masih terbatas dan belum terintegrasi dalam proses perencanaan hunian. Kegiatan pengabdian ini bertujuan menyusun model edukatif dan rekomendasi konseptual pemanfaatan AI dan IoT sederhana dalam perencanaan hunian cerdas bagi masyarakat pesisir Desa Bajo berbasis studi literatur dan pemantauan awal. Metode yang digunakan adalah kualitatif eksploratif melalui kajian literatur, observasi awal, dan diskusi partisipatif untuk memetakan pemahaman masyarakat. Dalam kegiatan ini, IoT diposisikan secara konseptual sebagai sistem pemantauan lingkungan hunian berbasis sensor suhu dan kelembaban, sedangkan AI dimaknai sebagai media visualisasi dan simulasi desain hunian panggung pesisir. Luaran kegiatan berupa model konseptual hunian panggung cerdas, modul edukasi, dan panduan rekomendasi pemanfaatan teknologi, serta dokumentasi pemantauan awal sebagai dasar perancangan program pendampingan lanjutan. Kegiatan ini diharapkan menjadi pijakan awal dalam meningkatkan literasi teknologi masyarakat Bajo serta menyusun arah pengembangan hunian cerdas pesisir yang adaptif dan kontekstual.