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Integrating Large Language Models into Decision Support Systems for Objective Student Competition Participant Selection Eka V. Dangkua; Fazrul Anugrah Sahi; Nikmasari Pakaya; Indhitya R. Padiku; Muchlis Polin; Rahmat Taufik R. L Bau
Journal of Renewable Engineering Vol. 3 No. 2 (2026): JORE - April
Publisher : Pt. Anagata Sembagi Education

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62872/wfdsxn09

Abstract

The selection process for competition participants in the Informatics Engineering Department at Gorontalo State University is still carried out manually, potentially leading to subjectivity and suboptimal identification of deserving students. This study developed an artificial intelligence-based selection system using a Large Language Model (LLM) integrated with the Retrieval-Augmented Generation (RAG) approach. The developed system, named Scout, recommends competitions that match student profiles based on academic data, interests, experience, and achievements. The system evaluation used the Precision@K and Hit@K metrics to measure recommendation accuracy, and RAGAS to assess the quality of retrieval and chatbot responses. Test results showed that the Scout system obtained a Precision@3 score of 0.87 and a Faithfulness score of 0.91, indicating high recommendation relevance and factual consistency. Thus, the implementation of LLM and RAG has proven effective in increasing the objectivity and efficiency of the selection process and has the potential to become the basis for the development of an AI-based academic decision support system in higher education
Pengembangan Media Pembelajaran Timecomm Augmented Reality Pada Kelas X DKV Di SMK Negeri 1 Gorontalo Haikal Z.W Isa; Dian Novian; Arif Dwinanto; Mukhlisulfatih Latief; Eka V. Dangkua
Research Review: Jurnal Ilmiah Multidisiplin Vol. 5 No. 2 (2026): Research Review: Jurnal Ilmiah Multidisiplin (Agustus 2026 - Januari 2027)
Publisher : Transbahasa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54923/researchreview.v5i2.428

Abstract

The use of learning media in the Basic Competencies of Visual Communication Design (DKV) subject at SMK Negeri 1 Gorontalo remains limited. The learning process is still dominated by conventional teaching methods and media that are unable to effectively visualize the development of visual communication design industry technology in a concrete and interactive manner. As a result, students tend to be passive, show low engagement, and experience difficulties in understanding historical and abstract learning materials. This study aimed to develop an Augmented Reality (AR)-based learning media for the topic of the Development of Visual Communication Design Industry Technology and to evaluate its feasibility and practicality for Grade 10 DKV students at SMK Negeri 1 Gorontalo. This study employed the Research and Development (R&D) method using the ADDIE development model, which consists of the Analyze, Design, Development, Implementation, and Evaluation stages. Data were collected through validation by media experts and subject-matter experts, as well as a practicality test involving 26 Grade 10 DKV students. The results showed that the developed learning media achieved a feasibility score of 93.22% from subject-matter experts and 90.40% from media experts, both categorized as Very Feasible. Furthermore, the practicality test yielded a score of 89.22%, which was also categorized as Very Feasible. These findings indicate that the developed Augmented Reality-based learning media is feasible and practical for classroom implementation. The media provides interactive three-dimensional visualization of learning objects and has the potential to enhance students' engagement, participation, and understanding of the learning materials.