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Peningkatan Kapasitas Mengajar Guru menggunakan Media Pembelajaran Digital di SDN 14 Bonto-Bonto Kabupaten Pangkep Anugrayani Bustamin; Indrabayu -; Ingrid Nurtanio; Christoforus Yohannes; Zulkifli Tahir; A. Ais Prayogi
JURNAL TEPAT : Teknologi Terapan untuk Pengabdian Masyarakat Vol 2 No 1 (2019): Membangun Masyarakat yang Kuat dan Ulet
Publisher : Faculty of Engineering UNHAS

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (364.845 KB) | DOI: 10.25042/jurnal_tepat.v2i1.52

Abstract

The application of digital technology can provide solutions to community problems, especially in the education sector. But there are still many teachers whose teaching abilities have not been supported by these digital technologies. SDN 14 Bonto-Bonto located in Pangkep Regency is the place for the digital learning training process as well as a form of community service carried out by the team of the Informatics Engineering Department of the Faculty of Engineering, Hasanuddin University. This activity is also a venue for socialization and introduction of research results from lecturers and students. Digital learning models can be divided into 2 namely electronic based learning and internet based. Some digital learning methods taught include Augmented Reality, Mind Mapping, and Educational Games. Augmented Reality is a technology that involves overlaying computer graphics in the real world, where three-dimensional virtual worlds can be brought into real-world environments in real-time. Learning to use AR makes students' visual appeal in learning as well as educational games. Mind Mapping is a learning method in the form of visualizing ideas, thoughts or plans to form interconnected diagrams. With this method, students are trained to think structured and easy to solve problems. Mind mapping application itself has been widely available and can be downloaded for free. The training in developing digital learning media that is held is expected to help teachers and students understand the concepts while at the same time foster motivation in learning. This service activity also adds insight to teachers about new learning methods that can make the learning process more enjoyable.
Implementasi Metode Ajar Interaktif dengan Augmented Reality untuk Mata Pelajaran Biologi Intan Sari Areni; Indrabayu -; Wardi -; Muh Niswar; A. Ais Prayogi
JURNAL TEPAT : Teknologi Terapan untuk Pengabdian Masyarakat Vol 1 No 2 (2018): Improving Quality of Life within Society
Publisher : Faculty of Engineering UNHAS

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (200.413 KB) | DOI: 10.25042/jurnal_tepat.v1i2.27

Abstract

Pengabdian masyarakat dilaksanakan di SMP Negeri 1 Takalar ini bertujuan untuk memberikan wawasan baru bagi guru dan siswa terkait metode dan materi pembelajaran interaktif dengan Augmented Reality, yang diharapkan dapat meningkatkan motivasi belajar dan pemahaman siswa, khususnya mata pelajaran Biologi. Augmented Reality merupakan sebuah teknologi yang melibatkan overlay grafis komputer pada dunia nyata, dimana dunia maya tiga dimensi bisa dibawa ke lingkungan dunia nyata secara real-time. Augmented Reality merupakan salah satu teknologi yang dapat digunakan sebagai media pembelajaran. Sebagai media pembelajaran baru, maka diharapkan dapat menambah wawasan bagi para guru dan murid di SMP Negeri 1 Takalar. Selain itu, pengabdian masyarakat ini juga sebagai ajang sosialisasi hasil-hasil penelitian dari dosen dan mahasiswa pada Program Studi Teknik Elektro dan Teknik Informatika Universitas Hasanuddin. Pelaksanaan pengabdian pada masyarakat ini dibagi dalam 2 tahap, yaitu tahap sosialisasi metode pembelajaran dengan memanfaatkan teknologi Augmented Reality dengan smartphone dan tahap pelatihan penggunaan aplikasi edukasi sebagai hasil penelitian tim pengusul. Antusiasme dari kepala sekolah, guru dan siswa saat pelaksanaan kegiatan ini.
Pelatihan Mengenal Karakter Dasar Siswa untuk Coaching di SMK Telkom Makassar Indrabayu Indrabayu; Ingrid Nurtanio; Ady Wahyudi; Christoforus Yohannes; Ais Prayogi; Elly Warni; Anugrayani Bustamin; Astri Oktianawaty; A. Marimar Muchtamar; Intan Sari Areni
JURNAL TEPAT : Teknologi Terapan untuk Pengabdian Masyarakat Vol 4 No 2 (2021): Community Empowerment through Health Awareness in the New Normal
Publisher : Faculty of Engineering UNHAS

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25042/jurnal_tepat.v4i2.183

Abstract

This rapid technological development needs to be addressed wisely regarding the millennial generation. One of them is knowing the character and mindset of the millennial generation. This community service aims to provide new insights and knowledge for teachers and specifically for students to recognize basic characters. Character education is one of the main discourses in national policies in the field of character education. The entire teaching and learning process must refer to character development and this is something that partners will implement, in this case, SMK Telkom Makassar. The implementation of community service is carried out by two methods, namely the socialization of basic character recognition and Brain Color tests. This socialization consists of introducing basic characters which is also one of the sub-topics in the Technopreneurship Course taught at the Department of Informatics Engineering, Hasanuddin University. And as a solution in solving partner problems, a brain color test is carried out to identify the personality color of each student. The results of each student's Brain Color model can be used as a reference in developing teaching and learning process strategies. This community service was attended by 63 teachers of SMK Telkom through a zoom meeting. The participants were very enthusiastic in participating in this activity, as seen from the questionnaire results, which showed 96% agreed with the implementation of the method introduced. In addition, the participants also hoped that there would be further training related to the introduction of student characters which are important in the learning process at school.
Perbandingan Kinerja Filter Butterworth Berdasarkan Spesifikasi Frekuensi untuk Pengolahan Sinyal Suara Anugrayani Bustamin; A. Ais Prayogi
Techno.Com Vol 18, No 4 (2019): November 2019
Publisher : LPPM Universitas Dian Nuswantoro

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (650.123 KB) | DOI: 10.33633/tc.v18i4.2714

Abstract

Sinyal suara terkadang masih mengandung noise pada saat dilakukan proses pengolahan. Filter dilakukan untuk menyaring sinyal-sinyal suara yang tidak dibutuhkan ataupun dianggap mengganggu (noise). Penelitian ini bertujuan untuk melakukan preprocessing sinyal suara dengan membandingkan kinerja filter Infinite Impulse Respon (IIR) pada desain filter Butterworth berdasarkan frekuensi yang dilewatkan. Tujuan yang ingin dicapai dari tahap preprocessing yaitu  mengolah suara agar dapat diambil karakteristik atau cirinya. Sinyal suara sampel yang akan difilter yaitu perekaman suara laki-laki pada frekuensi sampling 16000Hz. Pada penelitian ini filter Infinite Impulse Respon (IIR) digunakan dengan respon filter Butterworth. Validasi dilakukan dengan menghitung Signal Noise to Ratio (SNR) dari masing-masing jenis filter berdasarkan frekuensi yang dilewatkan. Hasil yang diperoleh berdasarkan nilai SNR tertinggi yaitu 29,9321 dB pada orde filter 6. Nilai dari SNR ini juga menunjukkan bahwa BPF lebih baik dibandingkan dengan LPF dan HPF.   
Desain Robot Observasi Karang Autonomous dengan Sistem Artificial Intelligence Jamaluddin Jamaluddin; Andi Khairil Fajri Rustam; Ahmad Sahwawi; Anggriani Sultan; Dwiki Timur Pratama; Ais Prayogi Alimuddin
Hasanuddin Student Journal VOLUME 1 NOMOR 2, DESEMBER 2017
Publisher : Hasanuddin University

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

Abstract

Kondisi perairan laut dengan kedalaman tertentu tidaklah mudah dipahami secara menyeluruh jika hanya mengandalkan kemampuan manusia tanpa didukung fasilitas pendukung lainnya seperti ketersediaan peralatan dan teknologi yang memadai. Ada beberapa faktor penyebab keterbatasan manusia untuk menyelami laut dalam di antaranya adalah bertambahnya tekanan setiap 10 meter sebesar 1 atmosfer, sehingga semakin dalam perairan maka semakin tinggi pula tekanan yang tidak sesuai dengan kemampuan fisik manusia. Dalam pengoperasiannya, alat ini sepenuhnya dikontrol secara otomatis dengan menggunakan sistem artificial inteligence (kecerdasan buatan) melalui unit microcontroller dan beberapa perangkat lainnya yang hasilnya dapat dilihat di berbagai perangkat seperti komputer dan laptop. Suplai daya dari produk ini bersumber dari energi surya yang akan menyediakan energi listrik secara gratis dan ramah lingkungan. Hasil dari inovasi ini akan membantu para peneliti dalam melakukan observasi dan eksplorasi bawah laut, khususnya terumbu karang dengan cara mendeteksi secara cepat dan akurat data berbagai jenis terumbu karang dan kerusakannya jika ada sehingga penanggulangan dapat segera dilakukan.
PENGENALAN PEMBELAJARAN INTERAKTIF BERBASIS GAME DI SDN 14 BONTO-BONTO KABUPATEN PANGKEP Intan Sari Areni; Indrabayu Amirullah; Zaenab Muslimin; Elyas Palantei; Ais Prayogi; Anugrayani Bustamin
Panrita Abdi - Jurnal Pengabdian pada Masyarakat Vol. 3 No. 2 (2019): Jurnal Panrita Abdi - Oktober 2019
Publisher : LP2M Universitas Hasanuddin

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (805.272 KB) | DOI: 10.20956/pa.v3i2.6551

Abstract

An Introduction of Game-Based Interactive Learning at SDN 14 Bonto-Bonto, Kabupaten PangkepAbstract. Community service was be carried out at SDN 14 Bonto-Bonto, Kab. Pangkep to provide new insights for students regarding learning methods and materials using interactive game as an educational medium for Natural Sciences subjects. This educational game is a type of Role Playing Game (RPG) that will encourage players actively digging up information to enrich knowledge while playing a game that has has complex storytelling elements and role-playing arts that making the player feels like being the character they play in the game. As a part of development in learning medium, this game is expected to add insights to teachers and students at SDN 14 Bonto-Bonto, Pangkep. In the learning process in schools, the material delivered by the teacher is limited, because students only memorize the names of elements in an inefficient manner or just memorize the sequence of elements from the periodic table. The purpose of this service is to socialize game-based interactive learning methods and conduct training related educational games about the Periodic System of Chemical Elements. In addition, this community service is also a venue for disseminating the results of research conducted by lecturers and students at the Hasanuddin University, Department of Electrical Engineering and Department of Informatics, Engineering Faculty UNHAS regarding the application of interactive learning media.Keywords: Interactive game, chemistry elements, role playing game, socialization, public serviceAbstrak. Pengabdian masyarakat yang akan dilakukan di SDN 14 Bonto-Bonto, Kab. Pangkep ini bertujuan untuk  memberikan wawasan baru bagi siswa terkait metode dan materi pembelajaran dengan menggunakan media pembelajaran game interaktif sebagai media edukasi untuk mata pelajaran Ilmu Pengetahuan Alam (IPA). Game edukasi ini merupakan jenis game RPG (Role Playing Game) yang akan yang akan membimbing pemain secara aktif menggali informasi untuk memperkaya pengetahuan saat bermain yang memiliki unsur-unsur penceritaan yang kompleks serta seni peran yang membuat seseorang merasa seperti menjadi tokoh yang diperankannya dalam game tersebut. Pada proses pembelajaran di sekolah-sekolah, materi yang disampaikan oleh pengajar menjadi terbatas, karena pelajar hanya menghafal nama-nama unsur dengan cara yang tidak efisien atau hanya sekedar menghafal urutan unsur dari tabel periodik. Tujuan dari pengabdian ini adalah untuk mensosialisasikan metode pembelajaran interaktif berbasis game dan melakukan pelatihan terkait Game edukasi Sistem Periodik Unsur. Game edukatif ini membantu menyampaikan informasi tentang unsur-unsur kimia dengan menggabungkan Objek 2D dan Game edukasi berbasis windows. Sebagai bagian dari pengembangan media pembelajaran, maka diharapkan dapat menambah wawasan bagi para guru dan murid di SDN 14 Bonto-Bonto, Kabupaten Pangkep. Selain itu, pengabdian masyarakat ini juga sebagai ajang sosialisasi hasil-hasil penelitian dosen dan mahasiswa pada Departemen Teknik Elektro dan Departemen Informatika, Fakultas Teknik UNHAS terkait aplikasi media pembelajaran interaktif.Kata Kunci: Game interaktif, senyawa kimia, role playing game, sosialisasi, pengabdian masyarakat
Sosialisasi Penggunaan Game Matematika Bagi Siswa Madrasah Ibtidaiyah Al Hidayah Makassar Indrabayu -; Ingrid Nurtanio; Christoforus Yohannes; Zulkifli Tahir; Ais Prayogi; Anugrayani Bustamin; Riny Yustica Dewi; Rizka Irianty
JURNAL TEPAT : Teknologi Terapan untuk Pengabdian Masyarakat Vol 3 No 2 (2020): Penguatan Aplikasi Teknologi untuk Masyarakat pada Masa Pandemi
Publisher : Faculty of Engineering UNHAS

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25042/jurnal_tepat.v3i2.127

Abstract

Mathematics is an important subject taught in schools. Learning mathematics gives students' the ability to reason and develop their mindset. However, many students feel less interested in mathematics. This results in students’ poor learning achievesment. One solution to increase student interest in learning is to use tools that utilize technology. The community service carried out at Madrasah Ibtidaiyah Al Hidayah Makassar aims to provide new insights for students regarding digital learning methods and materials at school. It also aims to foster motivation to learn mathematics, which is often seen as a fearful subject by students. The implementation of this community service is divided into 2 stages, which are the stage of socializing the technology-based learning methods, in this case using android smartphones, and the training stage on how to use the Mathology educational applications. This community service is also a venue for disseminating the research regarding the application ofinteractive learning media from Department of Informatics Engineering, Engineering Faculty, UNHAS.
WEBSITE PHISING DETECTION APPLICATION USING SUPPORT VECTOR MACHINE (SVM) Diki Wahyudi; Muhammad Niswar; A. Ais Prayogi Alimuddin
Journal of Information Technology and Its Utilization Vol 5, No 1 (2022)
Publisher : Sekolah Tinggi Multi Media (STMM) Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30818/jitu.5.1.4836

Abstract

Phishing is an act to get someone's important information in the form of usernames, passwords, and other sensitive information by providing fake websites that are similar to the original. Phishing (fishing for important information) is a form of criminal act that intends to obtain confidential information from someone, such as usernames, passwords and credit cards, by impersonating a trusted person or business in an official electronic communication, such as electronic mail or instant messages. Along with the development of the use of electronic media, which is followed by the increase in cyber crime, such as this phishing attack. Therefore, to minimize phishing attacks, a system is needed that can detect these attacks. Machine Learning is one method that can be used to create a system that can detect phishing. The data used in this research is 11055 website data, which is divided into two classes, namely "legitimate" and "phishing". This data is then divided using 10-fold cross validation. While the algorithm used is the Support Vector Machine (SVM) algorithm which is compared with the decision tree and k-nearest neighbor algorithms by optimizing the parameters for each algorithm. From the test results in this study, the best system accuracy was 85.71% using SVM kernel polynomial with values of degree 9 and C 2.5.
WEBSITE PHISING DETECTION APPLICATION USING SUPPORT VECTOR MACHINE (SVM) Diki Wahyudi; Muhammad Niswar; A. Ais Prayogi Alimuddin
Journal of Information Technology and Its Utilization Vol 5, No 1 (2022)
Publisher : Sekolah Tinggi Multi Media (STMM) Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30818/jitu.5.1.4836

Abstract

Phishing is an act to get someone's important information in the form of usernames, passwords, and other sensitive information by providing fake websites that are similar to the original. Phishing (fishing for important information) is a form of criminal act that intends to obtain confidential information from someone, such as usernames, passwords and credit cards, by impersonating a trusted person or business in an official electronic communication, such as electronic mail or instant messages. Along with the development of the use of electronic media, which is followed by the increase in cyber crime, such as this phishing attack. Therefore, to minimize phishing attacks, a system is needed that can detect these attacks. Machine Learning is one method that can be used to create a system that can detect phishing. The data used in this research is 11055 website data, which is divided into two classes, namely "legitimate" and "phishing". This data is then divided using 10-fold cross validation. While the algorithm used is the Support Vector Machine (SVM) algorithm which is compared with the decision tree and k-nearest neighbor algorithms by optimizing the parameters for each algorithm. From the test results in this study, the best system accuracy was 85.71% using SVM kernel polynomial with values of degree 9 and C 2.5.