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Fall Rate Detection, Identification and Analysis Object Oriented for Elderly Safety Sudirman, Sudirman; Suyuti, Ansar; Zainuddin, Zahir; Fauzan, Arief
ILKOM Jurnal Ilmiah Vol 16, No 1 (2024)
Publisher : Prodi Teknik Informatika FIK Universitas Muslim Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33096/ilkom.v16i1.1654.1-11

Abstract

The aged population in Indonesia in 2021 is 30. Sixteen million people. The aged populace elderly 60 years and over reached 11.01% of the complete populace of Indonesia, which amounted to 273.88 million humans. There are ages who live on their own because of busy households with work. if there's an incident of falling elderly, a motion detection gadget is needed for monitoring the situation of the elderly at domestic. This takes a look at designing a visual synthetic intelligence hobby recognition gadget with entry from the digital camera to come across aged sports from video. take video records with the photograph Acquisition technique, Foreground Detection for changing photographs into binary, masks R-CNN to come to aware of detection items and discover the location of the incident, movement history photo, and C_motion to represent the placement of the detected object's body, SVM magnificence to categorize aged statistics falls or sports of every day residing. The experimental outcomes display that this device can come across the condensed-space version with an accuracy of ninety-seven, 50.
Digital-Based Learning in Lagging Area: Students' Problems and Expectations Swandi, Ahmad; Fauzan, Arief; Arsyad, Susalti Nur; Rahmadhanningsih, Sri
AL-ISHLAH: Jurnal Pendidikan Vol 16, No 3 (2024): AL-ISHLAH: JURNAL PENDIDIKAN
Publisher : STAI Hubbulwathan Duri

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35445/alishlah.v16i3.2875

Abstract

Digital-based learning required by the government since the Covid-19 pandemic in early 2020 until mid-2022 is not fully implemented by teachers and students in lagging area. There are several problems and challenges faced by students in digital-based learning. This study aims to identify the causes of not implementing digital-based learning in the lagging area and analyze the expectations of students. This study was conducted by using quantitative methods. Data were obtained by giving questionnaires, conducting observations and interviews and then analyzed and explained narratively. The results of this study reveal that limited facilities and infrastructure, frequent power outages, limited internet access, there are still many students who do not have laptops and smart devices and lack of responsibility, understanding and teacher skills are obstacles for students in utilizing digital media. Students expect the government's attention to improve facilities, digital literacy of teachers and students and teacher professionalism. In addition, they also want teachers to be more creative in carrying out classroom learning such as the use of various digital media, learning videos, and various online learning technologies.
The Effectiveness Of Implementing Gdevelop-Based Educational Games In Learning Science With The Theme Of Light And Sound Waves In Elementary Schools Swandi, Ahmad; Arsyad, Susalti Nur; Fauzan, Arief; Viridi, Sparisoma; Rahmadhanningsih, Sri; Iren, Febrianti
JPF (Jurnal Pendidikan Fisika) Universitas Islam Negeri Alauddin Makassar Vol 11 No 2 (2023)
Publisher : Pendidikan Fisika UIN Alauddin Makassar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24252/jpf.v11i2.33615

Abstract

The use of digital-based science learning media in elementary schools is currently not maximized and is still monotonous which makes students less interested and quickly feel bored in participating in learning. The application of interactive learning media accompanied by games (educational games) is an alternative learning that needs attention. The purpose of this study was to determine the validity and effectiveness of implementing a GDevelop-based educational game in science learning on the theme of light and sound waves for grade IV in elementary schools. The research sample was 20 fourth grade students of SD Negeri Lariang Bangi. The validity of educational games is determined based on the average percentage of each aspect that contains several criteria. Meanwhile, the effectiveness of educational games can be seen from the increase in learning outcomes obtained after trials. This study uses a pre-experimental research method that uses quantitative data analysis techniques. The data collection technique uses tests, namely pretest and posttest. The results for the validity of educational game programs and materials obtained an average percentage of 86.4 and 88.36 respectively. Meanwhile, the test results showed that the average pretest and posttest scores were 37.5 and 82.5, respectively. Thus it can be concluded that the use of GDevelop-based educational game media on the science learning outcomes of fourth grade students at SDN Lariang Bangi 1 is proven to be valid and effective. This educational game can be used as an alternative learning media to create an active, fun and interesting learning atmosphere
INTEGRASI RUMAH PANGGUNG DENGAN TEKNOLOGI ENERGI TERBARUKAN SEBAGAI SOLUSI PENYIMPANAN HASIL PANEN UNTUK SWASEMBADA PANGAN Pananrangi, Andi Rasyid; Maulana, Zulkifli; Fauzan, Arief; Sudirman, Sudirman
JMM (Jurnal Masyarakat Mandiri) Vol 9, No 4 (2025): Agustus
Publisher : Universitas Muhammadiyah Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31764/jmm.v9i4.32153

Abstract

Abstrak: Program pengabdian ini merespons permasalahan kelompok tani Bulurinring, yang terdiri dari 11 anggota, terkait kurangnya fasilitas penyimpanan hasil panen yang efisien dan ramah lingkungan. Tujuan kegiatan ini adalah meningkatkan kapasitas kelompok tani melalui sosialisasi, pelatihan, dan pendampingan dalam pengembangan rumah panggung tradisional Suku Makassar yang terintegrasi dengan teknologi energi terbarukan sebagai solusi penyimpanan hasil panen yang berkelanjutan. Rumah panggung ini tidak hanya berfungsi sebagai tempat istirahat petani di kebun, tetapi juga sebagai gudang hasil panen yang dilengkapi teknologi modern. Desain rumah mengadopsi nilai-nilai lokal dan kearifan budaya setempat, diperkuat dengan teknologi Internet of Things (IoT) dan algoritma kecerdasan buatan berbasis Convolutional Neural Network (CNN) untuk memantau kondisi panen secara real-time. Metode kegiatan meliputi sosialisasi, pelatihan, penerapan teknologi, pendampingan, evaluasi, dan perencanaan keberlanjutan. Evaluasi dilakukan melalui observasi, wawancara, dan kuesioner pre-post. Hasil menunjukkan peningkatan softskill 70%, hardskill 60%, serta peningkatan nilai ekonomis sebesar 40%. Program ini meningkatkan kemandirian petani dan berpotensi untuk direplikasi di wilayah lain.Abstract: This community service program responds to the problems of the Bulurinring farmer group, which consists of 11 members, related to the lack of efficient and environmentally friendly harvest storage facilities. The purpose of this activity is to increase the capacity of farmer groups through socialization, training, and mentoring in the development of traditional Makassar tribe stilt houses integrated with renewable energy technology as a solution for sustainable harvest storage. This stilt house not only functions as a resting place for farmers in the garden, but also as a harvest warehouse equipped with modern technology. The design of the house adopts local values and local cultural wisdom, strengthened by Internet of Things (IoT) technology and artificial intelligence algorithms based on Convolutional Neural Network (CNN) to monitor harvest conditions in real-time. The activity methods include socialization, training, technology application, mentoring, evaluation, and sustainability planning. Evaluation is carried out through observation, interviews, and pre-post questionnaires. The results show a 70% increase in soft skills, 60% in hard skills, and a 40% increase in economic value. This program increases farmer independence and has the potential to be replicated in other areas.