Abstract:Citra Teluk Sibayan Hot Springs is the first geothermal hot spring in Batubara Regency. The hot spring has gained recognition among the public and faces challenges in managing its canteen and lodges. The community service…
e program aims to enhance service quality through digital transformation. The initiative is based on the need to improve operational efficiency and visitor satisfaction through technology. The method of the program consists of three phases: first, a needs analysis and design of a digital system for food ordering and lodge management. Second, the implementation of technology, including the development of an application, integration of a payment system, and installation of hardware. Third, staff training to ensure effective use of the system. The initial results of the program show improved record-keeping of canteen sales and visitor satisfaction. The digital payment system accelerates transactions, reduces errors, and streamlines sales tracking. Positive feedback from visitors and staff indicates a better experience and the potential for increased revenue. This program is expected to serve as a successful model for the application of digital technology in managing tourism facilities.
Abstract:Abstract: Information Technology and Computers are currently experiencing very rapid development, both in terms of hardware and software, the website is a tool for disseminating information and communication among the public,…
blic, while the internet, which can be accessed via smartphones, can provide a lot of information without the need for money and time. Magazine is a medium that contains content and images packaged in an attractive and simple way to make it easier to understand concepts, magazines also contain educational information that can add insight Waterfall is a sequential development model, which is systematic and sequential in building a device software, and the manufacturing process follows the flow from analysis, design, code, testing and maintenance.
Keywords: information system; e-magazine; modeling
Abstrak : Teknologi Informasi dan Komputer saat ini mengalami perkembangan yang sangat pesat, baik dari segi hardware maupun software, website adalah alat sebagai penyebar informasi dan komunikasi di kalangan masyarakat sedangkan internet yang disudah bisa diakses melalui smartphone ini dapat menyajikan banyak informasi tanpa memerlukan biaya dan waktu E-Magazine merupakan media yang berisi konten-konten dan gambar dikemas secara menarik dan ditampilkan dengan sederhana agar memudahkan dalam memahami konsep, majalah juga berisi informasi-informasi edukatif yang dapat menambah wawasan Waterfall merupakan suatu model pengembangan secara sekuensial, yang bersifat sistematis dan berurutan dalam membangun sebuah perangkat lunak, dan Proses pembuatannya mengikuti alur dari mulai analisis, desain, kode, pengujian dan pemeliharaaHasil analisis dapat memudahkan kita dalam memahami masalah dan dapat mengidentifikasi, mengevaluasi suatu permasalahan dan hambatan yang terjadi untuk mendapatkan kebutuhan yang diharapkan dari suatu sistem sehingga dapat diusulkan perbaikan
Kata Kunci: sistem informasi; e-magazine; pemodelan
Abstract:The training carried out at CV. Rifanta Tanjungbalai is a tridharma of community service in understanding computer assembly for employees of CV. Rifanta Tanjungbalai in installing computer hardware and software, where the…
e quality of employees is very influential on human resources that can be used as a benchmark in mastery of assembly. As is known CV. Rifanta Tanjungbalai is engaged in trade and services and this is a benchmark for employees in knowing or understanding the main parts of a computer. The computer assembly training activities are presented in the form of explanations, video screenings, discussions and practice in the field. The benefits derived from this activity include being able to assemble computers and computer parts, so that employees work according to their field of expertise and can master proper assembly techniques. It shows the employees CV. Rifanta Tanjungbalai is very proficient in recognizing hardware and software, so that consumers are satisfied with the performance of employees.
Keyword : computer assembly; hardware; software
Abstrak : Pelatihan yang dilaksanakan di CV. Rifanta Tanjungbalai merupakan tridharma pengabdian kepada masyarakat dalam pemahaman perakitan komputer untuk karyawan CV. Rifanta Tanjungbalai dalam melakukan instalasi perangkat keras dan perangkat lunak komputer, dimana kualitas karyawan sangat berpengaruh pada sumber daya manusia yang dapat dijadikan sebagai tolak ukur dalam penguasaan perakitan. Sebagaimana diketahui CV. Rifanta Tanjungbalai bergerak dalam perdagangan dan jasa dan ini merupakan tolak ukur karyawan dalam mengetahui atau pun memahami tentang bagian-bagian utama komputer. Kegiatan pelatihan perakitan komputer tersebut disajikan dalam bentuk penjelasan, pemuataran video, diskusi dan praktek dilapangan. Manfaat yang diperoleh dari kegiatan ini anatara lain dapat melakukan perakitan komputer dan bagian-bagian komputer, sehingga karyawan bekerja sesuai dengan bidang keahlian dan dapat menguasai teknik merakit secara tepat. Ini menunjukkan para karyawan CV. Rifanta Tanjungbalai sangat mahir dalam mengenal perangkat keras dan perangkat lunak, sehingga konsumen merasa puas dengan kinerja para karyawan.
Keyword : perakitan komputer; perangkat keras; perangkat lunak
Abstract:Abstract: Current technological developments are no stranger among students, almost all students now have an Android that is enabled to share information and be used to help with daily activities. Based on the usefulness…
of android which is only enabled to share information or as a communication tool, the service team creates training or workshops which later aims to develop students' interest in reviewing or developing technology in the field of android or in the controller field. In order for the training not to start from the ground up, the training participants were taken from the main works of private vocational schools, majoring in computers, class XI of the Department of Software Engineering (RPL), with a total number of participants of 53 people. The implementation of a two-day workshop found results, on the first day with the theme of training on IOT-based automatic switch hardware design, it was found that 46 students managed to assemble automatic hardware switches, and 7 students failed to assemble the hardware automatically perfectly. On the second day, 53 students succeeded in making an automatic software switch on Android, and during the trial, all students also managed to do it. From the two days of the workshop activities, and seen from the students' activeness and curiosity about the development of Android and the controller, many students still want to know, other developments from Android besides being used as automatic switches are based on IoT. Keyword: Royer Oscillator circuit, Power wireless transfer, Booster converter circuit
Abstrak: Perkembangan teknologi saat ini sudah tidak asing dikalangan pelajar, hampir semua pelajar kini memiliki android yang difungsikan untuk berbagi informasi serta difungsikan untuk membantu kegiatan sehari hari. Berdasarkan kegunaan android yang hanya difungsikan untuk berbagi informasi atau sebagai alat komunikasi, maka tim pengabdian membuat pelatihan atau workshop yang nantinya bertujuan untuk menumbuh kembangkan minat siswa siswi dalam mengulas atau mengembangkan teknologi dibidang android dibidang controller. Agar pelatihan tidak dimulai dari dasar, maka peserta pelatihan diambil dari SMK Swasta karya utama, jurusan komputer, kelas XI Jurusan Rekayasa Perangkat Lunak (RPL), dengan total peserta 53 orang. Terselenggaranya workshop selama dua hari,mendapati hasil, pada hari pertama dengan tema pelatihan perancangan hardware switch otomatis berbasis iot, didapati 46 siswa berhasil merangkai hardwarei switch otomatis, dan 7 siswa tidak berhasil merangkai hardware otomatis secara sempurna. Dihari kedua, 53 siswa berhasil membuat software switch otomatis di android, dan pada saat uji coba, seluruh siswa juga berhasil melakukannya. Dari dua hari kegiatan workshop yang dilakukan,dan dilihat dari keaktifan dan rasa ingin tahu siswa tentang pengembangan dari android dan controller, banyak siswa yang masih ingin tahu, pengembangan lain dari android selain digunakan sebagai switch otomatis berbasis iot.
Kata Kunci: Royer Oscillator circuit, Power wireless transfer, Booster converter circuit
Abstract:Abstract: Both hardware and software technologies offer their advantages in helping to facili- tate student learning activities. Virtual reality technology allows users to interact directly with the virtual reality environment,…
ironment, giving the effect of a pleasant learning sensation because it pro- vides direct experience for students to actively do desktop computer assembly practicum inde- pendently and guided. This research is R & D (Research and Development), which aims to pro- duce a product as a desktop computer assembly virtual reality learning application. This re- search procedure adapts the Lee & Owens development model. The subjects of this research were students at the Open University, Makassar State University, and Lambung Mangkurat University. The results showed that using Virtual Reality in desktop computer assembly can provide extraordinary experiences to users, bridging the gap between the real and virtual worlds. This is achieved through specially designed hardware to create a virtual environment that re- sembles the actual reality or even creates an entirely new reality.
Keywords: desktop computer; assembly; virtual reality
Abstrak: Teknologi perangkat keras (hardware) maupun lunak (software) menawarkan keunggulannya dalam membantu memfasilitasi aktivitas belajar dan pembelajaran ma- hasiswa. Teknologi virtual reality memiliki kemampuan bagi penggunanya untuk dapat melakukan interaksi langsung dengan lingkungan realitas maya, memberi efek sensasi pembelajaran yang menyenangkan karena memberikan pengalaman langsung bagi ma- hasiswa untuk aktif melakukan pratikum perakitan computer desktop secara mandiri maupun terbimbing. Penelitian ini adalah R & D (Research and Development) yang ber- tujuan untuk menghasilkan suatu produk yaitu berupa aplikasi pembelajaran virtual real- ity perakitan computer desktop. Prosedur penelitian ini mengadaptasi model pengem- bangan Lee & Owens. Subjek penelitian ini adalah mahasiswa pada Universitas Ter- buka, Universitas Negeri Makassar, dan Unibversitas Lambung Mangkurat. Hasil penelitian diperoleh bahwa penggunaan Virtual Reality dalam perakitan computer desk- top mampu memberikan pengalaman luar biasa kepada pengguna, menjembatani jurang antara dunia nyata dan dunia maya. Hal ini dicapai melalui penggunaan perangkat keras yang dirancang khusus untuk menciptakan lingkungan virtual yang menyerupai realitas sebenarnya atau bahkan menciptakan realitas yang sama sekali baru.
Kata kunci: computer desktop; perakitan; virtual reality
Abstract:Abstract : Waste management in Sei Beluru Village faces challenges due to population growth and increasing waste volume. This research aims to design and implement an automatic waste bin system based on microcontroller using…
sing Arduino Uno. The research uses experimental method with hardware and software development stages including system design, component integration, and testing. The developed system integrates HCSR-04 sensors for waste volume detection, infrared sensors for object presence detection, and servo motors for automatic opening-closing mechanism. Test results show that the system successfully detects waste levels with high accuracy and operates the opening-closing mechanism effectively. The implementation of this system proves effective in optimizing waste management in Sei Beluru Village by reducing physical interaction and preventing waste accumulation.
Keywords : arduino uno; HCSR-04 sensor; automatic waste bin; HCSR-04 sensor; microcontroller; waste management.
Abstract : Waste management in Sei Beluru Village faces challenges due to population growth and increasing waste volume. This research aims to design and implement an automatic waste bin system based on microcontroller using Arduino Uno. The research uses experimental method with hardware and software development stages including system design, component integration, and testing. The developed system integrates HCSR-04 sensors for waste volume detection, infrared sensors for object presence detection, and servo motors for automatic opening-closing mechanism. Test results show that the system successfully detects waste levels with high accuracy and operates the opening-closing mechanism effectively. The implementation of this system proves effective in optimizing waste management in Sei Beluru Village by reducing physical interaction and preventing waste accumulation.
Keywords : arduino uno; HCSR-04 sensor; automatic waste bin; HCSR-04 sensor; microcontroller; waste management.
Abstract:Abstract: Practicum Introduction to Information Technology is a general course that is always present at every IT campus in Indonesia. To give an introduction to hard ware to students, each lecturer always requires a long…
g time, because they have to open (CPU) the Central Processing Unit and release other components to be explained by students. Inefficient time in opening and releasing computer hardware components when the course is taking place is the main problem that will be solved by researchers in this study. Plus the computer components that will be explained are quite small, making students unable to see it clearly when in the teaching and learning process. The offered solution, utilizing a technology based on 3D animation. Where this 3D animation technology will provide a more realistic appearance. As in the study entitled SINDO JOURNALIST 3D FILM ANIMATION in the journal Art Design and Culture volume 2. No. 1 March 2017, which researchers have reviewed, also explained that the use of 3D design technology can produce vivid and real visuals that are close to their original form [1]. The method in developing 3D animation in this study uses the Reseach and Development (R&D) Method. Conclusions from this study, researchers have succeeded in making a 3D animation-based information media about the introduction of computer hardware for the Introduction to Information Technology Practicum, with the process of animation results that have been tested using blackbox test.
Keywords: animation; hardware; research and development
Abstrak: Mata kuliah praktikum Pengantar Teknologi Informasi adalah matakuliah umum yang selalu terdapat pada setiap kampus IT di Indonesia. Untuk memberikan pengenalan hardware kepada peserta didik, setiap dosen selalu membutuhkan waktu yang cukup lama, dikarenakan harus membuka (CPU) Central Processing Unit dan melepaskan komponen lainnya agar dapat dijelaskan oleh peserta didik. Tidak efisiennya waktu dalam membuka dan melepaskan komponen hardware komputer ketika matakuliah berlangsung menjadi permasalahan utama yang akan diselesaikan peneliti dalam penelitian kali ini. Ditambah lagi komponen komputer yang akan dijelaskan cukup kecil, membuat peserta didik tidak dapat melihatnya dengan jelas ketika dalam proses belajar mengajar. Solusi yang ditawarkan, memanfaatkan sebuah teknologi berbasis 3D animasi. Dimana teknologi 3D animasi ini akan memberikan tampilan yang lebih realistis. Metode didalam pengembangan animasi 3D pada penelitian ini menggunakan Metode Reseach and Development (R&D). Simpulan dari penelitian ini, peneliti sudah berhasil membuat sebuah media informasi berbasis animasi 3D tentang pengenalan hardware komputer untuk matakuliah Praktikum Pengantar Teknologi Informasi, dengan proses hasil animasi yang sudah diuji dengan menggunakan blackbox testing.
Kata kunci: animasi; hardware; reseach and development.
Abstract:This study explores the implementation of Green Technology (Greentech) in the dual domains of administrative management and pedagogical processes within Islamic education institutions (madrasahs, Islamic schools, and pesantren).…
antren). It investigates the potential of Greentech—encompassing energy-efficient hardware, paperless systems, cloud computing, digital learning platforms, and IoT-based resource monitoring—to reduce environmental impact while enhancing operational efficiency and learning outcomes. Employing a mixed-methods sequential explanatory design, the research first surveyed a broad sample of institutions to map adoption levels, followed by in-depth case studies of early adopters. Findings indicate significant potential for reducing carbon footprint and operational costs through virtualization of services, e-learning integration, and smart facility management. However, major challenges persist, including high initial investment, digital literacy gaps among educators, concerns over technology's influence on traditional Islamic pedagogy (talaqqi), and inadequate technological infrastructure. The study concludes that a strategic, values-driven approach aligning Greentech adoption with maqashid sharia (particularly hifdz al-mal/resource preservation) is crucial. It presents a phased integration model that prioritizes technologies offering both environmental and educational benefits, advocating for a balanced fusion of technological efficiency and the preservation of relational, character-based Islamic learning.
Abstract:Penelitian ini bertujuan mengidentifikasi pola pengelompokan komponen perakitan komputer menggunakan metode K-Means Clustering. Dataset yang digunakan mencakup CPU, motherboard, RAM, GPU, PSU, dan casing. Proses penelitian…
an meliputi eksplorasi data, pembersihan data, imputasi nilai hilang, encoding kategorikal, normalisasi, serta rekayasa fitur seperti total TDP dan rasio daya PSU. Hasil clustering menunjukkan pembentukan empat kelompok utama, yaitu komponen low-end, mid-range, high-end, dan cluster RAM yang berdiri sendiri. Temuan ini membuktikan bahwa K-Means efektif dalam memetakan karakteristik hardware dan dapat digunakan sebagai dasar sistem rekomendasi perakitan PC.
Abstract:Abstrak Kegiatan pengabdian kepada masyarakat yang diberi judul “Workshop Instalasi Jaringan Komputer Pada MTs. Darussalam Air Joman” bertujuan untuk memberikan kegiatan extrakulikuler kepada Siswa-siswi MTs. Daarussalam …
alam Jl. Manunggal XIV, Air Joman, Kec. Air Joman, Kabupaten Asahan, Sumatera Utara 21263, dalam pemahaman instalasi jaringan komputer. Metode yang digunakan dalam kegiatan ini adalah deskriptif dan praktek. Pemateri melakukan penjelasan-penjelasan tentang bagaimana cara melakukan instalasi jaringan komputer, kemudian menjelaskan teknologi-teknologi hardware yang akan digunakan saat melakukan instalasi jaringan komputer, selanjutnya Siswa-siswi meakukan kegiatan praktikum langsung dalam melakukan instalasi jaringan komputer. Beberapa point penting yang dijelaskan serta dipraktekkan dalam kegiatan ini, yaitu bagaimana melakukan instalasi jaringan komputer, serta bagaimana melakukan konfigurasinya.