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Market Basket Analysis for Determination of Consumer Behavior at XYZ Stores Using R Programming Sussolaikah, Kelik
Advance Sustainable Science, Engineering and Technology Vol 3, No 2 (2021): May-October
Publisher : Universitas PGRI Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26877/asset.v3i2.8547

Abstract

Data mining is one of the fields of science in the world of informatics which has an important role, especially with regard to data. There are many algorithms and methods that can be used to process data. The paper this time the author tries to conduct research on consumer behavior by using one of the data mining techniques, namely market basket analysis. This research uses the R Programming tool, where it is hoped that the research can be carried out effectively and efficiently. Based on the research conducted, it is known that there has been a significant purchase of several items that have been described as a plot. The tendency of consumers to buy several items followed by other items can be a consideration for arranging the layout of goods on the sales shelf or arranging product stock in a supermarket.
Workshop Media Pembelajaran Matematika Dasar Berbasis Geogebra Untuk Guru-Guru Di Sekolah Dasar Bancong Kab. Madiun Nita, Sekreningsih; Untari, Erny; Astuti, Indra Puji; Sussolaikah, Kelik; Fatkhur R, M.Arif
Darma Abdi Karya Vol. 4 No. 2 (2025): Darma Abdi Karya: Jurnal Pengabdian Kepada Masyarakat
Publisher : LPPM POLITEKNIK LP3I

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.38204/darmaabdikarya.v4i2.2730

Abstract

Workshop media pembelajaran matematika dasar menggunakan aplikasi GeoGebra bagi guru-guru Sekolah Dasar (SD) mempunyai tujuan untuk membekali guru dengan keterampilan menggunakan perangkat lunak interaktif sebagai media pembelajaran khususnya matematika dasar. Tujuannya untuk mempermudah siswa dalam memahami konsep bangun ruang dan bangun datar. Metode Workshop ini terbagi 2 (dua) yaitu teori dan praktik langsung pembuatan media pembelajaran interaktif dengan visualisasi bangun datar dan ruang. Sedangkan tujuan akhir workshop bagi guru-guru di SD Bancong Kab.Madiun ini adalah untuk meningkatkan minat dan pemahaman serta kemampuan representasi siswa terhadap pelajaran matematika menjadi lebih menyenangkan. Dengan visualisasi dan penyajian yang menarik dapat meningkatkan motivasi belajar siswa, dan membantu menghilangkan anggapan bahwa matematika itu sulit. Jadi dapat disimpulkan bahwa dengan menggunakan aplikasi GeoGebra sebagai media pembelajaran dapat menjadi jembatan kesenjangan antara pemahaman abstrak menjadi konkret (visual) dalam ilmu matematika dasar. Oleh karena itu workshop (pelatihan) tentang GeoGebra perlu dilakukan secara berkelanjutan dengan memanfaatkan tools secara lebih dalam dan lebih variatif.
Assessment of Cyber Security Awareness Using Developed Game From H5P on Users Aged at Elementary and First Secondary School in Madiun City Andria, Andria; Laksono, Ridam Dwi; Sussolaikah, Kelik; Mat Din, Mazura Binti; Mansor, Shaifizat; Dawam, Siti Rafidah Muhamat
Journal of Applied Engineering and Technological Science (JAETS) Vol. 7 No. 1 (2025): Journal of Applied Engineering and Technological Science (JAETS)
Publisher : Yayasan Riset dan Pengembangan Intelektual (YRPI)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37385/jaets.v7i1.6705

Abstract

The increasing cyber threats among children using digital devices without supervision highlight the importance of early cybersecurity awareness. This study aims to develop and evaluate an H5P-based educational game to enhance cybersecurity awareness among elementary and junior high school students in Madiun City. Using a Research and Development (R&D) approach, the game was developed through four stages: needs analysis, design and development, expert validation, and limited field testing. The game incorporates gamification elements such as points, badges, and instant feedback to engage students in learning topics such as password management, data protection, and phishing recognition. The results indicate that 70% of 68 elementary students and 74% of 92 junior high school students showed improved awareness after playing the game. These findings suggest that interactive educational games can effectively enhance cybersecurity awareness among children. The study recommends broader implementation of gamified approaches in educational curricula to foster safe online behavior from an early age.
Pelatihan Literasi Digital untuk Guru dan Siswa dalam Meningkatkan Kualitas Pembelajaran Jarak Jauh Windarto, Agus Perdana; Hutahaean, Jeperson; Sussolaikah, Kelik; Setiawansyah, Setiawansyah
Jurnal Pengabdian Masyarakat Inovasi Vol. 5 No. 1 (2026): February 2026
Publisher : Sekolah Tinggi Ilmu Manajemen Sukma Medan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35126/jpmi.v5i1.998

Abstract

This community service activity aims to improve the digital literacy of teachers and students to support the quality of distance learning. The implementation method was carried out through practice-based training involving 20 participants from among teachers and students. Evaluation results showed that before the activity, the digital literacy level of participants was in the basic to intermediate category with an average score of 1-2, while after the activity there was a significant increase to an average score of 4-5. Participants' satisfaction responses also showed that 80% expressed satisfaction or were very satisfied, confirming the effectiveness of the training. This activity successfully addressed the needs of partners regarding the constraints of low digital competency in online learning, despite the limitations of the limited number of participants and the short duration of implementation. Therefore, this activity is recommended to be expanded and integrated into the ongoing professional development program for teachers and students.
Edukasi dan Penerapan Pengolahan Sampah sebagai Upaya Mendukung Sustainable Development Goals di TPQ Al-Fattah Trisnawati, Ade; Sussolaikah, Kelik; Faa'iqah, Aaisyah Rahmadani; Widiasih, Desy Diah
ARDHI : Jurnal Pengabdian Dalam Negri Vol. 4 No. 4 (2026): Agustus: ARDHI : Jurnal Pengabdian Dalam Negri
Publisher : Asosiasi Riset Pendidikan Agama dan Filsafat Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61132/ardhi.v4i4.2174

Abstract

Permasalahan pengelolaan sampah di lingkungan pendidikan nonformal tidak hanya disebabkan oleh kurangnya pengetahuan, tetapi juga rendahnya implementasi perilaku peserta didik. Kegiatan pengabdian ini bertujuan meningkatkan perilaku pengelolaan sampah di TPQ Al-Fattah Ponorogo melalui pendekatan Learning by Doing yang mengintegrasikan edukasi, praktik pembuatan ecobrick, penyediaan tempat sampah terpilah berbasis prinsip reuse, dan pendampingan. Metode yang digunakan adalah pendekatan partisipatif melalui observasi, edukasi interaktif, praktik, penyediaan sarana, pendampingan, dan evaluasi terhadap 16 peserta menggunakan observasi serta angket. Hasil menunjukkan program sangat efektif dengan tingkat efektivitas 93,16%. Aspek pengetahuan mencapai 91,67%, sikap peduli lingkungan dan niat berperilaku masing-masing 91,41%, sedangkan respons peserta sebesar 93,75%. Program ini tidak hanya meningkatkan pemahaman, tetapi juga membentuk kebiasaan awal memilah dan membuang sampah sesuai jenisnya. Pendekatan Learning by Doing efektif mendukung perubahan perilaku pengelolaan sampah sekaligus mendukung pencapaian Sustainable Development Goals (SDGs).