Claim Missing Document
Check
Articles

Found 6 Documents
Search

Analisis User Generated Content untuk Mengidentifikasi Topik Pembicaraan Menggunakan Topic Modelling Putri, Ni Wayan Nanik Suaryani Taro; Suhendro, Jauzaa Maylia
EKOMA : Jurnal Ekonomi, Manajemen, Akuntansi Vol. 4 No. 4: Mei 2025
Publisher : CV. Ulil Albab Corp

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56799/ekoma.v4i4.8419

Abstract

Perkembangan teknologi digital mendorong masyarakat untuk semakin sering berbagi informasi melalui berbagai platform online, termasuk membagikan kehidupan sehari-hari, pengalaman, hingga ulasan tentang produk atau layanan yang mereka gunakan. Ulasan merupakan salah satu bentuk User-Generated Content (UGC) yang mencerminkan opini asli konsumen tentang kualitas dan kinerja produk atau layanan. Social listening merupakan bagian dari strategi pemasaran digital yang memungkinkan perusahaan untuk mengumpulkan dan menganalisis UGC. Hasil dari analisis UGC ini dapat berupa wawasan pasar yang berguna sebagai dasar dalam merumuskan keputusan bisnis, termasuk dalam menyusun rekomendasi strategi pengembangan dan peningkatan kualitas layanan. Penelitian ini bertujuan untuk mengidentifikasi topik ulasan pengguna aplikasi SatuSehat pada Google Play Store dengan menggunakan metode topic modeling. Hasil topic modelling menunjukkan bahwa mayoritas permasalahan yang dihadapi pengguna berkaitan dengan aspek teknis dan pengalaman pengguna, seperti kendala aplikasi setelah pembaruan, kesulitan login dan pendaftaran akun, masalah sertifikat vaksin yang hilang atau tidak muncul, persepsi pengguna terhadap kualitas aplikasi, serta transisi dari PeduliLindungi ke SatuSehat. Berdasarkan hasil analisis tersebut, rekomendasi pengembangan dan perbaikan yang dapat dilakukan SatuSehat adalah meningkatkan stabilitas aplikasi, memperbaiki sistem login dan autentikasi, serta mengoptimalkan pengalaman pengguna agar lebih responsif terhadap kebutuhan masyarakat. Sehingga nantinya pengembangan dan perbaikan aplikasi yang dilakukan dapat meningkatkan kualitas layanan SatuSehat.
Student Perspectives on Social Problems in Indonesia: A Documentation Study on Primakara University Student Articles Alam, Helmy Syakh; Putri, Ni Wayan Nanik Suaryani Taro; Ayundia, Ni Kadek Yenni
ASANKA : Journal of Social Science and Education Vol. 6 No. 2 (2025)
Publisher : Institut Agama Islam Negeri Ponorogo

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

Abstract

Social problems in Indonesia, such as corruption, drug abuse, and bullying, remain significant challenges impacting national development and social integrity. This study explores students' perspectives on these issues through a documentation study of 86 reflective articles written by Primakara University students. Using a qualitative descriptive approach with thematic analysis, the study identifies dominant themes and validates findings with national data and academic literature. The results reveal that students are highly aware of social issues and propose solution-based recommendations emphasizing education, empathy, and policy reform. These insights align with successful practices from Finland, Portugal, and Denmark. The study underscores the importance of student participation in social development and the need for progressive educational policies to support social change.
Mindset in Vocational Students Through AI-Assisted Business Model Canvas Workshop Putri, Ni Wayan Nanik Suaryani Taro; Suhendro, Jauzaa Maylia; Kusuma, Ni Putu Noviyanti
Lamahu: Jurnal Pengabdian Masyarakat Terintegrasi Vol 5, No 1: February 2026
Publisher : Universitas Negeri Gorontalo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37905/ljpmt.v5i1.36640

Abstract

Vocational High School (SMK) graduates in Indonesia experience persistently high unemployment, partly because many students’ competencies remain oriented toward formal employment rather than business creation. Preliminary interviews at SMK Saraswati 1 Denpasar indicated that among 51 grade-12 students enrolled in the entrepreneurship subject, only five reported owning or intending to start a business after graduation. This community service program aimed to strengthen students’ technopreneurship understanding and their ability to produce a structured business plan using the Business Model Canvas (BMC), supported by Generative AI (ChatGPT). The intervention was delivered in a 2-hour workshop consisting of: (1) a 30-minute session on entrepreneurship and technopreneurship concepts, (2) a 50-minute step-by-step BMC development integrated with ChatGPT and guided by the speaker with facilitator mentoring and observation, and (3) a 40-minute group presentation with feedback. Outcomes were assessed using a descriptive evaluation framework (pre–post concept quiz, BMC rubric, and structured observations). Before the program, all students recognized the term “entrepreneur,” but only 3.92% demonstrated adequate understanding of “technopreneurship”; after the workshop, 100% of participants could define both concepts, explain differences, and provide examples. All groups completed the nine BMC blocks (100%), with 80% of group outputs reflecting technopreneurship-based business ideas. Rubric review identified recurring weaknesses in articulating value propositions (30%) and distinguishing customer relationships from channels (40%). Overall, integrating BMC practice with AI-assisted ideation provides a practical and replicable approach to improve structured business thinking and digital literacy among SMK students.
Penguatan Branding Digital Sanggar Seni Cahya Art Baliqui melalui Pengembangan Website Profile Berbasis Vercel Putri, Ni Wayan Nanik Suaryani Taro; Putra, Anak Agung Gede Adi Mega; Dwijaya, I Made Rama; Gunartajaya, I Putu; Kesawa, I Wayan Abdi Manik; Kusuma, I Made Aldi Wira; Raditya, I Gede Galang Raka
AJAD : Jurnal Pengabdian kepada Masyarakat Vol. 6 No. 1 (2026): APRIL 2026
Publisher : Divisi Riset, Lembaga Mitra Solusi Teknologi Informasi (L-MSTI)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59431/ajad.v6i1.714

Abstract

Conventional promotional limitations hinder the visibility of Sanggar Seni Cahya Art's Baliqui in preserving culture during the digital era. This Community Service (PKM) project aims to strengthen the partner's digital branding by developing a Vercel-based website profile. The implementation method adopts a Design Thinking framework integrated with a User-Centered Design (UCD) approach. Google Lighthouse audit results showed a perfect SEO score (100%), while GTmetrix testing achieved a Grade A with a 100% performance score. Beyond the technical figures, the real impact is reflected in the partner's positive response — stating that the website's presence significantly increases the studio's professionalism and facilitates public access to information. These results confirm that a professional, fast, and low-maintenance system infrastructure can serve as an effective promotional solution without burdening the partner with complex technical upkeep.
Edukasi Dasar Pemrograman Berbasis Scratch Untuk Meningkatkan Computational Thinking Anak Panti Asuhan: Basic Programming Education Based on Scratch to Improve the Computational Thinking Skills of Orphanage Children Sundara D, I Gede Purata; Sukraeni, Ida Ayu Rai; Putri, Ni Wayan Nanik Suaryani Taro; Dewi, Eka Grana Aristyana; Purwantara, I Gede Alit; Eveline, Zefanya Michele Sheryl; Yusuf, Mirza Iqbal
Bestari: Jurnal Pengabdian Kepada Masyarakat Vol 6 No 2 (2026): Mei 2026
Publisher : Sekolah Tinggi Keguruan dan Ilmu Pendidikan (STKIP) Melawi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.46368/dpkm.v6i2.5069

Abstract

Abstract: Computational thinking has become an essential skill in the digital era; however, access to programming education remains limited, especially for children in orphanages. This community service activity aims to improve basic programming understanding through Scratch-based learning for children at Wisma Anak-Anak Harapan Orphanage. The method employed includes preparation, implementation, and evaluation stages using an interactive and fun learning approach. The participants consisted of 10 elementary school students who were introduced to fundamental programming concepts such as using sprites, arranging command blocks, and integrating sound. The results indicate that most participants were able to understand and practice basic programming concepts, achieving fair to good performance levels. However, younger participants still required assistance in understanding algorithmic sequences. Overall, Scratch proved to be an effective and engaging medium to enhance children’s initial programming skills, highlighting its importance as an adaptive learning tool. Keywords: Scratch, Basic Programming, Computational Thinking, Elementary Students, Community Service Abstrak:  Keterampilan berpikir komputasional menjadi kompetensi penting di era digital, namun masih terbatas diperoleh oleh anak-anak di lingkungan panti asuhan. Kegiatan pengabdian ini bertujuan untuk meningkatkan pemahaman dasar pemrograman melalui media Scratch pada anak-anak di Panti Asuhan Wisma Anak-Anak Harapan. Metode yang digunakan meliputi tahap persiapan, pelaksanaan, dan evaluasi dengan pendekatan pembelajaran interaktif berbasis fun learning. Peserta berjumlah 10 siswa sekolah dasar yang diberikan materi dasar pemrograman seperti penggunaan sprite, blok perintah, dan integrasi suara. Hasil menunjukkan bahwa sebagian besar peserta mampu memahami dan mempraktikkan konsep dasar pemrograman dengan kategori capaian cukup baik hingga baik. Namun, peserta usia lebih rendah masih memerlukan pendampingan dalam memahami alur algoritma. Secara keseluruhan, penggunaan Scratch terbukti efektif dalam meningkatkan minat dan kemampuan awal pemrograman anak-anak, sehingga penting untuk diterapkan sebagai media pembelajaran yang menyenangkan dan adaptif. Kata kunci: Scratch, Pemrograman Dasar, Berpikir Komputasi, Anak Sekolah Dasar, Pengabdian Masyarakat
Edukasi Pemilahan Sampah Berbasis Media Visual dan Praktik di Sekolah Dasar Adhi Mekar Indonesia: Education on Waste Sorting Based on Visual Media and Practical Activities at Adhi Mekar Indonesia Elementary School Putri, Ni Wayan Nanik Suaryani Taro; Dewi, Eka Grana Aristyana; Filbert, Evan; Santosa, I Kadek Dharma Yoga; Kajeng, Tehillah Kim Theodore; Winata, Komang Wiradhea Tri; Putra, I Komang Nanda Anggara
Bestari: Jurnal Pengabdian Kepada Masyarakat Vol 6 No 2 (2026): Mei 2026
Publisher : Sekolah Tinggi Keguruan dan Ilmu Pendidikan (STKIP) Melawi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.46368/dpkm.v6i2.5072

Abstract

Abstrak Permasalahan sampah global menuntut penanganan sistematis sejak dini, namun SD Adhi Mekar Indonesia (AMI) belum memiliki sistem pemilahan sampah terstandar. Pengabdian masyarakat ini bertujuan meningkatkan kesadaran lingkungan dan keterampilan praktis siswa menggunakan kerangka kerja Design Thinking. Metode pelaksanaan melibatkan 25 siswa kelas 6 melalui sosialisasi interaktif, gim edukatif berbasis pengalaman, dan pemasangan poster pendidikan. Evaluasi keberhasilan program diukur secara kuantitatif dengan membandingkan tingkat akurasi pemilahan sampah pada sesi praktik mandiri (sebelum pendampingan) dan sesi terbimbing (setelah pendampingan), yang diperkuat dengan wawancara evaluasi daring bersama guru dan siswa. Media visual juga terbukti efektif sebagai pengingat perilaku proaktif. Simpulan dari pengabdian ini adalah pembelajaran berbasis pengalaman sangat adaptif dengan karakteristik kognitif siswa sekolah dasar. Praktik ini perlu diintegrasikan ke dalam regulasi sekolah dan didukung infrastruktur permanen guna menjamin keberlanjutan budaya peduli lingkungan jangka panjang. Kata Kunci: Design Thinking, Kesadaran Lingkungan, Pembelajaran Berbasis Pengalaman, Pemilahan Sampah, Sekolah Dasar. Abstract Global waste management issues require systematic intervention from an early age. However, SD Adhi Mekar Indonesia (AMI) has not yet implemented a standardized waste segregation system. This community service program aimed to improve students’ environmental awareness and practical waste-sorting skills using the Design Thinking framework. The implementation involved 25 sixth-grade students through interactive socialization sessions, experience-based educational games, and the installation of educational posters. Program effectiveness was quantitatively evaluated by comparing the accuracy of waste segregation during independent practice sessions (before assistance) and guided practice sessions (after assistance), supported by online evaluation interviews with teachers and students. Visual media also proved effective as a reminder to encourage proactive behavior. The results indicate that experiential learning is highly adaptive to the cognitive characteristics of elementary school students. This practice should be integrated into school regulations and supported by permanent infrastructure to ensure the long-term sustainability of an environmentally responsible culture. Keywords: Design Thinking, Elementary School, Environmental Awareness, Experiential Learning, Waste Sorting.