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Strategi Pemasaran Rumah Sunat Rusunda dalam Menarik Konsumen Rohmawati, Lutfi; Ilah, Ilah; Latifahturahmah, Latifahturahmah
AMAL INSANI (Indonesian Multidiscipline of Social Journal) Vol. 4 No. 1 (2023): November 2023
Publisher : Amal Insani Foundation

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56721/amalinsani.v4i1.284

Abstract

Kegiatan sunat sudah menjadi kebudayaan bangsa Indonesia dan  selain perintah agama, sunat pun merupakan salah satu tindakan untuk menjaga kesehatan. Dari data tersebut, peluang usaha jasa khitan atau sunatan merupakan bisnis yang cukup bagus untuk dijalankan. Penelitian ini bertujuan untuk mengetahui bagaimana strategi bisnis yang dijalankan oleh Rumah Sunat Rusunda. Penelitian ini menggunakan analisis deskriftif kualitatif, dengan Teknik pengumpulan data yang diperoleh melalui wawancara, observasi dan dokumentasi. Hasil penelitian menunjukkan bahwa strategi bisnis yang selama ini dilakukan oleh Rumah Sunat Rusunda adalah dengan meningkatkan pelayanan mulai dari kontrol yang dapat dilakukan melalaui whatsapp, pasien sunat mendapatkan dokumentasi selama sunat, sunat tanpa antri Panjang, pembiusan tanpa jarum suntik, pasien mendapatkan hadiah mainan yang menarik, serta yang paling utama adalah sunat ditangani oleh Dokter yang professional. Selain dengan meningkatkan pelayanan kepada pasien sunatnya strategi bisnis yang dilakukan oleh Rumah Sunat Rusunda adalah dengan menyediakan berbagai macam jenis metode sunat yang modern.
Fenomena Cyberbullying pada Kalangan Mahasiswa Wahyuningrum, Sri Subekti; Rohmawati, Lutfi; Mustaqim, Wiwit; Qalban, Anas Azhimi; Heriyanto, Yusuf
Assertive: Islamic Counseling Journal Vol. 2 No. 1 (2023): Assertive: Islamic Counseling Journal | Januari-Juni 2023
Publisher : Da'wah Faculty of UIN Prof. K.H. Saifuddin Zuhri Purwokerto

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24090/j.assertive.v2i01.8296

Abstract

Cyberbullying can be caused by a variety of complex factors. Interpersonal conflicts, disagreements, or differences of opinion can trigger cyberbullying. Lack of awareness about the negative impacts of cyberbullying and lack of knowledge about digital ethics can also be contributing factors. This research is intended to determine descriptively the phenomenon of cyberbullying among students. The method used in this research is a descriptive qualitative method. Participants in this research were students from the Purwokerto area with an age range of 18 - 23 years, using a questionnaire as an initial assessment and followed by in-depth interviews via the Internet or face-to-face. 60 participants took part in this research. Data collection used questionnaires, in-depth interviews, and searches for related literature. The results of this research show that of the 60 respondents there were 34% were victims of cyberbullying behavior and 66% of Purwokerto area students had seen this behavior while social networking on the internet. Forms of bullying or cyberbullying experienced by students in the Purwokerto area include verbal in the form of bad comments such as body shaming, ridicule aimed at themselves or their parents, insults, social harassment, or harassment via the internet. Cyberbullying dapat disebabkan oleh berbagai faktor yang kompleks. Konflik interpersonal, ketidaksepahaman, atau perbedaan pendapat dapat memicu terjadinya cyberbullying. Kurangnya kesadaran tentang dampak buruk cyberbullying dan kurangnya pengetahuan tentang etika digital juga dapat menjadi faktor penyebabnya. Penelitian ini dimaksudkan untuk mengetahui secara deskriptif mengenai fenomena cyberbullying di kalangan mahasiswa. Metode yang digunakan pada penelitian ini adalah metode kualitatif yang bersifat deskriptif. Partisipan penelitian ini merupakan mahasiswa daerah Purwokerto dengan rentang usia 18 - 23 tahun, menggunakan kuesioner sebagai penjajakan awal dan dilanjutkan wawancara mendalam melalui internet ataupun face to face. Terdapat 60 partisipan yang turut serta dalam penelitian ini. Pengumpulan data menggunakan kuesioner, wawancara mendalam, dan pencarian literatur yang terkait. Hasil penelitian ini menunjukkan bahwa dari 60 responden ada 34% korban perilaku cyberbullying dan 66% mahasiswa daerah Purwokerto pernah melihat perilaku tersebut saat berjejaring sosial di internet. Bentuk perundungan atau cyberbullying yang dialami mahasiswa daerah Purwokerto diantaranya secara verbal berupa komentar buruk seperti body shamming, ejekan yang ditujukan untuk dirinya atau orang tua, hinaan, social harassment atau pelecehan melalui internet.
UI/UX Design for AR Card Game: Enhancing English Vocabulary Learning with Augmented Reality Krisdiawan, Rio; Sugiharto, Tito; Amalia Asikin, Nida; Rohmawati, Lutfi
Kinetik: Game Technology, Information System, Computer Network, Computing, Electronics, and Control Vol. 10, No. 3, August 2025
Publisher : Universitas Muhammadiyah Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22219/kinetik.v10i3.2240

Abstract

This study aims to develop and evaluate an Augmented Reality (AR)-based learning tool in the form of an AR Card Game to enhance English vocabulary acquisition among third-grade elementary school students, specifically on the topic of “Fruits and Vegetables.” The development process employed the User-Centered Design (UCD) methodology to ensure that the user interface and user experience (UI/UX) were aligned with the cognitive characteristics and needs of the target users. The prototype, designed using Figma, integrates interactive features including 3D object visualization, audio pronunciation guides, gamified elements, and physical card-based AR interaction. Evaluation was conducted through student questionnaires, teacher interviews, and classroom observations. The results indicate that the AR Card Game was positively received. A total of 85.07% of students reported improved understanding through 3D visuals, while 89.55% found the audio helpful for pronunciation. The gamification feature achieved a mean score of 4.18 (SD = 0.73), and a one-sample t-test revealed a statistically significant difference from the neutral score (p < 0.001), confirming its motivational impact. The coefficient of variation (17.48%) indicates consistent student responses. Teacher feedback also supported the tool’s effectiveness, although recommendations were made to improve navigation and enhance the evaluation component. Limitations of this study include its short-term implementation and focus on a single thematic domain. Future research is recommended to investigate long-term engagement, adaptive difficulty mechanisms, and the scalability of AR-based learning in broader curricular contexts. The findings underscore the potential of AR Card Games as effective and engaging tools for early language education in digital learning environments.
Fuzzy-Driven Adaptive NPC Behavior in a Meme-Based Platformer Game for Android Mobile: Perilaku NPC Adaptif Berbasis Fuzzy dalam Game Meme Platformer Berbasis Ponsel Android Encep Sayid Amrulloh; Andriyat Krisdiawan, Rio; Lesmana, Iwan; Rohmawati, Lutfi
NUANSA INFORMATIKA Vol. 19 No. 2 (2025): Nuansa Informatika 19.2 Juli 2025
Publisher : FKOM UNIKU

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25134/ilkom.v19i2.440

Abstract

Game-based applications are increasingly used beyond entertainment to deliver adaptive, engaging user experiences. Yet, many mobile platformer games still rely on static enemy behaviors, leading to repetitive gameplay. This study introduces Pepe the Ponderland Warrior, a 2D platformer for Android that incorporates culturally relevant meme characters and dynamic NPC behavior using fuzzy logic. Developed with the Game Development Life Cycle (GDLC), the game uses the Fuzzy Sugeno inference system to adapt NPC responses based on player distance, health, and damage received. UML modeling guided the system design, while testing included black-box, white-box, and User Acceptance Testing (UAT). The fuzzy-based system enabled real-time, context-aware NPC decisions, creating more varied and challenging gameplay. The game passed functional and logical testing, with UAT from 30 users producing a high feasibility score of 81.2%, reflecting satisfaction in design, gameplay, and difficulty balance. By integrating fuzzy logic with meme-inspired content, this study offers a novel and efficient AI approach for mobile games, highlighting potential for expansion across platforms and with more adaptive inputs.
PENGGUNAAN MEDIA VISUAL TERHADAP MINAT BELAJAR SISWA Rohmawati, Lutfi; Maulana, Taufik
Jurnal Review Pendidikan dan Pengajaran Vol. 8 No. 2 (2025): Volume 8 No. 2 Tahun 2025
Publisher : LPPM Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/jrpp.v8i2.48291

Abstract

Penelitian ini bertujuan untuk mengetahui bagaimana pelaksanaan pembelajaran dengan menggunakan media visual di kelas VIII SMP Negeri 1 Kertasemaya Indramayu, untuk mengetahui bagaiamana minat belajar siswa pada mata pelajaran IPS di Kelas VIII SMP Negeri 1 Kertasemaya Indramayu dan keterampilan masyarakat dalam mengelola usaha, kebersihan lingkungan, dan untuk mengetahui bagaimana pengaruh penggunaan media visual terhadap minat belajar siswa di kelas VIII SMP Negeri 1 Kertasemaya Indramayu. Penelitian ini menggunakan metode penelitian survei dengan pendekatan kuantitatif. Penelitian survei ini memfokuskan pada pengungkapan hubungan kausal antar variabel.  Dari hasil penelitian diperoleh hasil bahwa penggunaan media visual memiliki pengaruh terhadap minat belajar siswa.