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STRENGTHENING MURIA COFFEE MSME THROUGH THE IMPLEMENTATION OF DIGITAL ROASTER MACHINES ON THE SLOPES OF MOUNT MURIA, RAHTAWU VILLAGE, KUDUS REGENCY Budianita, Avira; Ariyanto, Shodiq Eko; Akhmad Zidni, Hudaya; Nita Andriyani, Budiman
International Journal of Engagement and Empowerment (IJE2) Vol. 5 No. 3 (2025): International Journal of Engagement and Empowerment
Publisher : Yayasan Education and Social Center

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.53067/ije2.v5i3.244

Abstract

The slopes of Mount Muria in Kudus Regency are known as one of the regions producing high-quality coffee. Coffee is a leading commodity that is utilized by the local community through various MSME activities. Several MSMEs, such as Kopi Kunci and Kopi Joesoen, have developed processed robusta coffee beans into ground coffee, marketed under local brands. However, some production processes are still carried out manually, resulting in suboptimal efficiency and productivity. To address this problem, the community service team from Muria Kudus University implemented a program to Strengthen Muria Coffee MSMEs through the Implementation of Digital Roaster Machines. The implementation of these two machines is designed to increase efficiency, production capacity, and the quality of processed coffee. The results of the activity showed a significant increase in MSME productivity and turnover, 10-fold compared to conditions before the machines were implemented. This activity is expected to strengthen the competitiveness of Muria coffee MSMEs, improve the welfare of business actors, and have a positive economic impact on the surrounding community.
PENGARUH ULASAN DAN RATING TERHADAP KEPUTUSAN PEMBELIAN KONSUMEN GENERASI Z PADA PRODUK KOSMETIK WARDAH DI SHOPEE (STUDI KASUS PADA MAHASISWA UNIVERSITAS MUHAMMADIYAH KUDUS PROGAM STUDI BISNIS DIGITAL) Maziyyah, Adila Nuril; Budianita, Avira; Darsin, Darsin
PERFORMANCE: Jurnal Bisnis & Akuntansi Vol 16 No 1 (2026): Performance: Jurnal Bisnis & Akuntansi
Publisher : Fakultas Ekonomi dan Bisnis, Universitas Wiraraja Madura

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24929/feb.v16i1.4991

Abstract

This research was conducted based on current technological developments, particularly in e-commerce, which can influence Generation Z consumer behavior in making purchasing decisions. On the Shopee platform, reviews and ratings are also a source of information for Generation Z because they provide an overview of the experiences of previous consumers who have made purchases. Wardah cosmetic products were chosen as the object of this research because Wardah is a local halal brand that is in high demand and has high sales on Shopee. This study aims to determine the influence of reviews and ratings on Generation Z consumer purchasing decisions for Wardah cosmetic products on Shopee, with a case study of students from the Digital Business Study Program at the University of Muhammadiyah Kudus. This study uses a quantitative method with an associative approach. Data collection was carried out through distributing online questionnaires to 60 respondents selected using a purposive sampling technique. The data obtained were then analyzed using Partial Least Square - Structural Equation Modeling (PLS-SEM) with the help of SmartPLS software. The results of the study indicate that reviews and ratings have a positive and significant effect on Generation Z consumer purchasing decisions because they can increase consumer trust and encourage purchases.
Sosialisasi Rekam Medik Elektronik pada Fasilitas Kesehatan Tingkat Pertama Saputro, Arief Adi; Rusidah, Yunita; Budianita, Avira
Muria Jurnal Layanan Masyarakat Vol. 5 No. 2 (2023): September 2023
Publisher : Universitas Muria Kudus

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24176/mjlm.v5i2.10797

Abstract

Electronic medical record is a clinical data storage application, as a clinical decision support system, standardization of medical terms, computerized data entry, as well as medical and pharmaceutical documentation in an organized manner. The First Level Health Facility is one of the places used by patients to request health services so that they have a record of interactions with patients. So this socialization is very important to do to reduce losses in terms of time and energy for both medical record officers and patients. This community service activity is carried out in first-level health facilities by providing education and socialization provided in the form of using Electronic Medical Records. Community service activities are carried out using the presentation/lecture method at IDI Kudus Regency on June 11, 2022. The use of electronic medical records is expected to improve and strengthen services for patients, including clinical (medical) and administrative services. Information generated from electronic medical records is also useful for education, regulation formulation, research, community health management, policy support, and to support referral health services. It is hoped that the application of electronic medical records can be easily used by all officers, both from medical record officers and medical personnel, the creation of integrated patient data, no duplication of medical record numbers that can make it difficult to find patient data at the time of re-treatment and holding further socialization regarding the application electronic medical record. The benefits will be felt optimally if the application of electronic medical records is evenly distributed and is supported by updated information systems and technological materials.
Systematic Literature Riview Pencarian Rute Terpendek Game Labirin (Maze Game): Tren Penelitian Dan Metode Bashar, Muchammad Yazid Al; Budianita, Avira
Indonesian Journal of Multidisciplinary on Social and Technology Vol. 4 No. 2 (2026): Maret - Juni
Publisher : PT Ilmu Data Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.69693/ijmst.v4i2.8876

Abstract

Game labirin (maze game) merupakan salah satu permasalahanklasik dalam bidang kecerdasan buatan yang sering dimanfaatkansebagai media pengujian algoritma pencarian jalur. Kompleksitasstruktur labirin menjadikan permainan ini relevan untukmengevaluasi kemampuan algoritma dalam menentukan ruteterpendek secara optimal dan efisien. Penelitian ini bertujuanuntuk mengidentifikasi metode yang paling dominan digunakan, menentukan algoritma dengan performa terbaik, sertamenganalisis tren penelitian berdasarkan tahun publikasi dan distribusi negara penelitian. Metode yang diterapkan dalampenelitian ini adalah Systematic Literature Review (SLR) denganmenganalisis 30 artikel ilmiah yang diperoleh dari berbagaisumber publikasi akademik pada rentang tahun 2016–2026. Tahapan penelitian dilakukan melalui proses identifikasi, seleksiliteratur, ekstraksi data, penilaian kualitas, dan sintesis hasilpenelitian. Hasil kajian menunjukkan bahwa algoritma A* (A-Star) merupakan metode yang paling banyak digunakan dalampenyelesaian game labirin karena memiliki kemampuanmenghasilkan jalur optimal dengan efisiensi waktu pencarianyang lebih baik dibandingkan algoritma lainnya. Selain itu, penelitian terkait game labirin terus mengalami perkembanganyang ditandai dengan implementasi algoritma pada berbagaiplatform, seperti desktop, web, aplikasi mobile, hinggalingkungan tiga dimensi yang melibatkan Non-Player Character (NPC). Secara keseluruhan, hasil penelitian ini memberikangambaran yang komprehensif mengenai perkembangan metodepencarian rute pada game labirin dan diharapkan dapat menjadireferensi bagi penelitian selanjutnya dalam pengembanganalgoritma pencarian dan optimasi di bidang kecerdasan buatan.