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Sustainable Digital Business Model Innovation through Learning Factory and AI Azizah, Nur; Supriati, Ruli; Padeli, Padeli; Mulyati, Mulyati; Apriani, Desy; Fae, Nahlie
Technomedia Journal Vol 10 No 2 (2025): October
Publisher : Pandawan Incorporation, Alphabet Incubator Universitas Raharja

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33050/ygn11n27

Abstract

The digital era compels organizations to continuously innovate in creating sustainable digital business models that integrate technology, human resources, and environmental sustainability. Within this transformation, the Learning Factory emerges as an innovative concept that connects theoretical learning with practical application, enabling students and industry practitioners to co-create solutions through real-world, technology-based projects. Simultaneously, Artificial Intelligence (AI) enhances analytical, predictive, and adaptive capabilities, driving efficiency, innovation, and data-driven decision-making across organizational processes. This study aims to explore the synergy between LearningFactory and AI as a strategic driver of innovation in competitive and sustainable digital business models aligned with the Sustainable Development Goals (SDGs), particularly SDG 4 (Quality Education), SDG 8 (Decent Work and Economic Growth), and SDG 9 (Industry, Innovation, and Infrastructure). Through a qualitative methodology combining literature review and case study analysis of technology-based organizations and higher education institutions implementing the Learning Factory framework, the research identifies how AI integration strengthens learning outcomes, accelerates digital transformation, and promotes sustainability-driven innovation. The findings reveal that this synergy fostersadaptability, enhances human resource competencies, and generates economic,social, and environmental value. Furthermore, it encourages universities and industries to co-develop agile ecosystems that nurture startupreneurship, continuous learning, and inclusive innovation. Ultimately, this study provides strategic recommendations for designing adaptive, competitive, and sustainable digital business models that empower human potential while advancing organizational resilience in the era of rapid technological disruption.
Asset Management Using a Web-Based Accounting Online System To Maintain Value of Company Assets Supriati, Ruli; Aryani, Diah; Maesaroh, Siti
APTISI Transactions on Management (ATM) Vol 1 No 1 (2017): ATM (APTISI Transactions on Management)
Publisher : Pandawan

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (608.7 KB) | DOI: 10.33050/atm.v1i1.683

Abstract

Assets are entities that are tangible or intangible and have economic value. In a company, assets are important, because assets are assets that must be managed properly to provide good benefits also to the company. Companies must be able to keep the value of each company's assets to always be at a high level, avoiding damage so that the value of the asset does not fall in the selling price. With asset management, companies are increasingly eager in planning outgoing expenses to maintain the value of existing assets, monitoring assets that are bought, sold, or otherwise depreciated. Asset management based on this online accounting system, companies get asset data reports, accumulated depreciation of each asset until the asset value is updated or real-time. Any assets that have been added in the system can be archived, edited or deleted. Import feature on this system also facilitate the company in doing penginputan asset data in large quantity. Thus, with the asset management system directly synchronized with the company's financial data, will provide work efficiency in monitoring each company's assets. Keywords​: Asset Management, Real-time, Entities, and Asset Values
Enhancing Network Security with Quantum Cryptography:A Study on Future-Proofing Computer Networks AgainstQuantum Attacks Supriati, Ruli; Purwanti; Anjani, Sheila Aulia; Anugrah, Rio Wahyudin; McCarthy, Ryan
CORISINTA Vol 2 No 1 (2025): February
Publisher : Pandawan Sejahtera Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33050/corisinta.v2i1.58

Abstract

The rapid development of quantum computing presents a significant challenge to existing cryptographic systems, such as RSA and Elliptic Curve Cryptography, which rely on the complexity of mathematical problems for security. Shor’s algorithm, which can efficiently solve these problems, emphasizes the need for cryptographic solutions that are resistant to quantum threats. This study aims to investigate the potential of Quantum Cryptography, with a specific focus on Quantum Key Distribution (QKD), to strengthen network security in response to emerging quantum computing risks. Despite the theoretical potential of QKD, there remains a gap in its practical application, particularly in terms of scalability, high implementation costs, and sensitivity to environmental factors, which have hindered its widespread adoption. The novelty of this research lies in the comprehensive approach it takes, combining theoretical analysis of QKD protocols, simulations using Qiskit, and comparisons with traditional cryptographic methods. This provides a more robust understanding of QKD effectiveness in different network scenarios. The study reveals that the BB84 protocol consistently outperforms the E91 protocol in terms of key generation efficiency and noise resilience. However, despite its unmatched security capabilities, QKD faces challenges such as scalability and implementation costs. To overcome these challenges and achieve widespread adoption, integrating QKD with post quantum cryptography and developing hybrid approaches are essential. Quantum Cryptography, particularly QKD, holds the potential to become a cornerstone for securing critical infrastructure, ensuring communication security in the quantum era.
Implementation Framework for Merdeka Belajar Kampus Merdeka (MBKM) in Higher Education Academic Activities Supriati, Ruli; Royani Dewi, Elisa; Triyono; Supriyanti, Dedeh; Azizah, Nur
IAIC Transactions on Sustainable Digital Innovation (ITSDI) Vol 3 No 2 (2022): April
Publisher : Pandawan Sejahtera Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.34306/itsdi.v3i2.555

Abstract

Merdeka Belajar Kampus Merdeka (MBKM) is the policy of the Minister of Education, Culture and Independent Culture aims to encourage students to study various sciences that will help them enter the world of work. The implementation of the MBKM program in extracurricular Education courses must have added value for teachers, students, and education staff. Based on the field survey, this survey leads to a discussion on the level of academic participation in the implementation of MBKM. The purpose of this study is to explain the preparation for implementing the MBKM program and the obstacles. Methods This survey was conducted through a descriptive survey using a survey methodology. The subjects in this study were lecturers, students, and education staff in the PLS research program. Research results from the academic community understand MBKM in the research program environment, the MBKM curriculum document is edited, the research program has courses related to the MBKM program, and entrepreneurial activities support MBKM. The obstacles are limited funds, the academic information system is not optimal, lack of talent, lack of information about the MBKM program.
Analysis of the potential context of Blockchain on the usability of Gamification with Game-Based Learning Tarisya Ramadhan; Qurotul Aini; Sugeng Santoso; Achmad Badrianto; Ruli Supriati
International Journal of Cyber ​​and IT Service Management (IJCITSM) Vol. 1 No. 1 (2021): April
Publisher : International Institute for Advanced Science & Technology (IIAST)

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1999.111 KB) | DOI: 10.34306/ijcitsm.v1i1.24

Abstract

Within the world of gaming, there has been a move from diversions being utilized exclusively for excitement, to recreations being utilized as a medium to teach. For this matter, there are two strategies of making amusement which are gamification or game-based learning. The previous is the utilization of diversion components, such as wellbeing focuses or pioneer sheets, and they are connected to a non-gaming stage. The last mentioned, game-based learning, incorporates creating a full-fledged amusement where the means towards the conclusion, that's to say triumph, are set in a world where the player needs to apply the lessons given to progress. Since typically an IT-related investigation, the subject chosen for this study is Blockchain, an ever-expanding division over the past decade. Diverse parts of Blockchain's makeup have been dismembered into little, comprehensible pieces of data within the applications made, which innovative understudy to the frame can take in at their claimed pace. Should this study transcend this research, it might be beneficial for the experiments to possess two games designed and created by someone who has the artistic and technical capabilities of making their own assets. This is able to leave a far better impression with the test subjects and ideally receive a far better data set for examination.
A Comparative Analysis of Traditional and Decentralized Storage Systems in the Digital Age Po Abbas Sunarya; Desy Apriani; Ruli Supriati; Danang Surya Budi; John Edwards
APTISI Transactions on Management (ATM) Vol 10 No 1 (2026): ATM (APTISI Transactions on Management: January)
Publisher : Pandawan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33050/ytwbd911

Abstract

The background of this research originates from the critical role of data storage in the advancement of modern digital technology, where centralized traditional cloud storage models have become dominant due to their accessibility and ease of data management. However, the challenges faced by these models include limited scalability, high operational costs, and vulnerabilities related to data security and privacy. In response to these limitations, the InterPlanetary File System (IPFS) has emerged as a decentralized storage solution that offers an alternative approach to data storage and distribution. The objective of this study is to compare IPFS and traditional cloud storage based on four key aspects: scalability, security, cost, and performance. The methodology involves a literature review and case studies of IPFS implementation in various practical scenarios. The findings reveal that while IPFS offers superior decentralization and resistance to data censorship, it still suffers from inefficiencies in data re- trieval and challenges in large-scale adoption. The results show that traditional cloud storage demonstrates advantages in access speed and integration capabilities but remains constrained by higher costs and the risks associated with data centralization. The conclusion emphasizes the need for continued research to enhance the efficiency of IPFS and to explore hybrid storage models that integrate the benefits of both decentralized and centralized technologies.
Analysis of the potential context of Blockchain on the usability of Gamification with Game-Based Learning Tarisya Ramadhan; Qurotul Aini; Sugeng Santoso; Achmad Badrianto; Ruli Supriati
International Journal of Cyber ​​and IT Service Management (IJCITSM) Vol. 1 No. 1 (2021): April
Publisher : International Institute for Advanced Science & Technology (IIAST)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.34306/ijcitsm.v1i1.24

Abstract

Within the world of gaming, there has been a move from diversions being utilized exclusively for excitement, to recreations being utilized as a medium to teach. For this matter, there are two strategies of making amusement which are gamification or game-based learning. The previous is the utilization of diversion components, such as wellbeing focuses or pioneer sheets, and they are connected to a non-gaming stage. The last mentioned, game-based learning, incorporates creating a full-fledged amusement where the means towards the conclusion, that's to say triumph, are set in a world where the player needs to apply the lessons given to progress. Since typically an IT-related investigation, the subject chosen for this study is Blockchain, an ever-expanding division over the past decade. Diverse parts of Blockchain's makeup have been dismembered into little, comprehensible pieces of data within the applications made, which innovative understudy to the frame can take in at their claimed pace. Should this study transcend this research, it might be beneficial for the experiments to possess two games designed and created by someone who has the artistic and technical capabilities of making their own assets. This is able to leave a far better impression with the test subjects and ideally receive a far better data set for examination.
Web-Based E-Learning Application to Support the Teaching and Learning Process at Genta Syaputra Senior High School Euis Nurninawati; Ruli Supriati; Alpi Maulana
International Journal of Cyber ​​and IT Service Management (IJCITSM) Vol. 3 No. 1 (2023): April
Publisher : International Institute for Advanced Science & Technology (IIAST)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.34306/ijcitsm.v3i1.96

Abstract

Along with the rapid development of technology today, we need a tool or method that can take advantage of existing technology in order to support the teaching and learning process at an educational institution, making it easier for students to understand the teaching and learning process using online methods in this COVID-19 era. The purpose of this study was to find out how the use of e-learning as a learning medium and the factors that influence it in SMA Genta Syaputra Regency were studied based on the characteristics of e-learning consisting of Non-linearity, Self-managing, Feedback-interactivity, Multimedia-Learners style, Just in Time, Dynamic Updating, Easy Accessibility and Collaborative Learning. This study uses a descriptive design using observation, interviews, and literature study. System analysis method using UML,analysis database using ERD and prototype design using Mockup. The results of this study concluded that the condition of the use of e-learning as a learning medium in SMA Genta Syaputra Regency is in a fairly good condition with a percentage level of 78%.
Co-Authors ., Safinatunnaziyah Aang Hidayat Achmad Badrianto Agung Rizky Agus Salim Saputra Akhmad Jalaludin, Akhmad Alpi Maulana Alvitiana, Muhammad Dihar Andri Yanti Irmawan Anjani, Sheila Aulia Anjar Juniarno Anugrah, Rio Wahyudin Asha Fadilah Astri Wulan Sari Bhentar Ramadhan Budiarto, Mukti Danang Surya Budi Danang, Danang Danti, Siti Ika Desrianti, Dewi Immaniar Desy Apriani Diah Aryani, Diah Dimas Nurhilman Dwi Adji Prasetyo Euis Nurninawati Euis Siti Nur Aisyah, Euis Siti Nur Euis Sitinur Aisyah Fae, Nahlie Fitria, Maulida Friandi, Sendy Zul Gista Melandy Hari Setiyani Henderi . Herdiana, Kivti Himawan Ilamsyah Ilamsyah Ilamsyah Ilamsyah Ilamsyah, Ilamsyah Indah Sulastri John Edwards John Hendri Junaidi Junaidi Kumoro, Dwi Ferdiyatmoko Cahya Laksono Trisnantoro Lubis, Muhammad Afwa Maulida Fitria McCarthy, Ryan Mia Permatasari Mistano . Muhammad Faisal Muhammad Fikri Firdaus Muhammad Iip Suhaepi Muhammad Rehan Anwar Mukti Budiarto Mulyati Mulyati Natalia, Elisa Ananda Nina Carolina Nirwan Salim Nur Azizah Padeli Padeli Patric Bagas Agastya Adhi Putra Pawakal, Muhamad Galih Po Abas Sunarya Po Abbas Sunarya Prasetyo, Dwi Adji Purwanti Putri Rachmanda Priyadi Qurotul Aini Rahayu Rais, Nurlaila Suci Ramdani Sofhan Ratri, Sanda Ramadhan Rawat, Bhupesh Ria Panjaitan Ricka Anggie Fadyla Royani Dewi, Elisa Santoso, Nuke Puji Lestari Saputra, Wisnu Adi Silva Ayu Lestari Siti Auliawati Adawiyah Siti Maesaroh Siti Shuhaibatul Islamiah Solahudin, Pahmi Sugeng Santoso Sugeng Widada Supriyanti, Dedeh Susanto Rahardja Tarisya Ramadhan Taufik Hidayat Thamrin, Rizky Maulana Trinugi Wira Harjanti Triyono Triyono Triyono Ulis Bella Wiranti Sri Utami Yandri, Rudy Yovina Niawan Putri, Yovina Niawan Yusuf Effendy