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All Journal Jurnal Sains dan Teknologi Teika PIKSEL : Penelitian Ilmu Komputer Sistem Embedded and Logic Jurnal Teknologi Informasi dan Ilmu Komputer CESS (Journal of Computer Engineering, System and Science) Khazanah Informatika: Jurnal Ilmu Komputer dan Informatika Proceeding of the Electrical Engineering Computer Science and Informatics JOIN (Jurnal Online Informatika) Jurnal Ilmiah KOMPUTASI JURNAL MEDIA INFORMATIKA BUDIDARMA Information System for Educators and Professionals : Journal of Information System SYUKUR (Jurnal Inovasi Sosial dan Pengabdian Masyarakat) Jurnal Informatika Universitas Pamulang INTECOMS: Journal of Information Technology and Computer Science JurTI (JURNAL TEKNOLOGI INFORMASI) JURIKOM (Jurnal Riset Komputer) Jurnal Riset Informatika Jurnal Abdimas PHB : Jurnal Pengabdian Masyarakat Progresif Humanis Brainstorming Building of Informatics, Technology and Science Journal of Information Systems and Informatics JOURNAL OF INFORMATION SYSTEM RESEARCH (JOSH) Journal of Computer System and Informatics (JoSYC) Madaniya Tematik : Jurnal Teknologi Informasi Komunikasi Jurnal Kajian Ilmiah Community Empowerment Jurnal ABDIMAS (Pengabdian kepada Masyarakat) UBJ Journal of Applied Computer Science and Technology (JACOST) BEMAS: Jurnal Bermasyarakat KLIK: Kajian Ilmiah Informatika dan Komputer Jurnal Altifani Penelitian dan Pengabdian kepada Masyarakat Jurnal Atma Inovasia Abdimas Indonesian Journal INFORMATION SYSTEM FOR EDUCATORS AND PROFESSIONALS : Journal of Information System Borobudur Informatics Review Jurnal Informatika Polinema (JIP) Jurnal Ilmiah Sistem Informasi Khazanah Informatika : Jurnal Ilmu Komputer dan Informatika Dedikasi Nusantara
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Peningkatan Ekonomi Melalui Pemberdayaan Dan Pelatihan Kerajinan Sampah Anorganik Plastik Pristi Sukmasetya; Aditya Prasetyawan; Reza Pradana Adiharsa; Annisa Shabilla
SYUKUR (Jurnal Inovasi Sosial dan Pengabdian Masyarakat) Vol. 3 No. 1 (2020): April
Publisher : Faculty of Economics and Business, University of Muhammadiyah Prof. DR. HAMKA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22236/syukur_vol2/is2pp9-15

Abstract

Garbage has become a common problem in every environment, both urban and rural environments. Inorganic waste cannot be degraded by nature so it can have a bad impact if not managed. One thing that must be done to overcome the increase in waste volume is to manage waste through community participation. The program on community participation-based waste management was conducted in Tirto Hamlet located in Paremono Village, Mungkid District, Magelang District. This research aims to find out how the process of managing waste into a creative product, the creation of plastic waste that has economic value so that it can increase the income of the community in Tirto Hamlet. Approached method that have been used is descriptive qualitative, a study that intends to describe the phenomena that occur at the study site. Data collection techniques include interviews, observation, and documentation. Based on the results of the study, the form of community participation in the management of inorganic waste is to recycle (recycle) plastic waste into handicrafts in the form of bags that have a selling power that can generate profits.
Uji Prototype Metode Design Thinking pada penyebaran Informasi COVID-19 Rofi Abul Hasani; Muhammad Resa Arif Yudianto; Pristi Sukmasetya; Yusril Febriyanto
Jurnal Kajian Ilmiah Vol. 22 No. 2 (2022): Mei 2022
Publisher : Lembaga Penelitian, Pengabdian Kepada Masyarakat dan Publikasi (LPPMP)

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (646.122 KB)

Abstract

The spread of information about COVID-19 spreads so fast that the information circulating in the community has not been confirmed. This causes excessive anxiety and fear. There are several approaches to getting things done like design thinking, design sprint, and lean UX. With the right approach, this kind of situation will be resolved. From these problems, in this research, problem-solving will be carried out using a design thinking method. Because design thinking is the best method for developing innovative products. The design thinking process consists of 5 stages: Empathize, Define, Ideate, Prototype, Test. This research has carried out all these stages. The prototyping process uses the Figma mirror application to produce a more real experience for users. Then the prototype was tested on 5 respondents. After the test is carried out, it shows the success data based on predetermined indicators in the form of task 1 success is 80%, task 2 success is 100% successful, task 3 success is 60%, task 4 success is 40%, task 5 success is 100% and task 6 has 60% success. so that the average success of the prototype made is 88%. This means that the prototype developed with the design thinking method is easy for users to use. However, there are still features that have a low yield of 40%. So in the next iteration, it is necessary to improve the interface display that focuses on the call doctor feature based on user feedback.
Penerapan Gamification pada Aplikasi Edukasi Pertolongan Pertama Pada Kecelakaan (Smart P3K) Guna Tingkatkan Literasi Penanganan Medis Pristi Sukmasetya; Bayu Agustian; Lusi Nurlatifah; Muhammad Resa Arif Yudianto; Rofi Abul Hasani
INFORMATION SYSTEM FOR EDUCATORS AND PROFESSIONALS : Journal of Information System Vol 6 No 1 (2021): INFORMATION SYSTEM FOR EDUCATORS AND PROFESSIONALS (Desember 2021)
Publisher : Lembaga Penelitian dan Pengabdian Masyarakat Universitas Bina Insani

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51211/isbi.v6i1.1791

Abstract

Kecelakaan menjadi salah satu penyebab utama kerugian terbesar yang dialami oleh masyarakat di seluruh dunia. Kecelakaan yang dialami seluruh lapisan masyarakat dapat menyebabkan kematian atau cidera permanen jika tidak segera diatasi dengan tepat. Pemberian pengetahuan P3K bagi pelajar dan masyarakat awam di Era Millenial dapat dilakukan melalui aplikasi android yang edukatif yaitu Smart P3K. Hal ini dikarenakan, pengembangan dan pengunaan aplikasi berbasis system operasi android di era sekarang sudah menjadi kebutuhan global, maka perlu adanya aplikasi android yang edukatif. Smart P3K adalah aplikasi android berbasis gamification atau permainan. Metode Gamification adalah menciptakan interaksi dengan pengguna melalui suatu mekanisme yang menyerupai game dimana pengguna akan merasakan pengalaman yang serupa dengan pengalaman yang muncul saat ia memainkan suatu game. Aplikasi ini berbasis story mode yang dikombinasikan dengan alur P3K sebagai alternatif edukasi dan literasi penangan medis yang terstruktur bagi pelajar dan masyarakat awam.
Perbandingan Metode Support Vector Machine Dengan Metode Lexicon Dalam Analisis Sentimen Bahasa Indonesia Muhammad Resa Arif Yudianto; Arham Rahim; Pristi Sukmasetya; Rofi Abul Hasani
(JurTI) Jurnal Teknologi Informasi Vol 6, No 1 (2022): JUNI 2022
Publisher : Universitas Asahan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36294/jurti.v6i1.2537

Abstract

Berbagi informasi di era saat ini semakin mudah dengan adanya media sosial, salah satu yang populer adalah twitter. Media ini memang didesain khusus untuk mengutarakan pendapat dan mengekspresikan perasaan seseorang dengan jumlah karakter yang terbatas yaitu 280 karakter. Unggahan-unggahan dalam media tersebut memiliki isi yang menggambarkan permasalahan/perasaan seseorang yang mengandung pengetahuan yang tersembunyi. Oleh karena itu untuk mengetahui makna dari kalimat-kalimat tersebut harus dilakukan analisis sentimen. Terdapat beberapa metode yang dapat digunakan untuk menganalisis sentimen suatu kalimat seperti pendekatan lexicon based dan pendekatan knowledge based dengan algoritma Support Vector Machine (SVM). Kedua metode tersebut memiliki prinsip kerja yang berbeda dalam melakukan sentimen analisis. Penelitian ini membandingkan kemampuan dari pendekatan metode SVM dan lexicon based menggunakan dataset sentimen berbahasa Indonesia. Dari beberapa skenario percobaan terhadap 4000 dataset, didapatkan bahwa metode SVM lebih diunggulkan dalam mengklasifikasikan sentimen positif dan negatif dengan akurasi sebesar 98,5% dengan parameter ekstraksi fitur unigram dengan rasio dataset 80:20. Pendekatan berbasis lexicon based kurang baik dalam melakukan analisis sentimen dengan akurasi tertinggi sebesar 78,43%. Hal tersebut dikarenakan minimnya kamus kata positif yang jumlahnya adalah setengah dari jumlah kamus kata negatif, sehingga kata yang bernilai positif tidak dapat dikenali dengan baik. Kamus kata yang memiliki nilai pada setiap kata lebih akurat dalam menganalisis sentimen dibandingkan dengan kamus kata yang tidak memiliki nilai/skor.
Peningkatan kualitas Media Pembelajaran dengan Google sites pada guru SMK 1 Windusari Magelang Rofi Abul Hasani; Uky Yudatama; Resa Arif Yudianto; Pristi Sukmasetya; Maimunah Maimunah
Jurnal Pengabdian kepada Masyarakat UBJ Vol. 5 No. 2 (2022): Juni 2022
Publisher : Lembaga Penelitian Pengabdian kepada Masyarakat dan Publikasi Universitas Bhayangkara Jakarta Raya

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

Abstract

Technology has changed the teaching and learning process in the world of education. The most visible change is the use of learning media in schools. The presence of digital media provides a variety of educational innovations, where rigid and monotonous conventional learning will be replaced by learning using digital media which is considered more practical, flexible, and not limited by space and time. One of the learning media is a website. Based on the results of interviews with teachers at SMK Negeri 1 Windusari, they said the importance of online learning media, especially when online learning demands. Therefore, in this PKM, the authors carry out google sites training activities to improve the ability of teachers of SMK Negeri 1 Windusari to create learning media. After training on making teaching media using google sites will help teachers in making interesting learning materials and conveying them to students. So that this activity will provide good benefits to teachers, students, and SMK N 1 Windusari, Magelang Regency. Many teachers were previously reluctant to use making websites because of difficulties. However, after this training, the teachers at SMK Negeri 1 Windusari began to be enthusiastic about making learning media using google sites. Because using google sites is quite easy for teachers to do.   Keywords: Google Site, Learning Media, Teacher, Website
Sentimen Analisis Opini Masyarakat Terhadap Kebijakan Kominfo atas Pemblokiran Situs non-PSE pada Media Sosial Twitter Catur Rahmawati; Pristi Sukmasetya
JURIKOM (Jurnal Riset Komputer) Vol 9, No 5 (2022): Oktober 2022
Publisher : STMIK Budi Darma

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30865/jurikom.v9i5.4950

Abstract

Kominfo is a state government agency in the field of communication and information. Some time ago Kominfo issued a policy, namely the blocking of sites that do not register themselves as PSE. This policy has become a hot topic on social media, especially Twitter. Therefore, this research was conducted by collecting public opinion, especially on Twitter for sentiment analysis. The goal is to be able to classify public responses into positive, negative and neutral opinions using the InSet Lexicon. In addition, the classification will compare several classification methods, namely Decision Tree, KNN, Naïve Bayes, Random Forest, Logistic Regression and SVM. The results of this study stated that as many as 1234 tweets that had been pre-processed tended to be negative with a percentage of 82.82%. while positive tweets are worth 10.53% and neutral tweets are 6.65%. The method with high accuracy value in this study is the KNN and Random Forest methods with an accuracy of 85.8%.
Penerapan Gamification pada Aplikasi Edukasi Pertolongan Pertama Pada Kecelakaan (Smart P3K) Guna Tingkatkan Literasi Penanganan Medis Pristi Sukmasetya; Bayu Agustian; Lusi Nurlatifah; Muhammad Resa Arif Yudianto; Rofi Abul Hasani
INFORMATION SYSTEM FOR EDUCATORS AND PROFESSIONALS : Journal of Information System Vol 6 No 1 (2021): INFORMATION SYSTEM FOR EDUCATORS AND PROFESSIONALS (Desember 2021)
Publisher : Lembaga Penelitian dan Pengabdian Masyarakat Universitas Bina Insani

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (813.161 KB) | DOI: 10.51211/isbi.v6i1.1791

Abstract

Kecelakaan menjadi salah satu penyebab utama kerugian terbesar yang dialami oleh masyarakat di seluruh dunia. Kecelakaan yang dialami seluruh lapisan masyarakat dapat menyebabkan kematian atau cidera permanen jika tidak segera diatasi dengan tepat. Pemberian pengetahuan P3K bagi pelajar dan masyarakat awam di Era Millenial dapat dilakukan melalui aplikasi android yang edukatif yaitu Smart P3K. Hal ini dikarenakan, pengembangan dan pengunaan aplikasi berbasis system operasi android di era sekarang sudah menjadi kebutuhan global, maka perlu adanya aplikasi android yang edukatif. Smart P3K adalah aplikasi android berbasis gamification atau permainan. Metode Gamification adalah menciptakan interaksi dengan pengguna melalui suatu mekanisme yang menyerupai game dimana pengguna akan merasakan pengalaman yang serupa dengan pengalaman yang muncul saat ia memainkan suatu game. Aplikasi ini berbasis story mode yang dikombinasikan dengan alur P3K sebagai alternatif edukasi dan literasi penangan medis yang terstruktur bagi pelajar dan masyarakat awam.
Implementasi Konsep Digital Marketing untuk Promosi Kolam Renang di BUMDes Ngudi Rahardjo Desa Girikulon Pristi Sukmasetya; Pradana Putra Utomo; Slamet Hidayat; Fadhlillah Jatmiko Utomo; Danu Rendra Krisna Meganatara; Aji Purwoko
Madaniya Vol. 3 No. 4 (2022)
Publisher : Pusat Studi Bahasa dan Publikasi Ilmiah

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.53696/27214834.270

Abstract

BUMDes Ngudi Rahardjo memiliki Divisi Pariwisata, salah satu usaha yang berada dibawah naungan Divisi Pariwisata dari BUMDes Ngudi Rahardjo adalah Kolam Renang Lembah Manah. Selama ini media pemasaran atau promosi yang dilakukan oleh BUMDes Ngudi Rahardjo untuk Kolam Renang Lembah Manah masih terbatas. Sejauh ini proses promosi yang dilakukan masih menggunakan pemasaran lokal yang hanya mencakup promosi di daerah sekitar saja, sehingga tamu atau wisatawan yang datang belum terlalu banyak dan tempatnya pun belum terlalu dikenal publik yang lebih luas. Bisa dikatakan cara yang dilakukan masih cukup konvensional, belum menerapkan konsep digital marketing. Untuk itu, kegiatan pengabdian masyarakat ini dilakukan guna mengimplementasikan konsep digital marketing dengan memberikan pelatihan mengenai penggunaan aplikasi editing video, untuk membantu para pengelola dan staff dari kolam renang girikulon untuk mengembangkan cara promosi melalui online.
Penerapan Algoritma Advanced Encryption Standard (AES) Untuk Keamanan Data Transaksi Pada Sistem E-Marketplace Muhammad Riyan Andriyanto; Pristi Sukmasetya
Journal of Computer System and Informatics (JoSYC) Vol 4 No 1 (2022): November 2022
Publisher : Forum Kerjasama Pendidikan Tinggi (FKPT)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47065/josyc.v4i1.2451

Abstract

Sriwedari Village known as a producer of superior plant seeds and fruits in the Salaman District area. The Sriwedari Seed Shop is a form of business from the village government that sells various kinds of plant seeds and fruits from nurseries by the local community. However, in its application the sales and transaction system still uses a fairly conventional method. By opening an offline store and marketing products through social media networks, the Sriwedari Seed Shop has less regular customers. Not to mention the risk of fraud from customers who order seeds through social media is a concern for sellers Therefore, this research was conducted with the intention of answering the problems above by creating an e-marketplace system in the form of an online store that will be integrated with a payment gateway that has various online payment methods. In addition, data security will also be applied to the payment system using the Advanced Encryption Standard (AES) cryptographic algorithm which functions to encrypt payment transaction data so that data records stored in the database are not easy to read and prevent misuse of data by parties who do not have access rights. The method used in developing this system is Rapid Application Development (RAD). This method is very suitable to be applied in software development with minimal resources so that it can speed up the iteration process at each stage of development while still paying attention to input from potential system users. The results of this research are an integrated e-marketplace system with payment gateway services that have various payment methods with transaction data security using the AES cryptographic algorithm.
Pendampingan Pembelajaran Literasi, Numerasi, dan Adaptasi Teknologi pada Masa Pandemi Covid-19 di SDN 2 Kutorembet Pristi Sukmasetya; Prihatin Dwihantoro; Ardhin Primadewi; Maimunah; Resa Arif Yudiyanto; Rofi Abul Hasani; Ika Arthalia; Safira Ayu Muthi'ah
Jurnal Altifani Penelitian dan Pengabdian kepada Masyarakat Vol. 2 No. 6 (2022): November 2022 - Jurnal Altifani Penelitian dan Pengabdian kepada Masyarakat
Publisher : Indonesian Scientific Journal

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25008/altifani.v2i6.291

Abstract

Learning Literacy, Numeration, and Technology Adaptation is now very important for students, especially in elementary school, to strengthen the concept of logical thinking. Literacy is critical because it relates to the child's ability to listen, review, speak to observe so that they can communicate well without being affected by the subject of the audience. At the same time, numeracy skills are defined as the ability to interpret, access, use and link the concepts in mathematics in their application. However, in fact for implementing literacy and numeracy learning in schools is still considered a challenge in itself, colliding with limited access and materials, especially in this Covid-19 pandemic condition. So, this service activity was carried out by maximizing the literacy and numeracy learning mentoring process at the Kutorembet SDN placement location, which took place from August 2, 2021 to December 17, 2021. Activities carried out include teaching and learning activities to provide academic assistance. The key teaching and learning activities focus on literacy and numeracy education activities. Activities to help adapt technology are realized by showing educational videos to students and assistance in ANBK activities, as well as school administrative assistance activities which are realized by maximizing the function of the school library. This activity is carried out online and offline, considering the conditions of the COVID-19 pandemic, which require actions to occur in a hybrid manner. From this activity, it was found that the results of improving literacy and numeracy for elementary school students at SDN 2 Kutorembet and also additional literacy for classroom teachers in preparing existing learning media.
Co-Authors Abul Hasani, Rofi Aditya Prasetyawan Afidah, Inayatun Najihatul Afif Prasetyo Agung Vinia Rahma Agus Setiawan Ahmad Husen Ardiyansah Ajarwiro, Cweto Bolodiko Aji Purwoko Aji, Ridho Catur Novi Alan Kusuma Aliudin, Habib Said Almas Nurfarid Budi Prasetyo Almira, Venia Alvine Candra Amelia Anggraini Annisa Annisa Shabilla Arazka Firdaus Anavyanto Ardhin Primadewi Arham Rahim Arrojak, Muhamad Yusril Arthalia Wulandari, Ika Arya Prayoga Asmanto, Budi Athoetan, Salma Atmaja, Audi Ilham Auzi Asfarian Avian Ali Mas'ud Basunondro, Wibiartono Bayu Agustian Budi Setyo Wulan Cahya Sonny Surachman Catur Rahmawati Catur Rahmawati Catur Wulandari Dana I. Sensuse Danu Rendra Krisna Meganatara Devi Oktaviani Dimas Sasongko Dwihantoro, Prihatin Dwika Oktavian Eko Muh Widodo Elin Cahyaningsih Emilya Ully Artha Endah Ratna Arumi Endah Ratna Arumi, Endah Ratna Erzi Hidayat Fadhlillah Jatmiko Utomo Famila Zidda Febriyanto, Yusril Firdaus Anavyanto, Arazka Haryanto, Taufiq Hasani, Rofi Abul Hasbi Hutauruk1, Dzakiyyah Hasna Nur Arifaini Heni Apriyani Herlin Lutfiannisa, Alifia Hery Setiawan Hidayat, Chandra Nur Hidayat, Erzi Ika Arthalia Ika Arthalia Wulandari Imam Saputra Iqbal Ridwan Darmawan Jihan Nuariputri Laela Dian Angraeni Lusi Nurlatifah Maimunah Maimunah Maimunah Maimunah, Maimunah Maulida, R.Bima Gofiruli Muhammad Hafizh Hamdanuddinsyah Muhammad Resa Arif Yudianto Muhammad Riyan Andriyanto Muhammad Riyan Andriyanto Mujito Mukhtar Hanafi Muliasari Muliasari Nafiah, Anisatun Nawangsari, Rosiska Syekhrum Noris Mohd Norowi Nurrohman, Muhamad Nuryanto Nuryanto Pangestiaji, Yongki Pradana Putra Utomo Purwono Hendradi Purwono Hendradi Putri Winly Apriliani Rahendra Firman Sunartama Ramadhan, Dean Apriana Rayinda Faizah Resa Arif Yudianto Resa Arif Yudianto Resa Arif Yudianto, Muhammad Resa Arif Yudiyanto Reza Pradana Adiharsa Rochiyanto, Andi Rofi Abul Hasani Sadewi, Fungki Ayu Safira Ayu Muthi'ah Salam, Muhammad Ifsyaus Salsadila Arsuliyanti Sandi Satria Alamsyah Sari, Nur Ita Sari, Wina Permana Satrio Satrio Sensuse, Dana I. Setiawan, Agus Setiya Nugroho Slamet Hidayat Sophia Ikhsanti Sugiarto, Bagus Susanti, Dwi Tito Rizki Purnomo Tri Wahyuni Uky Yudatama Uky Yudatama, Uky Utuh Setyaning Janji Wachiddin M Huda Wahyu Santoso Wina Permana Sari Wisnu Nugroho Wulandari, Ika Arthalia Yantria Gusta Nugraha Yudianto, Resa Arif Yusril Febriyanto Yusril Febriyanto Zahwa Dwi Larasati