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Kajian Literatur Teknologi Digital untuk Intervensi Kesehatan Mental Ihsanuddin, Muhammad Rafli; Kurniawan, Rahadian
Jurnal Sains, Nalar, dan Aplikasi Teknologi Informasi Vol. 4 No. 2 (2025)
Publisher : Department of Informatics Universitas Islam Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20885/snati.v4.i2.40578

Abstract

Dalam enam tahun terakhir (2020–2025), isu kesehatan mental telah menjadi topik yang banyak diteliti dalam berbagai studi ilmiah. Tingginya prevalensi gangguan mental serta dampaknya terhadap kehidupan individu menunjukkan urgensi akan intervensi yang tepat, mengingat semakin meningkatnya jumlah penelitian mengenai kesehatan mental secara global dalam beberapa dekade terakhir. Penelitian ini mengkaji berbagai teknologi, metode pengembangan, tujuan intervensi, dan target pengguna dalam menangani kesehatan mental. Hasil kajian menunjukkan bahwa aplikasi mobile merupakan teknologi yang paling sering digunakan dalam intervensi kesehatan mental, diikuti oleh website dan game interaktif. Fokus intervensi lebih banyak pada terapi digital dibandingkan metode tradisional, dengan target pengguna utama adalah remaja dan dewasa muda. Kajian ini menyoroti bahwa intervensi digital untuk kesehatan mental mengarah pada pendekatan mandiri dengan memprioritaskan aksesibilitas, fleksibilitas, dan distribusi lintas-perangkat sebagai respons terhadap kebutuhan pengguna dan perkembangan teknologi kesehatan mental.
Kajian Literatur Sistem Basis Data Tanaman Herbal untuk Kecantikan di Indonesia Fahzya, Mayla; Rahadian Kurniawan
AUTOMATA Vol. 6 No. 2 (2025)
Publisher : AUTOMATA

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

Abstract

Penelitian ini mengkaji beberapa literatur sebelumnya mengenai pemanfaatan tanaman herbal untuk kecantikan. Ada 26 literatur yang rekelevan antara tahun 2016 hingga 2025. Meskipun banyak penelitian terkait manfaat tanaman herbal, pemahaman masyarakat mengenai hal ini masih terbatas, khususnya dalam pemanfaatan tanaman herbal sebagai bahan kosmetik. Hasil analisis menunjukkan fokus bidang tanaman herbal dibagi menjadi dua variabel yaitu perawatan diri dan penyakit umum. Dari segi teknologi, platform yang paling sering digunakan adalah berbasis website. Pada karakteristik pengguna pada kajian ini, subjek penelitian paling banyak ditujukan adalah Masyarakat. Kajian ini menyimpulkan bahwa pemanfaatan tanaman herbal dalam bidang kecantikan memiliki potensi yang besar untuk meningkatkan pemahaman masyarakat. Hal ini digunakan sebagai acuan bagi pengembangan sistem informasi basis data tanaman herbal di bidang kecantikan.
A Hybrid SOAR-BSC-AHP Framework for Strategy Selection in Digital Cultural Tourism Kurniawan, Rahadian; Kusumadewi, Sri; Sujarwo, Ari
Jurnal Teknik Informatika (Jutif) Vol. 6 No. 4 (2025): JUTIF Volume 6, Number 4, Agustus 2025
Publisher : Informatika, Universitas Jenderal Soedirman

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52436/1.jutif.2025.6.4.4886

Abstract

Digital transformation in cultural tourism presents significant challenges, particularly in heritage villages like Kotagede, Yogyakarta. Problems such as limited infrastructure, low digital literacy, and the absence of a structured planning framework hinder progress toward community-based sustainable tourism development. This study addresses these challenges by proposing an integrated decision-making framework that combines SOAR analysis, the Balanced Scorecard (BSC), and the Analytic Hierarchy Process (AHP). The SOAR-BSC framework captures strategic objectives from qualitative data through focus group discussions and stakeholder interviews, while the AHP quantitatively prioritizes eight strategic alternatives based on hierarchical criteria and subcriteria. The most impactful strategies identified were: (1) developing partnerships with tour operators, and (2) promoting community cultural education and training. The Learning and Growth Perspective emerged as the most influential factor (weight = 0.5549), highlighting the importance of community empowerment and digital skills development. Sensitivity analysis and cross-validation using the Simple Additive Weighting (SAW) method confirmed the consistency and robustness of the rankings. In practice, this framework offers a participatory, data-driven guide for digital transformation in heritage tourism, supporting not only improved destination management but also long-term cultural preservation through inclusive digital initiatives.
Development of a Web-Based Application to Analyze the Comments of the Genshin Impact Virtual Community Official Fauzan, Harist Asyari; Kurniawan, Rahadian; Paputungan , Irving Vitra
Syntax Literate Jurnal Ilmiah Indonesia
Publisher : Syntax Corporation

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36418/syntax-literate.v10i9.61400

Abstract

Online games are now evolving into interactive social spaces that give rise to dynamic virtual communities. One of the communities that is quite well-known in Indonesia is Genshin Impact Indonesia Official, which is often the talk of the town on social media. The problem in this study focuses on how the involvement of players in the community has both positive and negative impacts. The purpose of this research is to analyze the comments of community members to recognize the forms of expression and categories of impacts caused. The research data was collected from 100 random comments on the Genshin Impact Player Restlessness Facebook group during the period of July 8–12, 2025. The method used is Directed Content Analysis (DCA) with the classification framework of Belfiore and Bennett, which includes 12 categories of cultural participation impacts. In addition, the analysis is carried out based on the classification of sentiment (positive, negative, neutral). The findings of this study show that most of the comments are positive, especially in the aspects of Personal Well-being, Appreciation of Game Design, and Personal Development. While negative comments are generally related to the issue of Social Stratification and the pressures due to game mechanics. In addition, the research also resulted in a web-based application for the automation of data classification and visualization, which has been proven to facilitate the analysis process.
Kajian Literatur Edukasi Pengelolaan Sampah Menggunakan Video Game dengan Genre RPG Maharani, Fahni; Kurniawan, Rahadian
Innovative: Journal Of Social Science Research Vol. 5 No. 4 (2025): Innovative: Journal Of Social Science Research
Publisher : Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/innovative.v5i4.20390

Abstract

Permasalahan sampah di Indonesia terus meningkat dan menuntut pendekatan edukatif yang inovatif. Video game sebagai media edukasi menawarkan potensi besar dalam menyampaikan isu pengelolaan sampah, namun pemanfaatan genre Role-Playing Game (RPG) masih terbatas. Kajian ini menganalisis 15 literatur terkait game edukatif pengelolaan sampah untuk mengevaluasi fokus tema, variabel pembelajaran, serta metode yang digunakan. Hasil menunjukkan bahwa mayoritas studi menggunakan genre non-RPG seperti simulasi dan puzzle, dengan fokus utama pada peningkatan pengetahuan. Variabel perilaku, motivasi, dan engagement masih kurang dominan, sementara metode yang digunakan bervariasi, mencakup kuantitatif, kualitatif, eksperimen, survei, dan desain game. RPG dinilai memiliki potensi tinggi dalam membangun narasi interaktif dan memotivasi pemain melalui pengalaman belajar yang imersif. Temuan ini mengungkap adanya kesenjangan riset dan merekomendasikan eksplorasi lebih lanjut terhadap efektivitas genre RPG dalam meningkatkan pemahaman dan perubahan perilaku masyarakat terhadap isu lingkungan.
Empowering continuous maternal health and emergency care: the implementation of ARIMBI in Tirtorahayu Village Kurniawan, Rahadian; Muhimmah, Izzati; Aziz, Muhammad Thariq; Fitriyati, Yasmini
KACANEGARA Jurnal Pengabdian pada Masyarakat Vol 8, No 1 (2025): Februari
Publisher : Institut Teknologi Dirgantara Adisutjipto

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.28989/kacanegara.v8i1.1965

Abstract

The 2023 data from Indonesia's Ministry of Health shows a high Maternal Mortality Rate (MMR) of 183 per 100,000 live births, far exceeding the target of 70. According to a WHO report in 2020, 75% of maternal deaths are caused by factors such as hemorrhage, infection, hypertension during pregnancy, prolonged labor, and abortion. Some of these factors could be anticipated if a responsive and integrated readiness system was in place to assist pregnant women. This article describes the implementation of the Sustainable Health Management Information and Emergency Application for Mothers (ARIMBI) in the village of Tirtorahayu, Subdistrict of Galur, Regency of Kulon Progo. From this implementation, there are two key areas to be addressed: easy access to blood donors and the availability of emergency transport for pregnant women. These measures are crucial for reducing MMR, and ensuring pregnant women get timely emergency assistance.
Development of a Serious Game as an Educational Tool for Obesity Prevention Kusumah, Akmal Fauzi; Kurniawan, Rahadian
Jurnal Sains, Nalar, dan Aplikasi Teknologi Informasi Vol. 3 No. 2 (2024)
Publisher : Department of Informatics Universitas Islam Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20885/snati.v3.i2.32

Abstract

As technology develops, many things can be used as methods in obesity prevention education, one of which is by creating an obesity prevention educational game. This educational game is designed with the aim of raising public awareness of what causes obesity in a different way. Through the development of the Digital Game Based Learning-Instructional Design (DGBL-ID) model, this research includes needs analysis, design, development, quality assurance, and game implementation & evaluation. Needs analysis involved an online survey of people with obesity, showing their interest in games as an educational medium. Game design involved storyboards and flowcharts, with the story being about Bono looking for healthy food for his obese friend. Development is done using Unity with an interface that includes the main menu, level list, stage list, game play, and game results. Quality assurance will involve black box testing and implementation evaluation by respondents. This article produces an obesity prevention educational game that is expected to increase public awareness about the risks of obesity through an interactive and informative game experience.
Management Information System For Telecommunication Tower Fee Payment At The Department Of Communication And Informatics Of Mempawah Regency Ananda, Devi Rizki Dwi; Kurniawan, Rahadian
Journal of Social Research Vol. 2 No. 8 (2023): Journal of Social Research
Publisher : International Journal Labs

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55324/josr.v2i8.1310

Abstract

The development of telecommunications technology, such as BTS towers, has provided significant benefits to society. However, the Communication and Information Office (DISKOMINFO) of Mempawah District still faces challenges in managing telecommunications tower data using separate Microsoft Excel files. This causes the data retrieval process to be slow, hinders data changes, and increases the risk of errors. In order to address this problem, the Information Technology Division of DISKOMINFO Mempawah District has developed a web-based management information system to monitor and expedite the calculation of fees and the issuance of SKRD (Tower Utilization Permit). The waterfall development method was chosen to ensure a clear understanding of the system requirements before starting development, and to ensure that each phase is completed before moving on to the next phase. It is expected that the developed telecommunications tower fee payment system will support DISKOMINFO in ensuring timely fee payments, which are crucial for the development of the telecommunications industry and the overall economy.
IMPLEMENTATION OF FIS TSUKAMOTO ON THE DECISION MODEL FOR ASSESSING THE NUTRITIONAL CONDITION AND GROWTH OF TODDLERS IN POSYANDU (CASE STUDY: TIRTORAHAYU VILLAGE) Arifin, Aridhanyati; Kurniawan, Rahadian
CYBERSPACE: Jurnal Pendidikan Teknologi Informasi Vol 8 No 1 (2024)
Publisher : Universitas Islam Negeri Ar-Raniry Banda Aceh

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22373/cj.v8i1.16951

Abstract

Masalah gizi dan gangguan pertumbuhan seperti risiko stunting, wasting dan underweight pada anak dapat diantisipasi sejak dini. Evaluasi terhadap status gizi dan perkembangan balita perlu didukung oleh suatu teknologi komputer yang menghimpun pengetahuan-pengetahuan terkait antropometri anak. Salah satu pendekatan untuk memodelkan masalah terkait perkembangan balita berbasis AI adalah logika fuzzy. Makalah ini akan membahas desain model pendukung keputusan untuk penilaian kondisi gizi dan perkembangan balita dengan menerapkan metode Fuzzy Inference System (FIS) Tsukamoto. Berdasarkan seluruh hasil pengujian yang telah dilakukan dapat disimpulkan bahwa penerapan FIS Tsukamoto dapat menghasilkan model pendukung keputusan yang valid yakni memiliki akurasi sebesar 78% dalam menilai status gizi balita, akurasi 75% dalam menilai kondisi pertumbuhan berdasarkan BB/U dan akurasi 84 % untuk kondisi pertumbuhan berdasar TB/U .
Pengembangan Sistem Informasi Pengelolaan Sampah Sekolah Adiwiyata Menggunakan Metode Prototype Maharani, Yeni Sri; Rahadian Kurniawan
INFORMASI (Jurnal Informatika dan Sistem Informasi) Vol 17 No 2 (2025): INFORMASI (Jurnal Informatika dan Sistem Informasi)
Publisher : LPPM STMIK Indonesia Mandiri

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37424/informasi.v17i2.401

Abstract

Pengelolaan sampah di Indonesia, khususnya di lingkungan pendidikan, menghadapi tantangan besar akibat volume sampah yang tinggi dan sistem pencatatan data yang masih manual serta tidak terstruktur. Penelitian ini bertujuan untuk mengembangkan Sistem Informasi Pengelolaan Sampah di Sekolah Adiwiyata Kabupaten Sumedang dengan menggunakan metode prototype. Metode ini dipilih karena bersifat iteratif dan memungkinkan pengembangan sistem berdasarkan masukan langsung dari pengguna secara berkelanjutan. Proses pengembangan dilakukan melalui lima tahapan, yaitu communication, quick plan, modeling quick design, construction of prototype, dan feedback. Pada tahap awal, data dikumpulkan melalui studi literatur, wawancara dengan pihak Dinas Lingkungan Hidup, serta analisis dokumen resmi yang relevan. Sistem dirancang untuk mencatat data harian sampah secara digital, memfasilitasi pelaporan langsung kepada instansi terkait, serta menyediakan fitur visualisasi berupa grafik tren timbulan sampah. Hasil pengujian alfa menunjukkan bahwa seluruh fungsi sistem bekerja secara optimal dalam skenario normal maupun tidak normal. Pengujian beta yang dilakukan oleh Dinas Lingkungan Hidup Kabupaten Sumedang menghasilkan umpan balik positif dan sejumlah saran pengembangan, seperti penambahan kolom data timbulan sampah per orang dan penyesuaian hak akses pengguna. Perbaikan tersebut berhasil diimplementasikan dan meningkatkan kualitas sistem secara signifikan. Sistem ini dinilai telah memenuhi kebutuhan pengguna serta memiliki potensi besar dalam mendukung efisiensi pengelolaan sampah, pelaporan lingkungan, dan peningkatan kesadaran lingkungan di sekolah. Dengan demikian, hasil penelitian ini diharapkan dapat menjadi kontribusi nyata dalam mewujudkan pengelolaan lingkungan berkelanjutan di sektor pendidikan.
Co-Authors Abdullah Abdullah Achmad Khodzim Affan Mahtarami Affan Mahtarami, Affan Agung Wibowo Agus Darmawan Ahmad R Pratama Ahmad, Lugie Nur Ananda, Devi Rizki Dwi Andri Panca Purnama Aridhanyati Arifin Arrie Kurniawardhani Aziz, Muhammad Thariq Dhina Puspasari Wijaya, Dhina Puspasari Dhomas Hatta Fudholi Dimas Panji Eka Jalaputra Dimas Panji Eka Jalaputra Erlina Marfianti, Erlina Fahzya, Mayla Fajar Suryani Fakhrunnisa, Syuhda Farhan Ramadhan Ramadhan Fatmawati Fauzan, Harist Asyari Febriana Kurniasari Hardiyanti, Cicin Hasibuan, Yusuf Helmi Gunawan Heksaputra, Dadang Helmi Roichatul Jannah Hepi Wahyuningsih Heru Widianto Himawan, Helmy Fachreza Ihsanuddin, Muhammad Rafli Indrayanti, Indrayanti Indrayanti, Indrayanti Insan Fikrudin Irfansyah, Naufal Herma Irving Vitra Paputungan Iswara, Ruhil Izzati Muhimmah Izzati Muhimmah Jalaputra, Dimas Panji Eka Jalaputra, Dimas Panji Eka Kukuh Eka Nugraha Kukuh Eka Nugraha Chrisna Putra Kusumah, Akmal Fauzi Lestari, Tri Mukti Maharani, Fahni Maharani, Yeni Sri Mufti Syawaludin Muhammad Alifa Rahmatulloh Muhimmah, Izzati Naufal Hanan Oktavanusa Paputungan , Irving Vitra Prabowo, Mei Prasetyo, Alan Dwi Purnama, Andri Panca Purnamasari, Wuriandietry Mayang Raden Bagoes Yudha Rangga Sanjaya Rais Habibi Tsani Rakhmawati, Restu Rakhmawati, Restu Ratih Sekar Wulan Rizki Surtiyan Surya Sasmito, Dinda Eling K Sasmito, Dinda Eling Kartikaning Satrio Wisnugroho, Satrio Setiaji, Hari Sri Kusumadewi Sri Martianingsih Jibran sri mulyati Subayu, Abdi Sujarwo, Ari Suryani, Fajar Syarvani, Alif Gibran SYAUQI MAULANA NASRIANTO Tanti, Wa Ode Triananta, Muhammad Fauzan Widodo, Agas Arya Wuriandietry Mayang Purnamasari Yasmini Fitriyati, Yasmini Yuantari, Rahma