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Pelatihan sistem informasi pengendalian stunting pada remaja putri di desa sawangan melalui penanggulangan anemia Paradise Paradise; Wahyu Adi Prabowo; Gladi Pawestri Utami; Amalia Beladinna Arifa; Aulia Burhanuddin; Rifki Adhitama
Indonesian Journal of Community Service and Innovation (IJCOSIN) Vol 4 No 2 (2024): Juli 2024
Publisher : LPPM IT Telkom Purwokerto

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20895/ijcosin.v4i1.1493

Abstract

Stunting and anemia in adolescent girls are major health issues in Indonesia, including in Sawangan Village Banyumas Regency. This research aims to implement stunting prevention strategies through the management of anemia in adolescent girls in Sawangan Village and to increase community awareness and knowledge about the importance of early prevention of stunting and anemia. The method is a participatory approach involving adolescent girls and local health workers. This activity includes socialization and training on stunting and anemia prevention, using hemoglobin check tools, and the provision of Blood Addition Tablets (TTD). In addition, an anemia monitoring system based on information technology is also implemented to monitor the condition of hemoglobin in adolescent girls regularly and structured. The results of this activity show an increase in community awareness and knowledge about the importance of preventing stunting and anemia, as well as an increase in monitoring and handling of these conditions. In addition, implementing an anemia monitoring system based on information technology has facilitated the regular and structured monitoring of hemoglobin conditions in adolescent girls. The contribution of this research is to achieve the target of Stunting Free Indonesia in 2030. With the implementation of stunting prevention strategies through the management of anemia in adolescent girls, this research contributes to improving the health and welfare of the community in Sawangan Village and supporting government efforts in achieving these goals.”
Pemberdayaan UMKM Melalui Pemasaran Digital Arifa, Amalia Beladinna; Wibowo, Fahrudin Mukti; Alika, Shintia Dwi; Burhanuddin, Auliya; Adhitama, Rifki; Paradise, Paradise
Jurnal Pengabdian Bisnis dan Akuntansi Vol 3 No 2 (2024): Jurnal Pengabdian Bisnis dan Akuntansi Soedirman
Publisher : Jurusan Akuntansi Fakultas Ekonomi dan Bisnis Universitas Jenderal Soedirman

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32424/1.jpba.2024.3.02.14599

Abstract

In the digital era, the use of information technology has become a key factor in business development, especially for Micro, Small, and Medium Enterprises (MSMEs). This community service program focuses on providing training and mentoring in digital marketing for MSMEs in Brani Village, Cilacap Regency. The program aims to enhance participants’ understanding and skills in utilizing social media platforms, particularly Instagram, to promote local products such as cassava chips, salted eggs, and peyek. The training covers basic digital marketing concepts, content creation strategies, and methods to increase audience engagement. Despite facing challenges like limited digital literacy and infrastructure, the program succeeded in improving participants’ ability to create engaging content and manage online business accounts. This initiative is expected to empower MSMEs to expand their market reach and increase competitiveness through digital transformation.
Dimension-Expanding MLP in Transformer: Inappropriate Sentences and Paragraph Digital Content Filtering Wardhana, Ariq Cahya; Yunus, Andi Prademon; Adhitama, Rifki; Latief, Muhammad Abdul; Sofia, Martryatus
Journal of Applied Data Sciences Vol 6, No 2: MAY 2025
Publisher : Bright Publisher

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47738/jads.v6i2.627

Abstract

The creation of digital content is now a pivotal element of today’s digital environment, driven by the need for both individuals and organizations to engage audiences effectively. As digital platforms grow in scope and impact, ensuring the security, professionalism, and appropriateness of user-generated content has become crucial. This study introduces a new approach for filtering inappropriate digital content by integrating dimension-expanding multi-layer perceptions (MLPs) into transformer architectures. The dimension-expanding MLP processed more high-dimensional features in the Transformers network, giving the ability to understand more specific contexts. Experimental findings reveal that the proposed model outperforms Long Short-Term Memory (LSTM) and Gated Recurrent Unit (GRU), Transformer (Baseline) in accuracy, computational efficiency, and scalability. The research highlights the model’s practical applications in areas like social media content moderation, legal document compliance monitoring, and filtering harmful content in e-learning and gaming platforms with 0.744 accuracy.
Desain Interaksi Website Edukasi Kekerasan Seksual di Era Digital Menggunakan Metode Design Sprint: Studi Kasus PPKS Institut Teknologi Telkom Purwokerto Alissyah Putri; Rifki Adhitama
El-Mujtama: Jurnal Pengabdian Masyarakat  Vol. 4 No. 3 (2024): El-Mujtama: Jurnal Pengabdian Masyarakat
Publisher : Intitut Agama Islam Nasional Laa Roiba Bogor

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47467/elmujtama.v4i3.2436

Abstract

The Telkom Purwokerto Institute of Technology is one of the Private Higher Education Institutions in Indonesia. The Telkom Purwokerto Institute of Technology has three faculties and fifteen study programs. To support all campus activities, this university has various types of facilities. One of the campus facilities is the availability of sexual violence handling services on campus. In the implementation of this service, there are still problems that occur, so a task force team named PPKS (Prevention and Handling of Sexual Violence) was formed. Over time, the current service system wants to be further developed into a better system in the future. During the research, problems were found, especially in terms of information delivery media. Based on these problems, the researcher wants to perform interaction design for the PPKS ITTP task force team website using the Design Sprint method. There are 5 stages that will be implemented. Namely Mapping, Sketching, Decide, Prototype, and Validate. This research will produce a final prototype (prototype of the result) that can be used for the development of the PPKS ITTP website. The results of the final prototype are Home-B (91.7%), Profile-B (90.8%), Module-B (91.7%), Quiz-B (92.7%) and Complaint-B (91.7%).
Implementasi Gamifikasi pada Learning Management System Linsafe LPK Adiputra Purwokerto Berbasis Website Dani Azka Faz; Rifki Adhitama
El-Mujtama: Jurnal Pengabdian Masyarakat  Vol. 4 No. 3 (2024): El-Mujtama: Jurnal Pengabdian Masyarakat
Publisher : Intitut Agama Islam Nasional Laa Roiba Bogor

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47467/elmujtama.v4i3.2440

Abstract

This study aims to apply gamification to the LPK Adiputra Purwokerto website-based learning management system (LMS) to increase participant motivation and involvement in the learning process. Gamification is a method of using game elements to influence the behavior of LPK Adiputra Purwokerto participants to achieve learning objectives. The research method used was a case study with participants consisting of LPK Adiputra students in Purwokerto using a quasi-experimental design and divided into two groups, The control group, and The experimental group. The control group took part in learning with an LMS without gamification elements, while the experimental group took part in learning with the application of gamification to an LMS. The number of research participants was 47 participants who took the LPK Adiputra Purwokerto driving course. During the research, the experimental group had access to an LMS that implemented gamification elements such as points, levels, rewards, challenges, and a ranking system. Experiment group participants are given the freedom to compete with themselves or other participants through the scoreboard and reach a certain level of learning. The results of the data analysis will later show that the experimental group that took part in gamification learning experienced a significant increase in motivation and engagement compared to the control group. It is hoped that this research can make an important contribution to the development of technology-based education and the use of LMS as an effective tool for increasing participant motivation and engagement. This study concludes that the implementation of gamification at the website-based LMS Linsafe LPK Adiputra Purwokerto will be effective in enhancing the learning experience of participants by incorporating game elements. LPK Adiputra Purwokerto participants should tend to be more motivated and actively involved in the learning process so that later they can improve the quality and overall learning outcomes.
Rancang Bangun Aplikasi E-Voting Pemilihan Ketua Pondok Pesantren Berbasis Web Menggunakan Metode Waterfall Krismanto, Angga Widwan; Adhitama, Rifki; Prasetyo, Novian Adi
Jurnal Informatika: Jurnal Pengembangan IT Vol 7, No 2 (2022)
Publisher : Politeknik Harapan Bersama

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30591/jpit.v7i2.3415

Abstract

Peneliti membuat sebuah penelitian tentang e-voting pemilihan ketua Pondok Pesantren Darussalam Dukuhwaluh-Purwokerto berbasis website bertujuan untuk mengalih fungsikan pemilihan manual menuju pemilihan dengan memanfaatkan sistem digital. Selain itu penelitian e-voting berbasis website ini bertujuan untuk mempermudah kinerja KPUP (Komisi Pemilihan Umum Pondok) dalam mengelola hasil suara pemilihan ketua Pondok Pesantren Darussalam Dukuhwaluh-Purwokerto. Dalam penelitian ini peneliti menggunakan tiga metode yang menjadi landasan dalam penulisan dan pengumpulan data, yaitu metode observasi, wawancara, dan Pustaka supaya hasil penelitian sesuai dengan kebutuhan yang diharapkan. Kemudian PHP merupakan bahasa pemrogamman yang digunakan dalam dalam penelitian ini, MySQL sebagai basis data dan Xampp untuk server web penelitian. Adapun pengujian sistem menggunakan teknik Black Box Testing, dari hasil pengujian yang sudah dilaksanakan bahwa Rancang Bangun Aplikasi E-Voting Berbasis Web (Studi Kasus: Pondok Pesantren Darussalam Dukuhwaluh-Purwokerto) patut digunakan dan dibutuhkan karena sesuai dengan fungsi yang ada pada pemilihan ketua Pondok Pesantren Darussalam Dukuhwaluh-Purwokerto. Output dari penelitan ini bisa di implementasikan pada pemilihan ketua Pondok Pesantren Darussalalam Dukuhwaluh-Purwokerto dengan pengesuaian sistem terlebih dahulu agar pihak yang bersangkutan mudah menggunakan sistem yang telah di teliti.