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Transformasi Pemantauan Gizi Anak: Implementasi Aplikasi Website di PKD Desa Karangkemojing Hellyana, Corie Mei; Fadlilah, Nuzu Imam; Saifudin, Saifudin; Widayanto, Aprih
JURNAL PENGABDIAN KEPADA MASYARAKAT Vol 15 No 1 (2025): Juli 2025
Publisher : LPPM UNINUS

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30999/jpkm.v15i1.3361

Abstract

Children's nutritional health is a crucial factor for their growth and development. Regular monitoring of nutrition is essential for detecting and preventing nutritional issues. This study aims to develop a web-based application for monitoring children's nutrition at the Village Health Center (PKD) in Karangkemojing Village. The methodology employed is the System Development Life Cycle (SDLC) approach, involving analysis, design, implementation, and evaluation. This web-based application allows health workers and parents to monitor children's nutritional status regularly through data on weight, height, and other nutrition indicators. It is expected that the use of this application will enhance the efficiency of posyandu cadres in monitoring children's nutrition. Additionally, the application facilitates access to nutritional information for health workers and parents while supporting decision-making regarding nutritional interventions. The utilization of this application is anticipated to serve as a model for other regions in improving the quality of children's health services at the village level.
Transformasi Pemantauan Gizi Anak: Implementasi Aplikasi Website di PKD Desa Karangkemojing Hellyana, Corie Mei; Fadlilah, Nuzul Imam; Saifudin, Saifudin; Widayanto, Aprih
JURNAL PENGABDIAN KEPADA MASYARAKAT Vol 15 No 1 (2025): Juli 2025
Publisher : LPPM UNINUS

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30999/jpkm.v15i2.3362

Abstract

Children's nutritional health is a crucial factor for their growth and development. Regular monitoring of nutrition is essential for detecting and preventing nutritional issues. This study aims to develop a web-based application for monitoring children's nutrition at the Village Health Center (PKD) in Karangkemojing Village. The methodology employed is the System Development Life Cycle (SDLC) approach, involving analysis, design, implementation, and evaluation. This web-based application allows health workers and parents to monitor children's nutritional status regularly through data on weight, height, and other nutrition indicators. It is expected that the use of this application will enhance the efficiency of posyandu cadres in monitoring children's nutrition. Additionally, the application facilitates access to nutritional information for health workers and parents while supporting decision-making regarding nutritional interventions. The utilization of this application is anticipated to serve as a model for other regions in improving the quality of children's health services at the village level.
Komparasi K-Nearest Neighbors (KNN) dan Naive Bayes pada Klasifikasi Sentimen Ulasan Aplikasi Tokopedia di Google Play Store Ragil Wijianto; Pratmanto, Dany; Widayanto, Aprih; Ubaidilah
Informatics and Computer Engineering Journal Vol 5 No 2 (2025): Periode Agustus 2025
Publisher : Lembaga Penelitian dan Pengabdian Masyarakat (LPPM) Universitas Bina Sarana Informatika

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31294/icej.v5i2.8939

Abstract

Ulasan pengguna aplikasi e-commerce di platform seperti Google Play Store merupakan sumber umpan balik vital bagi pengembang, namun volumenya yang masif menyulitkan analisis manual. Penelitian ini bertujuan untuk mengatasi tantangan tersebut dengan melakukan analisis sentimen otomatis pada ulasan aplikasi Tokopedia. Fokus utama adalah mengklasifikasikan sentimen ulasan ke dalam kategori positif dan negatif serta membandingkan secara empiris kinerja dua algoritma klasifikasi populer, yaitu Naive Bayes (NB) dan K-Nearest Neighbors (KNN). Metodologi penelitian mencakup tahapan pengumpulan data ulasan dari Google Play Store, pra-pemrosesan teks ekstensif (termasuk case folding, cleaning, tokenizing, stopword removal, stemming), ekstraksi fitur numerik dari teks, implementasi model NB dan KNN, serta evaluasi komparatif menggunakan metrik Akurasi, F1-Score, dan Area Under the Curve (AUC). Hasil evaluasi pada data uji menunjukkan bahwa algoritma KNN menunjukkan kinerja yang secara signifikan lebih unggul dibandingkan Naive Bayes. KNN berhasil mencapai akurasi sebesar 80.00% dengan nilai AUC 0.865, sementara Naive Bayes hanya mencapai akurasi 71.50% dengan nilai AUC 0.576 yang mengindikasikan kemampuan diskriminatif rendah. Penelitian ini menyimpulkan bahwa KNN merupakan metode yang lebih efektif dan reliabel dibandingkan NB untuk tugas klasifikasi sentimen pada dataset ulasan aplikasi Tokopedia ini, dan menawarkan potensi aplikasi praktis untuk memonitor opini pengguna secara otomatis.
APLIKASI GAME EDUKASI AYO MENGENAL SHOLAWAT UNTUK ANAK USIA 9 TAHUN BERBASIS ANDROID Aprih Widayanto; Widayanto, Aprih; Setiawan, Agus
Informatics and Computer Engineering Journal Vol 2 No 1 (2022): Periode Agustus 2022
Publisher : Lembaga Penelitian dan Pengabdian Masyarakat (LPPM) Universitas Bina Sarana Informatika

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31294/icej.v2i1.691

Abstract

Abstract - Sholawat is a reading in Arabic spoken by Muslims as a sign of honor and appreciation to the Prophet Muhammad SAW. In this modern era, sholawat needs to be introduced to everyone, especially for children. In this case, it is necessary to implement media development to introduce easy-to-understand and interesting sholawat in order to motivate children to know about sholawat at an early age, especially in today's era, many young children are already using gadgets. At this time, Sholawat has been widely introduced through videos uploaded on social media YouTube. But here the author wants to introduce sholawat through interactive educational game application media and with visuals that are more attractive, simple, easy to use. The author uses research methods, observation, interviews and literature study so that later in making the application more systematic and efficient. The educational game application is packaged in a more modern way by following current technological developments, making it faster to be recognized by all users of this educational game application Keywords: Sholawat, Applications, Educational Games
APLIKASI GAME EDUKASI AYO MENGENAL SHOLAWAT UNTUK ANAK USIA 9 TAHUN BERBASIS ANDROID Aprih Widayanto; Widayanto, Aprih; Setiawan, Agus
Informatics and Computer Engineering Journal Vol 2 No 1 (2022): Periode Agustus 2022
Publisher : Lembaga Penelitian dan Pengabdian Masyarakat (LPPM) Universitas Bina Sarana Informatika

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31294/icej.v2i1.691

Abstract

Abstract - Sholawat is a reading in Arabic spoken by Muslims as a sign of honor and appreciation to the Prophet Muhammad SAW. In this modern era, sholawat needs to be introduced to everyone, especially for children. In this case, it is necessary to implement media development to introduce easy-to-understand and interesting sholawat in order to motivate children to know about sholawat at an early age, especially in today's era, many young children are already using gadgets. At this time, Sholawat has been widely introduced through videos uploaded on social media YouTube. But here the author wants to introduce sholawat through interactive educational game application media and with visuals that are more attractive, simple, easy to use. The author uses research methods, observation, interviews and literature study so that later in making the application more systematic and efficient. The educational game application is packaged in a more modern way by following current technological developments, making it faster to be recognized by all users of this educational game application Keywords: Sholawat, Applications, Educational Games
Sistem Pendukung Keputusan Pemilihan Vendor Pengadaan Barang Dan Jasa Pada Perumda Pasar Jaya Dengan Menggunakan Metode Analytical Hierarchy Process Yasin, Abdul Malik; wijianto, ragil; Widayanto, Aprih
Informatics and Computer Engineering Journal Vol 2 No 2 (2022): Periode Agustus 2022
Publisher : Lembaga Penelitian dan Pengabdian Masyarakat (LPPM) Universitas Bina Sarana Informatika

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31294/icej.v2i2.792

Abstract

Procurement of goods and service selection is one of the most important activity in a company. Vendor selection is a multi criteria problem which includes legality, financial statements, address checking, price and production capacity. For thus reason selecting the best vendor will affect a lot on desired working quality expectation. Analytical hierarchy process (AHP) can be utilized as one of effective method, by this means the value from a critieria of selection are not defined at the beginning but through priority scales formula (level of importance). This research was conducted at Perumda Pasar Jaya who will develop a partnership with PT. Damai Prima Tangguh, PT. Han awal, and PT. Rekan Sukses Sejahtera to complete a project According to the result of priority scales (level of importance) value research in vendor selection, PT Damai proma tangguh is chosen as the first by employee with 0,514 value score, the second one to be chosen is pt han awal with 0,274 value score, and the last place is pt rekan sukses sejahtera with 0,208 vakue score. The ideal vendro According to the analysis above is PT Damai Prima Tangguh. Keywords: Vendor selection, Analytical Hierarchy Process (AHP), Best vendor
GAME EDUKASI MENGENAL KEBUDAYAAN BANGSA BERBASIS ANDROID Widayanto, Aprih; Saifudin, Saifudin; Julianto, Fajar
Informatics and Computer Engineering Journal Vol 3 No 1 (2023): Periode Februari 2023
Publisher : Lembaga Penelitian dan Pengabdian Masyarakat (LPPM) Universitas Bina Sarana Informatika

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31294/icej.v3i1.1704

Abstract

Abstracts - With so many foreign cultures entering and more and more people adapting foreign cultures, fewer people are familiar with the culture of the Indonesian people. Therefore, introducing national culture to the younger generation is very important to maintain and preserve national culture as the identity of the Indonesian nation. In this final project, an educational game called Petualangan Si Nau was developed with some assets made using Adobe Photoshop software and some downloaded from the Internet and the game engine used is Construct 2 software and does not use a special programming language because all commands used in the game are set. using EvenSheet which consists of Event and Action. The mechanism in the game developed is almost the same as platformer games in general, namely passing obstacles, collecting items, and achieving a goal at each level in the game. But the difference is, this game adds educational elements such as answering questions and so on. The educational game Petualangan Si Nau was built using the game engine Construct 2 and exported using the Cordova CLI, All the features contained in the educational game Petualangan Si Nau can function as expected, The educational game Petualangan Si Nau is a place or media to introduce traditional culture that exist in Indonesia to the younger generation, With the educational game Petualangan Si Nau students will find it easier to learn about traditional culture in Indonesia. Keywords: National Identity, Culture, Educational Games
PEMBUATAN GAME “TEBAK GAMBAR HEWAN” UNTUK ANAK SD KELAS 3 BERBASIS ANDROID Widayanto, Aprih; Pradana, Wahyu Nur Pradana
Informatics and Computer Engineering Journal Vol 3 No 1 (2023): Periode Februari 2023
Publisher : Lembaga Penelitian dan Pengabdian Masyarakat (LPPM) Universitas Bina Sarana Informatika

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31294/icej.v3i1.1786

Abstract

Abstracts - The goal to be achieved in this Final Project is to create an animal-themed educational game by guessing pictures as the main gameplay element that can be run on Smartphone media. This is motivated by the unavailability of all animals in the children's residence and the absence of an educational park or zoo in the children's neighborhood. By using games as a medium for learning animal names, the author will make the learning process to recognize animal names more interesting. There are many things to learn and need to know in the process of making this Guess the Picture: World of Animals game. The first of course is the selection of the type of animal and the animals in it, the next is to make the design concept, of course all the design concepts in this game will be adjusted to the goals and themes, then the next process is to create or search game assets based on the concepts that have been selected and make preparations into the program (software) that has been selected. Here the author uses a main software, namely Construct2 which is a game designer application that uses HTML5 as its programming language. Keywords: Game, Education, Animal, Construct2, HTML5
SISTEM INFORMASI POSYANDU DESA SALAWANGI KABUPATEN MAJALENGKA BERBASIS WEBSITE Adiyanto, Yogi; Widayanto, Aprih
Informatics and Computer Engineering Journal Vol 3 No 2 (2023): Periode Agustus 2023
Publisher : Lembaga Penelitian dan Pengabdian Masyarakat (LPPM) Universitas Bina Sarana Informatika

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31294/icej.v3i2.2267

Abstract

Posyandu adalah kegiatan kesehatan dasar yang diselenggarakan dari, oleh dan untuk masyarakat yang dibantu oleh petugas kesehatan. Posyandu merupakan salah satu Upaya Kesehatan Bersumberdaya Masyarakat (UKBM). Jadi, Posyandu adalah kegiatan swadaya dari masyarakat dibidang kesehatan dengan penanggung jawab kepala desa. Konsep Posyandu berkaitan erat dengan keterpaduan. Keterpaduan yang dimaksud meliputi keterpaduan dalam aspek sasaran, aspek lokasi kegiatan, aspek petugas penyelenggara, aspek data dan aspek sebagainya. (Depkes RI, 2012:1). Teknologi internet dapat dimanfaatkan untuk memperoleh akses informasi Posyandu. Data dapat disimpan secara online sehingga dapat diakses oleh masyarakat yang tergabung. Sebuah sistem informasi posyandu berbasis web dibutuhkan untuk mewujudkan hal tersebut. Sistem ini digunakan oleh Kader Posyandu untuk mencatat data kegiatan posyandu. Kemudian dapat diakses oleh warga untuk mendapatkan informasi seputar kegiatan posyandu. Teknologi internet dibutuhkan untuk mengakses informasi tanpa terikat tempat dan waktu. Diharapkan dengan Sistem Informasi berbasis web ini, pencatatan data lebih mudah dilakukan oleh kader posyandu dan informasi kegiatan posyandu dapat terakses dengan mudah oleh masyarakat. Kata Kunci : Sistem Informasi, Posyandu, Berbasis Web, Internet.
Pelatihan Pembuatan Konten dan Promosi Produk di BUMDes Sumber Rejeki Desa Karangkemojing Fadlilah, Nuzul Imam; Widayanto, Aprih; Saifudin, Saifudin; Pristi, Anisa Nur; Astuti, Yeni Dwi; Risalief, Arbhat; Hellyana, Corie Mei
Jurnal Abdimas Ekonomi dan Bisnis Vol. 3 No. 2 (2023): Jurnal Abdimas Ekonomi dan Bisnis
Publisher : LPPM Universitas Bina Sarana Informatika

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31294/abdiekbis.v3i2.3006

Abstract

BUMDes Sumber Rejeki Desa Karangkemojing is a business activity managed by the apparatus of Karangkemojing Village, Gumelar District, Banyumas Regency. These BUMDes exist with the aim of improving the standard of living and economy of rural communities. For now, the products in BUMDes Sumber Rejeki are coffee products. Based on the results of interviews with the management of Sumber Rejeki BUMDes by doing business and helping the community introduce home industrial products or household-scale businesses in the area of Karangkemojing Village, it is possible for other products to be provided or deposited in Sumber Rejeki BUMDes, so that the industrial products of the people of Karangkemojing Village are better known to the wider community. Based on this case, the community service group (PM) and Sumber Rejeki BUMDes collaborated with to hold content creation and product promotion training utilizing the Canva application and Google MyBusiness to help Sumber Rejeki BUMDes introduce MSME and home industry products online. The results obtained by participants in PM were able to get to know, utilize and use the Canva application to create content and then upload it to social networks for product promotion and marketing tools.