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Text Extraction and Structurization of Indonesian Laws for Semantic and Relational Analysis Muhammad Harist Murdani; Fikri Hadi
Infotekmesin Vol 17 No 2 (2026): Infotekmesin: Juli 2026
Publisher : P3M Politeknik Negeri Cilacap

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35970/

Abstract

Indonesia is struggling with too many overlapping laws which is reflected in the number of judicial review cases the Constitutional and Supreme Court received. There is a need to develop a more systematic way to analyze legal reasoning. This study suggests a tech-driven framework for digital laws, which could help with national legal reforms in line with SDG 16. This study compares Tesseract OCR, PyMuPDF and  the Gemini API to extract text from PDFs. Gemini API accuracy tops other methods, thus it is used for the rest of study. Then the text is cleaned and turned into structured JSON which gets plugged into ChromaDB for analyzing semantic similarities and ArangoDB for mapping out legal relationships. The result is a machine-readable version of Indonesian laws. The whole approach shows a scalable method for taking complex legal documents and turning them into a structured knowledge base. The experimental results demonstrate that the Gemini API significantly outperforms conventional methods, achieving 97% text accuracy, 95% structural accuracy, and only 3% Word Error Rate, compared to 78% and 90% for Tesseract and PyMuPDF, respectively.
PELATIHAN GAME EDUKATIF BERBASIS SCRATCH BAGI GURU SEKOLAH DASAR Mamik Usniyah Sari; Muhammad Harist Murdani; Nurwahyudi Widhiyanta
Prosiding Konferensi Nasional Pengabdian Kepada Masyarakat dan Corporate Social Responsibility (PKM-CSR) Vol 8 (2025): Penguatan Ekonomi Masyarakat Berbasis Ekologis untuk Mencapai Keberlanjutan Menuju Ind
Publisher : Asosiasi Sinergi Pengabdi dan Pemberdaya Indonesia (ASPPI)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37695/pkmcsr.v8i0.2671

Abstract

This Community Engagement Program (PPM) was implemented at Al Kautsar Elementary School, Benowo, Surabaya, an institution with more than 300 students that demonstrates strong potential for digital literacy development but continues to face challenges in integrating technology-based learning media. The main issues identified include the low competence of teachers in utilizing coding tools such as Scratch, the absence of interactive digital media integration in the learning process, and the limited availability of appropriate teaching resources. In response to the Ministry of Education, Culture, Research, and Technology’s policy to integrate coding and artificial intelligence (AI) into the curriculum starting in 2025, the proposing team offers a solution through intensive training and teacher mentoring in designing and utilizing Scratch-based learning media, supported by student involvement under the MBKM (Freedom to Learn – Independent Campus) scheme. The program’s expected outputs include improved teacher competence in applying Scratch, the development of at least three interactive digital learning media, the preparation of a Scratch teaching module for elementary school teachers, documentation of student involvement, and dissemination of results through CSR-PKM proceedings and mass media. The implementation method consists of five stages: socialization, practice-based training, classroom application of the media, mentoring and evaluation, and program sustainability planning through the development of teachers as internal trainers. This program is expected to support the implementation of the new curriculum, enhance digital literacy, and foster a technology-based learning ecosystem in elementary education.
PPM PELATIHAN GAME EDUKATIF SCRATCH GUNA MEMBANGUN KREATIVITAS DAN LITERASI DIGITAL Muhammad Harist Murdani; Mamik Usniyah Sari; Fitriya Gemala Dewi
Prosiding Konferensi Nasional Pengabdian Kepada Masyarakat dan Corporate Social Responsibility (PKM-CSR) Vol 8 (2025): Penguatan Ekonomi Masyarakat Berbasis Ekologis untuk Mencapai Keberlanjutan Menuju Ind
Publisher : Asosiasi Sinergi Pengabdi dan Pemberdaya Indonesia (ASPPI)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37695/pkmcsr.v8i0.2672

Abstract

This Community Engagement Program was conducted at Wijaya Putra Senior High School, Surabaya, which faces challenges of low digital literacy and limited platforms for developing students’ creativity in interactive technology. The program aims to enhance logical and creative thinking skills as well as the utilization of digital technology through training in the development of Scratch-based educational games. The implementation method consists of several stages: socialization, intensive practice-based training (learning by doing), mentoring for final projects, evaluation of student works, and the establishment of the “Scratch Creative Class” community as a sustainability strategy. The expected outcomes include improved student skills in producing interactive digital media, the establishment of a coding community within the school, the creation of student project portfolios, and the dissemination of program results through CSR-PKM proceedings and mass media. This program is expected to strengthen students’ digital literacy, foster creativity, and build a technology-based educational ecosystem within secondary schools.