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PENDAMPINGAN PENGGUNAAN MEDIA INTERAKTIF PADA POSYANDU LANSIA SEBAGAI UPAYA PENCEGAHAN DEMENSIA DI KELURAHAN SRENGSENG SAWAH Khairunisa, Yuyun; Latif, Antinah; Dwi Nurwicaksono, Bayu; Kuswoyo, Deni; Yakob, Freddy
Jurnal Pengabdian Kepada Masyarakat Vol. 4 No. 2 (2025): Januari
Publisher : Pusat Penelitian dan Pengabdian Kepada Masyarakat Politeknik Negeri Media Kreatif

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.46961/jpk.v4i2.1429

Abstract

Tim pengabdian dosen politeknik negeri media kreatif mengadakan kegiatan pengabdian masyarakat di Kelurahan srengseng sawah dengan pendampingan penggunaaan media interaktif pada kegiatan posyandu lansia yang diadakan rutin tiap bulan. Kegiatan ini merupakan implementasi hasil inovasi dosen berupa aplikasi game digital teka-teki silang (crosswords) untuk mendukung program pemerintah berupa kemandirian kesehatan pada masyarakat lansia. Sampai saat ini belum diketemukan obat untuk penyakit penurunan fungsi kognitif Alzheimer dan demensia yang merupakan gangguan kognitif pada lansia, namun beberapa penelitian menunjukkan bahwa latihan kognitif dan fisik dapat membantu mengurangi risiko dan gejala Alzheimer dan demensia. Pengguna game di Indonesia pada tahun 2022 adalah 170 juta orang atau dua pertiga penduduk Indonesia dengan pengguna baik anak-anak, remaja, dewasa maupun lansia. Game dapat menjadi alat yang efektif dalam membantu latihan kognitif dan fisik dengan menstimulasi otak dan memperkuat koneksi otak, yang dapat membantu mencegah atau memperlambat perkembangan Alzheimer dan demensia. Selain itu, game cerdas juga dapat memberikan hiburan dan motivasi kepada orang tua untuk terus berlatih dan mempertahankan kesehatan otak mereka. Kegiatan pendampingan dilaksanakan melalui berbagai tahapan yaitu perisapan, sosialisasi, pendampingan dan evaluasi. Kegiatan terlaksana dengan baik dan manfaat kegiatan dirasakan oleh para peserta.
Perancangan Aplikasi Human Resource Information System (HRIS) Metode Prototyping (Studi Kasus CV. Pawit Mulyo) Rizka Salsabila Dewitasari; Sari Setyaning Tyas; Deni Kuswoyo
Jurnal Sosial Teknologi Vol. 5 No. 9 (2025): Jurnal Sosial dan Teknologi
Publisher : CV. Green Publisher Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59188/jurnalsostech.v5i9.32423

Abstract

Penelitian ini bertujuan untuk membuat perancangan aplikasi berbasis website Human Resources Information System (HRIS) dengan metode prototyping yang nantinya akan diterapkan pada CV. Pawit Mulyo. Data yang digunakan diperoleh dari studi pustaka, observasi, wawaancara, dan kuesioner untuk mendapatkan pemahaman langsung tentang bagaimana proses absensi dan pengajuan cuti dilakukan di CV. Pawit Mulyo. Metode yang digunakan pada penelitian ini adalah prototype, metode ini dipilih karena memungkinkan pengembang untuk membuat model awal dari sistem yang akan dibangun, sehingga dapat memperoleh umpan balik dari pengguna secara langsung. Pengolahan hasil kuesioner dengan menggunakan skala likert menunjukkan bahwa, aplikasi berbasis website HRIS yang dikembangkan dikategorikan sebagai “Sangat Layak” digunakan untuk memudahkan perusahaan berdasarkan rata-rata persentase yang diperoleh senilai 85,33%.
Desain User Interface Aplikasi GSSHOP Dengan Menggunakan Metode Lean UX Wibowo, Adrian Ravaliano; Kuswoyo, Deni; Rahmansyah, Nur
JATISI Vol 12 No 3 (2025): JATISI (Jurnal Teknik Informatika dan Sistem Informasi)
Publisher : Universitas Multi Data Palembang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35957/jatisi.v12i3.11617

Abstract

Mobile applications have become a crucial part of the digital world, especially in the gaming industry. GSSHOP is a platform that provides various gaming products, from consoles and games to accessories, along with features like vouchers, points, and repair status. This research focuses on evaluating and improving the usability and user experience (UX) of the GSSHOP app. Although it has been downloaded by many users, the low rating on the Play Store indicates significant issues with its UI/UX. The initial survey using the System Usability Scale (SUS) with 40 participants showed an average score of 37.625, which falls in the low category. This suggests that the app is not meeting the users' needs. This study will focus on redesigning the UI to improve the SUS score and address usability issues, such as difficult navigation and unclear product information. The goal is to provide user-centered UI design recommendations that could improve user satisfaction, boost the Play Store rating, and support the growth of the GSSHOP business.
Development of Interactive Digital Learning Multimedia Applications as Independent Learning Module in 2-Dimensional Game Programming Courses Yeni Nurhasanah; Khairunisa, Yuyun; Kuswoyo, Deni
JTP - Jurnal Teknologi Pendidikan Vol. 24 No. 3 (2022): Jurnal Teknologi Pendidikan
Publisher : Lembaga Penelitian dan Pengabdian kepada Masyarakat, Universitas Negeri Jakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21009/jtp.v24i3.29769

Abstract

Learning activities at the Creative Media State Polytechnic after the pandemic period, especially in the design department of the game technology study program, were held in blended learning. Blended learning is the right choice of learning because it needs adaptation from lecturers and students, where previously learning was held fully online, now it is held online and offline. Blended learning activities can be very effective and efficient in their implementation if the learning process is well prepared. One of the learning activities carried out is independent learning activities. Therefore, this study aims to produce a learning application that can be used as an independent learning module so that students can learn without being assisted by anyone just by using this independent learning module. The approach taken is the ADDIE development method. The ADDIE development model consists of five stages, namely analysis, design, development, implementation, and evaluation. Expert response to this learning application is a crucial thing to do. This application is evaluated by an expert with a background in graphic design, learning media, and communication. The independent learning module application was successfully developed and implemented in semester 3 of the 2-dimensional game programming course.
Game Memoria sebagai Inovasi Digital Terapi Kognitif Pencegahan Demensia bagi Lansia: Studi Pengujian Prototipe Skala Industri Khairunisa, Yuyun; Bayu Dwi Nurwicaksono; Deni Kuswoyo
Amalee: Indonesian Journal of Community Research and Engagement Vol. 6 No. 2 (2025): Amalee: Indonesian Journal of Community Research and Engagement
Publisher : LP2M INSURI Ponorogo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37680/amalee.v6i2.8121

Abstract

The purpose of this article is to describe the results of memory game testing as a digital innovation of cognitive therapy in preventing dementia for the elderly. Dementia is a degenerative disease that attacks cognitive function in the elderly. Until now, no cure for the disease has been found; however, the risk and symptoms can be reduced through various therapies that stimulate and improve cognitive function. Smart games can be an effective tool for helping elderly individuals engage in cognitive and physical exercise. Games can stimulate the brain to prevent and slow the progression of dementia. The method used is Community-Based Participatory Research (CBPR). The stages include the formation of partnerships, the implementation of collaborative and participatory research, and the dissemination of findings. The partnership was formed with the community of True Crossword Puzzle Lovers (Petition). The design of CBPR involved the elderly in Srengseng Sawah, the curator of TTS Kompas Book Publisher, game practitioners from PT Terminal Koding, and PT Karya Jasa Digital. In its implementation, the team identified elderly health problems, designed the TTS, sought expert validation for the TTS, developed the TTS in a digital game format, tested the feasibility of the games with industry practitioners, and disseminated the games to the public. The results of the usability test, based on ISO 9241-11, indicate a positive level, with usability criterion at 70%, application ease of use criterion at 76.8%, ease of learning the application at 78%, and user satisfaction at 80.4%. Testing was also conducted on the main users of the game, specifically older people and those over 50 years old. The results of this prototype test showed that 85% of older people reported being satisfied, with a 95% level of sensitivity to memory improvement. Thus, this Memoria game can be applied as an alternative medium for dementia prevention as well as a digital innovation for cognitive therapy.