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All Journal Jurnal Civics: Media Kajian Kewarganegaraan INOTEKS : Jurnal Inovasi Ilmu Pengetahuan, Teknologi, dan Seni Jurnal Pembangunan Wilayah dan Kota Jurnal Teknosains Journal of Educational Science and Technology Jurnal Sains Komunikasi dan Pengembangan Masyarakat [JSKPM] JURNAL MEDIA INFORMATIKA BUDIDARMA InComTech: Jurnal Telekomunikasi dan Komputer Prosiding Seminar Nasional Darmajaya Batoboh : Jurnal Pengabdian Pada Masyarakat Computer Based Information System Journal JurTI (JURNAL TEKNOLOGI INFORMASI) J-SAKTI (Jurnal Sains Komputer dan Informatika) JIPI (Jurnal Ilmiah Penelitian dan Pembelajaran Informatika) Journal of Islamic Monetary Economics and Finance Accounting and Management Journal Indonesian Journal of Halal Research Brahmana : Jurnal Penerapan Kecerdasan Buatan Dinasti International Journal of Economics, Finance & Accounting (DIJEFA) These proceedings represent the work of researchers participating in The International Conference on Elementary Education (ICEE) which is being hosted by the Elementary Education Study Programme School of Postgraduate Studies, Universitas Pendidikan Da'watuna: Journal of Communication and Islamic Broadcasting J-SAKTI (Jurnal Sains Komputer dan Informatika) JUSTIN (Jurnal Sistem dan Teknologi Informasi) Jurnal Puan Indonesia Journal of Educational Sciences Florona : Jurnal Ilmiah Kesehatan Jurnal Pengabdian Masyarakat Dharma Andalas Education, Language, and Arts: Jurnal Pengabdian Kepada Masyarakat Jurnal Pengabdian Masyarakat Bangsa Jurnal Pendidikan Ilmu Sosial Telecommunications, Networks, Electronics, and Computer Technologies (TELNECT) Kesatria : Jurnal Penerapan Sistem Informasi (Komputer dan Manajemen) Jurnal Pengabdian dan Pemberdayaan Banyuwangi Scientificum Journal of Political Sphere Journal of Economics and Management Nuwo Abdimas Journal Social Engagement: Jurnal Pengabdian Masyarakat INOVTEK Polbeng - Seri Informatika LINGUISTS : JOURNAL OF LINGUISTICS AND LANGUAGE TEACHING Indonesia Berdampak: Jurnal Pengabdian Kepada Masyarakat
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Penerapan Algoritma Naïve Bayes Dalam Pengelompokkan Air Layak Minum Sari, Dian Permata; Buana, Wira; Meri, Rozi; Perdana, Rika Widya
Kesatria : Jurnal Penerapan Sistem Informasi (Komputer dan Manajemen) Vol 5, No 3 (2024): Edisi Juli
Publisher : LPPM STIKOM Tunas Bangsa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30645/kesatria.v5i3.406

Abstract

Water is a basic human need, without water humans cannot carry out activities. However, not all types of water can be consumed and are healthy for humans. So it is important to check water quality regularly. Because the influence of weather can make the water quality unfit      consumption. To determine water quality, laboratory testing is required. This test requires complex analysis results so the time used in testing is relatively longer. In data mining there are classification techniques that can be used to group drinking water samples based on several variables that have been determined from water data. The aim of this research is to classify the types of drinking water that are suitable for consumption and the characteristics of healthy water. To process the data using the Naïve Bayes algorithm and produce an accuracy value of 75%.
Upaya Peningkatan Kemampuan Literasi dan Numerasi Siswa SDN 1 Sepanjang Melalui Program Agroschooling Alauzai, Ahmad Fani Al; Sukma, Fena Dheta; Sari, Dian Permata; Nirvana, Atnic Satya; Auzai, Ahmad Fani Al; Musthofa, Najichul Fikri
Jurnal Pengabdian dan Pemberdayaan Banyuwangi (Jurnal Abdiwangi) Vol 1 No 2 (2024): Jurnal Abdiwangi
Publisher : Pusat Penelitian dan Pengabdian Kepada Masyarakat, Politeknik Negeri Banyuwangi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.57203/abdiwangi.v1i2.2024.77-85

Abstract

The improvement of literacy and numeracy skills is a focus of the Indonesian Ministry of Education and Culture (Kemdikbud RI), given the low proficiency of Indonesian students in these areas. The agroschooling program at SDN 1 Sepanjang aims to enhance the literacy and numeracy skills of students through farming activities. The implementation method of this program involves socialization, training, and field practice over a period of three months. Socialization aims to correct understanding of literacy and numeracy, as well as motivate participants to engage in the program. Training provides basic knowledge of plant care, while field practice enables students to apply this knowledge in real farming activities. As a result, students show high enthusiasm and improvement in literacy and numeracy skills through contextual and relevant activities. They learn to select seeds, care for plants, calculate water and fertilizer requirements, and produce progress reports on plant growth. This approach not only teaches academic skills but also instills values of responsibility, cooperation, and environmental stewardship
PERSEPSI GURU TERHADAP PENGGUNAAN APLIKASI CANVA SEBAGAI PENUNJANG MEDIA PEMBELAJARAN DI SEKOLAH DASAR Siti Nurjanah; Astiti, Niken Yuni; Putra, Agung Dian; Rifaldo, Muhammad Fajril; Sari, Dian Permata
PENDIS (Jurnal Pendidikan Ilmu Sosial) Vol. 3 No. 3 (2024): Desember
Publisher : Yayasan Insan Cipta Medan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61721/pendis.v3i3.434

Abstract

Penelitian ini bertujuan untuk mengetahui persepsi guru dan siswa terhadap penggunaan aplikasi canva sebagai media pembelajaran di sekolah dasar. Penelitian ini menggunakan pendekaatn campuran yaitu gabungan antara pendekatan kuantitatif dan kualitatif, untuk mengumpulkan data komprehensif dari guru yang terlibat dalam pembelajaran menggunakan canva sebagai media desain. Teknik pengambilan data menggunakan kuesioner dan wawancara. Teknik analisis data menggunakan teknik deskriptif kuantitaif untuk hasil kuesioner dan teknik deskriptif kualitatif untuk hasil wawancara. Melalui penggunaan aplikasi canva ini diharapkan guru dapat membuat media pembelajaran yang lebih kreatif dan inovatif guna meningkatkan minat dan motivasi peserta didik dalam mengikuti pembelajaran. Hasil dari kuesioner menunjukkan rata-rata 55% guru sangat setuju dan 39% setuju bahwa aplikasi canva menarik untuk digunakan, pengguna paham mengaplikasikan canva untuk membuat media pembelajran, aplikasi canva mempermudah pemahaman peserta didik, dan aplikasi canva memungkinkan peserta didik dapat belajar dimanapun dan kapanpun. Penggunaan canva juga meningkatkan keterlibatan peserta didik serta meningkatkan focus, konsentrasi, minat dan motivasi peserta didik dalam pembelajaran
Strategi Pemasaran Jamu Tradisional di Masa Pandemi Covid-19 Pada Penjual Jamu Gendong di Kelurahan Tanjung Pinang Kota Jambi Sari, Dian Permata; Pangiuk, Ambok; Subhan, Muhammad
Scientificum Journal Vol. 1 No. 5 (2024): September
Publisher : Yayasan Almahmudi Bin Dahlan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37985/sj.v1i5.31

Abstract

Penelitian ini menggunakan metode penelitian kualitatif. Berdasarkan hasil penelitian yang dilakukan yaitu: (1) Strategi pemasaran yang dilakukan penjual jamu gendong untuk memasarkan produknya yaitu dengan menggunakan strategi pemasaran marketing mix. (2) Adapun kendala yang dihadapi penjual jamu di masa pendemi covid-19 yaitu adanya tempat berjualan yang terkena penutupan dikarenakan kebijakan pemerintah yang melarang adanya kerumunan. Sifat jamu yang cair dan ketahanan jamu yang tidak dapat bertahan lama untuk disimpan. Kemasan yang digunakan tidak cukup menarik untuk dipasarkan secara online. Serta adanya perubahan sistem pemasaran secara digital guna menghindari kontak langsung
Pelatihan Pembuatan Video Pembelajaran pada Guru SD IT Al-Iffat Payakumbuh Menggunakan Aplikasi OBS Studio Sari, Dian Permata; Buana, Wira; Sari, Mike Febri Mayang; Rizki, Sestri Novia
PUAN INDONESIA Vol. 6 No. 2 (2025): Jurnal Puan Indonesia Vol 6 No 2 Januari 2025
Publisher : ASOSIASI IDEBAHASA KEPRI

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37296/jpi.v6i2.319

Abstract

As time progresses, especially in terms of technology, there are more and more benefits that can be obtained if we can keep up. Currently, especially in the midst of the COVID-19 pandemic, the teaching and learning process has also changed. The world of education was then forced to change direction to change the way of learning based on face-to-face encounters to online learning. If previously you were used to providing material through books, now teaching materials are provided via online media, which can be in the form of e-books, digital classes, or learning videos. Currently, learning media is developing very rapidly, previously using textbooks, teaching in class and now using online media. The use of online media in learning can be in the form of audio and video learning which students can access anywhere and anytime, regardless of time. Technological advances in the world of education must be balanced with the quality of teachers regarding understanding and expertise in using technology so that students do not become monotonous in learning with the online system. Learning videos are media that can be used to support the smooth learning process, one application that can be used is Open Broadcaster Software (OBS) studio. Some of the features of this application are recording. Apart from that, the application can be used for streaming by having scene, visual and audio features that can be created with the creativity of each teacher. With video learning media, students are able to achieve abilities in the cognitive, affective, psychomotor domains and can improve interpersonal skills.
Artificial Intelegence Perbandingan Algoritma Simple Hill Climbing Dan Steepest Ascent Hill Climbing Dalam Media Pembelajaran Alfabert Sari, Mike Febri Mayang; Sari, Dian Permata
J-SAKTI (Jurnal Sains Komputer dan Informatika) Vol 6, No 2 (2022): EDISI SEPTEMBER
Publisher : STIKOM Tunas Bangsa Pematangsiantar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30645/j-sakti.v6i2.530

Abstract

This game is of interest to children aged 4 to 6 years and is very useful and able to sharpen the brain, improve memory for children. The Alphabert Game Algorithm must have a clear process of stages in order to achieve a goal in the Search system. Alphabert's Game Logic uses the Simple Hill Climbing Algorithm and the Ascent Hill Climbing Algorithm which is often used in artificial intelligence. The problem that occurs in the research, is the lack of user understanding to find a suitable algorithm to arrange the Alfabert game according to the principle of how an algorithm works. The Alphabert compilation game must follow predetermined rules in order to obtain the correct algorithm so as to produce an arrangement that is in accordance with the initial data. The work process of completing the preparation of the alphabet. The benefits of this research provide a solution to solve the Alfabert game in accordance with the rules of the Imple Hill Climbing algorithm, the Ascent Hill Climbing Search Algorithm so as to produce a solution in the search method. To solve this case there are 3 things that must be considered1. If the new state is the goal then exit 2. If not the goal, but the value is better than the current state, then make the new state into the current state 3. If the new state is not better than the current state, then continue the next iteration. Based on the search process, the final result of Alfabert's game is in the correct position of 8 squares according to the initial rule, then the search is stopped and produces a goal.
Sosialisasi Penguatan Integritas Mahasiswa dalam Mencegah Budaya Anti Korupsi di Lingkungan Universitas Lampung Sari, Dian Permata; Saputri, Rima Yuni; Nurjanah, Siti
Nuwo Abdimas Vol. 3 No. 2 (2024): Nuwo Abdimas
Publisher : FAKULTAS KEGURUAN DAN ILMU PENDIDIKAN UNIVERSITAS LAMPUNG

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

Abstract

Corruption is a serious challenge that harms the country financially and morally. The Pancasila and Citizenship Education (PPKn) Study Program at the University of Lampung initiated a program to strengthen the integrity of third-semester students to build an anti-corruption culture. This activity aims to increase students' understanding, awareness, and commitment to integrity values, such as honesty, responsibility, and transparency. The methods used include problem analysis, poster trials through focus group discussions (FGD), socialization, and evaluation. The results showed an increase in students' understanding of integrity. Posters as an educational medium have proven effective in conveying anti-corruption messages, while motivating students to apply these values. Students also showed a higher commitment as agents of social change in realizing cultural integrity on campus. However, challenges such as tolerance for dishonest behavior in the social environment still need to be overcome. Therefore, strengthening is needed through the integration of anti-corruption values ​​in the curriculum, public campaigns, and ongoing evaluation. This step is expected to be able to create a young generation with integrity who supports good governance and becomes a driving force for eradicating corruption.
Artificial Intelegence Perbandingan Algoritma Simple Hill Climbing Dan Steepest Ascent Hill Climbing Dalam Media Pembelajaran Alfabert Sari, Mike Febri Mayang; Sari, Dian Permata
J-SAKTI (Jurnal Sains Komputer dan Informatika) Vol 6, No 2 (2022): EDISI SEPTEMBER
Publisher : STIKOM Tunas Bangsa Pematangsiantar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30645/j-sakti.v6i2.530

Abstract

This game is of interest to children aged 4 to 6 years and is very useful and able to sharpen the brain, improve memory for children. The Alphabert Game Algorithm must have a clear process of stages in order to achieve a goal in the Search system. Alphabert's Game Logic uses the Simple Hill Climbing Algorithm and the Ascent Hill Climbing Algorithm which is often used in artificial intelligence. The problem that occurs in the research, is the lack of user understanding to find a suitable algorithm to arrange the Alfabert game according to the principle of how an algorithm works. The Alphabert compilation game must follow predetermined rules in order to obtain the correct algorithm so as to produce an arrangement that is in accordance with the initial data. The work process of completing the preparation of the alphabet. The benefits of this research provide a solution to solve the Alfabert game in accordance with the rules of the Imple Hill Climbing algorithm, the Ascent Hill Climbing Search Algorithm so as to produce a solution in the search method. To solve this case there are 3 things that must be considered1. If the new state is the goal then exit 2. If not the goal, but the value is better than the current state, then make the new state into the current state 3. If the new state is not better than the current state, then continue the next iteration. Based on the search process, the final result of Alfabert's game is in the correct position of 8 squares according to the initial rule, then the search is stopped and produces a goal.
Pengaruh Kualitas Website Ceisa 4.0 Terhadap Kepuasan User Menggunakan Webqual 4.0 Anggraeni, Sri; Fuada, Syifaul; Sari, Dian Permata; Hasugian, Leonardi Paris; Darmawan, Tedi
JurTI (Jurnal Teknologi Informasi) Vol 8, No 2 (2024): DESEMBER 2024
Publisher : Universitas Asahan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36294/jurti.v8i2.4474

Abstract

Portal website CEISA 4.0 merupakan website yang digunakan oleh institusi Bea dan Cukai dengan perusahaan yang berkerja sama guna memudahkan integrasi antar perusahaan, bisnis dan perusahaan, maupun bisnis dan bisnis. Studi yang dilakukan bertujuan untuk mengetahui apakah terdapat pengaruh penggunaan website CEISA 4.0 terhadap kepuasan pengguna atau tidak. Hasil pengujian yang didapatkan menyatakan bahwa secara parsial tidak terdapat pengaruh usability terhadap kepuasan pengguna, namun sebaliknya terdapat pengaruh dalam kualitas informasi dan kualitas interaksi terhadap kepuasan pengguna. Dilain hal secara simultan terdapat pengaruh website CEISA 4.0 terhadap kepuasan pengguna dengan hasil nilai F hitungnya lebih besar dari F tabel 21,742 > 2,96.
Analysis of the Impact of Financial Technology (Fintech) on the Needs of Generation Z in the Community Around UPI Purwakarta Campus Zahratunnisa, Zahratunnisa; Sari, Dian Permata; Hikmawan, Rizki
Dinasti International Journal of Economics, Finance & Accounting Vol. 5 No. 5 (2024): Dinasti International Journal of Economics, Finance & Accounting (November - De
Publisher : Dinasti Publisher

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.38035/dijefa.v5i5.3375

Abstract

In the era of technological acceleration, technological advancements affect various aspects of life including the financial sector. Financial Technology (fintech) is an innovation that facilitates financial transactions and online loans, especially for generation Z. However, this convenience is also accompanied by risks such as fraud and consumptive behavior. This study aims to determine the impact and factors that affect Generation Z in financial technology in the community around the UPI Purwakarta campus. The research method used was a quantitative research method with a likert scale and distributed to 435 respondents. The data analysis techniques used are correlation analysis and simple regression analysis. While the hypothesis test uses the determination coefficient and the F test. The results of this study show that there is a significant (simultaneous) influence between the perception of Generation Z and the use of fintech applications and the magnitude of the influence is 31.1%.
Co-Authors Abdillah, Shelya Putri Nurhaliza Akbar, Fachrul Alauzai, Ahmad Fani Al Alifah, Aisyah Husna Amanah, Ummi Ambok Pangiuk Aminuyati Andika, Benni Anugrah, Aldi Hamzah Ardhi Yudisthira Arie Setya Putra Arif, Arifuddin M. Asri, Dian Astiti, Niken Yuni Auzai, Ahmad Fani Al Azura, Faradila Azzahra, Rafifa Barri, Muhamad Akda Fathul Cahyani, Dinda Cahyanti, Pita Asih Bekti Danang Sri Wibowo, Danang Sri Darmansyah Darmawan, Tedi Daulay, Afnidar Dewi Handayani Didik Purwantoro Dwinatrana, Khiky Endah Tri Wahyuningtyas Erika Takidah Fajriani, Susi Fatimah, Ismah Fauzan, Adrul Fitri, Widya Haji Che Daud, Mohd. Radzi bin Hasan, Siti Devina Miftahul Hidayat, Slamet Hikmawan, Rizki Husniyah, Af'idatul Ilhami, Restu Wahyudi Imam Buchori Iqbal, Arifal Muhamad Jaswir, Irwandi Kamal, Sefrianita Kartika, Rina Khoerunnisa, Indah Kristiani, Sepia Putri Ladayya, Ulfa Leonardi Paris Hasugian Lestari, Triami Malse Anggia Masdar, Nisma Ariskha Mawar Mawar, Mawar Meri, Rozi Muhammad Fajril Rifaldo Muhammad Fikri Muhammad Subhan Muhammad, Ulul Azmi Mulyara, Budi Muslikh Muslikh Musthofa, Najichul Fikri Mutiara, Nuraini Gandes Myrna Dwi Rahmatya Nanda, Meutia Nandayasa, Wira Wahyudi Nasution, Diana Himayanti Nirvana, Atnic Satya Nitih Indra Komala Dewi Nofrizal Nova Rini Nur Hidayat Nuratiza, Nuratiza NURLIANA NURLIANA Nurul Huda Nuur Wachid Abdul Majid Panjaitan, Yosafatur Aprendy Perdana, Rika Widya Perdana, Zia Imam Putra, Agung Dian Putri, Lusia Eka Putut Aji Nalendro Rachmi, Dewi Prathita Rafifah Azzahra Rahayu, Chika Rahma Maulida, Rahma Rahmat, Albiya Rahmawati, Indhi Ramadhani, Ugi Putri Retna Hidayah Ridho, Najah Ulfa Riska Amelia Rizki, Sestri Novia SAPUTRI, RIMA YUNI Saragih , Putri Amaliyah Sari, Mike Febri Mayang Satoto Endar Nayono, Satoto Septiadi, Jaka Serdiani, Serdiani Setyawan, Febby Hadi Siswahyudianto Siti Nurjanah Solihat, Sinta Sri Anggraeni Sukma, Fena Dheta Suprih Widodo, Suprih Surya, Sara Susandro, Susandro Syifaul Fuada Tanwattana, Nattapat Titik Sumarti Ubaidillah, Muhammad Usman, Hendrizal Wahyu, Yazid Zidani Wahyudi, Rifqi Nur Wibawa, Aisyah Cinta Putri Wicaksono, Mochamad Fajar Wijaya, Roma Wira Buana, Wira Yesi Elsandra