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PENGUATAN LITERASI DIGITAL MAHASISWA MELALUI PELATIHAN PEMBUATAN WEBSITE OTOMATIS BERBASIS ARTIFICIAL INTELLIGENCE Yunus Anis; Retnowati; Sri Mulyani; Sunardi; Purwatiningtyas
Servis : Jurnal Pengabdian dan Layanan kepada Masyarakat Vol. 4 No. 2 (2026): Juni
Publisher : CV. Nature Creative Innovation

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58641/servis.v4i2.215

Abstract

This community service activity was motivated by the school's need to improve digital literacy, particularly the ability to create web-based information media independently, creatively, and responsibly. Many students are already familiar with using the internet and social media, but not all of them have the productive skills to design, compose content, and publish websites. The development of artificial intelligence (AI) opens new opportunities for students to assist schools in creating school visual designs. The objectives of this activity are to improve students' understanding of digital literacy, introduce ethical use of AI, and train students to create simple automated websites for school profiles, classes, portfolios, and school activity information. The implementation method includes needs assessment, pretest, material delivery, demonstration, guided practice, project mentoring, posttest, and product evaluation. The activity was designed for TRMG students using a project-based workshop approach. The evaluation results showed an increase in students' abilities in aspects of AI understanding, prompt development, website structure, interface design, website publication, and digital ethics. The outputs of the activity were a school website prototype, training modules, and improvements in AI-based digital literacy. This program demonstrates that AI-based automated website training can be a practical strategy for strengthening digital competency in schools.
Mengukur E-Participation Masyarakat di Era Transformasi Digital dengan Metode Multi Factor Evaluation Process (MFEP) Retnowati Retnowati; Eko Nur Wahyudi; Yunus Anis
JUSIFO : Jurnal Sistem Informasi Vol 8 No 2 (2022): December
Publisher : Program Studi Sistem Informasi, Fakultas Sains dan Teknologi, Universitas Islam Negeri Raden Fatah Palembang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.19109/jusifo.v8i2.13774

Abstract

The digital transformation era provides an opportunity for the public to exercise their right to information, where public agency is required to provide documents and information through Pejabat Pengelola Informasi dan Dokumen (PPID). This openness promises an important role for public participation through electronic access to information (E-Information), access to electronic consultations (E-Consultation), and participation in electronic decision-making (E-Decision Making). These three indicators are referred to as E-Participation. However, their implementation has encountered obstacles, leading to the need for research on E-Participation in the current community environment. This study employs a Soft System Methodology approach, specifically the Multi-Factor Evaluation Process (MFEP) method. The objective is to identify the indicators and criteria used in E-Participation, and to determine the level of E-Participation usage in Central Java based on the indicators used. The criteria used in this study pertain to the willingness of both the government and society, as well as the availability of infrastructure and information. The ranking results of the level of E-Participation indicate that public E-Participation is at an average level, where E-Information is the highest strengthening indicator, followed by E-Consultation, and E-Decision Making is the lowest.
ANALISA DAN DESAIN KONTEN INSTAGRAM YANG MENARIK DAN BERDAMPAK POSITIF PADA INTERAKSI PENGGUNA: ANALYZE AND DESIGN INTERESTING INSTAGRAM CONTENT AND HAVE A POSITIVE IMPACT ON USER INTERACTION Sri Mulyani; Purwatiningtyas Purwatiningtyas; Yunus Anis
Rabit : Jurnal Teknologi dan Sistem Informasi Univrab Vol 9 No 2 (2024): Juli
Publisher : LPPM Universitas Abdurrab

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36341/rabit.v9i2.4687

Abstract

As one of the most popular social media platforms today, Instagram has more than one billion monthly active users. This is a great opportunity for users to interact with each other, share content, and build rapport. However, to achieve this, the right strategy is needed to create interesting content according to user interests. In line with the aim of this research, to obtain interesting content that has a positive impact on user interaction, researchers use the Design Thinking method which involves users and stakeholders in Instagram accounts. This research was conducted by including three content designs that provide the best insight from more than sixty Instagram content designs posted on accounts in the period 5 June to 6 September 2023 on the Graphic Multimedia Engineering Technology (TRMG) study account @trmg_unisbank which was used as an object. From the analysis and design of Instagram content, it managed to reach 20,275 followers with 80 accounts and 20,195 non-follower accounts. This means that attractive content design can have a positive impact on user engagement. This content is built by exploring the target audience, understanding user interests, using images and design, including interesting captions and relevant hashtags, and conveying useful information (education).
OPTIMALISASI STRATEGI PROMOSI PROGRAM STUDI MELALUI DASHBOARD BERBASIS DATA PEMINATAN DAN ANALITIK INSTAGRAM DENGAN ICFS: OPTIMIZING STUDY PROGRAM PROMOTION STRATEGIES THROUGH INTEREST DATA-BASED DASHBOARDS AND INSTAGRAM ANALYTICS WITH ICFS Sri Mulyani; Yunus Anis; Sunardi; Vici Tiara Anjarsari; Hersatoto Listiyono
Rabit : Jurnal Teknologi dan Sistem Informasi Univrab Vol 11 No 1 (2026): Januari
Publisher : LPPM Universitas Abdurrab

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36341/rabit.v11i1.7021

Abstract

This research was motivated by the need for new Study Programs (Prodi) to make fast, measurable, and data-driven promotional decisions on the main channel for prospective students, namely Instagram, while content evaluation has been sporadic and metrics are scattered. The goal is to design a framework and prototype of an Excel dashboard that integrates Instagram analytics with a focus on Reels and Carousel formats and student interest data through the ICFS (Interest Content Fit Score) metric to support editorial and promotional decisions. The method used is R&D and prototyping with a mixed methods design: a dataset of 192 TRMG IG content published between November 16, 2022, and November 4, 2025, as well as student interest survey data involving 14 active TRMG Study Program students. Instagram content data is processed into Engagement indicators (likes, comments, saves, shares), ERR (Engagement/Reach), ERI (Engagement/Impressions), ERV (Engagement/Views), paired with interest/preference surveys, the results are realized in an Excel dashboard containing KPI cards, a content leaderboard, a time/content type slicer, and an automatic ICFS calculation. The main results show an operational and low-cost prototype, empirically Reels consistently drives reach and engagement, while Carousel strengthens referral behavior (save/share). The dashboard facilitates weekly content meetings and guides a targeted composition (60% Reels, 25% Carousel, 15% Image). The implication is that this solution shortens the data-to-decision distance, standardizes the evaluation of Study Program promotional content, and provides a conceptual contribution through the formulation of ICFS and a format-based engagement measurement framework. At the same time, its practical contribution is an Excel asset that is ready to be replicated in similar vocational study programs and becomes the basis for migration to an automated web dashboard.
Pemberdayaan Mahasiswa TRMG Unisbank dalam Produksi Video Promosi Potensi Lokal Menggunakan Aplikasi Kdenlive Yunus Yunus Anis; Sri Mulyani; Hersatoto Listiyono; Sunardi
JURNAL ABDIMAS SERAWAI Vol. 6 No. 1 (2026): Jurnal Abdimas Serawai (JAMS)
Publisher : Program Studi Administrasi Fakultas Ilmu Sosial dan Ilmu Politik Universitas Muhammadiyah Bengkulu 

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36085/jams.v6i1.9742

Abstract

Local potentials such as tourist villages, MSME products, and cultural wisdom have high economic and social value, but are not yet fully supported by attractive and effective digital promotional media. On the other hand, students of the Graphic Multimedia Engineering Technology (TRMG) Study Program at Stikubank University (Unisbank) have great potential as creative agents in supporting the promotion of local potential, especially through the production of audiovisual content. This Community Service Activity aims to empower Unisbank TRMG students in producing promotional videos for local potential using the Kdenlive application as an open-source video processing software. The implementation method of the activity includes needs analysis, material preparation, technical training in video editing, promotional video production practice, as well as mentoring and evaluation of student work. The results of the activity show an increase in student competency in aspects of content planning, shooting techniques, and video processing using Kdenlive. In addition, students succeeded in producing several promotional videos for local potential that are worthy of being published through digital media. This activity not only has a positive impact on improving student skills but also contributes to efforts to promote the local potential of partners more effectively. Thus, the use of Kdenlive in community service activities has proven to be a means of empowering students while supporting the strengthening of the role of universities in developing a digital technology-based society.
PERANCANGAN SISTEM INFORMASI MEDIA PROMOSI DIGITAL UNTUK MENDUKUNG PENJUALAN PRODUK PADA ELMO SHOP Yunus Anis; Sri Mulyani; Sunardi Sunardi
Jurnal Riset Sistem Informasi Vol. 3 No. 1 (2026): Januari : Jurnal Riset Sistem Informasi
Publisher : CV. Denasya Smart Publisher

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.69714/04f2gq71

Abstract

Competition in the micro and small business sector demands the use of effective, informative promotional media that can support increased sales. This study aims to design promotional media for Elmo Shop's product sales based on visual communication design as part of a promotional information system to clarify product information delivery and strengthen the business's identity. The method used was descriptive qualitative, with data collection techniques through observation, questionnaires, and literature review. The promotional media design process was conducted using the Luther–Sutopo multimedia development method, which includes the stages of concept, design, material collection, production, testing, and distribution. The research results produced promotional media in the form of business cards, posters, x-banners, and banners that were designed consistently and communicatively. Evaluation using a questionnaire showed that the developed promotional media increased consumer interest and understanding of the product, as well as the effectiveness of Elmo Shop's promotions. Thus, this visual communication design-based promotional media design contributes to supporting the promotional information system and increasing sales potential for micro and small businesses.
Unsupervised Clustering Untuk Pengolahan Data Kemiskinan di Jawa Tengah Dengan Menggunakan Metode Self-Organizing Maps Yunus Anis; Eko Nur Wahyudi; Sri Mulyani
Journal of Information System Research (JOSH) Vol 6 No 2 (2025): January 2025
Publisher : Forum Kerjasama Pendidikan Tinggi (FKPT)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47065/josh.v6i2.6439

Abstract

This study aims to analyze and cluster poverty data in Central Java using the Self-Organizing Maps (SOM) method, an approach in unsupervised learning that is efficient in mapping multidimensional data into two-dimensional representations. The poverty data used includes various socio-economic indicators, such as income, education, health access, and housing conditions. By applying SOM, this study attempts to identify hidden patterns and relationships between variables that contribute to poverty in each region in Central Java. The results of this clustering are expected to provide deeper insight into the characteristics and distribution of poverty, as well as assist in making more targeted policies in poverty alleviation efforts. This study shows that the SOM method is able to effectively group areas with similar poverty characteristics, and provide visualizations that facilitate understanding of the complexity of poverty data in Central Java. The implementation of this method is able to produce 4 groups / clusters of poverty levels which are expected to be the basis for further research in socio-economic mapping, as well as a tool in planning and evaluating poverty alleviation programs at the regional level.
PENGUATAN IDENTITAS DIGITAL ORGANISASI KEMAHASISWAAN MELALUI PELATIHAN DESAIN BRANDING BERBASIS INKSCAPE Yunus Anis; Hersatoto Listiyono; Sunardi; Sri Mulyani; Vici Tiara Anjarsari
Servis : Jurnal Pengabdian dan Layanan kepada Masyarakat Vol. 4 No. 1 (2025): Desember
Publisher : CV. Nature Creative Innovation

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58641/servis.v4i1.176

Abstract

This community service activity aims to strengthen the digital identity of student organizations through Inkscape-based branding design training as an effective and accessible open-source solution. Many student organizations face challenges such as inconsistent visual quality, unrepresentative logos, and publication designs that do not reflect the organization's character. Through an interactive workshop approach, participants were trained to understand modern branding concepts, visual identity principles, and techniques for creating design elements including logos, color palettes, typography, and digital publication templates. The results of the activity showed a significant increase in participants' abilities in designing more professional and consistent brand kits. The resulting designs have also been successfully used in the organization's official publications, thus directly impacting the image and appeal of their digital communications.
Bimbingan Teknis Laporan Keuanga BIMBINGAN TEKNIS LAPORAN KEUANGAN BAGI KOPERASI SIMPAN PINJAM DAN KOPERASI SERBA USAHA BINAAN DINKOP KAB. DEMAK: BIMBINGAN TEKNIS LAPORAN KEUANGAN BAGI KOPERASI SIMPAN PINJAM DAN KOPERASI SERBA USAHA BINAAN DINKOP KAB. DEMAK Purwatiningtyas Purwatiningtyas; Retnowati Retnowati; Yunus Anis; Sunardi Sunardi
Jurnal Pengabdian Masyarakat Bumi Rafflesia Vol. 6 No. 1 (2023): April : Jurnal Pengabdian Kepada Masyarakat Bumi Raflesia
Publisher : Universitas Muhammadiyah Bengkulu

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

Abstract

Dinas Perdagangan, Koperasi dan Usaha Kecil Menengah Kabupaten Demak mempunyai 35 Koperasi binaan yang bergerak di KSP, KSU dan UMKM. Koperasi binaan kebanyakan masih belum banyak memahami sistem pelaporan keuangan di koperasi yang sesuai dengan pedoman akutansi keuangan simpan pinjam. Kegiatan yang dilakukan simpan pinjam dan beberapa koperasi mempunyai usaha serba usaha, ada yang melayani jasa travel, menjual barang (toko). Permasalahan pada mitra binaan pengelola koperasi baik KSP dan KSU adalah SDM yang kebanyakan berpendidikan rendah, yaitu lulusan SMP, beberapa SLTA hal ini mengakibatkan pengetahuan tentang manajemen sangat terbatas. Disatu sisi masih banyak sekali terjadi kesalahan dalam melakukan pelaporan keuangan yang tidak sesuai dengan standar akutansi yang di gunakan pedoman secara umum. Hasil analisis situasi sebelumnya serta permasalahan yang ada, solusi yang ditawarkan dalam pengabdian masyarakat ini adalah dengan cara melakukan penataan manajemen usaha baik untuk karyawan dan pengelola Koperasi Simpan Pinjam (KSP) dan Koperasi Serba Usaha (KSU) , yang mendukung dalam mempermudah, mempercepat, dan menjadikan akurat pada system administaris di koperasi, terutama dalam pelaporan keuangan tepat waktu dan sesuai dengan standar akutansi yang ditetapkan. Pengabdian kepada masyarakat ini berupa penyampaian materi dan memberikan pemahaman tentang laporan keuangan yang dibuat khususnya pada Koperasi Simpan Pinjam dan Koperasi Serba Usaha.Pada akhir pelaksanaannya kegiatan ini para pelaku dapat mengelola keuangan dengan baik khususnya menyajikan laporan keuangan dengan benar.
PEMROGRAMAN SCRATCH PELATIHAN PEMROGRAMAN SCRATCH BAGI GURU-GURU SD ISLAM AL MADINA SEMARANG : PELATIHAN PEMROGRAMAN SCRATCH BAGI GURU-GURU SD ISLAM AL MADINA SEMARANG Yunus Anis; Artin Bayu Mukti; Sri Mulyani
Jurnal Pengabdian Masyarakat Bumi Rafflesia Vol. 6 No. 2 (2023): Agustus : Jurnal Pengabdian Kepada Masyarakat Bumi Raflesia
Publisher : Universitas Muhammadiyah Bengkulu

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

Abstract

Pelatihan pemrograman Scratch bagi guru-guru SD Islam Al Madina Semarang merupakan sebuah program untuk membantu guru-guru dalam memahami dan mengajar pemrograman menggunakan platform Scratch. Program ini terdiri dari dua tahap pelatihan, yaitu pelatihan dasar dan pelatihan lanjutan. Pelatihan dasar mencakup pengenalan Scratch dan elemen dasar seperti sprite, latar belakang, suara, dan gerakan. Sedangkan pelatihan lanjutan membahas topik yang lebih kompleks seperti variabel, pengulangan, dan percabangan serta bagaimana membuat game dan aplikasi interaktif menggunakan Scratch. Analisis situasi menunjukkan bahwa hanya sedikit guru-guru yang memiliki pengetahuan dan pengalaman dalam mengajar pemrograman, diperkuat juga dengan permasalahan mitra yang masih rendah pengetahuan dan pengalaman dalam mengajar pemrograman. Dengan meningkatnya pemahaman dan keterampilan guru-guru dalam menggunakan Scratch, diharapkan pembelajaran di kelas dapat menjadi lebih interaktif dan menyenangkan. Selain itu juga dapat meningkatkan kualitas pengajaran dan membantu anak-anak memahami konsep-konsep penting seperti logika, kreativitas, dan solusi masalah, serta dapat meningkatkan kepercayaan diri dan rasa memiliki siswa terhadap karya yang dihasilkan. Kata Kunci: Pemrograman Scratch, animasi, game, aplikasi interaktif, kreativitas