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Design of Personal Data Security Scheme in Digital Public Service System Using AES-128 Cryptographic Algorithm Fandi Fajar Maulana; Eka Jiparolim; Eko Nurcahyo; Jefry Sunupurwa Asri
Jurnal Multidisiplin Sahombu Vol. 6 No. 03 (2026): Jurnal Multidisiplin Sahombu, 2026
Publisher : Sean Institute

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Abstract

Digital transformation in the public service sector has significantly accelerated the efficiency of government administration. However, this digitalization presents significant challenges related to cybersecurity, where the risk of personal data (Personally Identifiable Information) leakage poses a threat that could undermine public trust. This research aims to design a data security scheme in a public service system using the Advanced Encryption Standard (AES) cryptographic algorithm with a 128-bit key length. The research method used is conceptual design with a system development life cycle approach. The analysis results indicate that the AES-128 algorithm was selected due to its proven high performance and adequate level of security for public service needs. This design is recommended for implementation in public service databases to ensure the confidentiality of sensitive citizen data without overloading server performance.
GAMIFICATION OF A DIGITAL SNAKE AND LADDER GAME BASED ON LIFE SCORE FOR ADOLESCENT TUBERCULOSIS EDUCATION Hani Dewi Ariessanti; Jefry Sunupurwa Asri; Ryan Putra Laksana; Dwi Sloria Suharti; Muhammad Thifaal Dzaki; Muhammad Fikri
International Journal of Social Science, Educational, Economics, Agriculture Research and Technology (IJSET) Vol. 5 No. 5 (2026): APRIL
Publisher : RADJA PUBLIKA

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Abstract

Tuberculosis (TB) remains a public health problem in Indonesia, particularly among adolescents with relatively low health literacy and limited access to engaging educational media. Conventional educational approaches tend to be less effective in increasing adolescent engagement and understanding of TB prevention and spread behaviors. This study aims to design and implement a gamification-based digital snakes and ladders game as a TB education medium for adolescents by integrating a life score algorithm to represent user health behaviors. The research method used is research and development with the stages of needs analysis, system and gamification design, prototype development, and initial testing. The game was developed using web-based technology with active and passive box mechanisms containing TB educational content, as well as a reward and penalty system using ladders and snakes. The results showed that the game prototype was successfully implemented according to the design, where the life score algorithm was able to dynamically depict changes in healthy and risky behaviors during the game. The integration of gamification elements also allows for the delivery of TB educational materials interactively and contextually. This study concludes that the gamification-based digital snakes and ladders game has the potential to be an effective alternative educational medium in increasing adolescents' understanding of TB prevention and spread.