Claim Missing Document
Check
Articles

Found 6 Documents
Search

Deteksi dini dan edukasi untuk pencegahan penyakit degeneratif serta pengembangan produk herbal instan pada masyarakat desa Gogik Senda Kartika Rakainsa; Endah Widhihastuti; Devi Ajeng Efrilianda
Abdimas Siliwangi Vol 6, No 2 (2023): Juni 2023
Publisher : IKIP SILIWANGI

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22460/as.v6i2.17124

Abstract

Tujuan kegiatan pengabdian ini adalah untuk memberdayakan masyarakat pedesaan melalui edukasi pencegahan penyakit degeneratif serta layanan deteksi dini penyakit degeneratif, serta memberikan keterampilan/pelatihan mengenai teknologi pengolahan produk herbal instan berbahan dasar tanaman obat keluarga (TOGA). Produk yang dihasilkan dapat dipergunakan oleh warga untuk konsumsi pribadi sebagai tindakan pencegahan penyakit degeneratif dan dapat juga dikembangkan menjadi produk bernilai jual sehingga dapat meningkatkan status ekonomi warga. Di dalam kegiatan ini diberikan juga keterampilan/pelatihan terkait pengemasan dan pemasaran produk. Program aksi yang dilakukan adalah (1) melakukan pelayanan deteksi dini berupa pemeriksaan kesehatan serta edukasi tindakan pencegahan penyakit degenenatif, (2) memberikan pelatihan dan sosialisasi teknologi tepat guna berupa ketrampilan pengolahan produk herbal instan berbahan dasar TOGA, (3) memberikan pendampingan praktik kegiatan pembuatan Herbal instan, pengemasan, serta teknik manajemen produknya, serta (4) evaluasi proses dan hasil pengabdian serta umpan balik antara peserta dengan tim pengabdi dilakukan dengan pendekatan wawancara dan angket. Secara umum dapat disimpulkan masyarakat sasaran di desa Gogik mempunyai kondisi kesehatan yang baik dan dalam kegiatan tersebut pemahaman akan pentingnya pencegahan penyakit degeneratif dapat tercapai.
Deteksi dini dan edukasi untuk pencegahan penyakit degeneratif serta pengembangan produk herbal instan pada masyarakat desa Gogik Senda Kartika Rakainsa; Endah Widhihastuti; Devi Ajeng Efrilianda
Abdimas Siliwangi Vol. 6 No. 2 (2023): Juni 2023
Publisher : IKIP SILIWANGI

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22460/as.v6i2.17124

Abstract

Tujuan kegiatan pengabdian ini adalah untuk memberdayakan masyarakat pedesaan melalui edukasi pencegahan penyakit degeneratif serta layanan deteksi dini penyakit degeneratif, serta memberikan keterampilan/pelatihan mengenai teknologi pengolahan produk herbal instan berbahan dasar tanaman obat keluarga (TOGA). Produk yang dihasilkan dapat dipergunakan oleh warga untuk konsumsi pribadi sebagai tindakan pencegahan penyakit degeneratif dan dapat juga dikembangkan menjadi produk bernilai jual sehingga dapat meningkatkan status ekonomi warga. Di dalam kegiatan ini diberikan juga keterampilan/pelatihan terkait pengemasan dan pemasaran produk. Program aksi yang dilakukan adalah (1) melakukan pelayanan deteksi dini berupa pemeriksaan kesehatan serta edukasi tindakan pencegahan penyakit degenenatif, (2) memberikan pelatihan dan sosialisasi teknologi tepat guna berupa ketrampilan pengolahan produk herbal instan berbahan dasar TOGA, (3) memberikan pendampingan praktik kegiatan pembuatan Herbal instan, pengemasan, serta teknik manajemen produknya, serta (4) evaluasi proses dan hasil pengabdian serta umpan balik antara peserta dengan tim pengabdi dilakukan dengan pendekatan wawancara dan angket. Secara umum dapat disimpulkan masyarakat sasaran di desa Gogik mempunyai kondisi kesehatan yang baik dan dalam kegiatan tersebut pemahaman akan pentingnya pencegahan penyakit degeneratif dapat tercapai.
User Experience Evaluation of BPOM Mobile Application Using User Experience Questionnaire and Focus Group Discussion Method Afifah Muthmainnah; Devi Ajeng Efrilianda
Journal of Advances in Information Systems and Technology Vol. 6 No. 1 (2024): April
Publisher : Universitas Negeri Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15294/jaist.v6i1.1125

Abstract

The Indonesian Food and Drug Authority (BPOM) as a government agency has developed the BPOM Mobile application to make it easier for the public to check the safety of drug and food products in circulation. From the research results, several user experience problems were found on BPOM Mobile, especially in the scan product feature. User experience evaluation needs to be carried out to measure the comfort felt by the user and determine the user's level of understanding of the application being used. This research aims to evaluate the user experience on BPOM Mobile using the User Experience Questionnaire and Focus Group Discussion methods. The sampling technique used was purposive sampling which was based on the criteria of public users who had used the scan product feature and were 18-25 years old and had a sample size based on the User Experience Questionnaire guidelines of 30 people. Respondents were 6 users who were willing to do a Focus Group Discussion exploring perceptions and problems in detail related to 6 aspects of the User Experience Questionnaire and aspects of visual aesthetics. The research results show that the BPOM Mobile application currently has a neutral user experience score on the attractiveness, perspicuity, efficiency, dependability, and novelty scales and a positive user experience score on the stimulation scale. Based on the Focus Group Discussion, 20 negative perceptions and problems were found, with details of 2 perceptions and problems of attractiveness, 3 perceptions and problems of perspicuity, 4 perceptions and problems of efficiency, 5 perceptions and problems of dependability, 1 perception and problem of novelty, and 5 perceptions and problems of visual aesthetics, while stimulation obtained 1 positive perception. The problems obtained were corrected through a prototype and resulted in positive user experience values in all aspects.
Evaluation of User Interface and User Experience on Solo Destination App using System Usability Scale and Human-centered Design Methods Muhammad Wildan Yasykur; Devi Ajeng Efrilianda
Journal of Advances in Information Systems and Technology Vol. 6 No. 2 (2024): October
Publisher : Universitas Negeri Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15294/jaist.v6i2.4185

Abstract

User interface (UI) and user experience (UX) play a crucial role in determining a system's usability. Although designed for widespread use, the Solo Destination app has not been assessed for its usability. This study evaluates the app using the System Usability Scale (SUS) and Human-Centered Design (HCD) methods. The sample size was determined using Slovin’s formula, resulting in 50 participants, with 5 chosen for in-depth interviews to gain deeper insights. The initial evaluation showed that the app scored 55.55 on the SUS, placing it in the marginal low category within the acceptability range. This score corresponds to a grade scale of D and an "OK" adjective rating. Interviews conducted during the inspiration phase provided detailed data for the subsequent ideation phase, where brainstorming identified seven main issues: features, reminders, event updates, information delivery, color, layout, and hierarchy. In the implementation phase, solutions to these issues were developed into a prototype using Figma. The improved prototype was then retested using the same methods. The retest showed a significant improvement, with the SUS score rising to 82.05. This places the app in the acceptable category, with a grade scale of B and a "good" adjective rating. This research highlights the importance of continuous usability evaluation and user focused design. Addressing identified issues significantly enhanced the app’s usability, ensuring better user acceptance and satisfaction.  
Effect of Social Interaction and Gamer-Game Relationships on Mobile Legends Gamer Retention in Indonesia: Experimental Study Mohamamd Rifkiana; Devi Ajeng Efrilianda
Journal of Advances in Information Systems and Technology Vol. 6 No. 2 (2024): October
Publisher : Universitas Negeri Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15294/jaist.v6i2.5010

Abstract

Indonesia has the most internet users and gamers globally, and mobile video games are one of the biggest markets. One of the most popular game genres is multiplayer online battle arena (MOBA), such as Mobile Legends: Bang Bang (MLBB). This study aims to determine the effect of social interaction network factors and gamer-game relationships on MLBB gamer retention. The research model used combines three theories: social capital theory, social presence theory, and self-perception theory. Data was collected using the inverse square root technique. A total of 211 questionnaire data were analyzed using a partial least squares-structural equation model (PLS-SEM) with the help of the SmartPLS 4 tool. The results showed that all social interaction network variables and gamer-game relationships were positively related to the sense of community (SC), relationship switching cost (RCS), and gaming habit (GH), which in turn were positively related to gamer retention (RG). However, the variables network convergence (NC) and relationship length (RL) have no relationship on all variables and thus do not affect gamer retention. The findings of this study suggest that social capital, social presence, and self-perception theory can prove and explain the relationship between social networks and gamers' relationship with games, which can effectively increase the retention of users, which in turn creates a competitive advantage for developers or publishers.  
Machine Learning Model Using Extreme Gradient Boosting (XGBoost) Feature Importance and Light Gradient Boosting Machine (LightGBM) to Improve Accurate Prediction of Bankruptcy Risma Moulidya Syafei; Devi Ajeng Efrilianda
Recursive Journal of Informatics Vol. 1 No. 2 (2023): September 2023
Publisher : Universitas Negeri Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15294/edp9qp23

Abstract

Abstract. Humans have limitations in processing and analyzing large amounts of data in a short time, including in terms of analyzing bankruptcy data. Bankruptcy data is one of the data that has complex information, so it requires technology that can assist in the process of analyzing and processing data more quickly and efficiently. Data science technology enables data processing and analysis on a large scale, using parallel processing techniques. Parallel processing can be implemented in machine learning models. Purpose: Using parallel processing techniques, data science technologies enable data processing and analysis at scale. Parallel processing can be implemented in machine learning models. Therefore, this study aims to implement a machine learning model using the Light Gradient Boosting Machine (LightGBM) classification algorithm which is optimized using Extreme Gradient Boosting (XGBoost) Feature Importance to increase the accuracy of bankruptcy prediction. Methods/Study design/approach: Bankruptcy prediction is carried out by applying LightGBM as a classification model and optimized using the XGBoost algorithm as a Feature Importance technique to improve model accuracy. the dataset used is the Taiwanese Bankruptcy dataset collected from the Taiwan Economic Journal for 1999 to 2009 and has 6,819 data. Taiwanese Bankruptcy is unbalanced data, so this study applies random oversampling. Result/Findings: The results obtained after going through the model testing process using the confusion matrix obtained an accuracy of the performance of LightGBM+XGBoost Feature Importance of 99.227%. Novelty/Originality/Value: So it can be concluded that the implementation of XGBoost Feature Importance can be used to improve LightGBM's performance in bankruptcy prediction.