Claim Missing Document
Check
Articles

Found 29 Documents
Search

Digitalisasi Pengelolaan Data Organisasi melalui Google Drive di Pengurus Lingkungan SAVA Bias Yulisa Geni; Henri Septanto; Wenny Desty Febrian; Mathew Parlindungan Aruan
Lentera Pengabdian Vol. 3 No. 04 (2025): Oktober 2025
Publisher : Lentera Ilmu Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59422/lp.v3i04.1244

Abstract

Pengurus Lingkungan Sava menghadapi permasalahan dalam pengelolaan data organisasi yang masih dilakukan secara manual, tersimpan di berbagai perangkat pribadi, dan belum terpusat, sehingga menyulitkan proses pencarian, pembaruan, pengarsipan, serta meningkatkan risiko kehilangan data penting. Kegiatan pengabdian kepada masyarakat ini bertujuan untuk meningkatkan kemampuan pengurus dalam mengelola data organisasi secara digital melalui pemanfaatan Google Drive sebagai media penyimpanan berbasis komputasi awan yang mudah digunakan, aman, dan dapat diakses secara terkontrol. Metode pelaksanaan kegiatan dilakukan melalui sosialisasi, pelatihan praktik langsung, pendampingan teknis, serta penyusunan panduan penggunaan Google Drive untuk kebutuhan administrasi organisasi. Hasil kegiatan menunjukkan bahwa pengurus memperoleh pemahaman yang lebih baik mengenai cara menyimpan dokumen, membuat struktur folder, mengatur hak akses, membagikan file, serta menjaga keamanan data organisasi. Selain itu, kegiatan ini membantu meningkatkan efisiensi kerja administrasi karena data dapat dikelola secara lebih rapi, terintegrasi, dan mudah diakses oleh pihak yang berwenang. Kesimpulan dari kegiatan ini adalah bahwa digitalisasi pengelolaan data melalui Google Drive dapat menjadi solusi praktis bagi Pengurus Lingkungan Sava dalam meningkatkan literasi digital, keteraturan administrasi, dan keberlanjutan pengelolaan informasi organisasi.
Optimalisasi Jaringan Komputer melalui Pelatihan Cramping Kabel bagi Teknisi Komunitas Bias Yulisa Geni; Anita Ratnasari; Sri Dianing Asri; Steven Aditya Pratama
Lentera Pengabdian Vol. 3 No. 04 (2025): Oktober 2025
Publisher : Lentera Ilmu Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59422/lp.v3i04.1245

Abstract

Kegiatan pengabdian kepada masyarakat ini bertujuan untuk memberdayakan teknisi komunitas lokal melalui peningkatan keterampilan teknis dalam pemasangan kabel jaringan komputer, khususnya teknik cramping kabel menggunakan konektor RJ-45. Permasalahan utama yang dihadapi teknisi adalah masih rendahnya pemahaman dan keterampilan dalam melakukan cramping kabel sesuai standar, sehingga berdampak pada kualitas jaringan yang kurang optimal, seperti koneksi lambat, tidak stabil, dan rentan mengalami gangguan. Kondisi tersebut dapat menghambat pengembangan infrastruktur jaringan yang dibutuhkan oleh sektor pendidikan, UMKM, pemerintahan, dan layanan masyarakat lainnya. Metode pelaksanaan kegiatan dilakukan melalui pelatihan terstruktur yang mencakup penyampaian materi dasar jaringan komputer, pengenalan alat dan bahan, praktik cramping kabel, penerapan standar susunan kabel, serta pengujian koneksi menggunakan alat tester jaringan. Selain itu, kegiatan ini juga dilengkapi dengan pendampingan teknis agar peserta mampu menerapkan keterampilan yang diperoleh dalam pekerjaan sehari-hari. Hasil yang diharapkan dari kegiatan ini adalah meningkatnya kompetensi teknisi dalam melakukan instalasi kabel jaringan secara benar, meningkatnya kualitas jaringan komputer lokal, berkurangnya gangguan konektivitas, serta meningkatnya peluang kerja dan proyek bagi teknisi komunitas. Dengan demikian, kegiatan ini diharapkan dapat memberikan kontribusi nyata terhadap penguatan infrastruktur jaringan komputer yang andal serta mendukung perkembangan pendidikan, pelayanan publik, dan pertumbuhan ekonomi lokal.
Penguatan Komunikasi Bisnis Berbahasa Inggris bagi Pelaku UMKM Jabodetabek Putri Ayienda Dinanti; Wahyu Budi; Bias Yulisa Geni
Lentera Pengabdian Vol. 4 No. 03 (2026): Juli 2026
Publisher : Lentera Ilmu Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59422/lp.v4i03.1421

Abstract

Pelaku UMKM di bawah naungan Inkubator Bisnis WIRANESIA menghadapi tantangan perluasan pasar akibat keterbatasan komunikasi bisnis dan pemanfaatan teknologi digital. Pelatihan yang dilakukan pada bulan Februari tahun 2025 ini bertujuan meningkatkan keterampilan presentasi Bahasa Inggris bagi pelaku UMKM dari berbagai bidang. Metode yang digunakan adalah pendekatan pelatihan partisipatif (parcipatory training) melalui beberapa tahapan, mencakup pelatihan terstruktur dengan pendekatan praktis melalui simulasi presentasi, penggunaan alat bantu visual yang efektif, serta latihan intensif dalam pengelolaan bahasa tubuh dan intonasi suara. Pelaksanaan program ini berjalan secara sistematis melalui empat tahapan utama, yaitu sosialisasi, pelatihan interaktif, pendampingan individual, serta evaluasi program. Hasil umpan balik dari 21 peserta menunjukkan keberhasilan program yang signifikan, dimana 100% responden menyatakan puas terhadap keseluruhan sesi pelatihan (48% sangat setuju dan 52% setuju) karena materi dinilai relevan. Luaran kegiatan ini menghasilkan tersusunnya materi presentasi dengan Bahasa Inggris serta kemampuan peserta melakukan simulasi presentasi bisnis.
PENGEMBANGAN APLIKASI WEB UNTUK MANAJEMEN OPERASIONAL USAHA MIKRO Surya Agung Pramudya; Bias Yulisa Geni
Jurnal Komputer dan Teknologi Vol 5 No 1 (2026): JUKOMTEK JANUARI 2026
Publisher : Yayasan Pendidikan Cahaya Budaya Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.64626/jukomtek.v5i1.473

Abstract

This study aims to develop a web-based application to manage the operations of a microenterprise, using Toko Dapur Dubasta as a case study. This microenterprise faces various challenges in manual transaction processing, inventory control, and financial management, which can reduce operational efficiency and accuracy. The developed application is designed to facilitate and accelerate these operational processes. The application is developed using web-based technology with the Waterfall method as the software development approach. PHP is used as the programming language, while the Bootstrap framework is applied for the user interface design, and PhpMyAdmin is used as the database management system to ensure optimal performance. The developed system supports real-time access, enabling business owners and employees to manage operations efficiently using various devices. The Waterfall method is applied in several phases, including requirement analysis, system design, coding, and system testing. The outcome of this research is a web application that allows the owner of Toko Dapur Dubasta to manage inventory, record transactions, and maintain financial records more accurately and efficiently. This application also provides features for inventory management, daily financial reporting, and supports better decision-making based on the available data, thereby improving the operational efficiency of the microenterprise.
SISTEM PEMESANAN KAMAR HOTEL BERBASIS WEB Jeremy Sagala; Bias Yulisa Geni
Jurnal Komputer dan Teknologi Vol 5 No 1 (2026): JUKOMTEK JANUARI 2026
Publisher : Yayasan Pendidikan Cahaya Budaya Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.64626/jukomtek.v5i1.476

Abstract

The hospitality industry is experiencing rapid growth driven by the adoption of information technology, particularly in hotel reservation systems. Hotel Pinangsia, which still relies on a manual reservation system, faces several issues related to operational inefficiency, record-keeping errors, and limited real-time availability information. This study aims to design and develop a web-based reservation system to address these problems. The software development method used is Agile with the Scrum approach, which includes requirements gathering, sprint planning, iterative development, system testing, and implementation. The main programming language used is JavaScript with the Next.js framework for both frontend and backend development. Database management is handled using the Prisma ORM, connected to a PostgreSQL database hosted on the cloud via Aiven services. The system is also integrated with Xendit as the payment gateway provider, enabling online transaction processing. Key features of the system include
PERANCANGAN SISTEM INFORMASI MANAJEMEN SUMBER DAYA MANUSIA (HRIS) YANG TERINTEGRASI BERBASIS WEB Bias Yulisa Geni; Iqbal Febrianwar; Henri Septanto
Jurnal Komputer dan Teknologi Vol 5 No 1 (2026): JUKOMTEK JANUARI 2026
Publisher : Yayasan Pendidikan Cahaya Budaya Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.64626/jukomtek.v5i1.479

Abstract

This study emerges as a solution to the administrative challenges at Hotel Pinangsia, which still relies on conventional systems for attendance, leave/permit administration, and payroll calculations, resulting in delays in recap, inconsistent information, and obstacles in preparing executive reports. The objective of this research is to design and implement a web-based Human Resource Information System (HRIS) as an integrated data reference that consolidates essential operational modules. The methodology employed includes qualitative strategies (field observations and in-depth discussions) to identify requirement specifications, software construction using the Agile Scrum paradigm with an iterative approach, and functionality verification through black-box testing and user acceptance testing (UAT). The developed platform integrates multi-layered OTP authentication, an attendance system utilizing face recognition (verifying face–location–time), a leave/permit submission and approval mechanism, payroll administration with periodic payslips, as well as comprehensive employee and user database management. Testing results confirm that all fundamental scenarios operate according to acceptance criteria, accelerating payroll recap processes, enhancing the credibility of attendance data, and streamlining approval coordination. The practical impact is the optimization of operational efficiency and transparency in decision-making processes; future development agendas include comprehensive non-functional evaluation (load testing, security assessment, reliability testing), expansion of audit trails, development of mobile/PWA access channels with geo-fencing, and the implementation of KPI-based managerial analytics dashboards.
Environmental Awareness of Balinese Ecoculture in the Video Game Coral Island: Ludonarrative and Intertextuality Studies Putri Ayienda Dinanti; Bias Yulisa Geni; Todo Sibuea
Leksema: Jurnal Bahasa dan Sastra Vol. 11 No. 3 (2026): Special Edition
Publisher : UIN Raden Mas Said Surakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22515/ljbs.v11i3.14439

Abstract

The rise of farming role-playing games reflects a growing interest in using digital games to explore cultural identity and environmental themes. These games’ mechanics and storytelling intersect with environmental sustainability, deeply embedded in many social practices and traditions. Based on that phenomenon, this research examines how Balinese ecocultural elements are intertextualized in the story of one of the most recent farming simulation role-playing games called Coral Island. It employs Espen Aarseth’s ludonarrative model on the narrative structure of video game, as well as Julia Kristeva’s intertextuality theory in tandem with John Fitzsimmons’ to assess the relationship between cultural and environmental features of the gameplay. This research is guided by two central questions on how Balinese ecocultural elements are intertextually integrated in the game narrative and how these findings serve as instruments for ecological awareness. The findings reveal that through its intertextual portrayal of Balinese culture and environment like spirituality and ritual; traditional agriculture; mythological figures; and ocean stewardship, Coral Island bridges the gap between digital media and real-world issues. It shows the potential of video games to serve as powerful tools for cultural education and environmental awareness.
Image-Based Food Classification for Nutritional Information Estimation Using Deep Learning Sahrial Ihsani Ishak; Sri Dianing Asri; Bias Yulisa Geni; Okma Arnilia; Tri Widodo; Diva Maulana Ilham
Sinkron : jurnal dan penelitian teknik informatika Vol. 10 No. 3 (2026): Article Research July 2026
Publisher : Politeknik Ganesha Medan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33395/sinkron.v10i3.16170

Abstract

This study aims to develop an image-based food classification application integrated with nutritional information retrieval using a deep learning approach. The proposed system is designed to recognize food types from images and provide nutritional information based on an Indonesian food nutrition database. The method involves collecting a dataset of 8,248 images representing 38 categories of Indonesian traditional foods, performing image preprocessing and data augmentation, and developing a Convolutional Neural Network (CNN) model based on the MobileNetV2 architecture through transfer learning. Model performance was evaluated using a 3-fold stratified cross-validation strategy and measured using accuracy, precision, recall, and F1-score metrics. Experimental results showed that the proposed model achieved average accuracy, precision, recall, and F1-score values of 98.85%, 98.88%, 98.85%, and 98.85%, respectively, demonstrating robust and consistent classification performance across the validation folds. The trained model was subsequently deployed into a mobile application using TensorFlow Lite to support real-time food classification and nutritional information presentation. The main contribution of this study is the development of an end-to-end mobile system that integrates deep learning-based food classification with an Indonesian food nutrition database, enabling users to obtain calorie, protein, fat, and carbohydrate information quickly and conveniently for dietary monitoring and health awareness.  
Model Best Practices Integrasi Ai Dan Google Workspace Untuk Pembelajaran Vokasi: Pengabdian Masyarakat Undira–Puo Desi Ramayanti; Anita Ratnasari; Bias Yulisa Geni; Abdika Dama Mahendra; Akhmad Ramedhon
ABDIMAS Madani Vol 8 No 02 (2026): Jurnal Abdimas Madani
Publisher : LPPM STIKES Madani

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36569/abdimas.v8i02.243

Abstract

Transformasi digital di institusi pendidikan tinggi vokasi menuntut integrasi teknologi yang tidak sekadar berfungsi sebagai pemenuh kebutuhan administratif, melainkan menyentuh ranah strategi pedagogis. Politeknik Ungku Omar (PUO) Malaysia telah memiliki infrastruktur Google Workspace yang memadai, namun pemanfaatannya masih berfokus pada fungsi administratif dasar, sementara penggunaan kecerdasan artifisial (AI) generatif oleh mahasiswa kerap berlangsung tanpa kerangka panduan yang terstruktur. Program pengabdian kepada masyarakat (PkM) internasional kolaborasi Universitas Dian Nusantara (UNDIRA), Indonesia, dengan PUO, Malaysia, serta IEEE Young Professionals, ini bertujuan berbagi dan mendiseminasikan model best practices integrasi AI dan Google Workspace berbasis filosofi pengalaman belajar (Learning Experience (LX) implementasi AI dan Google Workspace, sekaligus menghasilkan modul yang diajukan Hak Cipta (HKI, status register) sebagai panduan praktis bagi mitra. Metode pelaksanaan menggunakan pendekatan kombinasi (sharing knowledge) berupa ceramah, demonstrasi, serta diskusi dan tanya jawab dalam satu sesi luring bagi 50 peserta mahasiswa di kampus PUO, Ipoh, Malaysia, pada 8 Oktober 2025, didahului briefing koordinasi daring bersama mitra pada 30 September 2025. Evaluasi dilakukan melalui kuesioner umpan balik peserta mengenai pemahaman dan manfaat kegiatan. Hasil kegiatan menunjukkan partisipasi aktif dan respons positif peserta terhadap pemaparan praktik baik kolaborasi Google Workspace, prompt engineering, dan kesadaran etika AI generatif. Luaran konkret dari program ini berupa modul interaktif "Best Practices" yang diajukan Hak Cipta (HKI, status register), video kegiatan yang dipublikasikan di YouTube, poster, dan publikasi media massa nasional, sebagai bahan diseminasi berkelanjutan guna mendukung project-based learning yang etis dan adaptif di era digital.