Claim Missing Document
Check
Articles

Found 19 Documents
Search

TRANSFORMASI DIGITAL LAYANAN NASABAH BANK PERKREDITAN RAKYAT DENGAN INTEGRASI SISTEM LAYANAN ADAFTIF Weri Sirait; Aswin, Arief Rahmadian; Azizah, Nur
Journal Computer and Technology Vol. 3 No. 1 (2025): Juli 2025
Publisher : Ninety Media Publisher

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.69916/comtechno.v3i1.334

Abstract

Layanan merupakan suatu aspek penting yang mencerminkan sejauh mana penyedia jasa mampu memenuhi harapan pelanggan. Pada Bank Perkreditan Rakyat (BPR) Pariangan Batusangkar, masih terdapat permasalahan dalam proses pencatatan dan pemberitahuan terkait peminjaman kredit nasabah. Sistem pelayanan yang digunakan saat ini belum terintegrasi dengan fitur pengingat (reminder), sehingga proses pemberitahuan jatuh tempo pembayaran masih dilakukan secara manual. Hal ini sering menyebabkan keterlambatan pembayaran oleh nasabah. Untuk mengatasi masalah tersebut, diperlukan sebuah sistem informasi yang mampu menyampaikan notifikasi jatuh tempo pembayaran secara otomatis dan efisien melalui media yang mudah diakses oleh nasabah. Penelitian ini menghasilkan sebuah sistem berbasis website yang terintegrasi dengan layanan WhatsApp untuk mengirimkan notifikasi kepada nasabah. Notifikasi ini berisi informasi terkait tanggal jatuh tempo pembayaran pinjaman, sehingga diharapkan dapat meningkatkan kepatuhan dan ketepatan waktu pembayaran kredit.
Peningkatan Kompetensi Konten Kreatif Penyuluh Agama Melalui Pemanfaatan Aplikasi Mobile di Era Digital Lakry, Lakry Maltaf Putra; Amuharnis; Arief Rahmadian Aswin; Arman; Nurhidayat; Sirait, Weri
ORAHUA : Jurnal Pengabdian Kepada Masyarakat Vol. 3 No. 01 (2025): Juli
Publisher : Faatuatua Media Karya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.70404/orahua.v3i01.308

Abstract

Globalization and technological advancements have driven religious counselors to adapt in delivering relevant religious messages. However, the limited use of digital technology, particularly mobile applications, poses a significant challenge, especially among religious counselors. This training aims to enhance the competence and directly motivate religious counselors to create creative religious content using mobile devices. The training involves more than 40 district religious counselors from various digital skill backgrounds. Adopting a participatory approach, the training includes preparation and needs identification, mobile app training, content creation and testing, evaluation and reflection, as well as ongoing mentoring. The results of this training show a significant improvement in participants' digital skills; 70% of participants, who initially struggled with graphic design apps, now achieve 85% capability, and video editing has increased from 30% to 80%. Participants successfully created and published various visual religious content such as short videos, images, and infographics using apps like Capcut, Canva, KineMaster, InShot, Filmora, ShotCut, Vidma, and YouCut. These visual contents proved more effective in attracting audiences, with an average of 30-40% more interaction compared to text-based content. Nonetheless, challenges related to device limitations and technical difficulties still need to be addressed through continuous mentoring and better access to technology. Overall, this training successfully bridges the digital divide and emphasizes the great potential of technology in supporting innovative and effective religious outreach in the digital era.
PEMANFATAAN APLIKASI E-SAWIT KITA SEBAGAI MEDIA PEMBELAJARAN SERTA MENCIPTAKAN INFORMASI AKTUAL DAN KOLABORASI ANTAR PETANI SAWIT Andesti, Cyntia Lasmi; Amuharnis, Amuharnis; Sirait, Weri; Nurhidayat, Nurhidayat; Lonanda, Fitria; Karfindo, Karfindo; Dian, Rahmad
Jurnal Pengabdian Masyarakat Nasional Vol 4, No 2 (2024)
Publisher : Universitas Mercu Buana

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22441/pemanas.v4i2.30168

Abstract

The use of information technology in the agricultural sector is increasingly important to increase productivity and collaboration between farmers. This training explores the use of the E-Sawit Kita application as a learning medium and means of creating actual information for palm oil farmers. This training provides educational material related to best cultivation practices, land management and relevant market information. In addition, this research also involves intensive training for farmers in using the application, with the aim of increasing their understanding and skills in utilizing this technology. With interactive features, E-Sawit Kita allows farmers to share experiences, challenges and solutions, which in turn strengthens the collaborative network between them. The method used in this training is in the form of lectures, training material and questions and answers about using the E-Sawit Kita application. The research results show that E-Sawit Kita, through the training it provides, not only increases farmers' knowledge and skills, but also strengthens community solidarity through continuous exchange of information. These findings provide valuable insights for the development of similar applications to support sustainable agriculture in Indonesia.
Rancang Bangun Sistem Informasi Peminjaman Kendaraan Dinas pada Balitbang Provinsi Sumatera Barat Weri Sirait; Arief Rahmadian Aswin; Nurhidayat Nurhidayat; Arika Juwita; Izzatul Jannah; Mutia Hafis Nasution
Jurnal Nasional Komputasi dan Teknologi Informasi (JNKTI) Vol 8, No 4 (2025): Agustus 2025
Publisher : Program Studi Teknik Komputer, Fakultas Teknik. Universitas Serambi Mekkah

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32672/jnkti.v8i4.9508

Abstract

Abstrak – Prosedur peminjaman kendaraan dinas di Badan Penelitian dan Pengembangan (Balitbang) Provinsi Sumatera Barat hingga saat ini masih dilakukan secara manual, melalui pengajuan lisan atau tertulis serta pencatatan data dalam buku atau formulir fisik. Proses ini menimbulkan sejumlah permasalahan, seperti ketidakefisienan dalam administrasi, tingginya risiko kesalahan pencatatan, kesulitan dalam pelacakan data, serta kurangnya transparansi dan koordinasi antarbagian. Penelitian ini bertujuan untuk merancang dan mengembangkan sebuah sistem peminjaman kendaraan dinas berbasis web guna meningkatkan efisiensi dan akurasi pengelolaan. Metode yang digunakan meliputi tahapan analisis kebutuhan sistem, perancangan antarmuka dan alur sistem yang menggunakan metode waterfall, serta implementasi berbasis bahasa pemrograman PHP dan database MySQL. Hasil perancangan menunjukkan bahwa sistem ini mampu mengotomatisasi proses pengajuan, pengecekan ketersediaan, dan pencatatan transaksi kendaraan. Dengan adanya sistem ini, pengelolaan kendaraan dinas di Balitbang menjadi lebih terstruktur, efisien, serta memungkinkan integrasi data dan transparasi yang lebih baik antarbagian.Kata kunci: sistem informasi; peminjaman kendaraan; balitbang; waterfall; Abstract − The vehicle loan procedure at the Research and Development Agency (Balitbang) of West Sumatra Province is still carried out manually, through verbal or written requests and recording data in physical books or forms. This process presents several issues, such as administrative inefficiency, a high risk of data entry errors, difficulty in tracking records, and a lack of transparency and coordination among departments. This study aims to design and develop a web-based system for managing official vehicle loans to improve efficiency and data accuracy. The research method includes system requirements analysis, interface and flow design using the waterfall model, and implementation using PHP and MySQL. The results show that the system can automate the submission process, vehicle availability checking, and transaction recording. With this system, official vehicle management at Balitbang becomes more structured and efficient, and supports better data integration and transparency across departments.Keywords: information system; vechile loan; balitbang; waterfall;
IoT Based Hydroponic Water Nutrient and pH Monitoring with Real-Time Notifications Tri Agusti Farma; Dora Palupi; Weri Sirait
Journal of Innovation Information Technology and Application (JINITA) Vol 7 No 2 (2025): JINITA, December 2025
Publisher : Politeknik Negeri Cilacap

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35970/jinita.v7i2.2940

Abstract

Indonesia is an agricultural country whose population lives from the agricultural sector, the Government has encouraged agriculture to realize the use of modern technology for the agricultural sector which is useful for increasing farmer productivity and making farmers' work easier with quality harvests, as well as more efficient food security in Indonesia. One way to save time and energy for farmers to find out nutrients and pH is by using a nutrient and pH monitoring system for hydroponic plant water. The purpose of this research is to create an IoT-based automatic system, used for systematic real-time monitoring of water nutrients in hydroponic plants using a TDS sensor to measure the mass weight of nutrients and a pH meter to measure the acidity of water, a DHT22 sensor to measure temperature and humidity, and a DSB18B20 sensor to measure water temperature, the data obtained from these sensors will be displayed on the LCD. The final result of the tool created is a nutrient and pH monitoring system for water in pakcoy plants, the results of sensor readings will be sent in real-time to the dashboard and WhatsApp. This research method uses the R and D (Research and Development) method with the ADDIE (analyze, design, develop, implement, evaluate) model. The IoT expert validation value was 0.91 (very appropriate) and the farmer effectiveness validation value was 0.85 (very effective). The outputs generated from this research can be used to make it easier for hydroponic farmers to monitor plant nutrient balance automatically and systematically.
Model Regresi Linear untuk Efisiensi Stok dan Prediksi Kebutuhan Bawang Putih Kupas UMKM Weri Sirait; Nur Azizah; Rahmat Hidayat
Jurnal Teknologi Terpadu Vol 11 No 2 (2025): Desember, 2025
Publisher : LPPM STT Terpadu Nurul Fikri

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54914/jtt.v11i2.2560

Abstract

The demand for peeled garlic at the Gilingan Bakso Barokah business tends to fluctuate and be difficult to predict. Inaccurate daily stock determination often leads to problems, especially when peeled garlic stock is excessive while demand is low. Peeled garlic will yellow, rot, and degrade in quality, while customers expect it to be fresh. To overcome this problem, this study aims to predict daily peeled garlic requirements using a simple linear regression model. The data used are daily sales records for peeled garlic from January to December 2024 at Gilingan Bakso Barokah. The linear regression model was built using time as the predictor variable to estimate daily sales trends. The results show that the model is capable of providing reasonably accurate estimates, with a Mean Squared Error (MSE) of 8.93 and a validation score of 9.03. The prediction model projects the peeled garlic requirement over the next 30 days at around 16 kg per day. These findings can help business owners manage peeled garlic stock more efficiently, minimize waste, and maintain customer satisfaction. This research provides an initial, stable, and reliable predictive model for the Gilingan Bakso Barokah business, while simultaneously demonstrating the effectiveness of simple linear regression for the daily management of fresh raw material stocks, with an accuracy level of MSE ≈ 9.
KLASIFIKASI BINER TINDAK PIDANA MENGGUNAKAN DECISION TREE DAN RANDOM FOREST DENGAN SMOTE PADA DATA SISTEM INFORMASI PENELUSURAN PERKARA PENGADILAN NEGERI KEBUMEN Rahmat Hidayat; Weri Sirait; M. Syafrizal Zain; Firdaus Firdaus; David Nugroho
Djtechno: Jurnal Teknologi Informasi Vol 7, No 2 (2026): Agustus
Publisher : Universitas Dharmawangsa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.46576/djtechno.v7i2.9299

Abstract

Kriminalitas merupakan salah satu permasalahan yang memengaruhi keamanan dan ketertiban masyarakat. Pemanfaatan data historis perkara melalui pendekatan machine learning dapat mendukung penyusunan strategi pencegahan kejahatan yang lebih terarah. Penelitian ini bertujuan mengembangkan model klasifikasi tindak pidana menggunakan data Sistem Informasi Penelusuran Perkara (SIPP) Pengadilan Negeri Kebumen periode 2021–2025. Permasalahan utama yang dihadapi adalah ketidakseimbangan distribusi kelas dan rendahnya performa klasifikasi pada data dengan banyak kategori tindak pidana. Untuk mengatasinya, sembilan rumpun tindak pidana direkonstruksi menjadi dua kategori, yaitu Kejahatan Kekerasan dan Kejahatan Non-Kekerasan. Penyeimbangan data dilakukan menggunakan Synthetic Minority Over-sampling Technique (SMOTE), sedangkan proses klasifikasi menggunakan algoritma Decision Tree dan Random Forest dengan skema stratified split 80:20. Hasil pengujian menunjukkan bahwa Decision Tree memberikan performa terbaik dengan akurasi 73,81%, presisi 79,08%, recall 73,81%, dan F1-score 75,45%, sedangkan Random Forest memperoleh akurasi 65,48%. Analisis feature importance menunjukkan bahwa tingkat pendidikan, pekerjaan, dan lokasi kejadian merupakan faktor yang paling berkontribusi dalam membedakan kategori tindak pidana. Hasil penelitian menunjukkan bahwa pendekatan yang diusulkan berpotensi mendukung pengambilan keputusan dalam penyusunan strategi pencegahan kejahatan berbasis data.
Deteksi Emosi pada Teks Media Sosial Menggunakan Bidirectional LSTM dan Glove Word Embedding Weri Sirait; Rahmat Hidayat; Laras Niti Mulyani; Arika Juwita Z; Nurhidayat
Technologica Vol. 5 No. 2 (2026): Technologica
Publisher : Green Engineering Society

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55043/technologica.v5i2.630

Abstract

Setiap harinya, platform media sosial memproduksi jutaan teks yang memuat beragam ekspresi emosional penggunanya. Kemampuan untuk mengenali emosi secara otomatis memiliki manfaat strategis dalam berbagai bidang, seperti analisis sentimen, pemantauan citra merek, dan pengawasan kesehatan mental. Studi ini mengajukan model deteksi emosi yang dibangun berbasis Bidirectional Long Short-Term Memory (BiLSTM) dan dipadukan dengan Glove Word Embedding berdimensi 100 (dilatih pada 6 miliar token dengan kosakata 400.000 kata dari Common Crawl) guna mengklasifikasikan teks media sosial ke dalam enam kategori emosi: joy, sadness, anger, fear, love, dan surprise. Data yang digunakan berasal dari Emotions Dataset for NLP yang tersedia di Kaggle, mencakup 20.000 sampel teks berbahasa Inggris dengan sebaran kelas yang tidak merata (joy: 5.362, sadness: 4.666, anger: 2.159, fear: 1.937, love: 1.304, surprise: 572 pada data latih). Keunggulan penelitian ini terletak pada kajian komparatif yang terstruktur, yang menunjukkan bahwa kualitas representasi vektor melalui pretrained Glove memberikan dampak lebih besar dibandingkan sekadar peningkatan arsitektur (BiLSTM tanpa pretrained), serta bahwa penggabungan keduanya secara sinergis mampu melampaui model baseline. Model BiLSTM + Glove yang diusulkan mencapai akurasi 89,35%, presisi macro 88,12%, recall macro 87,64%, dan F1-score macro 87,88% pada data uji, melampaui LSTM + Glove (86,10%) dan BiLSTM tanpa pretrained embedding (84,75%). Selisih performa ini diperkuat oleh analisis kurva konvergensi dan confusion matrix yang memperlihatkan keunggulan yang konsisten di seluruh kelas emosi
THE EFFECT OF SOCIAL MEDIA MARKETING ON GAMIFICATION AND WILLINGNESS TO PAY A PREMIUM A GENERATIONAL DIFFERENCES Tri Tata Wilia; Pristiyanilicia Putri; Arika Juwita Z; Weri Sirait; Havid Syafwan
JOURNAL OF SCIENCE AND SOCIAL RESEARCH Vol. 9 No. 3 (2026): June 2026
Publisher : Smart Education

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54314/jssr.v9i3.6701

Abstract

Abstract: This study investigates the influence of social media marketing on gamification and the willingness to pay premiums, specifically within the context of "Ojol the Game Premium." The research aims to explore how social media marketing strategies affect user engagement and the factors that drive users to pay for premium features. A quantitative approach was employed, utilizing partial least squares structural equation modelling (PLS-SEM) 4.0 to analyze the data collected from a targeted sample of users. The findings indicate that effective social media marketing significantly enhances user participation through gamification, which in turn increases the willingness to pay premiums. This study also sheds light on the essential role of targeted marketing efforts in influencing user behavior. The implications of this study are valuable for researchers and practitioners in understanding the dynamics of social media marketing, gamification, and premium pricing strategies. Future research could expand the scope by considering other variables or broader populations. Keywords: Social Media Marketing; Gamification; Premium Pricing; Generation Z and Y; Online Games.   Abstrak: Studi ini menyelidiki pengaruh pemasaran media sosial terhadap gamifikasi dan kesediaan membayar fitur premium, khususnya dalam konteks "Ojol the Game Premium". Penelitian ini bertujuan untuk mengeksplorasi bagaimana strategi pemasaran media sosial mempengaruhi keterlibatan pengguna dan faktor-faktor yang mendorong pengguna untuk membayar fitur premium. Pendekatan kuantitatif digunakan, dengan memanfaatkan pemodelan persamaan kuadrat terkecil parsial (PLS-SEM) 4.0 untuk menganalisis data yang dikumpulkan dari sampel pengguna yang ditargetkan. Temuan menunjukkan bahwa pemasaran media sosial yang efektif secara signifikan meningkatkan partisipasi pengguna melalui gamifikasi, yang pada pasangannya meningkatkan kesediaan membayar fitur premium. Studi ini juga menjelaskan peran penting upaya pemasaran yang diharapkan dalam mempengaruhi perilaku pengguna. Implikasi dari studi ini berharga bagi peneliti dan praktisi dalam memahami dinamika pemasaran media sosial, gamifikasi, dan strategi penetapan harga premium. Penelitian selanjutnya dapat memperluas cakupannya dengan mempertimbangkan variabel lain atau populasi yang lebih luas. Kata kunci: Pemasaran Media Sosial; Gamifikasi; Penetapan Harga Premium; Generasi Z dan Y; Permainan Online.