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Pelatihan Pengolahan Hasil Pertanian dan Pemasaran Digital sebagai Produktivitas UMKM untuk Mengurangi Tingkat Pengangguran di SMK Pertanian Lubuklinggau Analisa, Widya; Syabawaihi, Syabawaihi; Aulia, Rizka; Fadli, Muhamad; Aprilisa, Shinta; Sidqi, M. Nejatullah
JURNAL CEMERLANG: Pengabdian pada Masyarakat Vol 7 No 2 (2025): JURNAL CEMERLANG: Pengabdian Pada Masyarakat
Publisher : LP4MK STKIP PGRI Lubuklinggau

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31540/jpm.v7i2.3519

Abstract

This community service activity aims to enhance the entrepreneurial skills of students at SMK Pertanian Lubuklinggau through training in agricultural product processing and digital marketing. It is expected to reduce the unemployment rate by creating self-employment opportunities based on local potential. The activity was carried out in three stages: preparation, implementation, and evaluation. The implementation phase lasted for two days and included training on processing local agricultural products and digital marketing using social media and marketplace platforms. Evaluation was conducted through pre-tests, post-tests, and interviews. The training resulted in a significant improvement in students’ knowledge and skills. Participants were able to produce processed agricultural products such as mackerel bone crackers and durian seed flour, and market them through digital media. High enthusiasm and increased entrepreneurial motivation were evident throughout the program. The training program proved effective in increasing the productivity and competitiveness of vocational school graduates. This activity supports the development of agroindustry-based MSMEs and opens up self-employment opportunities for students. The school is committed to continuing the program by integrating it into the curriculum and forming student entrepreneurship groups.
Penerapan Metode Prototype dalam Pengembangan Sistem Informasi Inventory Barang Berbasis Web Aprilisa, Shinta; Aulia, Rizka
Jurnal Teknik Industri Terintegrasi (JUTIN) Vol. 7 No. 1 (2024): January
Publisher : LPPM Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/jutin.v7i1.24749

Abstract

An inventory information system is a system used to determine the stock of goods in a place or company. CV. Multikom is a company that operates in the field of computer equipment. In this company there are problems that occur in the current system, namely the processing of incoming and outgoing goods data, goods delivery data, and customer data that has not been integrated, as well as travel document data collection which is done only on a piece of paper and then copied to the computer by the warehouse admin, so that those who experience difficulties with the goods, the information provided is in accordance with the existing goods. The aim of this research is to design a Goods Inventory Information System to make it easier to collect data on incoming and outgoing goods, stock of goods, customer data, shipping, order transactions using the Prototype method and using Data Flow Diagrams (DFD) for structured modeling.
Job Shop Scheduling Problem menggunakan Ant Colony Optimization dan Algoritme Genetika Aulia, Rizka; Aprilisa, Shinta
Jurnal Teknik Industri Terintegrasi (JUTIN) Vol. 7 No. 3 (2024): July
Publisher : LPPM Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/jutin.v7i3.31591

Abstract

Problem (JSSP) is a problem to determine the sequence of operations carried out on existing machines with the aim of minimizing the total processing time required. The development of optimization methods to achieve solutions to machine operation sequence problems has encouraged the emergence of many new solution methods. This research wants to compare two solution methods using Ant Colony Optimization (ACO) and Genetic Algorithms. The two methods are compared to find out which optimization is best used to solve the JSSP problem. The results of this research show that the ACO algorithm is better with mean squared error of 72.99%, compared to the Genetic Algorithm with mean squared error of 11.71%.
Analisis Sentimen Komentar Pengguna Aplikasi Astro Shop Di Google Playstrore Menggunakan Metode Support Vector Machine (SVM) Rio; Sidqi, M. Nejatullah; Aprilisa, Shinta; Aulia, Rizka; Lea, Al Ilham
Jurnal Multimedia dan Teknologi Informasi (Jatilima) Vol. 7 No. 04 (2025): Jatilima : Jurnal Multimedia Dan Teknologi Informasi
Publisher : Cattleya Darmaya Fortuna

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54209/jatilima.v7i04.1826

Abstract

Transformasi digital dalam satu dekade terakhir telah mendorong meningkatnya penggunaan aplikasi seluler untuk berbagai aktivitas, termasuk belanja daring. Salah satu aplikasi yang tengah berkembang di Indonesia adalah Astro Shop, yang memanfaatkan layanan pengiriman instan sebagai nilai unggulannya. Melimpahnya ulasan pengguna di Google Play Store menjadikan data tersebut sebagai sumber informasi berharga untuk mengevaluasi kualitas layanan. Namun, tingginya volume komentar yang bersifat tidak terstruktur memerlukan pendekatan analisis otomatis agar dapat diolah secara efektif. Penelitian ini bertujuan untuk melakukan analisis sentimen terhadap ulasan pengguna aplikasi Astro Shop dengan memanfaatkan algoritma Support Vector Machine (SVM). Data yang digunakan berjumlah 1.729 komentar dari Google Play Store yang dikumpulkan melalui teknik web crawling menggunakan Python. Selanjutnya, data diproses melalui tahapan pra-pemrosesan yang meliputi case folding, pembersihan teks, tokenisasi, penghapusan stopword, normalisasi, dan stemming. Fitur kata kemudian direpresentasikan dengan metode Term Frequency-Inverse Document Frequency (TF-IDF) sebelum digunakan pada tahap pelatihan dan pengujian model klasifikasi. Hasil evaluasi menunjukkan bahwa model SVM mampu mencapai akurasi keseluruhan sebesar 98%. Kelas negatif memiliki performa terbaik dengan precision 0,98, recall 1,00, dan f1-score 0,99, sementara kelas positif mencatat f1-score 0,69 dengan recall relatif rendah (0,54). Model tidak dapat memprediksi kelas netral karena jumlah data yang terlalu sedikit. Validasi silang 10-fold menunjukkan akurasi konsisten pada rentang 96,8% hingga 98,4%, yang menandakan model memiliki kemampuan generalisasi yang baik.
RANCANG BANGUN SISTEM PENDAFTARAN DAN BRACKET OTOMATIS PADA TURNAMEN ESPORT BERBASIS WEB Ahmad Marsehan; Rizka Aulia; Shinta Aprilisa
INTECOMS: Journal of Information Technology and Computer Science Vol. 9 No. 2 (2026): INTECOMS: Journal of Information Technology and Computer Science
Publisher : Institut Penelitian Matematika, Komputer, Keperawatan, Pendidikan dan Ekonomi (IPM2KPE)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31539/w00e7m79

Abstract

The organization of esport tournaments at various levels, ranging from communities to educational institutions, continues to grow rapidly. However, the process of participant registration and match bracket management that is still carried out manually has the potential to cause data recording errors, irregular scheduling, and low efficiency in tournament management. This study aims to design and build an automatic registration and bracket system for web-based esport tournaments. The methods used include needs analysis, system design, implementation, and testing. The system was developed on a web-based platform to allow online access by both committee members and participants. The main features include online team registration, participant data management, automatic bracket generation based on the number of registered teams, as well as real-time presentation of match schedules and results. The results of the study indicate that this system is capable of managing registration and bracket arrangement more effectively and efficiently. In conclusion, this system has succeeded in becoming a digitalization solution for tournament management, with key benefits including minimizing data errors, improving the regularity of match scheduling, and facilitating easier access to information for all parties involved. The automation of this web-based system represents a strategic step in supporting the continuously growing esport ecosystem.