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LITERASI DIGITAL SEBAGAI SARANA PENINGKATAN KECAKAPAN MASYARAKAT DESA DALAM PENGGUNAAN DOMPET DIGITAL DAN BERMEDIA SOSIAL DI ERA GLOBAL Rahayu, Sri; Kilin, Mochammad Agus Dharma; Nurohman, Ilman; Bunyamin, Wahyu; Imaduddin, Renaldy Azhari; Wahid, Adam Abdul; Mubarok, Muhammad Hilmi Syahrul; Palaha, Fahmi Hadi; Amal, Muhammad Bambang Ikhlasul; Fitria, Dari; Fatwa, Joharudin Muhamad; Latifah, Sufi; Jaelani, M Jidan Jibran; Solihah, Ilmi; Sinta, Ajeng Rustiani; Ramdhani, Galang; Husaeni, Deden Hilmi; Nurjaman, Ahmad; Rusmana, Azqia Fhairiza; Azima, Tubagus Mulkan
Jurnal PkM MIFTEK Vol 4 No 2 (2023): Jurnal PkM MIFTEK
Publisher : Institut Teknologi Garut

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33364/miftek/v.4-2.1472

Abstract

The aim of this research is to determine the development and level of understanding of the Mekarsari village community regarding the importance of Digital Literacy culture in the global era. One of the efforts made is through Real Work Lecture (KKN) activities in which there are door to door activities regarding understanding digital wallets and digital ethics. and digital literacy seminar activities in villages, these activities are supported by the Ministry of Communication and Information (KOMINFO) to encourage the acceleration of development in villages and improve the quality of human resources in villages through the use of digital wallets and social media. Ministry of Communication and Informatics KOMINFO with a minimum target of 300 literate people using seminars and door to door methods directly to residents. The door to door results in Mekarsarari village showed that the number of people who were literate was 245 people, while the number of people who took part in the digital literacy seminar was 152 people.
Rancang Bangun Web Pengaduan Masalah Sampah dan Edukasi Berbasis Gamifikasi Struktural Septiana, Yosep; Kilin, Mochammad Agus Dharma
Jurnal Algoritma Vol 22 No 2 (2025): Jurnal Algoritma
Publisher : Institut Teknologi Garut

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33364/algoritma/v.22-2.3045

Abstract

The waste problem in Indonesia, particularly in urban areas, remains a complex and persistent environmental issue. Garut Regency faces serious challenges in waste management, with an average daily production of around 230 tons, of which only 30 percent can be managed optimally. Low public awareness and limited participation in reporting waste-related issues remain major obstacles to effective handling. This study designs and develops a web-based waste complaint and education platform incorporating structural gamification as an effort to increase community engagement. The system design applies the Rational Unified Process (RUP), which involves four phases: Inception, Elaboration, Construction, and Transition. The application was built using the Laravel framework and MySQL as its database, featuring location-based reporting, follow-up management by officers, and environmental education supported by structural gamification elements such as points, levels, badges, and rewards. Testing results show a user satisfaction rate of 90.45 percent in the “strongly agree” category, indicating that the system operates well and meets user needs. Beyond serving as a reporting tool, the system also functions as an educational platform that enhances motivation and community involvement through the application of structural gamification elements for sustainable waste management.