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WEB-BASED AUDIOVISUAL NUTRITION EDUCATION VIA WHATSAPP FOR ADOLESCENTS: A PRE-EXPERIMENTAL STUDY Amita, Dzikra Fitria; Muslim, Muhammad Panji
Cendekia Medika: Jurnal Stikes Al-Ma`arif Baturaja Vol. 10 No. 2 (2025): Cendekia Medika: Jurnal STIKes Al-Ma'arif Baturaja
Publisher : LPPM STIKES Al-Ma'arif Baturaja

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52235/cendekiamedika.v10i2.517

Abstract

Adolescence is a critical period that plays an essential role in fulfilling nutritional needs. Inadequate nutrient intake during this phase can hinder physical growth and cause mental developmental disorders. One effort to improve nutritional knowledge is through technology-based edutainment, such as the use of Android applications and websites. Audiovisual educational media delivered via WhatsApp provides an effective interactive platform to enhance adolescents’ knowledge, attitudes, and behaviors regarding balanced nutrition. This study aimed to evaluate the effectiveness of website-based audiovisual media delivered through WhatsApp in improving nutritional knowledge and attitudes among 11 students at SMP Darul Qur’an Padang, with inclusion criteria: (1) had never received health education, (2) were active students, (3) were willing to participate in the intervention, (4) owned a personal smartphone, and (5) had WhatsApp installed and accessible for video calls. Data were collected using pretest and posttest questionnaires. The results showed a significant improvement in both knowledge and nutritional attitudes after the intervention (p-value = 0.000). The average knowledge score increased from 11.55 (pretest) to 17.09 (posttest), while the average attitude score increased from 40.09 to 44.36. Based on these findings, future studies are recommended to expand educational media by incorporating interactive features (such as educational games or online discussion forums) to further enhance student engagement
Generate Financial Reports for Micro, Small and Medium Enterprises (MSMEs) Using Microsoft Excel Irzavika, Nindy; Gusti, Kharisma Wiati; Hadi, Novi Trisman; Wiryanto, Fadhli Suko; Muslim, Muhammad Panji
International Journal of Community Service Learning Vol. 9 No. 2 (2025): May
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/ijcsl.v9i2.90698

Abstract

MSMEs struggle with basic financial practices such as recording transactions and preparing financial reports, leading to inaccurate data and poor decision-making. This research uses Microsoft Excel as the main tool to produce a practical and efficient method for preparing financial reports for Micro, Small, and Medium Enterprises (MSMEs). The method used in this research is participatory, qualitative descriptive, which seeks to actively involve MSME actors in the Haur Pancuh II Culinary Tourism Village. The method used in this research is a case study. The data obtained was analyzed using qualitative descriptive analysis, namely by systematically describing the results of observations and interviews. The analysis process includes data reduction, data presentation, and concluding. Results showed significant improvements in participants' financial literacy, increased understanding of financial reporting, and confidence in applying their knowledge. This research underscores the importance of tailored financial literacy programs in empowering MSMEs to improve their financial management practices. These findings have practical implications for policymakers, educators, and community leaders aiming to increase the resilience and competitiveness of MSMEs through targeted capacity development initiatives, paving the way for more sustainable economic development in similar contexts.
Graph Regularized Probabilistic Latent Semantic Analysis for Topic Analysis Using Social Media Data Muslim, Muhammad Panji; Hadi, Novi Trisman; Adrezo, Muhammad
Sinkron : jurnal dan penelitian teknik informatika Vol. 9 No. 1 (2025): Research Article, January 2025
Publisher : Politeknik Ganesha Medan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33395/sinkron.v9i1.14348

Abstract

In today's digital era, social media data provides valuable insights into public opinion. This study implements the Graph Regularized Probabilistic Latent Semantic Analysis (GPLSA) method to analyze topics from social media data surrounding the 2024 Indonesian Presidential Election (Pemilu), as well as to evaluate the efficiency of the Probabilistic Latent Semantic Analysis (PLSA) algorithm. The research stages include collecting social media data on presidential debates and elections, text pre-processing, and applying the GPLSA method to identify main topics. The analysis results show that PLSA without graph achieved a topic coherence score of 0.653, indicating good consistency, while GPLSA decreased to 0.5, suggesting that the addition of graph regularization did not significantly enhance coherence. Additionally, PLSA without graph achieved a perplexity score of 12.138, indicating good predictive capability, while GPLSA increased to 12.511, showing that graph regularization did not improve the prediction of new words. PLSA without graph also produced topics relevant to election issues, while GPLSA generated topics influenced by graph regularization, though without significant improvement in topic quality. Sentiment analysis of social media posts provides insights into public responses to debates and election issues. Validation of the GPLSA model ensures relevant topic representation. This research contributes to the development of text analysis methods and offers valuable information for elections and democratic participation. These results can be utilized by stakeholders to make more strategic and informed decisions.
Pelatihan Pembuatan Game Edukasi menggunakan Game Maker Sebagai Upaya Meningkatkan Pembelajaran Kreatif Bagi Siswa SMK Badan Perguruan Indonesia Kota Bandung Hadi, Novi Trisman; Muslim, Muhammad Panji; Irmanda, Helena Nurramdhani
Jurnal Pengabdian kepada Masyarakat Bidang Ilmu Komputer Vol 1 No 2 (2023): Jurnal Pengabdian Kepada Masyarakat Bidang Ilmu Komputer (ABDIKOM)
Publisher : Fakultas Ilmu Komputer

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

Perkembangan teknologi informasi dan komunikasi dalam era Society 5.0, terutama internet, telah memberikan dampak yang luas dan cepat dalam berbagai aspek kehidupan masyarakat. Industri kreatif, sebagai hasil dari kemajuan tersebut, telah menjadi salah satu sektor yang berkembang pesat, dengan industri game sebagai salah satu contohnya. Game merupakan aplikasi yang menyajikan pengalaman kehidupan manusia dalam bentuk perangkat lunak dan memberikan hiburan yang menyenangkan bagi berbagai kalangan. Pasar game Indonesia telah mencapai angka yang besar, namun mayoritas dikuasai oleh developer asing, yang berdampak buruk bagi keuangan negara. Bermain game telah menjadi kegiatan yang populer di kalangan anak-anak, remaja, dan orang dewasa, dengan manfaat seperti peningkatan kemampuan kognitif dan sebagai media pembelajaran. Di SMK Badan Perguruan Indonesia Kota Bandung, terdapat permasalahan terkait kurangnya informasi dan pengetahuan tentang pembuatan game, serta pembelajaran TIK yang masih terbatas pada desain grafis. Oleh karena itu, melalui kegiatan PKM ini, Game Maker dipilih sebagai aplikasi pembuat game untuk diperkenalkan kepada siswa dengan tujuan agar mereka dapat menjadi pembuat game yang kreatif berbasis TIK, bukan hanya pengguna atau pemain game. Hasil dari kegiatan PKM ini yaitu meningkatnya pembelajaran kreatif siswa dengan hasil jumlah aplikasi game edukasi yang telah diciptakan oleh siswa sebanyak 90% dari 31 siswa serta didapatkan peningkatan pemahaman siswa terhadap penggunaan aplikasi Game Maker sebesar 33,6%. Manfaat lain dari kegiatan PKM ini adalah memberikan pengalaman dan pembelajaran baru tentang pembuatan game edukasi yang bermanfaat bagi kehidupan seharip-hari.
Edukasi Pengembangan Game Pada Siswa SMK Badan Perguruan Indonesia Kota Bandung dengan Pembuatan Game Edukasi Menggunakan Game Maker Hadi, Novi Trisman; Muslim, Muhammad Panji; Irmanda, Helena Nurramdhani; Utami, Adita
Jurnal Pengabdian kepada Masyarakat Bidang Ilmu Komputer Vol 2 No 1 (2023): Jurnal Pengabdian Kepada Masyarakat Bidang Ilmu Komputer (ABDIKOM)
Publisher : Fakultas Ilmu Komputer

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52958/abdikom.v2i1.6755

Abstract

Perkembangan industri game telah mengalami pertumbuhan signifikan dalam beberapa tahun terakhir. Game tidak lagi hanya merupakan bentuk hiburan semata, tetapi telah menjadi alat pembelajaran, sarana hiburan, dan bahkan alat untuk mengembangkan keterampilan kognitif, sosial, dan kreatif. Teknologi informasi dan komunikasi yang terus berkembang telah memungkinkan game untuk menjadi lebih interaktif, realistis, dan dapat diakses oleh berbagai kalangan masyarakat Pendidikan tinggi dan sekolah menengah kejuruan (SMK) adalah salah satu sektor yang aktif mengintegrasikan teknologi dalam metode pengajaran. Pengembangan game edukasi telah menjadi salah satu metode inovatif yang efektif untuk meningkatkan pembelajaran siswa. Di SMK Badan Perguruan Indonesia Kota Bandung, terdapat permasalahan terkait kurangnya pengenalan dan pengetahuan tentang game dan pengembangan game, serta pembelajaran TIK yang masih terbatas pada desain grafis. Oleh karena itu, melalui kegiatan PKM ini, dilaksanakan edukasi pengembangan game edukasi menggunakan Game Maker. Adapun tahapan pelaksanaan dari kegiatan pengabdian kepada masyarakat terdiri atas dari 5 tahapan antara lain: survey, edukasi materi, pelatihan, pendampingan, dan evaluasi. Hasil dari kegiatan PKM ini yaitu meningkatnya pengetahuan dan keterampilan siswa dalam pengembangan game dengan hasil jumlah penyelesaian game edukasi oleh siswa sebanyak 90% dari 31 siswa serta didapatkan hasil kuisioner sebesar 48.39% menyatakan materi yang disampaikan “jelas”, sebesar 45.16% menyatakan pelatihan dilakukan dengan “menyenangkan”, dan 58.06% pelatihan yang dilakukan “bermanfaat”.
The Expert System for Diagnosing Respiratory Diseases for Cats Fitria Adyati Mardha; Ria Astriratma; Muslim, Muhammad Panji
Jurnal Riset Informatika Vol. 6 No. 2 (2024): March 2024
Publisher : Kresnamedia Publisher

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.34288/jri.v6i2.249

Abstract

Cats are the most common pet in Indonesia with a cat ownership rate of 47% (Rakuten Insight, 2021). Cat owners need to know and recognize the signs and symptoms of the diseases that often occur in cats, especially respiratory problems and diseases. Although vaccines in cats can significantly reduce the incidence of respiratory diseases, they do not eliminate infectious disease pathogens. During the COVID-19 pandemic, it was necessary to adjust health consultations that could reduce the transmission of COVID-19, which is the contactless method. In animal health, there is an online consultation through the WhatsApp platform between veterinarians and cat owners. Cat owners manually type every symptom experienced by the cat. However, there are several shortcomings in the online consultation, including that the symptoms described by the cat owner are unclear, so the diagnosis data is lacking and the consultation fee is quite expensive. Based on the problems that have been mentioned, the purpose of this study is to create an expert system for diagnosing respiratory diseases in cats using the Certainty Factor method. The result of this study is the availability of an expert system that can be used to diagnose respiratory diseases in cats.
School Curriculum Development Training with Collaborative Coding to Enhance Student Skills and Collaboration: Pelatihan Pengembangan Kurikulum Sekolah dengan Collaborative Coding untuk Meningkatkan Keterampilan dan Kolaborasi Siswa Muslim, Muhammad Panji; Hadi, Novi Trisman; Theresiawati, Theresiawati; Seta, Henki Bayu; Ernawati, Iin Ernawati
Dinamisia : Jurnal Pengabdian Kepada Masyarakat Vol. 8 No. 5 (2024): Dinamisia: Jurnal Pengabdian Kepada Masyarakat
Publisher : Universitas Lancang Kuning

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31849/dinamisia.v8i5.22612

Abstract

In the Society 5.0 era, information technology skills are increasingly crucial for Vocational High School (SMK) students, particularly those focused on Software Engineering (RPL). This study aims to enhance students' collaborative skills in software project development through training in GIT, a distributed version control system. The training was conducted at SMK Badan Perguruan Indonesia, Bandung, with the primary goal of improving students' abilities to work as a team using GIT. The implementation of the community service program (PkM) consisted of four stages: preparation, training, mentoring, and evaluation. During the preparation stage, the team identified specific needs ofstudents and teachers through discussions with the school. The training stage involved introducing the basic concepts of GIT, hands-on practice, and case studies on its application in real projects. The mentoring stage ensured the smooth implementation ofGIT, followed by evaluation through pre-tests, post-tests, and participant satisfaction surveys.Results showed a significant improvement in both students' and teachers' understanding. The average increase in teachers' understanding reached 16.19%, with the highest improvement of 40% in understanding how GIT works. Additionally, 26.67% of respondents found the training to be very clear, enjoyable, and beneficial. The implications of this program include improved collaboration quality in students' software projects, as reflected in more structured and well-organized project outcomes. The implementation of GIT also contributed to curriculum enhancement, particularly in project-based learning, aligning more closely with the current demands of the technology industry. This training is expected to be continuously implemented to enhance students' competitiveness in meeting the challenges of the information technology sector.