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Pengenalan Koding dan Program Scratch Bagi Siswa MA Mathla'ul Anwar Baros Upaya Meningkatkan Literasi Digital Arip Kristiyanto; Andi Romansyah; Selly Septiani; Mumu Nazmudin; Muhamad Yudi Fadilah; Tiara Lestari; Fajar Malkan; Hellen Safitri
ABDIMASKU : JURNAL PENGABDIAN MASYARAKAT Vol 6, No 2 (2023): Mei 2023
Publisher : LPPM UNIVERSITAS DIAN NUSWANTORO

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33633/ja.v6i2.1132

Abstract

Era digital saat ini kemampuan berfikir komputasi sangat penting dimiliki oleh siswa, berfikir komputasi sekarang merupakan salah satu bentuk literasi. Pemrograman atau koding komputer merupakan salah satu cara untuk meningkatkan kemampuan berpikir komputasi. Dengan koding melatih siswa dalam pemecahan suatu masalah (problem solving),  dalam pemrograman banyak aktivitas yang dapat meningkatkan siswa dalam berpikir logis, sistematis, analitis dan kreatif. Namun dalam memperkenalkan pemrograman dibutuhkan  cara yang menyenangkan sebab sebelumnya siswa belum mengenal namanya koding, pemrograman serta algoritma. Dengan uraian diatas kami tim dosen Program Studi Sistem Informasi, Universitas Sutomo melalui program Pengabdian kepada Masyarakat memberikan pelatihan “Pengenalan Koding dan Program Scratch Bagi Siswa MA Mathla'ul Anwar Baros Upaya Meningkatkan Literasi Digital di era millennial”. Pelatihan dilaksanakan dengan memberikan materi pengenalan koding, pengenalan scratch kemudian dilanjutkan praktek pembuatan program sederhana menggunakan tools Scratch. Hasil dari kegiatan tersebut cukup berdampak positif mengenai pemahaman pemrogarman pada siswa,  hal tersebut bisa dilihat dari hasil pre-test dengan 10 soal rata-rata menjawab benar sebesar 45 % kemudian post-test meningkat menjadi 75%.
PEMANFAATAN MARKETPLACE DALAM UPAYA MENCIPTAKAN PELUANG BISNIS DIGITAL Selly Septiani; Asep Suryadi; Andi Romansyah
SOROT : Jurnal Pengabdian Kepada Masyarakat Vol 1 No 2 (2022): Juli
Publisher : Fakultas Teknik dan Ilmu Komputer (FASTIKOM) UNSIQ

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32699/sorot.v1i2.2923

Abstract

Perkembangan teknologi internet mendukung kemajuan bidang teknologi komputer dan sistem informasi. Industri marketplace di era digital ini sangat berkembang pesat. Dengan adanya marketplace masyarakat tidak perlu lagi datang secara langsung ke toko untuk berbelanja. Dimana dengan adanya marketplace masyarakat hanya dengan satu klik saja bisa membeli barang dimana pun dan kapan pun. Sekolah SMKN Kota Serang ialah sekolah kejuruan yang fokus dalam bidang pertanian, terutama bidang agribisnis tanaman dan hasil pengolahan pertanian. Permasalahan yang terjadi adalah masih banyak anak muda yang enggan terjun ke platform digital, karena merasa sulit untuk mengakses dan bermitra dengan marketplace serta masih banyak yang belum mengerti bagaimana cara memanfaatkan marketplace untuk peluang bisnis. Kebanyakan anak muda sekarang hanya memanfaatkan marketplace sebagai transaksi pembelian. Padahal dengan marketplace pun bisa melakukan transaksi penjualan. Dengan dilaksanakannya kegiatan pelatihan ini diharapkan siswa dan siswi SMK PN mampu memanfaatkan marketplace sebagai peluang bisnis di era digitial. Metode yang digunakan dalam kegiatan pengabdian ini yaitu ceramah mengenai pengenalan dan pembuatan akun di marketplace serta proses pembayaran menggunakan uang elektronik (e-money), lalu pelatihan mengenai baranding produk di mareketpalce dan melakukan diskusi mengenai marketpalce. Hasil yang didapatkan dari kegiatan pengabdian ini siswa dan siswi mampu membuat toko online di marketplace dan bisa memasarkan produk yang dijualnya di platform marketpalce.
PEMBUATAN DAN PEMANFAATAN APLIKASI SHOPEE DALAM UPAYA MENINGKATKAN PENJUALAN UMKM DI DESA PELAWAD Septiani, Selly; Ikhsan, Novian; Nadhia Ningsih, Listina
Tensile : Jurnal Pengabdian Kepada Masyarakat Vol 2 No 1 (2024): Maret 2024
Publisher : Teknik Mesin ,Universitas Pamulang Serang

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

Abstract

The development of information technology, especially the internet, has experienced a very large increase. The increase in internet users in Indonesia has greatly influenced the development of the marketplace in Indonesia. One of the marketplaces that is currently developing in Indonesia is Shopee. The Shopee marketplace is widely used by Micro, Small and Medium Enterprises (MSMEs) to carry out promotions and sales. Pelawad Village is a village that has Micro, Small and Medium Enterprises (MSMEs), but does not yet know and manage the marketplace as a medium for promotions and sales, and cannot even create a marketplace account itself. By carrying out this service activity, it is hoped that Micro, Small and Medium Enterprises (MSMEs) in Pelawad village will be able to utilize the marketplace as a business opportunity in the current era of internet technology. This activity uses education and training methods to introduce and create a Shopee marketplace account and training on product branding. Participants gain the ability to create an online shop and sell Micro, Small and Medium Enterprises (MSME) products on the Shopee marketplace. Keywords: Marketplace, Shopee, Pelawad Village MSMEs.
PEMANFAATAN GOOGLE FORM SEBAGAI MEDIA PENGUMPULAN DATA DAN EVALUASI PEMBELAJARAN DI MAN 2 KABUPATEN SERANG Angga Pramadjaya; Selly Septiani; Andhika Syahida Ramadhan; Sony Irawan
Abdi Laksana : Jurnal Pengabdian Kepada Masyarakat Vol 5 No 3 (2024): Abdi Laksana : Jurnal Pengabdian Kepada Masyarakat
Publisher : LPPM Universitas Pamulang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32493/abdilaksana.v5i3.43611

Abstract

Perkembangan media pembelajaran yang begitu pesat, dunia pendidikan senantiasa mengalami proses perubahan dan secara tidak langsung dipengaruhi oleh ilmu pengetahuan dan teknologi, permasalahan yang ada saat ini, masih banyaknya siswa bahkan guru di daerah desa mengumpulkan data serta evaluasi pembelajaran dengan kertas lembar dan dalam perekapan data membutuhkan waktu yang lama. Solusi yang ditawarkan yaitu dengan kemajuan teknologi ini, dan kebutuhan data yang semain banyak serta untuk laporan dan evaluasi, maka pelaksanaan Pengabdian Kepada Masyarakat ini memanfaatkan Google Form sebagai alat untuk media pengumpulan data dan evaluasi pembelajaran di sekolah MAN 2 Kabupaten Serang. Hasil dari pelatihan Google Form telah berhasil meningkatkan keterampilan digital peserta, khususnya dalam pembuatan, pengelolaan, dan analisis data menggunakan Google Form. Peserta memahami cara membuat berbagai jenis pertanyaan, mengatur tampilan form, dan menambahkan elemen interaktif dan dapat menyimpulkan data yang diperoleh. Dari kuesioner yang disampaikan, rata rata grafik peserta yang menjawab sangat puas terkait dengan point informasi kegiatan PkM 35%, point kedalaman materi pemanfaatan Google Form 56%, point menurut anda, bagaianakah narasumber meyampaikan materi 38%.
Perancangan Sistem Informasi Jadwal Pertandingan Bola Basket Berbasis Web pada Perbasi Kabupaten Serang Rimasya Ayu Jaeningsih; Selly Septiani; Ananda Saskira
Jurnal Teknik Informatika dan Teknologi Informasi Vol. 5 No. 2 (2025): Agustus: Jurnal Teknik Informatika dan Teknologi Informasi
Publisher : Lembaga Pengembangan Kinerja Dosen

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55606/jutiti.v5i2.5719

Abstract

The development of information technology has significantly impacted various sectors of life, including sports. In Serang Regency, basketball is a popular sport and frequently hosts competitive tournaments. However, the management and publication of match schedules is still done manually. This manual process is considered ineffective because it takes longer, has the potential to lead to misinformation, and makes it difficult for organizers and participants to obtain schedule data quickly and accurately. Based on these issues, this research aims to design and build a web-based basketball match schedule information system that is easily accessible to all parties involved, including organizers, participants, and the general public. This system is expected to make match schedule management more efficient, structured, and transparent. The research methodology included direct observation of the schedule management process, interviews with organizers, literature review related to sports information systems, and system development using the Waterfall model. This model encompasses the stages of systems engineering, requirements analysis, system design, coding, testing, and maintenance. The system was built using the PHP programming language and a MySQL database, enabling it to store, manage, and display match schedule information in real time. The system can be accessed through any internet-connected device, such as a computer, laptop, or smartphone. The research results are a web-based application that facilitates organizers in managing match schedules effectively and minimizes the risk of misinformation. Furthermore, this research is expected to contribute to the development of information systems in the field of sports, particularly basketball, and serve as a reference for similar research in the future.
Pengembangan Sistem Informasi Berbasis Website untuk Manajemen Perjalanan Dinas dengan Metodologi System Development Life Cycle (SDLC) pada PT Mahanusa Hijau Selaras Selly Septiani; Joko Yuwono; Agun Bastiar Permana
Jurnal Teknik Informatika dan Teknologi Informasi Vol. 5 No. 3 (2025): Desember: Jurnal Teknik Informatika dan Teknologi Informasi
Publisher : Lembaga Pengembangan Kinerja Dosen

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55606/jutiti.v5i3.6091

Abstract

PT Mahanusa Hijau Selaras is a consulting company that handles official business trip administration. The current process is still carried out manually using Microsoft Excel, including the submission of Travel Orders (SPD) and Travel Reports (LPD). This results in the accumulation of physical documents that need to be stored and risks causing delays, data duplication, and lack of real-time information transparency. This study aims to develop a web-based information system that simplifies the management process of business trip data, from submission, verification, to reporting, digitally and integrated. The methodology used is the System Development Life Cycle (SDLC) with a waterfall model approach, which includes stages of needs analysis, system design, implementation, and testing. This system is developed using PHP programming language with MySQL database. The results of the system development show improvements in efficiency, data accuracy, and ease of access to information for all parties involved. The system also significantly reduces the use of physical documents and simplifies the business trip administration process digitally and in real-time.
PEMANFAATAN DATA MINING UNTUK IDENTIFIKASI POLA PEMBELIAN PRODUK PLATFORM PERDAGANGAN ELEKTRONIK E-COMMERCE PLAZA BANTEN Widyawati Widyawati; Eka Ramadhani Putra; Selly Septiani
Jurnal Sistem Informasi dan Informatika (Simika) Vol. 9 No. 1 (2026): Jurnal Sistem Informasi dan Informatika (Simika)
Publisher : Program Studi Sistem Informasi, Universitas Banten Jaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47080/simika.v9i1.4454

Abstract

Digital transformation opens strategic opportunities for Micro, Small, and Medium Enterprises (MSMEs) to expand market reach through electronic commerce platforms. Plaza Banten is a digital marketplace that facilitates the promotion and sale of MSME products in Banten Province, Indonesia. Although transactions on the platform continue to increase, the utilization of transaction data for strategic decision-making has not yet been optimized. This study aims to identify consumer purchasing patterns on Plaza Banten through data mining by discovering product associations frequently purchased together and translating them into recommendations for promotions, product placement, and inventory planning. Sales transaction data were collected for a specific period and preprocessed through cleaning, transformation, and relevant attribute selection. The Apriori algorithm was applied in two scenarios: overall analysis and time-based transaction segmentation. Using a minimum support of 0.1% and minimum confidence of 60%, the analysis generated 8,117 association rules. The strongest rule achieved support = 0.348 and confidence = 98.9% (Nasi Box → Snack Box), while several segments reached confidence up to 100%. The highest lift value was 194.75 in the 06:00–09:00 segment, indicating highly specific co-purchase dependencies at certain times. These quantitative results reveal stable bundle patterns and time-dependent demand variations, supporting actionable strategies such as standardizing menu bundles, optimizing cross-selling offers, and prioritizing stock for high-correlation items. The resulting rules are interpreted and visualized to support Plaza Banten administrators and MSME partners in implementing data-driven decisions and strengthening the digital economy ecosystem in Banten Province.
AI Implementation to Enhance Creativity in Designing Book Covers at SMK YP Fatahillah 1 Kramatwatu Widyawati, Widyawati; Putra, Eka Ramadhani Putra; Septiani, Selly
Jurnal Masyarakat Madani Indonesia Vol. 5 No. 2 (2026): Mei
Publisher : Alesha Media Digital

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59025/t4ajp059

Abstract

This community service program was motivated by the low confidence and creativity of students in designing book covers, particularly due to limited technical drawing skills and a lack of understanding of digital technology. In fact, visual design skills are essential for vocational high school students who must be prepared to face the development of creative technology. To address these challenges, this program introduced the use of Artificial Intelligence (AI), specifically Generative AI through platforms such as Canva and ChatGPT, as tools to enhance students’ creativity and ability to visualize their ideas. The method used in this program was a hands-on workshop that included an introduction to basic AI concepts, practice in creating prompts, and the application of AI to generate images and design book covers. The results show that students were able to produce more creative, varied, and conceptually aligned book cover designs. In addition, students gained a better understanding of AI as a creative assistant rather than a replacement for designers. This program demonstrates that integrating AI into the design learning process effectively enhances students' creativity and productivity. These findings are important as recommendations for implementing AI in vocational education environments to support more innovative and technologically relevant learning