Publication Search

76,969 articles from 728 journals · 2,111 citations tracked

Showing 101-120 of 266

Analytics

Edi Wibowo; Annisa Nasywa Salsabila; Mira Sonnia Alodia

Jurnal Riset Rumpun Ilmu Teknik 2025 Pusat riset dan Inovasi Nasional

Mail management in higher education institutions, particularly at the Nurul Fikri Integrated Technology College (STT), is still carried out manually or conventionally. This process involves physically recording and distributing letters, which in practice often creates various obstacles. Some common obstacles include the long time required to manage letters, the risk of document loss or damage, and the high possibility of errors in letter numbering. Furthermore, the document validation process is also less effective due to the lack of a system that supports electronic signatures or digital verification of document authenticity. Based on these conditions, this study aims to design and develop a digital system that can help manage letters more efficiently and securely. This system is designed not only to speed up the administrative flow of correspondence but also to simplify the document validation process through the application of digital technology. Thus, this system is expected to reduce administrative errors, increase work efficiency, and ensure the security and validity of official documents. The method used in this study is Design Thinking, which consists of five main stages: empathize, define, ideate, prototype, and test. This approach enabled researchers to deeply understand user needs, explore various alternative solutions, and create an intuitive and user-friendly interface design for all parties involved in the administrative process. The research results showed that the designed system can accelerate the administration process for official letters and documents. The embedded superior features include digital validation and electronic signatures integrated with QR Code technology, thus providing a higher level of transparency and security in document management within the university environment.

Rafidah Hanun

Saturnus: Jurnal Teknologi dan Sistem Informasi 2025 Asosiasi Riset Teknik Elektro dan Informatika Indonesia

Discipline is a crucial aspect of education that plays a significant role in shaping students’ character and sense of responsibility. However, the manual discipline assessment process at SDIP Baitul Maal presents several issues, such as inaccurate data, limited analysis capabilities, and difficulty for teachers and parents to monitor students effectively. With the advancement of information technology, digital systems offer a potential solution to improve the efficiency and objectivity of the evaluation process. This study aims to design and develop a web-based application for assessing student discipline by implementing the K-Means Clustering method optimized with the Elbow method. The system is designed to cluster students based on numerical data such as attendance, tardiness, neatness, and rule violations, allowing for more accurate classification of discipline levels. The results show that the system successfully groups students into clusters automatically and provides informative visualizations of the outcomes. Additionally, the system facilitates real-time monitoring and evaluation by school staff and parents through a user-friendly interface. Therefore, the application of the K-Means Elbow method proves effective in supporting decision-making within the educational environment. This research is expected to contribute to the digital transformation of school management and enhance the quality of student character development.

Suudi Hidayat; A. Hamdani; Rizaldy Baguz Faiz Kusuma

Saturnus: Jurnal Teknologi dan Sistem Informasi 2025 Asosiasi Riset Teknik Elektro dan Informatika Indonesia

The management of incoming and outgoing mail at the Situbondo Technical Implementation Unit (UPT BLK) plays a crucial role in supporting the effectiveness of administrative activities. Currently, the process of recording letters is carried out manually using an agenda book, which is considered inefficient, makes searching for archives difficult, and takes a long time. These problems encourage the implementation of an information system that can facilitate faster, more structured, and more accurate processing of letter data. This study proposes the development of a computer-based information system using the waterfall method in the Software Development Life Cycle (SDLC). The data collection process is carried out through direct observation and interviews with administrative staff, so that system requirements can be clearly identified. The results of this study are an information system design with a simple, user-friendly, and easy-to-operate interface, so that employees can quickly understand the flow of use. The system developed allows the process of recording, archiving, and tracking letters to be more organized, practical, and efficient compared to previous manual methods. In addition, this system is also able to reduce the potential for human error in recording and accelerate the presentation of information when needed for administrative purposes and decision-making. Other advantages offered are easy data access and the availability of reliable, accurate, and timely information. With this system, administrative performance at the Situbondo Technical Implementation Unit (UPT BLK) is expected to significantly improve, both in terms of time efficiency, service speed, and orderliness in managing documents.

Saor Maruli Hasibuan; Endang Mulyani

International Journal of Economics and Management Sciences 2025 Asosiasi Riset Ekonomi dan Akuntansi Indonesia

This study develops Prezi-based audio-visual learning media aimed at improving motivation and economics learning outcomes for Grade X students at SMA X. The primary issue addressed is the low motivation and achievement among students due to the use of monotonous teaching methods and unengaging media. This research distinguishes itself by integrating Prezi’s Zooming User Interface (ZUI) with economics content, aligning with the independent curriculum and the Pancasila student profile. The study follows the Four-D Research and Development (R&D) model, consisting of Define, Design, Develop, and Disseminate phases. Data were collected through needs analysis, expert validation, and a quasi-experimental pretest-posttest control group design. Two classes, each consisting of 36 students, participated in the study. The learning media developed integrates various components such as text, images, charts, animations, and audio explanations, creating a comprehensive and interactive learning experience. The media was validated and found to be suitable, practical, and flexible for classroom use. The experimental group using the Prezi-based learning media saw a significant improvement in their learning outcomes. The average score of this group increased from 43.472 to 86, showing a substantial gain. In contrast, the control group, which used traditional methods, showed a smaller increase in average score, from 43.056 to 66.389. These results indicate that Prezi-based media is an effective tool for enhancing students' motivation and learning outcomes. It provides an innovative and engaging alternative for teachers, making economics content more dynamic and accessible. The study suggests that integrating such audio-visual tools can play a crucial role in improving the quality of learning, fostering both student engagement and academic achievement.

Ade Maulana

Merkurius : Jurnal Riset Sistem Informasi dan Teknik Informatika 2025 Asosiasi Riset Teknik Elektro dan Informatika Indonesia

The manual, paper-based election of the Student Council President faces various challenges, such as the lengthy vote counting process and the potential for errors in the recapitulation. To address these issues, this study designed a web-based e-voting information system at SMK Negeri 4 Tangerang Regency. This system was built using the Rapid Application Development (RAD) method, which emphasizes speed of development through iteration and prototyping based on user feedback. The development results indicate that e-voting can accelerate voting and vote counting, provide real-time results, and reduce paper usage. This system has been tested using blackbox testing, proving that all functions work as expected and are easily accessible to students. The study concludes that the implementation of web-based e-voting can improve efficiency, security, and transparency in the election of the Student Council President, with suggestions for system usage simulations and regular usability evaluations. Furthermore, this study also shows that the implementation of a web-based e-voting system can reduce the potential for fraud that often occurs in manual elections. With an automated and integrated system, every vote cast by voters is recorded accurately, reducing human error in the vote counting process. System security is also maintained through authentication mechanisms that ensure only authorized users can vote, as well as data encryption to protect sensitive information. This increases voter confidence in the election results, as the process is more transparent and free from manipulation. Furthermore, although the e-voting system has proven effective in increasing election efficiency and accuracy, the study also recommends the need for training for system users, both students and election committee members, to ensure they can utilize the system optimally. Continuous evaluation of the system's usability is also crucial to ensure that the interface remains user-friendly and easily accessible to all parties.

Wildan Fadilah; Diny Syarifah Sany

SABER : Jurnal Teknik Informatika, Sains dan Ilmu Komunikasi 2025 STIKes Ibnu Sina Ajibarang

This study focuses on the development of an intelligent enemy behavior system in the 2D maze game Dungeon Escape by combining the A* algorithm for pathfinding and a Behavior Tree (BT) structure for decision-making. The main objective is to enhance Non-Playable Character (NPC) intelligence, enabling more adaptive and realistic interactions with players. The A* algorithm is implemented to allow NPCs to pursue players through the shortest and most efficient paths while avoiding obstacles on a grid-based map. Meanwhile, the Behavior Tree framework is designed to manage NPC actions based on dynamic conditions, such as attacking when in close proximity, chasing players within a certain detection radius, and retreating to the original guard position when the player leaves the active zone. The research methodology involves a comprehensive literature review, system design, and implementation using the Unity game engine. Testing procedures consist of both white-box and black-box approaches to evaluate the correctness, functionality, and efficiency of the system. The results indicate that all major game features—including player navigation, combat mechanics, key collection, enemy pathfinding, and user interface interactions—operate smoothly as expected. Furthermore, NPCs exhibit adaptive behavior by dynamically switching between patrolling, chasing, and attacking modes depending on the player’s location and proximity. Performance testing shows that the integrated A* and BT system runs efficiently without significant delays or instability, even in higher-level stages with more complex layouts. The final game prototype includes seven progressively challenging levels, offering players an engaging and dynamic gameplay experience. This study demonstrates that the combination of pathfinding and decision-making algorithms provides an effective solution for designing intelligent NPCs, improving both realism and entertainment value in 2D games. The findings are expected to serve as a useful reference for future research and development in AI-based game design, particularly in the context of Unity game projects.

Ade Dwi Chayono; Rezki Kurniati

Jurnal Sistem Informasi dan Ilmu Komputer 2025 International Forum of Researchers and Lecturers

This research aims to develop an Augmented Reality (AR) application as a navigation aid and facility introduction tool in the Informatics Engineering Building of Bengkalis State Polytechnic. This application is specifically designed to help new students and visitors understand and navigate the complex campus environment. By utilizing AR technology, the application provides an interactive guide that displays routes to various laboratories and presents detailed information about available facilities. The method used in developing this application is the Multimedia Development Life Cycle (MDLC), which consists of five stages: planning, design, development, testing, and launch. In the planning stage, a user needs analysis is conducted to ensure that the developed application meets the expectations and needs of end users. The design stage includes the creation of user interaction flows and visual interfaces, while the development stage involves the integration of AR technology with location data and campus facility information. Testing is conducted to ensure the functionality and accuracy of the navigation features and the quality of the user experience before the application is launched. The results of this study indicate that the AR application is able to provide a more interactive and informative experience than conventional media. New students and visitors can easily find laboratory locations and obtain a clear overview of campus facilities. In addition to improving navigation efficiency, this application also supports the adoption of digital technology in the campus environment. Thus, this research not only contributes in terms of ease of access to information, but also encourages the use of AR technology in the world of education, especially at Bengkalis State Polytechnic.

Aldino Dewa Ndaru; Mujahidin Aljawari; Muh Yudha Setiawan

Merkurius : Jurnal Riset Sistem Informasi dan Teknik Informatika 2025 Asosiasi Riset Teknik Elektro dan Informatika Indonesia

Village websites currently generally only provide information in the form of an interface for users, such as village profiles, potential areas, population data, and current news. However, the majority are not yet equipped with Application Programming Interface (API) support that allows for flexible and automated data integration and exchange. This is a challenge when dynamic access is needed by third-party systems, such as public service platforms, mobile applications, or local government information systems, which require real-time and accurate synchronization of population data. The project aims to implement a RESTful API that can be accessed securely, efficiently, and easily understood by developers to retrieve villagers' data. The development of the system is carried out using the Agile method, which supports rapid iteration and periodic evaluation to ensure that each feature functions optimally according to the needs of users and field conditions. This Agile method is applied in several sprints that include the stages of needs planning, designing the API endpoint structure, coding, documentation, and testing of the integration and security of the system as a whole. The results of the implementation show that the API successfully retrieves data directly from the village database, and presents it in a JSON format that is compatible for use by both frontend and third-party systems. This API supports pagination features for efficient access to large amounts of data, and is equipped with Basic Authentication to keep data access secure from being abused. With this API, the village website not only becomes a static information medium, but also transforms into a digital service platform that is open for cross-system integration. This supports the development of a more modern, efficient, sustainable, and collaborative village information system in the future, so that public services can be significantly improved.

Melda Agnes Manuhutu; Sherly Gaspersz; Lulu Jola Uktolseja; Irwan Soulisa; Rindaldy Rindaldy +3 more

Jurnal Pengabdian dan Keberlanjutan Masyarakat 2025 Lembaga Pengembangan Kinerja Dosen

The advancement of digital technology has driven significant transformation in the field of education, particularly in the innovation of learning media that is interactive and easily accessible to students. The subject of Pancasila and Civic Education (PPKn), as a crucial component of character education, must adapt to these developments to ensure that the material remains relevant and engaging for today’s digital generation. This community service activity aimed to enhance students' learning motivation by conducting a training program on creating educational applications using the no-code platform Thunkable. The focus of the training was on the topic of national political figures, which is part of the core competencies in the PPKn curriculum. The activity was held at SMA Ampera in Sorong City, involving 11th-grade students as active participants. A participatory and project-based learning (PjBL) approach was employed, in which students were guided to design, create, and test their own educational applications based on their ideas and creativity. The program was carried out in three stages: preparation (developing modules, training materials, and technical setup), training and practice (introduction to the Thunkable platform, interface design, and basic programming), and testing and evaluation (application trials by other students and effectiveness assessment). The results of the activity showed a significant increase in students' learning motivation, basic digital skills, and active engagement in the learning process. The participants successfully created educational application prototypes featuring visual content, brief narratives, and interactive quizzes about national political figures. Moreover, students demonstrated collaborative attitudes, innovation, and confidence when presenting their work. This activity demonstrates that a project-based learning approach supported by Thunkable technology can be an effective alternative for creating meaningful, contextual, and empowering learning experiences. It is especially beneficial for schools with limited access to digital technology. By integrating creativity and digital tools into civic education, students are encouraged to become not only technologically literate but also more engaged in understanding national identity and political history in a modern, accessible way.

Maulana Mahessar; Isram Rasal

Jupiter: Publikasi Ilmu Keteknikan Industri, Teknik Elektro dan Informatika 2025 Asosiasi Riset Ilmu Teknik Indonesia

This research focuses on the development of an Android-based vegetable detection application by utilizing digital image processing technology and data communication through Application Programming Interface (API). This application is designed to make it easier for users to visually recognize different types of vegetables using the device's camera. The detection process is carried out by sending the image to a cloud server, where the image analysis process is carried out to identify the type of vegetable, displaying its name, characteristics, and benefits. The app's implementation includes an intuitive and user-friendly user interface, with key features such as login, registration, and an interactive dashboard. The dashboard displays user information, location, ambient temperature, vegetable detection history, and direct access to the camera for real-time detection processes. The utilization of cloud computing technology not only keeps application performance lightweight and responsive, but also enables high processing efficiency and data scalability. This allows the application to continue to evolve according to the increasing number of users and incoming data. Image processing is done with machine learning algorithms that are trained to recognize the shape, color, and texture of different types of local vegetables. In addition, this system is also equipped with a periodic data update feature to be able to adjust to the development of new vegetable classifications. The test results show that the app is able to recognize different types of vegetables with a high level of accuracy, as well as provide additional relevant information quickly and accurately. Tests are carried out on a variety of lighting and background conditions to ensure the reliability of the system. The success of the development of this application reflects the integration of modern technology in supporting the digital agriculture sector.

Nafis Sururi; Fendy Bayu Firmansyah; Danang Satya Nugraha; Zamilu Toniatul Mina; Muh Fahrizal A

Jurnal Pengabdian dan Keberlanjutan Masyarakat 2025 Lembaga Pengembangan Kinerja Dosen

This community service activity was motivated by the need for an efficient and structured library management system at MI Hidayatul Ulum. Previously, book recording, borrowing, and reporting were done manually, creating administrative challenges and limiting access to information for students and teachers. To address these challenges, the community service team implemented a web-based library information system designed to simplify collection management, facilitate book searches, and expedite the borrowing and return process. The implementation method included partner needs analysis, system design and installation, training for staff and teachers, and evaluation of implementation results. The system was designed to be accessible through the school's local network with a simple and user-friendly interface. Training was provided to ensure the school was able to utilize and manage the system independently. The results showed that the implementation of this information system improved library management efficiency and expanded user access to information. Teachers could more easily monitor book collections, while students found it easier to search for and borrow books. Furthermore, the system accelerated administrative processes and reduced the risk of recording errors. Another positive impact was the growth of a technology-based literacy culture within the madrasah. With the availability of faster book search and borrowing services, students' interest in reading increased. A participatory approach involving schools from the planning stage through evaluation ensures that the resulting solutions meet needs and can be implemented sustainably. This community service activity is expected to serve as a model for implementing simple technology that has a real impact on improving the quality of basic education services.

Melda Agnes Manuhutu; Sherly Gaspersz; Lulu Jola Uktolseja; Irwan Soulisa; Deny Deny +2 more

Pandawa : Pusat Publikasi Hasil Pengabdian Masyarakat 2025 Asosiasi Riset Ilmu Pendidikan Indonesia

This community service activity aims to strengthen the character development of elementary school students through training in creating digital applications using the Thunkable platform. In the midst of the digital era and the challenges of the Industrial Revolution 4.0, character education is an essential aspect that must be instilled from an early age, alongside cognitive competence. Elementary schools, as the foundation of education, play a strategic role in shaping children’s personalities, including embedding positive character values. This activity was conducted at SD Moria in Sorong City and involved 24 students from grades 5 and 6, selected based on their interest and readiness. The training used a Project-Based Learning approach, where students were actively engaged in creating simple application projects. Throughout the process, students not only learned basic programming skills using Thunkable but also developed key values such as teamwork, responsibility, independence, creativity, and curiosity. Despite facing challenges such as limited devices and internet access, the students demonstrated remarkable enthusiasm. Thunkable proved to be an effective tool for interactive and enjoyable learning. Students were able to directly develop their creative ideas through designing user interfaces and application functions. This provided a meaningful learning experience that motivated students to continue exploring and trying new things. The activity showed that technology-based learning can serve as a strategic means to holistically shape students' character. Overall, this initiative demonstrated that digital application development training can serve as a character education model based on technology that is highly relevant for elementary education. This program is expected to serve as an educational innovation example that encourages the integration of digital literacy and character education in Indonesian elementary schools.

Melda Agnes Manuhutu; Sherly Gaspersz; Lulu Jola Uktolseja; Citra Citra; Reva Reva

Jurnal Pengabdian Sosial dan Kemanusiaan 2025 Lembaga Pengembangan Kinerja Dosen

This training activity on application development using the Thunkable platform was designed to enhance digital literacy, logical thinking skills, and strengthen the character of adolescents through a Project-Based Learning (PjBL) approach. In today’s digital age, digital literacy is an essential competency, and equipping young people with the ability to create meaningful technology empowers them to be not just users but also creators of impactful digital solutions. The training took place on May 17, 2025, at a member’s house from the GKI Kasih congregation in Perumnas, Sorong. It was attended by 20 participants aged between 12 and 17 years. The choice of a familiar and friendly setting was intended to create a comfortable and collaborative learning environment. The training materials were structured step-by-step, starting with an introduction to the Thunkable platform, user interface (UI) design, navigation logic development using visual block programming, and culminating in group presentations and reflections on the final projects. The project theme chosen for the training was "Prophets as Role Models," aimed at integrating spiritual values and character development into an educational digital application. Through this project, participants not only gained technical skills but also reflected on the moral and inspirational values of prophetic figures in the Christian faith. Evaluation results showed that the training had a significant positive impact. Participants demonstrated increased understanding of app development concepts, were able to explain their project workflows and features, and showed high levels of enthusiasm and creativity throughout the process. Furthermore, character values such as teamwork, responsibility, and a strong learning spirit were fostered. This initiative serves as a concrete example of how technology-based education can be effectively combined with character formation. It also provides a replicable training model for other communities, particularly for church-based youth development programs that aim to nurture digitally literate and morally grounded future generations.

Nastiti, Tashia Indah; Nastiti, Tashia Indah; Wahjusaputri, Sintha; Bunyamin Bunyamin

Jurnal Elektronika dan Komputer 2025 STEKOM PRESS

The coffee farming sector in Gunungmanik Village, Indonesia, plays a significant role in the local economy. However, the monitoring and management of coffee crops remain largely manual and conventional, making it difficult for farmers to respond quickly to environmental threats such as drought, pests, or sudden temperature shifts. This research presents the development of iotgm.id, a web-based monitoring system integrated with Internet of Things (IoT) devices designed to provide real-time environmental data for coffee plantations. The system measures key parameters including temperature, soil moisture, and motion detection (as a proxy for pest activity), and delivers this data via a user-friendly web interface. It also features digital farm record management, real-time alerts for abnormal conditions, and data visualization through interactive dashboards. Field testing with local farmers showed that the system improves decision-making, speeds up responses to environmental changes, and reduces the need for direct field visits. Unlike earlier systems that often required technical expertise or focused on single parameters, this system offers multi-parameter monitoring and is accessible to farmers without advanced digital literacy. The system bridges the gap between sophisticated agricultural technologies and practical field-level application. It contributes to the adoption of precision agriculture in rural areas, offering a scalable model for broader implementation in similar contexts

Eni Pudjiarti; Eni Pudjiarti; Siti Faizah

Jurnal Elektronika dan Komputer 2025 STEKOM PRESS

Information systems can be technically defined as a set of interconnected components designed to support decision-making and drive organizational operations. PT Asuransi Takaful Keluarga utilizes an information system in the form of the Takaful eCard mobile application, which facilitates registration and access to outpatient and inpatient insurance services at partner hospitals. Over time, several usability issues have emerged related to the application's user interface (UI) and user experience (UX). To evaluate user satisfaction and comfort levels, usability testing was conducted using the Heuristic Evaluation method. This method assesses UI design flaws based on 10 established usability principles. The evaluation revealed design issues in (H2) question Q6, (H3) question Q7, and (H10) questions Q27 and Q28. These issues are primarily related to the absence of new feature additions, ineffective message dialog boxes, and the lack of a user guidance module. The findings highlight the need for UI/UX improvements to enhance user interaction with the Takaful eCard application.

Galuh Aninditiyah; Galuh Aninditiyah; Ayu Miranti Kusumaningrum

JURNAL ILMIAH EKONOMI DAN BISNIS 2025 LPPM Universitas Sains dan Teknologi Komputer

In the era of data-driven digital commerce, Artificial Intelligence (AI)-based product personalization has become a key strategy to enhance user experience and foster customer loyalty. However, in the Indonesian e-commerce landscape, there remains a lack of empirical understanding of how personalization systems influence long-term user engagement. This study investigates the impact of AI-driven product personalization on customer loyalty among Indonesian e-commerce users. Employing a mixed-methods approach, quantitative data were collected through an online survey of 150 active users, and qualitative insights were obtained from in-depth interviews with six informants. Statistical analysis using simple linear regression revealed that personalization significantly influences customer loyalty, with a beta coefficient of 0.653 (t = 8.241, p < 0.001) and an R² value of 0.567. Qualitative findings highlight user concerns over recommendation accuracy, interface overload, and repetitive suggestions, which affect emotional satisfaction and platform attachment. This research contributes to the growing body of knowledge on AI adoption in e-commerce by integrating behavioral and technological dimensions of loyalty formation. It also offers practical implications for designing more context-sensitive personalization systems that prioritize not only algorithmic precision but also user control and experience quality.

Belinda Ayuningtyas; Sulistyo Widodo; Randy Rahmanto; Riesa Syariful Akbar; Ganjar Febriyani Pratiwi

This study aims to design and develop an automatic drilling machine controlled by a computer-based system via a parallel port interface. The machine is intended to improve precision and efficiency in repetitive drilling tasks such as PCB fabrication and pattern-based production. Tests were conducted on repeatability, accuracy, working area dimensions, movement speed, and the performance of the electronic circuit. Results indicate that the machine achieved ±0.05 mm precision and a maximum feed rate of 500 mm/min. The system also demonstrated stable control signal behavior and consistent stepper driver performance in accordance with component specifications. This research proves that legacy computer hardware can still be effectively utilized in low-cost automation systems to support technical tasks requiring moderate precision.

Rizaldi Khairun Nuzul; Anita Khumairoh; Faridah Hamidah Iswahyudi; Diva Putri Vania; Tri Fajar Yuliarti +1 more

Algoritma : Jurnal Matematika, Ilmu pengetahuan Alam, Kebumian dan Angkasa 2025 Asosiasi Riset Ilmu Matematika dan Sains Indonesia

Mathematics is often perceived as a subject that is difficult for students to master, a notion that has been confirmed by numerous previous studies. One of the contributing factors is the limited variety of instructional media used in classrooms, which affects students' interest and comprehension. Many teachers still lack appropriate learning media to support blended learning approaches. This study aims to develop and implement multimedia-based Educational Instructional Media (EIM) that are valid, practical, and effective. The project utilizes video-based learning to deliver algebra concepts material for Grade VII students at SMPN 252 Jakarta and SMPIT Al-Qudwah. The development process follows the ADDIE model, which includes five stages: analysis, design, development, implementation, and evaluation. During the analysis phase, both learning needs and content requirements were mapped according to SAP (System Analysis and Product). The material was then divided into seven core sections. In the design stage, the curriculum structure, system flow, and user interface were developed. The development stage involved creating instructional content based on the analysis results. The content was then uploaded to the Moodle platform and presented using the Project-Based Learning (PjBL) model.

Afandi Dwi Prasetiyo; Rini Puji Astutik

Jurnal Riset Rumpun Ilmu Teknik 2025 Pusat riset dan Inovasi Nasional

Sterilization occupies a fundamental position in the domain of dentistry, ensuring that the instruments utilized are entirely devoid of pathogenic microorganisms. An autoclave sterilization apparatus employing the dry heat technique, based on the Arduino Uno platform, is essential in providing a robust and effective methodology for the sterilization of dental instruments. The hardware configuration is comprised of a heating element, a temperature sensor, and a control system that is meticulously designed to uphold temperature with precision and reliability. The sterilization of dental instruments is imperative for upholding hygiene standards and averting cross-contamination. The primary aim of this research is to devise a sterilization device that is both efficient and effective through the implementation of the dry heat method, which is regarded as safer in comparison to traditional steam-based techniques. The architecture of this autoclave incorporates an Arduino Uno microcontroller as the central controller of the system, which autonomously regulates the temperature and duration of the sterilization cycle. The temperature sensor and heating element are systematically interconnected to maintain the temperature within the optimal range (100-150°C), which is critical for effective dry heat sterilization. Furthermore, a user-friendly interface has been integrated to facilitate the oversight of the sterilization process. This apparatus is adept at executing the sterilization procedure efficiently within a reduced timeframe, without compromising the integrity of the sterilization results. The system provides enhanced control and can be tailored to meet specific user requirements, thereby positioning it as an ideal solution for cost-sensitive dental clinics. This innovation is expected to significantly elevate hygiene standards within dental practices and may stimulate considerable advancements in the healthcare sector.

Pramudiawardani, Shelly; Tegar Asayahanda Firdaus; Perdi Satriama; F Rachmat Kautsar

Jurnal Riset Rumpun Ilmu Teknik 2025 Pusat riset dan Inovasi Nasional

The digitalization of cultural preservation through education is crucial in the digital era. The Betawi Cultural Community, Sanggar Bale Bambu in Depok, West Java, faces challenges in introducing Betawi culture to the public, particularly in the documentation and management of cultural services. Although many studies on cultural digitalization exist, few educational applications directly collaborate with cultural communities and support cultural services. This study aims to design the User Interface (UI) and User Experience (UX) of a mobile application as a learning medium for Betawi culture and cultural services, beginning with user needs identification to minimize development errors. The method used is Design Thinking, which emphasizes empathetic understanding of user needs and produces innovative solutions. The research process includes problem formulation, empathy, ideation, responsive prototyping using Figma, and qualitative Usability Testing. The result is an application Prototype with six main educational features: pencak silat, ondel-ondel, Betawi music, Betawi accessories, lenong, and palang pintu. Testing showed that the application is easy to use, informative, and effective as a digital medium for introducing Betawi culture. Further research can continue with in-depth quantitative Testing, back-end integration, and broader user Testing for additional validation.