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STIMULASI POTENSI ANAK MELALUI KEGIATAN TOUR THE ANIMATOR TALENT Nurhopipah, Ade; Hasanah, Uswatun; Arifudin, Dani; Krisno, Krisno; Ferdiyansyah, Achmad; Mutiara, Dwi Ayu
JMM (Jurnal Masyarakat Mandiri) Vol 4, No 2 (2020): JUNI
Publisher : Universitas Muhammadiyah Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (517.351 KB) | DOI: 10.31764/jmm.v4i2.1822

Abstract

Abstrak: Seiring perkembangan informasi dan teknologi yang sangat pesat, animator adalah profesi yang semakin populer di bidang multimedia. Adanya program pengenalan tentang profesi animator diharapkan dapat membantu para pendidik menstimulus anak-anak dalam mengidentifikasi minat dan bakatnya. Dengan meninjau pentingnya upaya stimulasi potensi anak-anak di bidang tersebut maka kegiatan “Tour The Animator Talent”  diselenggarakan untuk anak usia Sekolah Dasar di Purwokerto dan sekitarnya. Kegiatan ini berisi pemaparan materi dengan metode student center dan workshop pembuatan animasi sederhana dengan metode project-based learning. Pada evaluasi penguasaan materi diperoleh rata-rata keberhasilan sebesar 74%, sedangkan pada evaluasi workshop diperoleh rata-rata keberhasilan sebesar 82 % dengan menggunakan tolak ukur aspek-aspek yang telah ditentukan penyelenggara.Abstract:  Along with the rapid development of information and technology, animator is an increasingly popular profession in the multimedia field. The introduction of the animator profession program is expected to help educators stimulate children in identifying their interests and talents. By reviewing the importance of stimulating children's potential in this field, the "The Animator Talent" event was held for elementary school-age children in Purwokerto and surrounding areas. This activity contains material exposure by the student center method and a workshop on making simple animations using the project-based learning method. In the evaluation of mastery of the material obtained an average success of 74%, while in the evaluation of the workshop obtained an average success of 82% by using benchmarks aspects that have been determined by the organizer.
Data Mining Method to Determine a Fisherman's Sailing Schedule Using Website Dwi Ayu Mutiara; Alung Susli; Didit Suhartono; Dani Arifudin; Imam Tahyudin
Telematika Vol 14, No 2: August (2021)
Publisher : Universitas Amikom Purwokerto

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35671/telematika.v14i2.1193

Abstract

Some of Cilacap people live in coastal areas as fishermen who utilize the seafood to meet the needs of life. One of the fishermen supporters in the cruise is the information of Meteorological, Climatological, and Geophysical Agency (BMKG). This information is important for safety such as wind speed and wave height. For addressing the problem, research is conducted to determine the sailing schedule of fishermen using data mining method with the website based. The proposed method is using Support Vector Machine (SVM) classification algorithm. This research uses data from BMKG Cilacap from 2015 until 2017. Test data is part of data that is 30% randomly fetched from the overall data used. From model testing, get value with performance results from datasets that generate accuracy of 88%, 87% precision and 89% recall. This solution is followed by constructing the website in order to easy to access of sailing information. Therefore, the researcher created a website of fisherman sailing scheduling system based on SVM algorithm.
PELATIHAN DESAIN MOCKUP DAN LOGO SEBAGAI BRANDING PRODUK UNTUK MENINGKATKAN NILAI JUAL BAGI UMKM Dani Arifudin; Linda Heryanti; Dian Pramesti
JMM (Jurnal Masyarakat Mandiri) Vol 5, No 5 (2021): Oktober
Publisher : Universitas Muhammadiyah Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (732.746 KB) | DOI: 10.31764/jmm.v5i5.5304

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Abstrak: Produk UMKM hingga saat ini terus mengalami perkembangan yang cukup pesat seiring dengan trend permintaan pasar. Dilihat pada data Bantuan Pemerintah Bagi Pelaku Usaha Mikro (BPUM) hingga saat ini ada sekira 53.778 unit usaha. Sebagai upaya dalam mengimbangi persaingan pasar, pelaku UMKM harus terus melakukan inovasi dan kreatifitas untuk meningkatkan kualitas produk nya, salah satunya melalui branding produk berupa desain mockup dan logo. Tujuan pelatihan ini agar pelaku UMKM mengerti tentang pentingnya membangun branding produk melalui desain mockup dan logo untuk memberikan identitas pada sebuah produk yang mampu mempengaruhi konsumen untuk memilih produknya dibandingkan produk pesaing lainnya. Metode pelaksanaan pelatihan dimulai dari tahap survei dan observasi kepada mitra, yakni pelaku UMKM di Purwokerto, kemudian penyusunan materi, pelaksanaan pelatihan melalui workshop dengan media zoom dan tahap terakhir evaluasi kegitan dengan melihat hasil karya desain mockup dan logo masing-masing pelaku UMKM setelah mengikuti workshop. Hasil dari pelatihan tersebut 30 peserta dapat mengoperasikan aplikasi Canva sebagai media pembuatan desain mockup dan logo.  Abstract:  Until now, UMKM products continue to experience quite rapid development in line with market demand trends. Judging from the data on Government Assistance for Micro Business Actors (BPUM) to date there are approximately 53,778 business units. As an effort to balance market competition, UMKM actors must continue to innovate and be creative to improve the quality of their products, one of which is through product branding in the form of mockup and logo designs. The purpose of this training is for UMKM actors to understand the importance of building product branding through mockup and logo designs to give identity to a product that is able to influence consumers to choose their products compared to other competing products. The training implementation method starts from the survei and observation stage to partners, namely UMKM actors in Purwokerto, then preparing materials, conducting training through a workshop with zoom media and the final stage of evaluating activities by looking at the results of mockup designs and logos of each UMKM actor after attending the workshop. As a result of the training, 30 participants were able to operate the Canva application as a medium for making mockup and logo designs.Keywords: Abstrak: Produk UMKM hingga saat ini terus mengalami perkembangan yang cukup pesat seiring dengan trend permintaan pasar. Dilihat pada data Bantuan Pemerintah Bagi Pelaku Usaha Mikro (BPUM) hingga saat ini ada sekira 53.778 unit usaha. Sebagai upaya dalam mengimbangi persaingan pasar, pelaku UMKM harus terus melakukan inovasi dan kreatifitas untuk meningkatkan kualitas produk nya, salah satunya melalui branding produk berupa desain mockup dan logo. Tujuan pelatihan ini agar pelaku UMKM mengerti tentang pentingnya membangun branding produk melalui desain mockup dan logo untuk memberikan identitas pada sebuah produk yang mampu mempengaruhi konsumen untuk memilih produknya dibandingkan produk pesaing lainnya. Metode pelaksanaan pelatihan dimulai dari tahap survei dan observasi kepada mitra, yakni pelaku UMKM di Purwokerto, kemudian penyusunan materi, pelaksanaan pelatihan melalui workshop dengan media zoom dan tahap terakhir evaluasi kegitan dengan melihat hasil karya desain mockup dan logo masing-masing pelaku UMKM setelah mengikuti workshop. Hasil dari pelatihan tersebut 30 peserta dapat mengoperasikan aplikasi Canva sebagai media pembuatan desain mockup dan logo.Kata Kunci: Branding Produk; Desain Mockup; Logo; UMKMAbstract:  Until now, UMKM products continue to experience quite rapid development in line with market demand trends. Judging from the data on Government Assistance for Micro Business Actors (BPUM) to date there are approximately 53,778 business units. As an effort to balance market competition, UMKM actors must continue to innovate and be creative to improve the quality of their products, one of which is through product branding in the form of mockup and logo designs. The purpose of this training is for UMKM actors to understand the importance of building product branding through mockup and logo designs to give identity to a product that is able to influence consumers to choose their products compared to other competing products. The training implementation method starts from the survei and observation stage to partners, namely UMKM actors in Purwokerto, then preparing materials, conducting training through a workshop with zoom media and the final stage of evaluating activities by looking at the results of mockup designs and logos of each UMKM actor after attending the workshop. As a result of the training, 30 participants were able to operate the Canva application as a medium for making mockup and logo designs.Keywords: Product Branding; Mockup Design; Logo; UMKM  
THE SHORT-TERM TRAINING OF CONTENT CREATION AND DIGITAL MARKETING BAGI PELAJAR DI PURWOKERTO Dani Arifudin; Eka Sulistiyaningsih
RESWARA: Jurnal Pengabdian Kepada Masyarakat Vol 2, No 1 (2021)
Publisher : Universitas Dharmawangsa

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (25.297 KB) | DOI: 10.46576/rjpkm.v2i1.920

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Perubahan industri sebagai akibat revolusi teknologi informasi ini harus diantisipasi sejak dini. Banyak bermunculan berbagai macam inovasi baru dalam persaingan dunia industri, salah satunya adalah content creation yang kemudian diterapkan dalam dunia bisnis digital marketing. Tujuan dari pengabdian ini adalah Pelatihan di bidang content creation dan Digital marketing bagi SMA/SMK/Sederajat guna mempersiapkan kebutuhan industri saat ini dan beberapa tahun yang akan datang. Metode pelaksanaan kegiatan ini dimulai dari proses identifikasi masalah, menentukan sasaran dan tujuan, menentukan metode kegiatan, implementasi dan evaluasi kegiatan. Pelaksanaan kegiatan dimulai dari pemaparan materi, praktik dan diskusi tanya jawab. Praktik langsung pembuatan konten microblog untuk kebutuhan digitial marketing diikuti oleh peserta dengan menggunakan software CorelDraw. Evaluasi kegiatan pelatihan ini menunjukan rata-rata pemahaman dan kebermanfaatannya bagi peserta terhadap materi content creation dan digital marketing sebesar 72,7%. Dengan demikian kegiatan ini akan memberikan dampak yang efektif dan positif bagi siswa
Gamifikasi Sebagai Simulasi Kuliah Online Untuk Menigkatkan Motivasi Belajar di Era Pandemi Dani Arifudin; Ahmad Manan Musyafa; Arnika Halwa
CogITo Smart Journal Vol 7, No 2 (2021): Cogito Smart Journal
Publisher : Fakultas Ilmu Komputer, Universitas Klabat

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31154/cogito.v7i2.334.360-372

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Perkembangan Information and Communication Technologies (ICT) di dunia Pendidikan semakin maju. Media pembelajaran seperti Google form, Classroom, Edmodo dan lain-lain dapat menjadi pilihan. Bagi peserta didik, pembelajaran jarak jauh (PJJ) sudah tidak asing lagi. Dalam proses pembelajaran, jarak tidak lagi menjadi penghalang, khususnya pada saat sekarang ini. dampak terjadinya penyebaran covid-19, proses pembelajaran tatap muka digantikan dengan pembelajaran daring atau kuliah online. Akan tetapi dalam proses pembelajaran secara daring ada beberapa kendala dan keluhan yang dialami, seperti kurangnya interakativitas, metode pembelajaran yang digunakan cenderung membosankan dan kurang bervariasi. Tujuan penelitian ini adalah memberikan alternatif baru dalam proses pembelajaran dengan berbasis gamifikasi sebagai simulasi kuliah online, dan kegiatan belajar mengajar lebih menyenangkan dan interaktif. Dengan menggunakan metode Marczewski’s Gamification Framework, dilakukan analisis data dan analisis system yang menghasilkan kesimpulan bahwa pembelajaran berbasis gamifikasi ini dapat menjadi metode baru dalam proses pembelajaran secara daring.
Optimization of The Digital Game Based Learning Instructional Design (DGBL-ID) Method as Learning Support Media Dani Arifudin; Eka Sulistiyaningsih; Intan Adila Kautsar
Jurnal Mantik Vol. 4 No. 3 (2020): November: Manajemen, Teknologi Informatika dan Komunikasi (Mantik)
Publisher : Institute of Computer Science (IOCS)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35335/mantik.Vol4.2020.1092.pp2147-2154

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The development of science and technology has encouraged reforms in the use of technology results in the learning process. As a teacher, you must package learning to be creative, innovative, and fun in order for learning to be successful. One way for learning to package learning to be interesting is to use learning media. One of the learning methods that can be applied to an angragogical approach and is effective in achieving learning objectives is learning using digital game-based learning methods (DGBL). This study aims to develop game-based learning in order to create a learning environment that is motivating, fun, and enhances creativity. Through a game-based learning approach in learning, it is hoped that the DGBL-ID method can stimulate emotional, intellectual, and psychomotor activities through the aspects of interactivity, direct feedback, virtual representations and repetition of settings and events in a lesson.
Implementasi Game Design Document Pada Perancangan Game Based Learning Dani Arifudin; Suliswaningsih Suliswaningsih; Dian Pramesti; Linda Heryanti
CogITo Smart Journal Vol. 8 No. 2 (2022): Cogito Smart Journal
Publisher : Fakultas Ilmu Komputer, Universitas Klabat

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31154/cogito.v8i2.431.385-397

Abstract

Several studies regarding the selection of game-themed learning models concluded that they can eliminate boredom in the learning process, so that students are enthusiastic and play an active role in following the lessons, this game-themed learning is called Game Based Learning. That is a learning method that has the concept of combining educational content or learning principles with games that aim to attract students to learn. In designing game-based learning, of course, it must be well structured and conceptualized, and meet the standards for applying game concepts to learning. A method that can record and document every detail of gameplay design and game based learning design is the Game Design Document (GDD). This study aims to implement GDD in game based learning design, using the Multimedia Development Life Cycle (MDLC) method. It is hoped that this research can produce conclusions regarding game-based learning design standards documented in GDD.
IN-HOUSE TRAINING PEMBUATAN VIDEO PEMBELAJARAN BAGI GURU SEKOLAH DASAR MELALUI PELATIHAN BASIC EDITING VIDEO Dani Arifudin; Hari Pangestu; Rizky Bagas Nur Hidayat; Salli Risqi Warida Suryadilaga
SELAPARANG: Jurnal Pengabdian Masyarakat Berkemajuan Vol 6, No 4 (2022): Desember
Publisher : Universitas Muhammadiyah Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31764/jpmb.v6i4.11479

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ABSTRAKPerkembangan teknologi di bidang pendidikan menjadi peranan penting dalam implementasi media pendukung kegiatan belajar mengajar. Akan tetapi pada pelaksanaannya, kegiatan belajar mengajar di sekolah guru-guru masih memiliki kecenderungan bahwa siswa dibiasakan untuk mendengarkan apa yang diajarkan guru, kemudian mencatat menghafalkan nya di luar kepala. Sehingga menghasilkan sikap verbalistik. Oleh karena itu pemanfaatan media pembelajaran perlu diterapkan dengan tujuan pembelajaran yang lebih efektif dan efisien serta jangkauan yang lebih luas, salah satunya yaitu melalui video pembelajaran. Untuk mendukung implementasi tersebut maka dibutuhkan pelatihan kepada guru-guru dalam proses pembuatannya. Metode pelaksanaan kegiatan ini dimulai dari analisis dan pemetaan, inisiasi pelaksanaan, pelatihan, pemberdayaan dan evaluasi. Kegiatan pelatihan dibagi menjadi tiga sesi sesuai dengan tahap pembuatan video pembelajaran, yaitu pra-produksi, produksi dan pasca produksi. Hasil dari pelatiahan ini yaitu guru-guri menghasilkan video pembelajaran sesuai dengan mata pelajaran nya masing-masing, yang kemudian dapat digunakan sebagai media ajar dalam kegiatan belajar mengajar Melalui In-house training pembuatan video pembelajaran ini diharapkan guru-guru dapat menghasilkan konten video pembelajaran sehingga berdampak pada peningkatan kreatifitas guru dalam kegiatan belajar mengajar. Kata kunci: editing video; in-house training; video pembelajaran ABSTRACTThe development of technology in the field of education plays an important role in the implementation of media supporting teaching and learning activities. However, in practice, learning activities in teachers' schools still have a tendency that students are accustomed to listening to what the teacher teaches, then writing it down by heart. This results in a verbalistic attitude. Therefore, the use of learning media needs to be applied with more effective and efficient learning objectives and a wider reach, one of which is through learning videos. To support this implementation, training for teachers is needed in the manufacturing process. The method of implementing this activity starts from analysis and mapping, initiation of implementation, training, empowerment and evaluation. The activity is divided into three sessions according to the training stage for making learning videos, namely pre-production, production and post-production. The result of this training is that teachers produce learning videos according to their respective subjects, which can then be used as learning media in teaching and learning activities. increasing teacher creativity in teaching and learning activities. Keywords: in-house training; learning video; editing video
PENINGKATAN KOMPETENSI GURU PAUD/TK MELALUI PELATIHAN CANVA SEBAGAI INOVASI MEDIA PEMBELAJARAN Suliswaningsih; Dani Arifudin; Retno Waluyo; Gilang Miftakhul Fahmi; Mohamad Syahri Nurrochim
Nusantara Hasana Journal Vol. 2 No. 8 (2023): Nusantara Hasana Journal, January 2023
Publisher : Yayasan Nusantara Hasana Berdikari

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

Abstract

According to Permendikbud Number 18 of 2018 concerning the Provision of Early Childhood Education Services, it explains that the quality of an PAUD service can be seen from its learning innovation, increasing the capacity of educators and education personnel to innovate learning, as well as the provision of facilities and infrastructure. The problem faced by most educators in PAUD services is the lack of ability to develop innovative learning media, so they tend to use conventional methods such as lectures. Early childhood requires a visual learning method, so that students understand the material presented by the teacher. The ability to create interesting learning media must of course be balanced with mastery of design using computers. This service aims to provide training for PAUD teachers to be able to create innovative learning media using the Canva application. Canva is an application that will help teachers to design easily, even if they don't have graphic design skills. The service is carried out by the lecture method on the explanation of the material, then the participants carry out practical work on making learning media. The result of this activity is that PAUD teachers can improve competence through training in making learning media using the Canva application.
Aplikasi Belajar Matematika Sekolah Dasar Kelas V Berbasis Mobile Android Suliswaningsih Suliswaningsih; Aris Purnomo; Septi Fajarwati; Agung Prasetyo; Dani Arifudin
JATISI (Jurnal Teknik Informatika dan Sistem Informasi) Vol 10 No 1 (2023): JATISI (Jurnal Teknik Informatika dan Sistem Informasi)
Publisher : Lembaga Penelitian dan Pengabdian pada Masyarakat (LPPM) STMIK Global Informatika MDP

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35957/jatisi.v10i1.3250

Abstract

SD Negeri 3 Tugu uses the 2013 curriculum, which is an integrative thematic learning method, a scientific approach, and an authentic assessment. The method used is lecture, discussion, experiment, question and answer, skills, problem-solving, and assignments. Teachers at SD Negeri 3 Tugu use blackboards, notebooks, and textbooks as the media. Based on the results of interviews with fifth-grade students and teachers, it was stated that some students had difficulty understanding the mathematics material presented by the teacher in class. The number of formulas that must be understood by students, difficulties when doing assignments/Homework (PR) given by the teacher. This resulted in students getting poor grades in mathematics courses. The purpose of the research is to create an Android-based learning media application for grade V elementary school mathematics as an independent learning medium and help increase student interest in learning. The research uses the extreme programming method which includes the design stage to model the system from the application of mathematics learning media, the coding stage, namely the implementation of the system design using Microsoft Visual Studio software, and the testing stage using a questionnaire and involving material experts with an average of 84.28%, media experts as much as 91.42%, and student respondents as much as 84.28%. The results of the study indicate that the average respondent strongly agrees that the application is suitable for use as an Android mobile-based mathematics learning media.