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Peningkatan Kepatuhan Hukum Dan Akses Pendanaan UMKM Melalui Penyuluhan Legalitas Usaha Fathurrohman; Indra Wiguna Marthanu; Rheznandya Fahreza; Tubagus Muhammad Rayhan
AMMA : Jurnal Pengabdian Masyarakat Vol. 3 No. 3 : April (2024): AMMA : Jurnal Pengabdian Masyarakat
Publisher : CV. Multi Kreasi Media

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Abstract

This Community Service (PKM) activity aims to provide outreach regarding business legality for Micro, Small, and Medium Enterprises (UMKM) in the Xxxx area. The main problem identified is the low level of legal compliance among UMKM concerning business permits, which impacts limited access to formal funding and business development. This activity was carried out by the proposing team from STMIK IKMI Cirebon on July 3, 2024. The PKM implementation methods included socialization, presentation of outreach materials, interactive discussions, and assistance with business permit processing. The results of this activity are expected to increase the understanding and awareness of UMKM actors regarding the importance of business legality, encourage compliance with statutory regulations, and open up broader access to funding sources and UMKM development programs. Furthermore, this activity is also expected to make a positive contribution to local economic growth through the empowerment of legal and competitive UMKM.
Pengembangan Pembelajaran Interaktif Sejarah Proklamasi Berbasis Game Mobile 2D Menggunakan Metode Game Development Life Cycle Habil Jabbal Firdausyi; Ade Irma Purnamasari; Irfan Ali; Indra Wiguna Marthanu; Fathurrohman Fathurrohman
Journal Innovations Computer Science Vol. 5 No. 1 (2026): May
Publisher : Yayasan Kawanad

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56347/jics.v5i1.413

Abstract

The History subject — particularly the Indonesian Proclamation of Independence — has long been delivered through conventional, one-directional methods that leave students disengaged and, in documented cases, visibly saturated. This study designed and developed an interactive digital learning medium as a direct response to that condition. The medium produced is a narrative-driven 2D Mobile Game, built using the Game Development Life Cycle (GDLC) across four phases: Concept, Pre-Production, Production, and Testing. The resulting prototype centers on a slide-controlling mechanism and a sequentially structured historical narrative, with an integrated quiz system embedded at the end of each story chapter. Validation by a Material Expert and a Media/Technology Expert placed the product in the "Highly Feasible" category, with an overall average score of 89.85% — a result that holds across both content accuracy and technical execution. Usability testing returned a System Usability Scale score of 81.0, rated "Excellent" and "Acceptable." These findings suggest the game is a credible alternative medium for reducing learning saturation and raising student engagement with History material.