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Pengembangan Marketplace Preng sebagai Platform Digital Penjualan Produk UMKM di Desa Karangmelok Kecamatan Tamanan Kabupaten Bondowoso Januar Adi Putra; Fahrobby Adnan; Panca Oktawirani; Yeni Puspita
JPM: Jurnal Pengabdian Masyarakat Vol. 3 No. 2 (2022): October 2022
Publisher : Forum Kerjasama Pendidikan Tinggi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47065/jpm.v3i2.426

Abstract

Karangmelok Village, Tamanan District, Bondowoso Regency has many excellent bamboo handicraft products that can be developed to boost the economy of its inhabitants, but this is not being utilized properly. The lack of utilization of technological developments is one of the main causes of the lack of recognition of the potential products of Karangmelok Village, Tamanan District, Bondowoso Regency. With the less effective use of technology, marketing is not optimal and results in small income received. The Community Service Team has conducted an analysis of the partner situation where it was found that the main problems mentioned occurred in the majority of MSMEs in Karangmelok Village, Tamanan District. Based on the problems above, it is proposed that community service activities utilize technology that can accommodate all Karangmelok Village SMEs, so that they can realize the village's dream of becoming an INDEPENDENT CREATIVE VILLAGE, besides that Karangmelok Village SMEs are also expected to increase competitiveness to realize UMKM Go Online which was initiated by the Ministry of Cooperatives and SMEs and the Ministry of Communication and Information of the Republic of Indonesia. The solution that will be offered is the development of a Marketplace system under the name Preng as a Digital Platform for Sales and Forecasting of MSMEs Product Trends in Karangmelok Village, Tamanan District, Bondowoso Regency to Realize MSMEs Go Online.
Enhancing Literacy and Educational Inclusion through Human-Centered Design of the PELITA Interactive Audio Table Game Fahrobby Adnan; Januar Adi Putra; Abd. Mu’iz Samsul Arifin; Richie Olajuwon Santoso; Dea Novela Ramadani; Aprillia Bliesy; Fabian Nabil; Syahrial Rafky
Wikrama Parahita : Jurnal Pengabdian Masyarakat Vol. 10 No. 1 (2026): May 2026
Publisher : Universitas Serang Raya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30656/jpmwp.v10i1.11645

Abstract

Educational inequality for persons with disabilities in Indonesia remains a major challenge, with approximately 40% of individuals with disabilities never having received formal education, while visual impairment represents the highest disability category, at 64%. Despite the increasing number of Special Education Schools (Sekolah Luar Biasa/SLB), many schools, including SLB Negeri Jember, still rely on conventional and monotonous teaching methods with limited interactive learning facilities, creating a gap between the learning needs of visually impaired students and existing educational solutions. This community service project developed PELITA (Personalized Ethnographic Learning with Interactive Table-Based Audio Game), an audio game–based educational platform designed to improve inclusive learning experiences for visually impaired students. The project applied a participatory community engagement approach involving teachers, students, parents, and school administrators through field observations, focus group discussions, co-design activities, product trials and iterative evaluations. PELITA was developed using the Octalysis Framework for gamification and integrates a joystick, touchpad keyboard, mini PC, stereo speakers, and monitor to support interactive and contextual learning based on real-life scenarios. Product testing involving visually impaired students demonstrated improvements in spatial orientation ability (37.1%), fine motor skills (22.1%), listening ability (24.3%), problem solving(29.2%), self-confidence(36.5%), social interaction(22.4%), and learning motivation (39.1%). These findings indicate that gamification-based assistive technology can effectively support inclusive education and provide adaptive learning experiences for students with visual impairment. Furthermore, PELITA offers a scalable and replicable innovation model that can be implemented in other regions through collaboration among schools, universities, local governments, and communities by adapting ethnographic learning content to local cultural contexts.