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Implementasi Modul Water Quality Meter pada Komunitas Petani Udang Vaname Jawa Timur Firnanda Pristiana Nurmaida; Agus Indra Gunawan; Teguh Hady Ariwibowo; Ferry Ariyanto; Utari Sanaba; Muhamad Aldino Habibulloh; Orlando Pratama Tambunan; Muhammad Wafiq Kamaluddin
GUYUB: Journal of Community Engagement Vol 5, No 1 (2024)
Publisher : Universitas Nurul Jadid

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33650/guyub.v5i1.7942

Abstract

Vannamei shrimp is one of the leading commodities in fisheries aquaculture, due to its competitive price and the ability to be mass-produced with high stocking densities. Many coastal communities in East Java capitalize on this opportunity by engaging in vannamei shrimp cultivation. However, most shrimp farmers still measure pond water quality using conventional methods and record water quality parameters on paper, which is highly inefficient. With this issue in mind, the author sought to engage in community service by inviting representatives from the East Java vannamei shrimp farming community. The method involved delivering lectures and interactive discussions with shrimp farmers to understand their perceptions and insights regarding pond water quality, followed by the handover of modules, and subsequently evaluating the modules' usage by the shrimp farmers. As a result of this community service, we introduced a tool to assist traditional shrimp pond farmers in monitoring water quality, in the form of a "Water Quality Meter" module integrated with a website accessible via smartphones and laptops. The "Water Quality Meter" module was designed with a system to portable monitor pond water quality using Internet of Things (IoT) technology, where data obtained by microcontrollers is transmitted to a database to determine the quality value of pond water. Evaluation results indicate that farmers can use the module effectively, and data collected on the website shows that pond water quality for the farmers remains within normal ranges. Shrimp farmers directly benefit from using the module, as the shrimp pond monitoring process becomes more practical and accurate. 
Development Of An Interactive Educational Game Using Mit App Inventor: (A Case Study Of The Catch Rabbit Game) Putri Ariatna Alia; Agung Teguh Setyadi; Firnanda Pristiana Nurmaida; Ahmad Ramadhani; Rizki Dwi Irianti
Journal of Animation and Games Studies Vol 12, No 2 (2026): Oktober 2026
Publisher : Institut Seni Indonesia Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24821/jags.v12i2.17703

Abstract

        This research aims to develop an interactive educational game themed Catch Rabbit using Android-based MIT App Inventor as an alternative learning media for early childhood. The method used is Research and Development (R&D) with stages: Needs analysis, Initial media development, Media validation and revision, Field trial and revision, and Final product. Data was collected through questionnaires/questionnaires. Media validation was carried out by two material experts and two media experts, while the trial was carried out on eight PAUD students aged 3-4 years in one of the early childhood education institutions in Sidoarjo. The assessment of media feasibility by material experts and media experts used a Guttman scale, while the assessment of children was obtained through observations and observation sheets arranged on a simple Likert scale (values 1-5) with the help of accompanying teachers. The validation results showed that the media obtained an average score of 90.27% from media experts and 87.5% from material experts, both of which were in the ‘feasible’ category. Meanwhile, the results of the field trial showed an average score of 93.02% from PAUD students, reflecting high enthusiasm and active engagement, with the category ‘very feasible’. These findings indicate that the Catch Rabbit game is feasible to use as an Android-based interactive learning media for early childhood in Sidoarjo.