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Optimalisasi Kapasitas Digital UMKM Fashion melalui Pengembangan Platform Bisnis Digital dan Strategi Pemasaran Berkelanjutan di Kota Malang Ajeng Atma Kusuma; Nurul Hidayati; Rizka Sarah Heydarina F A; Bunga Fefiana Mustikasari; Agus Sunandar; Febrilian Sudrajat; Al Fiandini
Educivilia: Jurnal Pengabdian pada Masyarakat Vol. 7 No. 2 (2026): Educivilia: Jurnal Pengabdian Kepada Masyarakat
Publisher : Universitas Djuanda

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30997/ejpm.v7i2.26201

Abstract

Sebagian besar UMKM fashion di Kota Malang telah hadir secara daring, namun kehadiran tersebut belum disertai kapasitas digital yang memadai. Pemetaan awal terhadap 15 pelaku usaha dari 11 UMKM menunjukkan seluruh peserta (100%) aktif di Instagram, tetapi tidak satu pun memiliki situs web resmi yang aktif, dan 67% menjalankan promosi secara spontan tanpa perencanaan. Kegiatan pengabdian ini bertujuan mengoptimalkan kapasitas digital mitra melalui tiga luaran, yaitu pengembangan platform bisnis digital berupa situs web resmi, penyusunan strategi pemasaran digital terintegrasi, serta penguatan kapasitas mitra melalui pelatihan dan pendampingan. Kegiatan dilaksanakan dengan pendekatan partisipatif dalam empat tahap: analisis kebutuhan, perancangan dan pengembangan platform, implementasi dan pelatihan, serta evaluasi. Mitra utama kegiatan adalah Dua Sisi Fashion Studio, dengan pelibatan sepuluh UMKM fashion lain sebagai mitra ekstensi. Hasil kegiatan menunjukkan telah dihasilkan situs web resmi yang responsif dan memuat profil, program, galeri karya, serta kanal kontak terintegrasi. Rata-rata skor pemahaman peserta meningkat dari 22,33 (44,66%) menjadi 43,73 (87,46%) dari skor maksimal 50, dengan nilai N-Gain 0,77 yang tergolong kategori tinggi. Capaian keterampilan praktis mencapai 87,47% dan tingkat kepuasan mitra mencapai 92,67% dengan kategori sangat baik. Kegiatan ini menyimpulkan bahwa penyediaan platform bisnis digital yang disertai pelatihan dan pendampingan efektif meningkatkan kapasitas digital UMKM fashion.
Development of team-based project learning media for 3D body mechanics animation course Arif Sutrisno; Bunga Fefiana Mustikasari; Nuril Kusuma Wardani
Jurnal Inovasi dan Teknologi Pembelajaran Vol. 11 No. 3 (2024)
Publisher : Universitas Negeri Malang in collaboration with APSTPI and IPTPI

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17977/um031v11i32024p169

Abstract

Abstrak: Penelitian ini bertujuan mengidentifikasi kendala dan mengembangkan solusi untuk meningkatkan efektivitas pembelajaran mata kuliah Animasi 3D: Body Mechanic di program studi D4 Animasi Universitas Negeri Malang. Metode penelitian menggunakan model ADDIE (Analysis, Design, Develop, Implement, Evaluate) dengan pendekatan Team-Based Project dan blended learning. Hasil penelitian menunjukkan bahwa mahasiswa mengalami kendala berupa keterbatasan perangkat keras, ketidaksesuaian versi perangkat lunak, serta kesulitan memahami tutorial asing. Untuk mengatasinya, dikembangkan media pembelajaran interaktif dalam LMS SIPEJAR yang menyediakan tutorial berbahasa Indonesia, infografis, dan model karakter sederhana. Hasil evaluasi menunjukkan bahwa media pembelajaran yang telah dikembangkan dan terorganisir dalam LMS SIPEJAR dengan didukung model pembelajaran team-based project, telah secara merata dan signifikan meningkatkan hasil belajar mahasiswa di bidang animasi tiga dimensi. Penelitian kedepan perlu melihat diferensiasi hasil belajar masing-masing individu untuk melihat lebih mendalam perkembangan kompetensinya serta perlu adanya mekanisme umpan balik antar mahasiswa (peer feedback) agar mereka lebih mandiri dalam menyelesaikan proyek kelompok.Abstract: This study aims to identify challenges and develop solutions to enhance the effectiveness of the 3D Animation: Body Mechanic course in the Animation program at Universitas Negeri Malang. The research applied the ADDIE model (Analysis, Design, Develop, Implement, Evaluate) combined with a Team-Based Project and blended learning approach. The results indicate that students face challenges such as hardware limitations, software version mismatches, and difficulties understanding foreign-language tutorials. To address these issues, learning media was developed within the LMS SIPEJAR, providing tutorials in Indonesian, infographics, and simplified character models. The evaluation results indicate that the learning media that supported by the team-based project learning model, have significantly and evenly enhanced students' learning outcomes in the field of three-dimensional animation. Future research should explore the differentiation of individual learning outcomes to gain deeper insights into their competency development and establish a peer feedback mechanism to encourage greater independence in completing group projects.
Penerapan Model Pipeline Produksi Animasi Berbasis AI untuk Meningkatkan Efisiensi Produksi dan Daya Saing Industri Kreatif Lokal Nuril Kusuma Wardani; Arif Sutrisno; Bunga Fefiana Mustikasari; Ima Kusumawati Hidayat
KENDURI : Jurnal Pengabdian dan Pemberdayaan Masyarakat Vol. 6 No. 2 (2026): May-August
Publisher : Yayasan Darussalam Bengkulu

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62159/kenduri.v6i3.2752

Abstract

This community service initiative aims to enhance the production efficiency and competitiveness of local animation studios affiliated with the East Java Chapter of the Indonesian Cyber Content Industry Association (ASICI) through the application of an AI-based animation production pipeline. The challenges faced by the partner included conventional and non-standardized production processes, limited systematic implementation of artificial intelligence across the animation workflow, and unstructured project management and publication strategies. The initiative employed a Participatory Action Research (PAR) approach combined with a mixed-methods design, involving needs identification, pipeline model development, and integrated training and mentoring for ten participants from ten animation studios across East Java. The results indicate that the AI-based pipeline significantly accelerated the production process, enabling each participant to independently produce a one-minute 3D animated short within approximately four working days, compared to the months typically required using conventional methods. The activity also improved participants' understanding of production scheduling, content strategy, and digital publication. However, inconsistency in AI-generated output remains a challenge requiring continuous verification. Consequently, this activity has positively impacted production efficiency, work quality, and the economic competitiveness of local animation practitioners.