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Implementasi Teknologi Tepat Guna Oven Produksi Pinang Untuk Meningkatkan Efisiensi Dan Kesejahteraan Masyarakat Koto Gaek Guguak, Solok Muskhir, Mukhlidi; Sari, Fenti Amelia; Islami, Syaiful; Usri, Hafiz; Elfizon, Elfizon; Taali, Taali; Effendi, Hansi
ARSY : Jurnal Aplikasi Riset kepada Masyarakat Vol. 6 No. 3 (2025): ARSY : Jurnal Aplikasi Riset kepada Masyarakat
Publisher : Lembaga Riset dan Inovasi Al-Matani

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55583/arsy.v6i3.1668

Abstract

Kegiatan pengabdian kepada masyarakat ini dilaksanakan di Nagari Koto Gaek Guguak, Kabupaten Solok, yang merupakan salah satu sentra penghasil pinang iris. Permasalahan utama yang dihadapi masyarakat adalah proses pengeringan pinang yang masih tradisional dan bergantung pada cuaca, sehingga menurunkan efisiensi, kualitas, dan nilai jual produk. Untuk mengatasi hal tersebut, tim pengabdian memperkenalkan dan menerapkan inovasi teknologi tepat guna berupa oven produksi pinang iris berbahan aluminium dengan sistem pemanas blower. Oven ini dirancang agar mampu menjaga suhu stabil antara 60–70°C, mempercepat proses pengeringan, serta menghasilkan pinang dengan warna dan aroma yang tetap alami. Kegiatan dilakukan melalui pendekatan partisipatif, meliputi observasi awal, perancangan alat, sosialisasi, serta pelatihan teknis pengoperasian dan perawatan oven. Hasil kegiatan menunjukkan peningkatan signifikan dalam efisiensi waktu pengeringan—dari 5–7 hari menjadi hanya 1–2 hari—dan kenaikan harga jual pinang dipasar lokal. Selain meningkatkan pendapatan masyarakat, teknologi ini juga membantu mengurangi penggunaan kayu bakar dan pencemaran udara, sehingga mendukung pencapaian Tujuan Pembangunan Berkelanjutan (SDGs), terutama SDG 8 (pekerjaan layak dan pertumbuhan ekonomi), SDG 9 (industri, inovasi, dan infrastruktur), dan SDG 13 (penanganan perubahan iklim).
Development of Canva Software-Based Interactive Learning Media Using the ADDIE Method Lise Asnur; Taali; Abdul Habib Arrasyidi Desky
Jurnal Penelitian Pendidikan IPA Vol 11 No 3 (2025): March
Publisher : Postgraduate, University of Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/jppipa.v11i3.10425

Abstract

This research aims to develop interactive learning media for Restaurant Operations 1 course in the D4 Hospitality Management study programme at Padang State University. This course is a compulsory course with a weight of 2 credits, consisting of 1 credit of theory and 1 credit of practice. Currently, this course still uses modules in the form of PDF files that only contain text and images. Therefore, developer software, especially Canva, is needed to create interactive learning media. Canva is an online design tool that can be accessed through websites and apps. This research uses the ADDIE development method, which includes five stages: Analysis, Design, Development, Implementation, and Evaluation. However, this study only implemented the first three stages, namely analysis, design, and development. The analysis stage consists of needs analysis and multimedia system analysis. The design stage includes media structure design, content design, and interface design. The result of the development stage is an interactive learning media that is in accordance with the applicable competencies. The initial product was validated by material experts and media experts. Suggestions and input from experts are used for improvement so that the learning media becomes valid and can be used in Restaurant Operations 1 courses.
Development of Project Based Learning E-Modules on Android Based Embedded System Subjects Abdul Habib Arrasyidi Desky; Taali; Hansi Effendi; Hasan Maksum
Jurnal Penelitian Pendidikan IPA Vol 11 No 10 (2025): October
Publisher : Postgraduate, University of Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/jppipa.v11i10.12358

Abstract

This study aims to develop an e-module based on Project Based Learning (PjBL) for the subject of Embedded Systems that can be accessed via Android devices. The development of this e-module is motivated by the need for interactive, contextual, and project-based learning materials, particularly to enhance students' competencies in Industrial Electronics Engineering that are valid, practical, and effective for the Embedded Systems subject in Grade X Industrial Electronics Engineering at SMKN 1 Sumbar. The development of this e-module is intended to enhance students' understanding, motivation, and independent learning, thereby improving their learning outcomes. The research method used is Research and Development (R&D), employing the 4D development model (define, design, develop, and disseminate). Primary data in this study were obtained from validators, teachers, and students. The data were analysed descriptively to determine the validity, practicality, and effectiveness of the developed learning media. The validity test results showed that this learning media, with a media aspect score of 0.895 and a material aspect score of 0.960, was deemed valid by experts. The media was also deemed practical, with a practicality score of 98.94% from teacher responses and 95.25% from student responses. In the effectiveness test, the Gain Score obtained was 0.69, placing it in the moderate category. Meanwhile, the t-test showed a Sig value (2-tailed) of 0.002 (2-tailed < 0.05) and a t-count value of 3.375 (t-count > t-table), indicating a significant difference in learning outcomes between students using this learning media (experimental class) and those not using it (control class). Thus, this PjBL-based e-module can be used as an interactive teaching material alternative that is suitable for 21 st-century learning needs and is valid, practical, and effective.
Validity of Animated Video-Based Learning Media Development Using Adobe After Effect Application in Grade IV Elementary School Miranda; Taali; Irdamurni; Desky, Abdul Habib Arrasyidi; Ganefri
Jurnal Penelitian Pendidikan IPA Vol 12 No 2 (2026)
Publisher : Postgraduate, University of Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/jppipa.v12i2.10424

Abstract

This study aimed to develop Indonesian language learning media based on animated videos created with Adobe After Effects for fourth-grade elementary school students. The research employed a Research and Development (R&D) approach using the 4D development model. The research subjects consisted of media experts, material experts, linguists, and Focus Group Discussion (FGD) participants. Data were collected through observation sheets, interview questionnaires, and validation instruments, and analyzed using qualitative and quantitative descriptive techniques. Validation results from experts indicated that the developed media was categorized as “very valid” in all aspects, including media (88.00), material (94.00), and language (90.00). The results of FGDs with teachers showed that the learning media was highly feasible for classroom use, with scores for content feasibility (91.60), language accuracy (92.00), presentation (85.60), and graphics (93.50), resulting in an overall average score of 90.69. The developed media meets key characteristics of effective learning media, as it is engaging, easy to operate, and supports meaningful learning processes. In conclusion, animated video-based learning media using Adobe After Effects is valid, feasible, and appropriate for use in Indonesian language learning at the elementary school level.