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PELATIHAN PEMBUATAN APLIKASI KALKULATOR SEDERHANA MENGGUNAKAN VB.NET PADA SMK TRITECH MEDAN Indriani, Ulfah; Syahputri, Nita; Br Simanjuntak, Anggi Canita
INCIDENTAL : Journal Of Community Service and Empowerment Vol 3 No 1 (2024): INCIDENTAL : Journal Of Community Service and Empowerment
Publisher : Pusat Studi Ekonomi Publikasi Ilmiah dan Pengembangan SDM

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62668/incidental.v3i1.739

Abstract

The purpose of community service activities is to implement the Tri Dharma of Higher Education and provide learning how to make a simple calculator application at SMK Tritech Medan. The introduction of computer applications to vocational students can be a point of view for students if they will continue on to college. The application that will be used to make this simple calculator is Visual Studio or also known as VB.NET. Microsoft Visual Basic .NET (VB.NET) is a tool for developing and building applications that run on the .NET Framework system, using the BASIC language. VB.NET applications can be used to create a variety of other desktop applications. Here, VB.NET is used to create a simple calculator application as an introduction to the use of the application to students before they can later use VB.NET for the purposes of making larger applications.
PELATIHAN PEMBUATAN LOGO KEMASAN MAKANAN DENGAN CANVA DAN MICROSOFT WORD PADA SMK TRITECH INDONESIA Indriani, Ulfah; Syahputri, Nita; Ardi, Zahra
Jurnal Pengabdian Masyarakat Berkarya Vol. 1 No. 03 (2022): Jurnal Pengabdian Masyarakat Berkarya
Publisher : Pusat Studi Ekonomi, Publikasi Ilmiah dan Pengembangan SDM

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62668/berkarya.v1i03.268

Abstract

Tujuan kegiatan pengabdian pada masyarakat adalah sebagai implementasi pelaksanaan Tri Dharma Perguruan Tinggi serta memberikan pembelajaran cara membuat logo kemasan makanan dengan Canva dan Microsoft Word pada SMK Tritech Indonesia. Logo merupakan suatu gambar atau sekadar sketsa dengan arti tertentu, dan mewakili suatu arti dari perusahaan, daerah, organisasi, produk, negara, lembaga, dan hal lainnya yang membutuhkan sesuatu yang singkat dan mudah di ingat sebagai pengganti dari nama sebenarnya. Dalam mengemas produk, diperlukan logo yang bagus agar bisa menarik minat pembeli. Saat ini sedang tren mendesain logo menggunakan Canva. Selain itu, Microsoft Word juga dapat digunakan. Masih banyak yang mengira bahwa Microsoft Word hanya bisa digunakan untuk mengetikkan dokumen saja. Padahal, pembaruan Microsoft Word teranyar sudah dapat dimanfaatkan untuk hal yang lain juga, salah satunya adalah untuk mendesain logo kemasan makanan. Melalui pelatihan kepada para siswa SMK Tritech Indonesia, diharapkan mereka dapat memanfaatkan Canva dan Microsoft Word untuk membuat logo sebagai sarana untuk meningkatkan kualitas kemasan produk makanan.
PELATIHAN PEMBUATAN KUESIONER DAN SOAL MENGGUNAKAN GOOGLE FORM PADA SMA ISLAM TERPADU UNGGUL AL MUNADI Fahrozi, Wirhan; Indriani, Ulfah; Syahputri, Nita; Gunawan Hts, Dedek Indra
Jurnal Pengabdian Masyarakat Berkarya Vol. 2 No. 05 (2023): Jurnal Pengabdian Masyarakat Berkarya
Publisher : Pusat Studi Ekonomi, Publikasi Ilmiah dan Pengembangan SDM

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62668/berkarya.v2i05.822

Abstract

Tujuan kegiatan pengabdian pada masyarakat adalah sebagai implementasi pelaksanaan Tri Dharma Perguruan Tinggi serta memberikan pembelajaran cara membuat kuesioner dan soal dengan menggunakan Google Form pada SMA Islam Terpadu Unggul Al Munadi. Kuesioner dan soal adalah salah dua dari beberapa hal yang dapat dibuat menggunakan Google Form. Kuesioner umumnya dipakai untuk mengambil sampel data mengenai banyak hal, seperti tingkat kepuasan, tingkat disiplin, tingkat kenyamanan, dan lain sebagainya. Sedangkan soal dapat dipakai untuk ujian maupun kuis, baik untuk kebutuhan formal maupun informal. Melalui pelatihan kepada para siswa SMA Islam Terpadu Unggul Al Munadi, diharapkan mereka dapat memanfaatkan Google Form untuk membuat kuesioner dan soal untuk berbagai kebutuhan.
Implementation of Augmented Reality in Foreign Languages (English - Arabic) Using the Marker-Based Tracking Method Banjarnahor, Joel Dakosta; Syahputri, Nita
Jurnal ICT : Information and Communication Technologies Vol. 16 No. 2 (2025): October, Jurnal ICT : Information and Communication Technologies
Publisher : Marqcha Institute

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35335/jict.v16i2.281

Abstract

Mastery of foreign languages, particularly English and Arabic, remains a challenge for Indonesian students due to limited exposure, low motivation, and the inadequacy of conventional learning media. This study aims to enhance students’ interest and learning outcomes in English and Arabic through the development and implementation of a Marker-Based Augmented Reality (AR) learning application. The research employs a design and development methodology, integrating AR with marker tracking using Vuforia and Unity, and evaluates the application across key functional scenes, including vocabulary recognition, interactive 3D object projection, quizzes, and learning materials. The results indicate that the AR application significantly improves engagement, motivation, and comprehension, allowing students to experience contextualized learning in an interactive and flexible environment. Marker-Based Tracking ensures accurate real-time projection of virtual objects onto physical markers, supporting multi-modal language acquisition, including vocabulary, pronunciation, and contextual understanding. Furthermore, the application demonstrates practical usability, scalability, and adaptability for self-directed and blended learning, highlighting its potential as a complementary educational tool. These findings suggest that AR can serve as an effective innovation to address low interest and achievement in foreign language learning, providing a model for immersive and interactive pedagogical practices. However, limitations such as device dependency and short-term evaluation underscore the need for further research to examine long-term learning outcomes, wider population applicability, and integration with markerless AR technologies. Overall, the study contributes to the emerging field of AR-mediated language learning by offering both theoretical insights and practical guidance for educators and developers.
Pelatihan Mengenal dan Mengoptimalkan Prompt GPT untuk Pembelajaran Digital di SMK PAB 8 Sampali Alfina, Ommi; Syahputri, Nita; Lahilote, Abqoriy Hisan; Rustam, Muhammad Taufiq; Safii, M.
Jurnal Pengabdian Pada Masyarakat METHABDI Vol 5 No 1 (2025): Jurnal Pengabdian Pada Masyarakat METHABDI
Publisher : Universitas Methodist Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

The training program titled "Introduction and Optimization of GPT Prompts for Digital Learning at SMK PAB 8 Sampali" was conducted as an effort to enhance digital literacy and technological skills among teachers and students. In the era of Education 4.0, artificial intelligence (AI) technology, particularly Generative Pre-trained Transformer (GPT), holds great potential to support teaching and learning processes, including generating exam questions, summarizing materials, and planning lessons. This training aimed to provide basic understanding of GPT concepts and practical skills in crafting effective prompts for various educational purposes. The implementation method employed hands-on practice and real-life case studies within the SMK environment. The results showed an improvement in teachers' and students' abilities to utilize AI technologies, as well as increased awareness of the importance of ethical and creative use of technology in digital education. Through this training, SMK PAB 8 Sampali is expected to become a pioneer in the application of AI in vocational secondary schools in Medan.