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Pelatihan Teknik Pembuatan Animasi Berbasis Stop Motion di SMP N 2 Kasihan Yogyakarta Hastono, Tri; Syah, Firdiyan
Jurnal Abdi Masyarakat Indonesia Vol 2 No 1 (2022): JAMSI - Januari 2022
Publisher : CV Firmos

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54082/jamsi.222

Abstract

Bagi seorang dosen, pengabdian pada masyarakat adalah suatu kewajiban yang dilakukan untuk memenuhi tri dharma pendidikan. Pengabdian Pada Masyarakat (PPM) yang penulis laksanakan berada di SMP N 2 Kasihan. PPM yang telah dilaksanakan berupa pelatihan untuk membuat film animasi berbasis Stop Motion. Tujuan utama dari Pengabdian Pada masyarakat (PPM) di SMP N 2 Kasihan adalah memberikan pelatihan mengenai teknik pembuatan film animasi berbasis Stop Motion. Detail dari pelatihan pada PPM yang dilakukan antara lain memberikan pengalaman dan pengetahuan tentang proses pembuatan film animasi, memeperluas wawasan dan di harapkan mampu membuat suatu karya sendiri. Adapun metode yang digunakan pada PPM Pelatihan pembuatan film animasi berbasis Stop Motion antara lain mengadakan ceramah, diskusi, dan mengadakan pelatihan/workshop. Pada PPM yang telah dilakukan menggunakan tools dalam pembuatan film animasi. Tools yang dipilih pada penelitian adalah Sony Vegas. Target yang ingin dicapai pada pengabdian pada masyarakat ini adalah meningkatkan pengetahuan dan ketrampilan siswa SMP N 2 Kasihan dalam memanfaatkan software pengolah film animasi.
PELATIHAN DAN PENDAMPINGAN PEMBUATAN VIDEO PEMBELAJARAN DAN PROMOSI DI SLB NEGERI 2 BANTUL Syah, Firdiyan; Tentua, Meilani Nonsi; Saputra, Nurirwan
Nusantara: Jurnal Pengabdian kepada Masyarakat Vol. 2 No. 3 (2022): Agustus: Jurnal Pengabdian Kepada Masyarakat
Publisher : Pusat Riset dan Inovasi Nasional

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (244.555 KB) | DOI: 10.55606/nusantara.v2i3.243

Abstract

The Covid-19 pandemic has forced the government to enforce a physical distancing policy which is the basis for implementing learning from home. This is also something that must be applied to students at SLB Negeri 2 Bantul. The use of information technology that applies suddenly, not infrequently, makes educators and students surprised and limping in its implementation. However, the learning process must continue so that teachers at SLB Negeri 2 Bantul are challenged to create a learning media that students with special needs can understand. The limited knowledge of teachers at SLB Negeri 2 Bantul in making learning media causes the need for training and mentoring of learning media. One of the technological developments that we can use for making learning media is an application for video editing. This application can help to make videos to improve the quality and effectiveness of learning. Application users are expected to support the activities of SLB Negeri 2 Bantul to participate in competitions and promotions as routine activities that must be done every year. The two needs of these teachers are what make them collaborate to implement training programs based on the required classes. The implementation uses the Classical method and Practices using video recording applications and equipment. Community service will be carried out at SLB Negeri 2 Bantul to support improving skills in using software from basic to advanced levels. The result of this training is that the participants can make their own video creations so that they are eligible to be included in competitions and make video advertisements more professional.
PEMANFAATAN TEKNOLOGI INFORMASI DAN METODE CRAFT DALAM PENINGKATAN KESUKSESAN BELAJAR GENARASI MILENIAL Syah, Firdiyan; Riyadi, Ahmad
Jurnal Berdaya Mandiri Vol. 5 No. 2 (2023): JURNAL BERDAYA MANDIRI (JBM)
Publisher : Universitas PGRI Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31316/jbm.v5i2.4839

Abstract

Low motivation to learn is often considered as the cause of the low quality of graduates of a tertiary institution. This factor even raises a dilemma, because with low learning motivation, students cannot master learning materials properly, but must graduate for the sake of the continuity of the college. Practices like this are safe and lasting, because the majority of students just want to get a bachelor's degree, and not to master science. Meanwhile, many tertiary institutions apply the concept of customer satisfaction in the world of education, making it easier for students to graduate to be considered as providing satisfaction to their consumers (students). Responding to challenges in the world of education today in community service is able to provide and motivate and how to gain knowledge through information technology. The CRAFT method is a self-image programming method introduced by the psychocybernatic technique. This method is a structured method of controlling the soul and the individual. The CRAFT method consists of Cancel, Replace, Affirmation, Focus and Training. The application of the CRAFT method is accompanied by the Mind Mapping technique. In this technique students are required to determine goals, plans and actions. We also certainly know that the benefits of mind mapping are for teaching and learning. The end result of the CRAFT method is being able to increase enthusiasm for learning through motivation and assistance on how to get good knowledge through information technology.
INOVASI PENGOLAHAN SAMPAH DI DESA NGESTIHARJO UNTUK MENDUKUNG GERAKAN BANTUL BERSAMA Sari, Marti Widya; Setyo Nugroho, Ginanjar; Syah, Firdiyan
Jurnal Berdaya Mandiri Vol. 5 No. 3 (2023): JURNAL BERDAYA MANDIRI (JBM)
Publisher : Universitas PGRI Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31316/jbm.v5i3.5615

Abstract

Padukuhan Tambak, Ngestiharjo Urban Village, Bantul, has a high population density and has a waste problem which is the main issue. Narrow land makes it more difficult for residents to dispose of garbage around their homes, besides that residents throw garbage carelessly, even in river basins, which causes the river to overflow during the rainy season and causes an unpleasant smell. The urgency of this PKM activity is the need to unravel and overcome waste problems to support the Bantul Bersama program, by empowering the community from the lowest level (village level). Partners in this activity are the Mitra Melati Garbage Bank Group (KBS) in Padukuhan Tambak. Priority problems faced by partners are 1) they do not understand waste management, 2) waste segregation is not optimal, 3) lack of skills in managing waste savings/alms, and 4) waste residues are not managed properly. The purpose of this PKM activity is to unravel the problems of waste management in Padukuhan Tambak, to assist partners in dealing with waste management to support the realization of the 2025 Bantul Bersama program.  Keywords: Waste management, Bantul Bersama, Empowerment, Garbage Bank
Deteksi Dermatoglifi Telapak Tangan Untuk Mengetahui Kesehatan Jantung Syah, Firdiyan
Jurnal Dinamika Informatika Vol. 13 No. 1 (2024): Jurnal Dinamika Informatika
Publisher : Universitas PGRI Yogyakarta

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

Abstract

Dermatoglyphics analysis was conducted on the palms of 30 patients with congenital heart disease (CHD) from Harapan Kita Hospital, Jakarta, and 30 people with normal hearts (OJN) from Biology students of FMIPA U1 to determine the differences in dermatoglyphics images between the two groups. The printing method used the Holt technique (1968) with fingerprint ink. The results showed the frequency of patterns on both palms of CHD as follows: T 0.00%; k 0.00%; liii 3.33%; liv 28.33%; and H 5.00%, while on OJN: T 0.00%; In 0.00%; fill 0.00%; IIV 25.03%; and H 6.67%. The average total number of ridges on both palms of CHD was 86.37, while on OJN 84.03. The average total number of a-b tendrils on both PPJB palms was 75.93, while OJN was 74.44. The average degree of transversality on both PPJB palms was 71.66, while OJN was 69.97. The frequency of simian crease lines on PPJB was 1.67% and Sydney crease lines 3.33%, while in OJN both crease lines were 1.67% each. Based on the results of the Mann-Whitney test (α=0.05) for the a-b angle, the number of a-b tendrils, and the degree of transversality, it can be concluded that there is no significant difference between the dermatoglyphics of PPJB and OJN palms.
Upgrade Games Cognitive And Literacy For Android - Based Kindergarten Children Febriyanti, Ika; Wahana, Aditya; Syah, Firdiyan
APPLIED SCIENCE AND TECHNOLOGY REASERCH JOURNAL Vol. 2 No. 1 (2023): Applied Science and Technology Research Journal
Publisher : Lembaga Penelitian dan Pengabdian Mayarakat (LPPM) Universitas PGRI Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1101.034 KB) | DOI: 10.31316/astro.v2i1.5047

Abstract

The growth of children in kindergarten is crucial for developing their thinking patterns and creativity. Gadgets can influence children's cognitive and literacy abilities, so a cognitive game is needed to help improve these skills. The development of the game uses VAK and IMSDD methods to improve cognitive abilities and literacy better than conventional learning. The alpha testing showed that more than 90% of respondents agreed that the SITEKA game application met their needs and increased children's concentration and learning effectiveness by over 40%
Pengenalan Ekspresi Wajah untuk Mendeteksi Ketertarikan Siswa Sekolah Dasar dalam Mata pelajaran Menggunakan Metode CNN (Convolutional Neural Network) Syah, Firdiyan; Hastono, Tri; Fairuzabadi, Muhammad; Wahyu Ciptadi, Prahenusa; Warniasih, Kristina
Jurnal Pendidikan dan Teknologi Indonesia Vol 5 No 3 (2025): JPTI - Maret 2025
Publisher : CV Infinite Corporation

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52436/1.jpti.724

Abstract

Efektivitas pembelajaran sangat dipengaruhi oleh tingkat ketertarikan siswa terhadap materi yang disampaikan. Salah satu indikator ketertarikan siswa yang dapat diamati adalah ekspresi wajah mereka selama proses pembelajaran. Namun, pengamatan manual oleh pendidik sering kali kurang akurat dan tidak konsisten. Oleh karena itu, pengenalan ekspresi wajah berbasis teknologi menjadi alternatif yang potensial untuk memantau dan menganalisis ketertarikan siswa secara objektif dan real-time. Penelitian ini menggunakan algoritma deep learning untuk mendeteksi ekspresi wajah siswa dan mengklasifikasikannya ke dalam kategori ketertarikan. Data diambil dari video pembelajaran yang direkam di lingkungan kelas. Model convolutional neural network (CNN) digunakan untuk ekstraksi fitur wajah, sementara algoritma klasifikasi emosi diterapkan untuk mengenali ekspresi yang relevan. Dataset pelatihan dan pengujian berupa gambar yang di photo kemudian di proses untuk menentukan ekspresi wajah siswa yang dan diberi label berdasarkan tingkat ketertarikan. Hasil penelitian menunjukkan bahwa model deep learning yang dikembangkan memiliki tingkat akurasi yang baik dalam mengenali ekspresi wajah siswa terkait ketertarikan. Model ini berhasil mendeteksi perubahan ekspresi secara konsisten dalam berbagai kondisi pencahayaan dan sudut pandang kamera. Dengan hasil ini, sistem yang diusulkan memiliki potensi untuk diimplementasikan sebagai alat pendukung dalam meningkatkan kualitas pembelajaran berbasis teknologi dapat mendukung dalam menentukan metode mengajar yang tepat.
PEMANFAATAN TEKNOLOGI INFORMASI DAN METODE CRAFT DALAM PENINGKATAN KESUKSESAN BELAJAR GENARASI MILENIAL Syah, Firdiyan; Riyadi, Ahmad
Jurnal Berdaya Mandiri Vol. 5 No. 2 (2023): JURNAL BERDAYA MANDIRI (JBM)
Publisher : Universitas PGRI Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31316/jbm.v5i2.4839

Abstract

Low motivation to learn is often considered as the cause of the low quality of graduates of a tertiary institution. This factor even raises a dilemma, because with low learning motivation, students cannot master learning materials properly, but must graduate for the sake of the continuity of the college. Practices like this are safe and lasting, because the majority of students just want to get a bachelor's degree, and not to master science. Meanwhile, many tertiary institutions apply the concept of customer satisfaction in the world of education, making it easier for students to graduate to be considered as providing satisfaction to their consumers (students). Responding to challenges in the world of education today in community service is able to provide and motivate and how to gain knowledge through information technology. The CRAFT method is a self-image programming method introduced by the psychocybernatic technique. This method is a structured method of controlling the soul and the individual. The CRAFT method consists of Cancel, Replace, Affirmation, Focus and Training. The application of the CRAFT method is accompanied by the Mind Mapping technique. In this technique students are required to determine goals, plans and actions. We also certainly know that the benefits of mind mapping are for teaching and learning. The end result of the CRAFT method is being able to increase enthusiasm for learning through motivation and assistance on how to get good knowledge through information technology.
Upgrade Games Cognitive And Literacy For Android - Based Kindergarten Children Febriyanti, Ika; Wahana, Aditya; Syah, Firdiyan
APPLIED SCIENCE AND TECHNOLOGY REASERCH JOURNAL Vol. 2 No. 1 (2023): Applied Science and Technology Research Journal
Publisher : Lembaga Penelitian dan Pengabdian Mayarakat (LPPM) Universitas PGRI Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31316/astro.v2i1.5047

Abstract

The growth of children in kindergarten is crucial for developing their thinking patterns and creativity. Gadgets can influence children's cognitive and literacy abilities, so a cognitive game is needed to help improve these skills. The development of the game uses VAK and IMSDD methods to improve cognitive abilities and literacy better than conventional learning. The alpha testing showed that more than 90% of respondents agreed that the SITEKA game application met their needs and increased children's concentration and learning effectiveness by over 40%
DATA SECURITY STRATEGY BASED ON STORED PROGRAMS: A CASE STUDY OF DSS FOR TEACHING ASSISTANT SELECTION Ciptadi, Prahenusa Wahyu; Tri Hastono; Kharismajati, Gema; Syah, Firdiyan; Fahriza, Nayaka Anung
JTH: Journal of Technology and Health Vol. 2 No. 1 (2024): July: JTH: Journal of Technology and Health
Publisher : CV. Fahr Publishing

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61677/jth.v2i3.371

Abstract

Data security is becoming increasingly crucial in information system management, especially in academic environments that handle sensitive information. The reliance on digital systems demands the protection of data integrity, confidentiality, and availability. High-level data security is also required in the Decision Support System (DSS) application for selecting Teaching Assistants at Universitas PGRI Yogyakarta. The DSS helps determine candidates based on GPA, experience, and skills. However, this system is vulnerable to threats such as unauthorized data modifications, access abuse, SQL Injection, and cyber-attacks that can impact decision-making. Stored Programs in databases provide an effective solution to enhance data security. This research aims to design Stored Programs as a security strategy for data input into database tables. The types of Stored Programs designed in this study include Stored Procedures, Functions, and control programs. The design methodology for the Stored Programs follows the waterfall method. The test results indicate that the Stored Programs function as expected and execute in a very short time. The execution of Stored Programs takes only 0.0059 seconds.