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KELOMPOK USAHA OLAHAN KRUPUK PULI DESA JADDUNG KECAMATAN TRAGAH KABUPATEN BANGKALAN Lis Mariatun, Ika; Sholeh, Yusrianto
Abdiku : Jurnal Pengabdian Kepada Masyarakat Vol 1 No 1 (2018): Jurnal Abdiku
Publisher : Penerbit LPPM- STKIP PGRI Bangkalan

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (471.301 KB)

Abstract

Kegiatan IbM untuk pelatihan, pembinaan dan pendampingan pada kelompok tani disaat sedang tidak panen dan tidak mendapatkan pemasukan dari hasil panen padi. Maka dari itu untuk meningkatkan perekonomian masyarakat Desa Jaddung butuh pemasukan lain selain dari hasil panen padi. misalnya dengan membentuk paguyuban kewirausahaan di bidang kerajinan, souvenir, makanan ringan di Desa Jaddung Kecamatan Tragah Kabupaten Bangkalan. Kegiatan ini bertujuan untuk : 1) meningkatkan motivasi wirausaha mitra; 2) meningkatkan pemahaman mitra tentang perencanaan bisnis dan manajemen usaha; 3) meningkatkan kemampuan SDM dalam teknik produksi dan pemasaran; serta 4) mengembangkan jejaring kewirausahaan masyarakat petani untuk menopang pengembangan ekonomi kreatif. Hasil dari kegiatan ini diantaranya adalah : 1) meningkatkan jiwa entrepreneurship para petani sebagai upaya menunjang kegiatan pengembangan paguyuban; 2) paguyuban kewirausahaan memiliki kemampuan perencanaan bisnis; 3) meningkatnya kemampuan paguyuban kewirausahaan dalam melakukan operasional bisnis;
Scientific Writing Training as an Effort to Improve Literacy Yusron, Rifky Maulana; Wijayanti, Rica; Zainudin, Zainudin; Yuli Handayani, Heni; Sholeh, Yusrianto
GUYUB: Journal of Community Engagement Vol 5, No 2 (2024)
Publisher : Universitas Nurul Jadid

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33650/guyub.v5i2.8692

Abstract

literacy rate, evidenced by the minimal number of written works produced by its residents. To address this issue, particularly among educators and students, we proposed a community service program aimed at enhancing literacy skills in scientific writing. This program was designed to provide socialization and assistance in writing for students and educators in one of the schools in Bangkalan Regency. The objective of this community service program is to improve the scientific writing skills of educators and students. The implementation process begins with socialization sessions covering the necessary preparations for writing scientific works, essential elements of scientific writing, and the use of Mendeley. These socialization sessions were conducted three times, followed by a mentoring process where our team assisted participants until they produced scientific papers ready for publication. The community service program concluded with participants completing a questionnaire to evaluate their responses to the program. As a result of these activities, ten written works were produced, ready for publication in journals or print media. Questionnaire results indicate that 95% of participants felt motivated to write scientific papers, and 100% responded positively to the community service activities.
Digitalisasi Pemasaran dalam Meningkatkan Penjualan di Toko Sinar Bintang Burneh Safitri, Dia; Sholeh, Yusrianto
Journal of Education Research Vol. 5 No. 3 (2024)
Publisher : Perkumpulan Pengelola Jurnal PAUD Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37985/jer.v5i3.1250

Abstract

Permasalahan penelitian ini adalah bagaimana meningkatkan Digitalisasi Pemasaran di Toko Sinar Bintang Burneh. Penelitian ini bertujuan untuk mengevaluasi sejauh mana implementasi strategi berkontribusi terhadap peningkatan di Toko Sinar Bintang Burneh tersebut. Jenis penelitian ini adalah Penelitian kualitatif. Teknik pengumpulan data yang digunakan adalah observasi, wawancara, dan dokumentasi. Kesimpulan dalam penelitian ini Toko Sinar Bintang telah mengidentifikasikan beberapa strategi pemasaran digital yang dapat membantu meningkatkan penjualan baik secara online maupun offline. Dengan menggunakan metode kualitatif dengan pendekatan deskriptif yaitu peneliti mengobservasi, mewawancarai, dan mendokumentasikan. Hasil penelitian menunjukkan bahwa Toko Sinar Bintang Burneh sebaiknya meningkatkan frekuensi promosi melalui akun media sosial terkait dengan kerajianan tangan dan menjahit. Hasil ini memiliki implikasi penting dalam meningkatkan Digitalisasi Pemasaran di Toko Sinar Bintang Burneh, menunjukkan bahwa  media Digitalisasi Pemasaran  meningkatkan kualitas layanan pelanggan, dan menggunakan solusi implementasi efektif seperti integrasi dengan platform e-commerce tersebut. Temuan ini memberikan peningkatan signifikan dalam penjualan, memperluas kehadiran secara online, dan memperkuat posisinya dalam industri kerajian dan menjahit.
PENGEMBANGAN MEDIA PEMBELAJARAN KOTAK DAN KARTU MISTERIUS UNTUK MENINGKATKAN HASIL BELAJAR Nasiyah, Nasiyah; Mariatun, Ika Lis; Sholeh, Yusrianto
Jurnal Pendidikan Ekonomi (JURKAMI) Vol 8, No 2 (2023): JURKAMI
Publisher : STKIP Persada Khatulistiwa Sintang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31932/jpe.v8i2.2523

Abstract

Education is always developing and can be seen from the various findings and the increasing components of the existing education system. The learning outcomes obtained by students are a reflection of the learning process with the learning model and learning media used. The purpose of this study was to develop learning media for mysterious boxes and cards in the Economics subject of Class XI at Nurusshaleh High School. The type of research used is Research and Development using procedures developed by Brog and Gall. The steps used are: Analysis and potential problems, Data Collection, Product Design, Design Validation, Design Revision, Product Testing. The Material and Media testing phase is carried out by media experts. The data in this study are in the form of qualitative and quantitative data. The research instrument was a questionnaire on student learning motivation and a questionnaire on the assessment of mysterious boxes and cards by experts. Based on the development obtained an average of the validation of material experts 29,5, media experts 9,625, learning practitioners 10,265 and student responses with an average of 11,625, learning outcomes obtained from an average pretest score of 52,5 an average posttest score of 76,1. Based on the results of the research that has been done, it means that the mysterious box and card media are in the good category and are suitable for use in class XI SMA Nurusshaleh.
PENGEMBANGAN MEDIA PEMBELAJARAN BERBASIS BLOG UNTUK MENINGKATKAN MOTIVASI BELAJAR X SMAN 1 TANJUNG BUMI Aini, Kurrotul; Mariatun, Ika Lis; Sholeh, Yusrianto
Jurnal Pendidikan Ekonomi (JURKAMI) Vol 8, No 2 (2023): JURKAMI
Publisher : STKIP Persada Khatulistiwa Sintang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31932/jpe.v8i2.2543

Abstract

The application of technology in learning as a learning medium will make it easier for students to learn according to their characteristics and can help teachers when overcoming difficulties in conveying learning material. This study aims to determine the procedure for blog-based learning media, and whether or not the learning media is appropriate, as well as to analyze the development or increase in student motivation after the introduction of class X blog-based learning media at SMAN 1 Tanjung Bumi. This study uses research and development methods using the ADDIE model. Using data sources from teachers and students at SMAN 1 Tanjung Bumi, with research data on the development of learning media. Data collection using a questionnaire. Data analysis techniques are qualitative and quantitative data analysis, qualitative data analysis of media is carried out according to the scores of material experts, media experts, economic learning practitioners, and student response questionnaires. The results of research on the development of blog-based learning media in class X OJK lessons with the satisfaction of using blog-based learning media are very suitable for use in learning; student responses experienced an increase in motivation to take part in learning
Development of Canva Application Learning Media Increase Learning Outcomes Class X Economic Studies at SMAN 3 Bangkalan Amiro, Amiro; Mariatun, Ika Lis; Sholeh, Yusrianto
Journal of Educational Sciences Vol 7. No. 4. October 2023
Publisher : FKIP-Universitas Riau

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31258/jes.7.4.p.574-587

Abstract

This research is research into the development of learning media products using the Canva application for economics subjects for class X students at SMAN 3 Bangkalan. This research aims to develop interactive learning media in economics subjects and its application in order to improve the learning outcomes of class X students at SMAN 3 Bangkalan. This development research is carried out using R&D (research and development) which consists of potential and problems, information gathering, product design, design validation, design improvement, product testing, product revision, use testing, product revision, and product manufacturing. Based on this research, for the assessment, material experts obtained a percentage score of 78% in the (worthy) category, media experts obtained a percentage of 83.3% in the (very worthy) category, field practitioners obtained a percentage of 98% in the (very worthy) category. category (very worthy). category (very worthy), and improve learning outcomes with a score of 0.82 or 82% in the category (high). Based on the pretest and posttest student learning outcomes were initially 60-70, after using learning media using the Canva application it became 90-95, increasing from 15-30. It can be concluded that the media can increase the learning outcome of the students.
Development of Canva Application Learning Media Increase Learning Outcomes Class X Economic Studies at SMAN 3 Bangkalan Amiro, Amiro; Mariatun, Ika Lis; Sholeh, Yusrianto
Journal of Educational Sciences Vol. 7 No. 4 (2023): Journal of Educational Sciences
Publisher : FKIP - Universitas Riau

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31258/jes.7.4.p.574-587

Abstract

This research is research into the development of learning media products using the Canva application for economics subjects for class X students at SMAN 3 Bangkalan. This research aims to develop interactive learning media in economics subjects and its application in order to improve the learning outcomes of class X students at SMAN 3 Bangkalan. This development research is carried out using R&D (research and development) which consists of potential and problems, information gathering, product design, design validation, design improvement, product testing, product revision, use testing, product revision, and product manufacturing. Based on this research, for the assessment, material experts obtained a percentage score of 78% in the (worthy) category, media experts obtained a percentage of 83.3% in the (very worthy) category, field practitioners obtained a percentage of 98% in the (very worthy) category. category (very worthy). category (very worthy), and improve learning outcomes with a score of 0.82 or 82% in the category (high). Based on the pretest and posttest student learning outcomes were initially 60-70, after using learning media using the Canva application it became 90-95, increasing from 15-30. It can be concluded that the media can increase the learning outcome of the students.
Pengaruh Penggunaan Gadget Terhadap Prestasi Belajar Siswa Moderasi Kualitas Tidur Komaria, Komaria; Sholeh, Yusrianto
JGK (Jurnal Guru Kita) Vol. 9 No. 4: September 2025
Publisher : Universitas Negeri Medan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24114/jgk.v9i4.66008

Abstract

Penelitian ini bertujuan untuk menganalisis pengaruh penggunaan gadget terhadap prestasi belajar siswa SMA Negeri 1 Kamal dengan kualitas tidur sebagai variabel moderasi. Metode yang digunakan adalah kuantitatif dengan analisis regresi moderasi. Hasil penelitian menunjukkan bahwa penggunaan gadget berpengaruh signifikan terhadap prestasi belajar siswa (t hitung = 2.361, p = 0.022). Namun, kualitas tidur tidak berperan sebagai variabel moderasi dalam hubungan tersebut (t hitung = 1.947, p = 0.057). Temuan ini mengindikasikan bahwa faktor lain, seperti pola belajar dan tingkat stres, mungkin lebih berpengaruh terhadap prestasi akademik siswa. Oleh karena itu, diperlukan keseimbangan dalam penggunaan gadget agar siswa tetap dapat mencapai hasil belajar yang optimal.