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Pelatihan peningkatan kemampuan komputer, internet dan aplikasi desa Muhammad Ghazali; Muhammad Zohri; Wahyu Ramadhan; Jamaluddin Jamaluddin
ABSYARA: Jurnal Pengabdian Pada Masayarakat Vol 3 No 2 (2022): ABSYARA: Jurnal Pengabdian Pada Masyarakat
Publisher : Universitas Hamzanwadi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29408/ab.v3i2.6802

Abstract

Operating a computer as a data processor is needed in all fields. One of the fields that must master Information Technology, and Communication (ITC) skills is the field of government, from the central government to the village government. It is crucial to upgrade the capabilities of computers for village officials because, currently, all data is computerized. The purpose of this community service is to help improve the computer/laptop and internet skills of village staff, especially in Perampuan Village, Labuapi District, West Lombok Regency, NTB. The stages in this service are: analyzing service problems; second, preparing service material; third, carrying out service; and fourth, reporting or post-service activities. The results show increased participant ability on computers and the internet. The participants were enthusiastic about the training on making Google Drive, Google Docs, and Google Spreadsheets because this was the first training they had received. Because creating Google Drive, Google Docs, and Google Spreadsheets is necessary for village services, especially in an era when all residents have smartphones, and all data must now be cloud-based. The village head and the training participants hope the Mataram UIN lecturer service team will still be scheduled to carry out a community service program because the village really needs this service. The participants also suggested that they spend more time so that they are more flexible in the teaching and learning process
Android-Based Waste Education App: An Information Media on Zero-Waste Programs Muhammad Zamroni Uska; Rasyid Hardi Wirasasmita; Baiq Desi Dwi Arianti; Yosi Nur Kholisho; Muhammad Djamaluddin; Jamaluddin Jamaluddin
Elinvo (Electronics, Informatics, and Vocational Education) Vol 6, No 1 (2021): Mei 2021
Publisher : Department of Electronic and Informatic Engineering Education, Faculty of Engineering, UNY

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (485.248 KB) | DOI: 10.21831/elinvo.v6i1.41104

Abstract

Zero waste is one of the programs from the government of West Nusa Tenggara Province in Indonesia, where this program aims to provide education about waste to the public so that the waste can be processed or recycled so that it can be useful. Therefore, for the sake of creating a zero waste culture in the community, it is necessary to have media that provide education to the public about this program. The purpose of this article is to discuss the process of developing an Android-based waste education application as a medium of information about zero waste. This study uses the ADDIE model to make this product with five steps, namely analysis, design, development, implementation and evaluation. The data collection technique used was a questionnaire with a Likert scale, and the subjects in this study were the 60 people in the Menceh village. The data analysis technique used is descriptive quantitative. Our findings show that this application (media) is declared very-feasible by material (content) experts with a score of 85% and media (design) experts (83%), and user usability is in the very-high category (83%). So it can be concluded that this application is feasible to use properly, so that users can obtain information about how to manage waste through a zero waste program.
Pelatihan pembuatan video profil sekolah di SMA se-kabupaten Lombok Timur Kholida Ismatulloh; Jamaluddin Jamaluddin; Yosi Nur Kholisho; Baiq Desi Dwi Arianti; Rasyid Hardi Wirasasmita; Muhammad Zamroni Uska; Samsul Lutfi
ABSYARA: Jurnal Pengabdian Pada Masayarakat Vol 4 No 1 (2023): ABSYARA: Jurnal Pengabdian Pada Masyarakat
Publisher : Universitas Hamzanwadi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29408/ab.v4i1.18343

Abstract

The rapid development of science and technology, along with the advent of the Fourth Industrial Revolution and Society 5.0, has significantly impacted all aspects of life, including education. In response to these developments, the Ministry of Education and Culture has strengthened the teaching of informatics in the latest curriculum, "Independent Learning." However, many schools are not adequately prepared to handle informatics subjects due to a lack of competent teachers. Therefore, the educational informatics program has the opportunity to engage in community engagement by providing training and assistance related to informatics subjects to students in vocational high schools (SMK). This engagement involves the participation of educational informatics lecturers and several students. The program consists of 3 to 4 sessions with students from grade XII at SMK Qurrota A’yun Joben. The training covers fundamental networking, resource sharing, connectivity, and communication aspects, followed by the creation of school profile videos. Participants are instructed in techniques for capturing footage, video editing, and multimedia design using various applications. The posttest results reveal a significant improvement in participants' skills in graphic design (85%), scenario creation (93%), video capturing techniques (86%), and video editing (96%). This engagement offers SMK Qurrota A’yun the opportunity to promote their school through captivating profile videos, thus enhancing the interest of potential students' parents and facing competition in the age of social media. The training and assistance in school profile video creation effectively enhance participants' multimedia management skills and facilitate school promotion in a more compelling manner. Video profiling proves to be an efficient and effective medium for conveying information and promotions, especially in the current era of social media. Leveraging multimedia technology has become essential in fostering school competitiveness and harnessing the full potential of the community in the Society 5.0 era.
Media Informasi untuk Perawatan Kucing berbasis Android Rasyid Hardi Wirasasmita; Muhamamad Zamroni Uska; Jamaluddin Jamaluddin; GB Deni Rahman
Jurnal Pendidikan Informatika (EDUMATIC) Vol 7 No 2 (2023): Edumatic: Jurnal Pendidikan Informatika
Publisher : Universitas Hamzanwadi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29408/edumatic.v7i2.23863

Abstract

The use of information technology so far is not only in the field of education, but can also be utilized in the health sector, such as cat care. Raising a cat has different needs and ways of caring for other animals such as feeding, drinking, shelter, and health. This study aims to produce android-based cat care information media, knowing the feasibility and response of users. This type of research is research and development using the Rapid Application Development (RAD) model which consists of 3 stages, namely: requirements planning, RAD design workshop, and implementation. The subjects in this study amounted to 19 cat owners to find out the user's response. Data collection techniques using questionnaires and data analysis using quantitative descriptive. Our findings show that the application developed is in the form of Android-based cat care information media. The material expert due diligence result is 96.3% (very feasible). Meanwhile, the results of the due diligence of media experts obtained 87% (very feasible). Thus this application is worthy of being used as an android-based cat care information media. So that this application can help some parties or cat owners to take care of their cats without having to go to a veterinary clinic.
Pelatihan pembuatan dan editing video bagi guru SD untuk menghadapi Era Industri 4.0 Yosi Nur Kholisho; Baiq Desi Dwi Arianti; Jamaluddin Jamaluddin; Rasyid Hardi Wirasasmita; Kholida Ismatulloh; Muhammad Zamroni Uska; Ahmad Fathoni
ABSYARA: Jurnal Pengabdian Pada Masayarakat Vol 2 No 1 (2021): ABSYARA: Jurnal Pengabdian Pada Masyarakat
Publisher : Universitas Hamzanwadi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29408/ab.v2i1.3586

Abstract

The Industrial 4.0 Era encourages educators to be able to apply information technology in the learning process. One application of technology in the learning process is the use of learning videos. Especially during the current Covid 19 pandemic that applies online learning, videos can be an alternative source for learning. However, in reality, many teachers in Indonesia cannot make learning videos. Online learning is currently mostly only in the form of providing material from textbooks, discussions via WA, visiting students' homes to give assignments, and so on, so it is not optimal. Therefore, this training activity aims to train teachers in making learning videos so that teachers have other alternatives as a source of student learning. This activity is in the form of training in making and editing videos using the Bandicam application, Microsoft PowerPoint 2013, and the Kinemaster application. The results of this activity are participants/teachers for the Bandicam application with a 100% success rate, Microsoft PowerPoint 2013 100% success rate, Kinemaster the first stage success rate 70%, then the second stage 100%.
Transformasi kompetensi guru sekolah dasar melalui pengembangan media pembelajaran augmented reality berbasis Assemblr Edu Muhammad Zamroni Uska; Rasyid Hardi Wirasasmita; Yosi Nur Kholisho; Baiq Desi Dwi Arianti; Kholida Ismatulloh; Jamaluddin Jamaluddin; Samsul Lutfi
SELAPARANG: Jurnal Pengabdian Masyarakat Berkemajuan Vol 9, No 6 (2025): November
Publisher : Universitas Muhammadiyah Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31764/jpmb.v9i6.36541

Abstract

Abstrak Penguasaan teknologi Augmented Reality (AR) menjadi kebutuhan mendesak bagi guru dalam menciptakan media pembelajaran yang inovatif dan selaras dengan Kurikulum Merdeka. Namun, keterbatasan pelatihan dan akses informasi menjadi kendala utama, khususnya bagi guru di daerah. Kegiatan pengabdian masyarakat ini bertujuan untuk meningkatkan kompetensi guru MGMP Informatika Kabupaten Lombok Timur dalam mengembangkan bahan ajar berbasis AR. Metode pelaksanaan terdiri atas tiga tahap utama: (1) workshop dan pelatihan hands-on penggunaan platform Assemblr Edu dan Canva 3D, (2) pendampingan intensif, serta (3) evaluasi melalui pre-test dan post-test. Hasil evaluasi menunjukkan peningkatan kemampuan yang signifikan, di mana 12 dari 15 peserta (80%) berhasil mengembangkan media pembelajaran AR yang siap implementasi. Kegiatan ini tidak hanya berhasil meningkatkan literasi teknologi digital peserta, tetapi juga mendorong terciptanya media pembelajaran interaktif yang dapat meningkatkan keterlibatan siswa. Disimpulkan bahwa pelatihan semacam ini efektif dalam mempercepat adopsi teknologi di kelas dan perlu diperluas cakupannya kepada guru mata pelajaran lainnya. Kata kunci: augmented reality; informatika; media pembelajaran interaktif; pelatihan guru. Abstract Mastery of Augmented Reality (AR) technology is an urgent need for teachers in creating innovative learning media that is in line with the Merdeka Curriculum. However, limited training and access to information are major obstacles, especially for teachers in rural areas. This community service activity aims to improve the competence of MGMP Informatics teachers in East Lombok Regency in developing AR-based teaching materials. The implementation method consists of three main stages: (1) workshops and hands-on training on the use of the Assemblr Edu and Canva 3D platforms, (2) intensive mentoring, and (3) evaluation through pre-tests and post-tests. The evaluation results showed a significant improvement in skills, with 12 out of 15 participants (80%) successfully developing AR learning media that was ready for implementation. This activity not only succeeded in improving the participants' digital technology literacy but also encouraged the creation of interactive learning media that could increase student engagement. It was concluded that this type of training was effective in accelerating the adoption of technology in the classroom and needed to be expanded to teachers of other subjects. Keywords: augmented reality; informatics; interactive learning media; teacher training.
Penguatan Kesiapan IKM Informatika Melalui Pelatihan Jaringan MAN dan SMK di Lombok Timur: Strengthening Readiness for Informatics IKM through Network Training at MAN and Vocational Schools in East Lombok Baiq Desi Dwi Arianti; Jamaluddin Jamaluddin; Kholida Ismatulloh; Yosi Nur Kholisho; Rasyid Hardi Wirasasmita; Hartini Haritani; Marfuatun Marfuatun
ABSYARA: Jurnal Pengabdian Pada Masayarakat Vol 5 No 1 (2024): ABSYARA: Jurnal Pengabdian Pada Masyarakat
Publisher : Universitas Hamzanwadi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29408/ab.v5i1.27187

Abstract

The advancement of science and technology in the era of the Industrial Revolution 4.0 and Society 5.0 has impacted various aspects of life, including education. In response, the Indonesian government, through the Ministry of Education and Culture Regulation Number 36 and 37 of 2018, reintegrated informatics subjects into the Merdeka Belajar curriculum. However, the readiness of schools to implement this curriculum remains a challenge, particularly due to the lack of competent teachers in informatics and limited facilities. This Community Service activity aims to enhance students' understanding and skills in basic computer networks through training and mentoring at MAN 1 Selong and SMK-Qurrota’ayun. The training involved lecturers and students from the Informatics Education Study Program and was conducted over three intensive sessions. The methods used included theoretical material delivery, practical simulations, and small group mentoring to ensure that each participant could understand and apply the given material. Pretest results indicated that the majority of participants had a low understanding of computer networks. However, after the training, there was a significant improvement in participants' understanding and skills, as shown by the posttest results. The "very-understanding" level increased from 0% to 5%, "understanding" from 2% to 40%, while "less understanding" decreased from 11% to 45%, and "not understanding at all" from 87% to 10%. The conclusion from this activity is that hands-on training methods and intensive mentoring effectively enhance students' technical competencies in computer networks. This training model can serve as a reference for other skill development programs in the field of education
Pendampingan bahasa Jepang bagi mahasiswa pariwisata berbasis kemitraan industri Herman Supriadi; Jamaluddin Jamaluddin; Muhammad Ramli; Baiq Desi Dwi Arianti
ABSYARA: Jurnal Pengabdian Pada Masayarakat Vol 6 No 2 (2025): ABSYARA: Jurnal Pengabdian Pada Masyarakat
Publisher : Universitas Hamzanwadi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29408/ab.v6i2.33179

Abstract

Tourism service quality is strongly shaped by communication quality; therefore, foreign-language competence—including Japanese—has become increasingly relevant for tourism students. This community service program aimed to strengthen basic Japanese skills among Tourism students at Universitas Hamzanwadi through an industry-partnership mentoring model with PT Ina Nippon Indonesia. The six-month program (July–December) involved 23 participants (third semester, fifth semester, and alumni) and focused on three foundational literacy components delivered sequentially: Hiragana (July–August), Katakana (September–October), and Kanji (November–December). Learning activities combined structured drills, group discussions, and service-dialog simulations, supported by periodic assessments through written tests and Japanese-led interviews (every three months). Quantitative results from average scores show consistent improvement across all components: Hiragana increased from 49 to 76 (+27 points), Katakana from 50 to 81 (+31 points), and Kanji from 48 to 79 (+31 points). These gains suggest that scheduled, intensive mentoring aligned with tourism-service communication needs is effective in building basic Japanese literacy and supporting students’ functional communication readiness. Future implementation should strengthen the assessment system using detailed scoring rubrics and individual score documentation to provide more robust evidence of program impact and sustainability.
Digital Marketing and Consumer Engagement for Traditional Handwoven Products through a Web-Based Retail System Muhammad Zamroni Uska; Rasyid Hardi Wirasasmita; Rona Firdaus; Yosi Nur Kholisho; Jamaluddin Jamaluddin
JOURNAL OF INFORMATICS AND TELECOMMUNICATION ENGINEERING Vol. 9 No. 2 (2026): Issues January 2026
Publisher : Universitas Medan Area

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31289/jite.v9i2.16500

Abstract

Traditional handwoven products often struggle to reach wider markets due to the continued reliance on conventional selling practices, which limits visibility and reduces opportunities for consumer engagement in digital retail environments. This study aims to develop and evaluate a web-based retail platform that supports the digital marketing of traditional handwoven products and enhances consumer interaction. A Research and Development approach was employed, integrating essential retail features such as product catalog management, ordering processes, user administration, and interaction interfaces. The platform was evaluated through expert validation to assess content relevance, functional testing using automated tools to ensure system accuracy, performance assessment to examine system efficiency, and usability testing involving 25 users to measure ease of use and consumer acceptance. The results demonstrate that the platform performs reliably, achieves complete functional accuracy, and exhibits high usability, indicating strong approval among users. Performance testing also shows that the platform operates efficiently and is suitable for real retail use. The implications of this study suggest that web-based retail platforms can strengthen digital marketing practices, expand market accessibility for traditional artisans, and contribute to improved consumer experience within craft-based retail sectors.
Gerakan Masyarakat Desa Suralaga Bebas Stunting melalui Optimalisasi Web-Based Literacy 'Stunt Guard' Yosi Nur Kholisho; Jamaluddin Jamaluddin; Kholida Ismatulloh; Rasyid Hardi Wirasasmita; Zamroni Uska; Baiq Desi Dwi Arianti; Mefthafayra Odilia Irham
Al-Tafani: Jurnal Inovasi dan Pengabdian Kepada Masyarakat Vol. 4 No. 1 (2026): Maret
Publisher : Lembaga Einstein College

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.63987/al-tafani.v4i1.246

Abstract

Stunting remains a major public health challenge in Indonesia, particularly in rural areas. This community service program aims to enhance health literacy and digital skills among residents of Suralaga Village by optimizing the “Stunt Guard” web application as an educational and monitoring tool for stunting prevention. Activities included socialization, training, and intensive mentoring for posyandu cadres and mothers of young children. Evaluation using pre-test and post-test revealed a significant increase in participants’ knowledge and preventive behaviors after the intervention. These results indicate that utilizing web-based applications is effective in strengthening community involvement in monitoring child growth and supporting participatory, sustainable stunting prevention efforts. This program is expected to serve as a replicable digital empowerment model to accelerate the reduction of stunting rates in Indonesia.