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Needs Analysis on the Improvement of English for Informatics Courses Based on the Perception of Non-English Teachers of State Polytechnic of Malang Asri, Atiqah Nurul; Ulfa, Farida; Suryadi, Satrio Binusa
JET ADI BUANA Vol 4 No 1 (2019): Volume 4 Number 01 April 2019
Publisher : English Education Department, Faculty of Teacher Training and Education, Universitas PGRI Adi Buana Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36456/jet.v4.n1.2019.1880

Abstract

The purpose of the present study was to reveal the needs analysis commissioned by the Information Technology Department regarding the non-English teachers’ perceptions on the teaching and learning practices of the English language in the department. The study employed an online questionnaire and interview to 23 IT teachers. The questionnaire covered the five categories, namely English Language Teaching at IT Department, Language Skills and Components, Teaching Learning Activities, Teaching Skills, IT related topics should be included and Assessments. It used Likert Scale ranging from 1-4 showing disagree to really agree. In addition, the interview utilized a prompt designed beforehand to get the necessary advice to formulate appropriate English language materials for IT students. The results revealed that the teachers needed a more efficient course design and development covering the design of the course syllabus, the creation of activities and materials, and the evaluation of learner progress. They are expected to provide insights as the basis for the improvement both on the teaching preparation and practices
Pelatihan Pembuatan Konten Digital menggunakan Canva sebagai Media Informasi bagi Perangkat Kelurahan Tasikmadu, Kota Malang Abdullah, Moch Zawaruddin; Jarnuzi, Ahmad; Sukmana, Septian Enggar; Pamenang, Muhammad Unggul; Suryadi, Satrio Binusa; Amalia, Astrifidha Rahma
Indonesian Journal of Community Service and Innovation (IJCOSIN) Vol 5 No 1 (2025): Januari 2025
Publisher : LPPM IT Telkom Purwokerto

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20895/ijcosin.v5i1.1617

Abstract

The digital content creation training for Tasikmadu Village officials in Malang City was organized with the aim of enhancing skills in creating effective digital content as an informative medium. With the rapid development of the digital era, village officials must present information in an engaging and interactive manner to make it more easily accepted by the public. This training was meticulously planned to provide an understanding of the fundamental concepts of graphic design, appropriate visual media selection, and messaging strategies tailored to the audience's requirements. Participants learned how to create attractive and relevant visual content, such as infographics, using the Canva app in both web and mobile versions. Furthermore, the training was practical and interactive, with direct demonstrations and content creation exercises for the participants. The training resulted in a significant improvement in participants' abilities to effectively use visual elements, organize appealing layouts, and present information in a more dynamic and easily understandable manner. This training is expected to help village officials maximize the use of digital content for more effective communication with the community.
PEMBUATAN APLIKASI PERMAINAN SEBAGAI MEDIA PEMBELAJARAN DI SEKOLAH LUAR BIASA AUTIS Bagas Satya Dian Nugraha; Riatma, Galih Putra; Suryadi, Satrio Binusa; Pamenang, Muhammad Unggul; Pratama, Adevian Fairuz; Prasetyo, Arief
Jurnal Pengabdian kepada Masyarakat Vol. 12 No. 1 (2025): JURNAL PENGABDIAN KEPADA MASYARAKAT 2025
Publisher : P3M Politeknik Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33795/abdimas.v12i1.6393

Abstract

SLB Autis Laboratorium UM is a school that is specifically designed to educate students with disabilities, especially autism. In the learning process, teachers often face difficulties in providing effective learning materials. This ineffectiveness is caused because the material delivered is dominated by text and verbal explanations, where students are less able to digest the information delivered using this method. Based on the results of partner observations, students tend to be more receptive to information in audio-visual form. The use of creative learning media in the form of game applications is considered to be able to provide a solution to this problem. Therefore, an educational game was designed which is expected to help improve the quality of learning and create a more interesting learning experience.
Inovasi Pengelolaan Lomba Pramuka Berbasis Website dalam Rangka Penerapan Konsep Smart School Nurhasan, Usman; Sumiadji; Subhi, Dian Hanifudin; Rahmanto, Anugrah Nur; Damayanti, Retno; Suryadi, Satrio Binusa
Qardhul Hasan: Media Pengabdian kepada Masyarakat Vol. 11 No. 3 (2025): Qardhul Hasan: Media Pengabdian kepada Masyarakat
Publisher : Universitas Djuanda

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30997/qh.v11i3.21316

Abstract

Kegiatan Pengabdian kepada Masyarakat (PKM) bertema Transformasi Digital dalam Pengelolaan Lomba Pramuka di Gugus Depan Arvegatu SMPN 4 Kota Malang dilaksanakan hingga Juli 2025 sebagai solusi atas permasalahan mitra yang masih mengelola lomba secara manual, sehingga menimbulkan inefisiensi, potensi kesalahan yang tinggi, dan keterbatasan transparansi. Tujuan kegiatan ini adalah mengembangkan sistem manajemen lomba terintegrasi berbasis website yang mampu mengotomatisasi proses pendaftaran, penjadwalan, penilaian, hingga publikasi hasil secara real-time. Pelaksanaan program menggunakan metode Participatory Action Research (PAR) dengan melibatkan panitia, peserta, juri, dan pembina pada tahap perancangan, uji coba, serta evaluasi sistem. Hasil implementasi menunjukkan adanya peningkatan signifikan pada efisiensi administrasi, akurasi data, dan transparansi pengelolaan lomba. Pengujian menggunakan System Usability Scale (SUS) menghasilkan skor rata-rata 84,2 dengan kategori Excellent, sedangkan evaluasi melalui Technology Acceptance Model (TAM) menunjukkan seluruh variabel berada pada kategori sangat tinggi. Temuan ini membuktikan bahwa sistem yang dikembangkan bermanfaat, mudah dioperasikan, dan memiliki potensi kuat untuk diadopsi secara berkelanjutan sebagai model pengelolaan lomba Pramuka yang modern, transparan, dan profesional.