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PENINGKATAN KETERAMPILAN PENGGUNAAN DESAIN GRAFIS CorelDraw DIKELURAHAN WAJO BARU MAKASSAR Idris, Syahril; Amalia, Lisa
Jurnal Ilmiah Ecosystem Vol. 20 No. 1 (2020): ECOSYSTEM VOL.20 NO 1 TAHUN 2020
Publisher : Lembaga Penelitian dan Pengabdian pada Masyarakat Universitas Bosowa

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Abstract

Sekarang ini globalisasi mengalami perkembangan yang sangat pesat dengan kemajuan teknologi sehingga manusia dapat berinteraksi satu sama lainnya tampa dibatasi jarak dan waktu. Hal ini terjadi karena adanya teknologi yang memberikan kemudahan kepada manusia yang dapat membantu manusia mencakup berbagai aspek kehidupan. Salah satu kemajuan teknologi yang membuat perubahan pada manusia adalah komputer. Dengan menggunakan komputer banyak hal-hal yang dapat dikerjakan menjadi lebih mudah, lebih cepat dan lebih baik hasilnya. Salah satu perkerjaan yang dapat dikerjakan dengan mudah dengan menggunakan komputer adalah desain grafis Desain grafis adalah suatu bentuk komunikasi visual yang menggunakan gambar untuk menyampaikan informasi atau pesan seefektif mungkin. Dalam disain grafis, teks juga dianggap gambar karena merupakan hasil abstraksi simbol-simbol yang bisa dibunyikan. disain grafis diterapkan dalam disain komunikasi dan fine art. Seni disain grafis mencakup kemampuan kognitif dan keterampilan visual, termasuk di dalamnya tipografi, ilustrasi, fotografi, pengolahan gambar, dan tata letak. Perkembangan teknologi yang sangat pesat juga sangat mendorong masyarakat untuk mempersiapkan diri mempunyai keterampilan sesuai dengan perkembangan jaman agar menjadi modal dalam berusaha atau mencari pekerjaan.
Sigap E4 (Strategi Tunagrahita Perangi Era 4.0) Amalia, Lisa; Nabila, Raisa; Syafrullah3, Muhammad
International Journal of Community Service Learning Vol. 3 No. 2 (2019): May 2019
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (750.275 KB) | DOI: 10.23887/ijcsl.v3i2.18334

Abstract

Kemajuan era revolusi 4.0 telah mewujud di berbagai bidang, termasuk pendidikan. Kemajuan bidang pendidikan diantaranya tertuang dalam bentuk reorientasi kurikulum, sistem pembelajaran online, dan lainnya. Tunagrahita merupakaan sebuah kondisi keterbelakangan mental. Anak-anak tunagrahita mengalami keterlambatan dalam perkembangan kecerdasan yang ditandai dengan rendahnya tingkat IQ (Intelligence Quotient). Walaupun membawa banyak manfaat di berbagai bidang, era 4.0 masih belum dapat diikuti oleh anak-anak tunagrahita. SIGAP E4 atau STRATEGI TUNAGRAHITA PERANGI ERA 4.0) merupakan rangkaian proses pembelajaran dengan menggunakan media pembelajaran berbasis teknologi digital. Program pengabdian ini dilakukan di di UPT. SLB-E Negeri Pembina Tingkat Provinsi Sumatera Utara telah berlangsung selama 4 bulan. Tujuan SIGAP E4 yaitu untuk membantu guru dan siswa SD, SMP dan SMA tunagrahita dalam pembelajaran Bahasa Indonesia, Matematika, IPA, Kesehatan dan Sosial. Metode utama yang digunakan dalam kegiatan ini meliputi perencanaan, perancangan dan pembuatan media pembelajaran, sosialisasi, pelatihan, pendampingan, serta monitoring dan evaluasi. Hasil yang diperoleh yaitu “media pembelajaran Tubuhku, LidahKu, Kerangka TubuhKu, Makanan Ku dan media tambahan”, buku pembelajaran dan Video pembelajaran SIGAP E4.
PERANCANGAN BOARD GAME EDUKATIF SEBAGAI MEDIA PEMBELAJARAN LAGU DAERAH JAWA UNTUK SISWA SEKOLAH DASAR USIA 9-11 TAHUN Amalia, Lisa; Bangsa, Petrus Gogor; Rahayu, Hesti
Fenomen: Jurnal Fenomena Seni Vol 1, No 2 (2023)
Publisher : Institut Seni Indonesia Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24821/fenomen.v1i2.10725

Abstract

Berkembangnya teknologi dan informasi yang begitu pesat membawa banyak perubahan pada kebudayaan Indonesia, termasuk lagu daerah yang popularitasnya kian tergerus oleh keberadaan berbagai jenis lagu modern atau viral saat ini. Anak-anak, sebagai generasi penerus bangsa justru memiliki minat yang cenderung rendah terhadap lagu daerah. Meski sudah diperkenalkan secara formal sejak lingkungan sekolah dasar, minimnya jam pelajaran telah mengurangi intensitas pembiasaan lagu daerah sehingga dibutuhkan media alternatif yang cocok digunakan dalam lingkungan sekolah serta dapat membekas di ingatan anak. Board game menjadi salah satu bentuk gim yang diangkat karena mampu membantu menciptakan lingkungan sosial yang hidup melalui interaksi antar pemain secara langsung, dimana hal ini selaras dengan sifat anak yang cenderung suka bermain secara kelompok. Data perancangan dikumpulkan melalui kuisioner, wawancara serta jurnal dan website untuk mengetahui preferensi visual dan mekanik gim yang sesuai. Metode design thinking dan MDA Framework digunakan untuk memudahkan proses pembuatan konsep gim. Hasil akhir dari perancangan ini berupa prototipe satu set board game lengkap dengan komponennya yaitu bidak, papan permainan, kartu, lembar perhitungan skor serta lembar panduan dalam bermain yang disajikan dalam kemasan yang menarik dan aturan yang mudah dimengerti. Designing Educational Board Games as A Medium for Learning Javanese Folk Songs for Elementary School Students Aged 9-11 Years OldThe rapid development of technology and information has brought many changes to Indonesian culture, including folk songs whose popularity is increasingly eroded by various types of modern or viral songs today. Children, as the nation's next generation, have a low interest in folk songs. Although the song has been introduced formally since the elementary school environment, the lack of lesson hours has reduced the intensity of habituation of folk songs, so an interesting alternative media is needed that is suitable for use in the school environment and can make an impression on children's memories. Board games are one form of games that are raised because they can help create a lively social environment through direct interaction between players, which is in line with the nature that tends to like to play in groups. The data in this design was collected through questionnaires, interviews, as well as journals and websites to find out visual preferences and appropriate game mechanics. The design thinking method and the MDA Framework were used in the design to facilitate the process of creating game concepts. The final result of this design is a prototype of a complete set of board games with its components, namely pieces, game boards, cards, score calculation sheets, and guidance sheets for playing which are presented in attractive visuals and understandable rules
COMPUTER VISION UNTUK PEMANTAUAN HAMA TANAMAN DALAM MEWUJUDKAN SWASEMBADA PANGAN BERBASIS TEKNOLOGI Hedianto, Hedianto; Amalia, Lisa; Sose, Andi Tenry
JMM (Jurnal Masyarakat Mandiri) Vol 9, No 4 (2025): Agustus
Publisher : Universitas Muhammadiyah Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31764/jmm.v9i4.32176

Abstract

Abstrak: Permasalahan utama yang dihadapi petani di Desa Bontomanai adalah keterbatasan dalam mendeteksi hama tanaman secara dini, yang berdampak pada penurunan produktivitas dan nilai ekonomis hasil pertanian. Tujuan pengabdian ini adalah memperkenalkan dan menerapkan teknologi computer vision untuk pemantauan hama tanaman dalam rangka mendukung swasembada pangan. Kegiatan dilakukan bersama Kelompok Tani Sipakainga yang beranggotakan 15 orang, melalui metode sosialisasi, pelatihan, penerapan teknologi, pendampingan, serta evaluasi dan rencana keberlanjutan program. Evaluasi dilakukan secara kualitatif menggunakan pendekatan analisis SWOT dan gap analysis. Hasil menunjukkan peningkatan softskill sebesar 78% dan hardskill sebesar 64% dalam penggunaan teknologi digital, serta peningkatan nilai ekonomis hingga 32% melalui pengurangan kerusakan tanaman. Program ini berhasil meningkatkan kesiapan petani dalam menghadapi tantangan pertanian modern berbasis teknologi.Abstract: The main problem faced by farmers in Bontomanai Village is the limitation in detecting plant pests early, which has an impact on reducing productivity and the economic value of agricultural products. The purpose of this service is to introduce and apply computer vision technology for plant pest monitoring in order to support food self-sufficiency. Activities were carried out with the Sipakainga Farmer Group, which consists of 15 members, through socialization, training, technology application, mentoring, as well as evaluation and program sustainability plans. The evaluation was conducted qualitatively using SWOT analysis and gap analysis approaches. The results showed an increase in soft skills by 78% and hard skills by 64% in the use of digital technology, as well as an increase in economic value by 32% through reducing crop damage. The program succeeded in improving farmers' readiness to face the challenges of modern technology-based agriculture. 
The Influence of Financial Knowledge, Financial Attitude, Financial Self-Efficacy, Financial Well-Being, and Impulsive Buying on Saving Behavior Among Working People in Kubu Raya Regency Amalia, Lisa; Hariyanto, Dedi; Safitri, Heni
Indonesian Interdisciplinary Journal of Sharia Economics (IIJSE) Vol 8 No 3 (2025): Sharia Economics
Publisher : Sharia Economics Department Universitas KH. Abdul Chalim, Mojokerto

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31538/iijse.v8i3.7098

Abstract

This study aims to determine the influence of financial knowledge, financial attitudes, financial self-efficacy, financial well-being, and impulsive buying on the saving behavior of people working in Kubu Raya Regency. This study uses a causal associative method. This study used a sample of 150 respondents with a purposive sampling technique. The correlation coefficient was 0.786, indicating a strong correlation between financial knowledge, financial attitude, financial self-efficacy, and impulsive buying on saving behavior. The coefficient of determination shows a value of 0.618, meaning that 61.8% indicates that saving behavior is influenced by financial knowledge, financial attitude, financial self-efficacy, and impulsive buying, while 38.2% is attributed to other variables not examined in this study. The results of the simultaneous test show that financial knowledge, financial attitude, financial self-efficacy, financial well-being, and impulsive buying have a simultaneous effect on the savings behavior of people working in Kubu Raya Regency. The partial test results show that the variables financial knowledge, financial attitude, financial self-efficacy, and financial well-being have a positive and significant effect on savings behavior, while impulsive buying does not have a significant effect on savings behavior.
Pengaruh Stress Kerja, Lingkungan Kerja dan Beban Kerja Terhadap Kinerja Karyawan Pada PT. Inline Flow Specialty Amalia, Lisa; Sriwahyuni, Etty; Wibisono, Chablullah
Zona Manajerial: Program Studi Manajemen (S1) Vol 12 No 2 (2022): Zona Manajerial: Program Studi Manajemen
Publisher : Universitas Batam

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37776/manajer.v12i2.1262

Abstract

The purpose of this study was to determine and analyze the effect of work stress, work environment and workloads on employee’s performance partially and simultaneously. The population in this study were employees of PT. Inline Flow Specialty as many as 52 employees. Data collection was carried out through distributing questionnaires and analyzing the data obtained using quantitative data analysis. Quantitative analysis includes: Validity Test, Reliability Test, Classical Assumption Test, Multiple Linear Regression Analysis, Hypothesis testing through t test and F test, and coefficient of determination (R2), Data processing with the help of SPSS 21 Software. The data that have met the validity, reliability and classical assumption test from the results of multiple linear regression test obtained by the following equation: Y = 19,439+ (-0.244X1)+0.834X2+0.102X3+e From the results of the t test (partial) it shows that work stress has a significant effect on performance, work environment has a significant effect on performance, and workloads has no significant effect on performance and simultaneously work stress, work environment and workloads have a significant effecton Performance. The results of the coefficient of determination test (R2) are known that 24.6% of the variation in performance can be explained by the variables of Work Stress, Work Environment and Workloads. While the remaining 75.4% (100% - 24.6%) was applied by other variables that were not proposed in this study.
Optimizing Employee Performance: Managing Work Stress, Work Environment and Workload Amalia, Lisa; Wahyuni, Etty Sri; Wibisono, Chablullah
Zona Manajerial: Program Studi Manajemen (S1) Vol 13 No 1 (2023): Zona Manajerial: Program Studi Manajemen
Publisher : Universitas Batam

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37776/manajer.v13i1.1388

Abstract

The main aim of this study was to conduct a thorough investigation into how work stress, work environment, and workload impact employee performance, both individually and in combination. The research focused on 52 employees employed at PT Inline Flow Specialty. Data collection primarily involved administering questionnaires to the participants, and subsequent analysis was conducted using multiple linear regression within a quantitative research framework. Results from the partial t-test revealed that work stress and work environment significantly influenced employee performance, whereas workload did not demonstrate a significant effect. However, when these factors were considered together, they collectively showed a considerable impact on performance. Further examination of the data revealed that the coefficient of determination (R2) indicated that 24.6% of the variation in performance could be explained by work stress, work environment, and workload. However, the bulk of the variation, accounting for 75.4%, was attributed to other unexplored factors. This underscores the intricate nature of performance determinants in the workplace and suggests avenues for future research to delve deeper into these unexplored factors.