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All Journal International Journal of Informatics and Communication Technology (IJ-ICT) International Journal of Evaluation and Research in Education (IJERE) Jurnal Teknik Jurnal Buana Informatika Jurnal JSIKA Jurnal Informatika dan Teknik Elektro Terapan Jurnas Nasional Teknologi dan Sistem Informasi JURNAL TEKNIK INFORMATIKA DAN SISTEM INFORMASI JSiI (Jurnal Sistem Informasi) Journal Technology and Implementation Bussines Jurnal Masyarakat Merdeka (JMM) J-Dinamika: Jurnal Pengabdian Kepada Masyarakat PEDULI: Jurnal Imiah Pengabdian Pada Masyarakat Jurnal Komunika : Jurnal Komunikasi, Media dan Informatika KAIBON ABHINAYA : JURNAL PENGABDIAN MASYARAKAT Jurnal Teknologi dan Terapan Bisnis Indonesian Journal of Cultural and Community Development Prosiding Conference on Research and Community Services Jurnal Pengabdian UNDIKMA GUYUB: Journal of Community Engagement Lumbung Inovasi: Jurnal Pengabdian Kepada Masyarakat Society : Jurnal Pengabdian dan Pemberdayaan Masyarakat Jurnal Pengabdian Masyarakat (ABDIRA) Jurnal Abdi Masyarakat Indonesia Empiricism Journal Jurnal Pengabdian Masyarakat untuk Negeri (UN-PENMAS) Jurnal Sistem Informasi Universitas Dinamika Smart Society: Community Service and Empowerment Journal Jurnal Kreativitas dan Inovasi (Jurnal Kreanova) Jurnal Teknologi dan Terapan Bisnis Journal Community Service Consortium Jurnal Fokus Elektroda (Energi Listrik, Telekomunikasi, Komputer, Elektronika dan Kendali) Karya Nyata: Jurnal Pengabdian Kepada Masyarakat
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ANALISIS DAN PERANCANGAN USER INTERFACE MARKETPLACE HIDROPONIK BERBASIS LEAN UX (STUDI KASUS: PETANI HIDROPONIK DI KABUPATEN BANYUWANGI) Anshor, Mohamad Mujahidin; Sagirani, Tri; Amelia, Tan
Jurnal Sistem Informasi dan Komputerisasi Akuntansi (JSIKA) Vol 9, No 1 (2020)
Publisher : Jurnal Sistem Informasi Universitas Dinamika

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Abstract

The limited market segment of hydroponic products makes it difficult for hydroponic farmers to develop their businesses. The impact of slow sales and limited marketing of products from farmers can cause a decline in the competitiveness of other products and the long term can affect the farmer's economy. With a marketplace that sells hydroponic products, it is expected that hydroponic farmers can sell their products online. In building a marketplace, one thing that is of concern is the ease of utilizing the marketplace, this means paying special attention to the design stage of the user interface or user interface of the marketplace. User Interface has an important role in building an information system. Lean UX was chosen in building the user interface because it is one of the methods in designing interface designs to meet the needs of users with frequent learning and involving users as early as possible so that they can meet the needs of users quickly. There are 4 stages in the Lean UX method namely Declare Assumption , Create an MVP, Run an Experiment, and Feedback & Research. The results of tests that have been done to 32 respondents using usability testing show that designs that have been made get an average value of 78.9%, acceptable with grade B and obtain range good, which means the design can be accepted by users well.
EPPS Test Application Development for Selecting Students to Participate in Cooperative Program on Small and Medium Enterprise Tan Amelia; Tri Sagirani; Rr. Dewintha Indriyanti
International Journal of Informatics and Communication Technology (IJ-ICT) Vol 3, No 3: December 2014
Publisher : Institute of Advanced Engineering and Science

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (442.705 KB) | DOI: 10.11591/ijict.v3i3.pp197-203

Abstract

Cooperative Education (CO-OP) is a program that aims to sharpen its participants’ entrepreneurship action and spirit. In order to select the students to participate in this program, STMIK STIKOM of Surabaya uses EPPS psychological test which can measure the achievement, deference, autonomy, affiliation, nurturance, and endurance of CO-OP participant. The used of EPPS psychological test is based on the reason that this test is one of the personality tests prepared to measure the power of someone’s need. By the existence of EPS application in selecting CO-OP participant, a proper result’s validity is expected to be reached.
Inculcation Method of Character Education Based on Personality Types Classification in Realizing Indonesia Golden Generation M.J. Dewiyani Sunarto; Tri Sagirani
International Journal of Evaluation and Research in Education (IJERE) Vol 3, No 2: June 2014
Publisher : Institute of Advanced Engineering and Science

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (99.603 KB)

Abstract

"The rise of Indonesia Golden Generation" is the theme of National Education Day in 2012, In an effort to create a golden generation, education must be interpreted as a complex problem, in particular the cultivation of character education that was originally using indoctrination method. Given the shifting of the changing times,indoctrination methods are imprecise because young people today would not accept the doctrine of no logic that can be digested. Regarding the condition, this research has to find a method that more focus on thinking process which can be accepted by learners. The method used is the inculcation method. The inculcation method will be approached through different personality types that are classified based on the type of personality by David Keirsey. Using exploratory qualitative approach for curricular activities and natural activitiesforextra-curricular activities, the research obtained the character education inculcation method that more personal, so this will be move striking for self learner, as it is based on the profile of each individual's cognitive (thinking) process on the personality type. The development of this research is the creation of a character education learning model with inculcation method based on classification of personality type.DOI: http://dx.doi.org/10.11591/ijere.v3i2.4199
Prototipe Aplikasi Pembelajaran Bagi Anak Berkebutuhan Khusus dengan Menerapkan Pendekatan Gamification Tri Sagirani; Nunuk Wahyuningtyas; Sri Hariani Eko Wulandari; Wawan W Efendi
Jurnal Teknik Vol 18 No 2 (2020): Jurnal Teknik
Publisher : Universitas Negeri Gorontalo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37031/jt.v18i2.77

Abstract

Outbreaks of Corona Virus Disease (COVID-19) require the entire community to change, including education. The government issued a home study policy to reduce the spread of the virus. For students, studying at home relatively does not pose significant obstacles. Whereas for disabilities students, they need learning methods which able make them think that they are studying at school because there are scheduled lessons such as at school and material content that interests them in learning. So, they can concentrate on receiving the material. All learning processes must make it easier for parents to assist them in learning. This study provides a solution through learning media for disabilities in the form of an android-based application using a gamification approach that utilizes elements of character, challenges, interactive, stories, feedback and freedom to fail. This application presents convenience for parents in creating a child's daily schedule, selecting activities that are suitable for disabilities students and providing space for parent and child collaboration. For children, this application can help to stay enthusiastic in learning like at school in a more fun way. The limited trial application uses the System Usability Scale (SUS) as a benchmark for the perception of system usability, with a result of 85,3 which means it has a grade B grade with an Adjective Rating Excellent.
Pemanfaatan Kinect Dalam Prototype Aplikasi Media Pembelajaran Bagi Anak Berkebutuhan Khusus Tri Sagirani
JATISI (Jurnal Teknik Informatika dan Sistem Informasi) Vol 2 No 1 (2015): JATISI SEPTEMBER 2015
Publisher : Lembaga Penelitian dan Pengabdian pada Masyarakat (LPPM) STMIK Global Informatika MDP

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (598.982 KB) | DOI: 10.35957/jatisi.v2i1.41

Abstract

The use of Information Communication Technology (ICT) has become a fundamental need in supporting on educational process. ICT can supporting creativity and accuracy in the development of learning media. The need is not only for public schools but also for special educational needs (SEN), which is to prepare children with special needs to be able to live independently in the society. SEN is an educational unit that aims to help learners who bears a physical or mentally disabilities to be able to develop knowledge and skills. In this case, SEN group is the mild mental retardation with an IQ ranging from 50 to 70 and limitations in focus learning and activity, less creative and do not have the initiative, limitation to understand and use language. To support student with mental retardation, development of learning media are required in order to support teaching learning in SEN, by using input device such as mouse, keyboard, touch screen and Kinect. The learning media will be more interesting for SEN to provide user experience. Kinect is the one of input device in use, that is capable to provide the user experience more than the function other input devices, 67% in user interest and 83% in causing stimulation. This is because kinect has the ability to read body movements that can be used to train SEN.
Aplikasi Media Pembelajaran Berbasis Serious Games (Games Education) untuk Belajar Menulis Nunuk Wahyuningtyas; Normaningsih Normaningsih; Tri Sagirani
JATISI (Jurnal Teknik Informatika dan Sistem Informasi) Vol 4 No 1 (2017): JATISI SEPTEMBER 2017
Publisher : Lembaga Penelitian dan Pengabdian pada Masyarakat (LPPM) STMIK Global Informatika MDP

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (358.735 KB) | DOI: 10.35957/jatisi.v4i1.84

Abstract

Developing serious games (games education) application for learning media with attention to user experience model for children with special needs becomes an important thing in learning creativity. Through learning of media application, it aims the learning process more interesting and improves learning motivation to raise up the children with Special Educational Needs (SEN), particularly to understand letters, numbers, simple words and learn how to write using the application of learning media and input device (such as pen tablet or touch screen). The utilization of learning media application to the students with special needs would be done through the measurement of User Experience Questionnaire (UEQ), and obtained the excellent value on application appeal, content clarity, efficiency and accuracy, and good value for stimulation and novelty. It can be concluded that the application of learning media based on the serious games for learning media to write can be used as learning tools
Pemanfaatan LMS Molearn Bagi Guru SMK Pawiyatan Surabaya Sebagai Sarana Pembelajaran Hybrid Learning M.J. Dewiyani Sunarto; Tan Amelia; Tri Sagirani; Julianto Lemantara; Bambang Hariadi
Lumbung Inovasi: Jurnal Pengabdian kepada Masyarakat Vol. 7 No. 1 (2022): March
Publisher : Lembaga Penelitian dan Pemberdayaan Masyarakat (LITPAM)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36312/linov.v7i1.661

Abstract

Meskipun pandemi sudah mulai mereda, namun proses belajar mengajar di sekolah belum sepenuhnya dapat pulih seperti sebelumnya. Di saat masa normal baru, dibutuhkan suatu Learning Management System (LMS) yang mampu mewadahi pembelajaran campuran (hybrid learning). MoLearn, sebuah LMS yang dibuat khusus agar pendidik mempunyai wadah yang memudahkan dalam menyajikan materi, memberikan tugas, serta melakukan penilaian dari tugas dan ujian yang dibuat oleh peserta didik. Tujuan pelaksanaan pengabdian ini adalah memberikan pemahaman tentang hybrid learning, serta workshop pelatihan penggunaan MoLearn, dan pendampingan penggunaannya. Metode yang digunakan adalah metode KSA (Knowledge, Skill, Attitude) transfer yang diwujudkan dalam seminar, workshop dan pendampingan pada saat pelaksanaan. Di samping penyediaan LMS, guru juga dibekali dengan cara membuat materi yang lebih menarik dengan teknologi informasi.  Hasil yang didapat dari pelatihan adalah guru mampu meningkatkan diri baik dari penyajian materi maupun sarana pendistribusian materi melalui LMS. Utilization of LMS Molearn for Teachers of SMK Pawiyatan Surabaya as a Hybrid Learning Facility  Although the pandemic has begun to subside, school teaching and learning have not fully recovered as before. During the new normal, a Learning Management System (LMS) is needed that can accommodate hybrid learning. MoLearn, an LMS that was made specifically so that educators have a place that makes it easier to present material, give assignments, and conduct assessments of assignments and exams made by students. The purpose of this service is to provide an understanding of hybrid learning, and training workshops on the use of MoLearn,, and assistance in its use. The method used is the KSA (Knowledge, Skill, Attitude) transfer method which is realized in seminars, workshops, and mentoring during implementation. In addition to providing LMS, teachers are also provided with ways to make a material more interesting with information technology. The results obtained from the training are teachers can improve themselves both from the presentation of the material and the means of distributing material through the LMS.  
Pemanfaatan Aplikasi Berbasis Website dalam Aktifitas Kajian Harian bagi Remaja Masjid Tri Sagirani; Puspita Kartikasari; Rahayu Arya Shintawati
J-Dinamika : Jurnal Pengabdian Masyarakat Vol 5 No 1 (2020): Juni
Publisher : Politeknik Negeri Jember

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25047/j-dinamika.v5i1.1404

Abstract

Remaja masjid adalah perkumpulan pemuda masjid yang melakukan aktivitas sosial dan ibadah di lingkungan suatu masjid. Remaja masjid juga memiliki tujuan dalam mendukung pembentukan kepribadian dan karakter seorang remaja, salah satunya melalui pembentukan budi pekerti, akhlak mulia, kejujuran, rasa bertanggung jawab dan menghormati orang lain. Remaja masjid mutlak keberadaannya dalam menjamin estafet makmurnya suatu masjid sehingga fungsi dinamika masjid itu sendiri dapat di pertahankan kelangengannya. Pengurus remaja masjid merasa kajian yang dilakukan selama ini masih sangat kurang dari sisi jumlah pertemuan. Pengurus berusaha untuk tetap mengikat ilmu yang dimiliki oleh anggota dalam kesehariannya, maka pengurus Remaja Masjid menginginkan pertemuan rutin yang dapat dilakukan dalam tiap harinya. Dengan bantuan teknologi informasi dan komunikasi harapannya keinginan ini dapat terwujud. Tujuan dari pelaksanakaan kegiatan ini adalah membangun suatu aplikasi berbasis website yang mampu melakukan distribusi materi kajian harian dan mampu melakukan pengukuran terhadap pemahaman materi yang telah dicapai oleh anggota remaja masjid. Target yang diharapkan dari kegiatan ini adalah peningkatan proses pembelajaran ilmu Agama bagi anggota remaja masjid dengan bantuan teknologi informasi dan komunikasi. Terdapat enam tahapan untuk mencapai tujuan yaitu (1) observasi, pengamatan terhadap kebutuhan anggota remaja masjid, (2) penyusunan rencana pembelajaran, (3) penyusunan modul pembelajaran online, (4) penyusunan aplikasi berbasis website, (5) memberikan sosialisasi dan pelatihan kepada pengurus dan anggota remaja masjid, (6) Evaluasi pelaksanaan. Hasil identifikasi pada 135 remaja diperoleh hasil 59,3 % remaja menggunakan aplikasi berbasis website untuk mengenal lebih dalam Ilmu Agama, dan 73,3% remaja menyatakan membutuhkan aplikasi berbasis website yang dapat mereka gunakan untuk kajian harian dalam mempelajari ilmu Agama secara khusus. Keberhasilan program learning community dengan memanfaatkan aplikasi berbasis website ini dapat diduplikasi untuk komunitas serupa di seluruh wilayah Indonesia.
The Improving of the Quality Resources of Gedog Batik Craftsmen in Tuban Regency Muslichah Erma Widiana; Nova Retnowati; Agus Slamet; Tri Sagirani
Indonesian Journal of Cultural and Community Development Vol 7 (2020): September
Publisher : Universitas Muhammadiyah Sidoarjo

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (26.72 KB) | DOI: 10.21070/ijccd2020683

Abstract

This study aims to improve business management of partner business UD. Batik "Lestari Arts". The Government of Indonesia has prepared a number of policies to protect and prepare micro, small and medium-sized businesses to produce high-quality products that have high competitiveness. Tuban is one of the towns in East Java that has an MSME named UD Batik "Lestari Arts" that produces superior products in the form of gedog batik. The Regional Superior Product Development Program, partnering with UD. Batik "Lestari Arts", resulted in improvements on two main focuses of partner business management, namely on business resources and the use of science and technology in running a business. This program is ongoing and continuing through the activities of mentoring, monitoring and evaluating results after two years of partnership.
PENGUATAN FUNGSI OPERASIONAL UD. BATIK “LESTARI ARTS” DALAM USAHA MENINGKATKAN OPTIMASI PROSES PRODUKSI Muslichah Erma Widiana; Nova Retnowati; Agus Slamet; Tri Sagirani
Prosiding Conference on Research and Community Services Vol 2, No 1 (2020): Second Prosiding Conference on Research and Community Services
Publisher : STKIP PGRI Jombang

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Abstract

Batik telah ditetapkan UNESCO  sebagai warisan kemanusiaan untuk budaya lisan dan nonbendawi. Kota Tuban merupakan salah satu kota di Jawa Timur yang menghasilkan produk unggulan berupa batik gedog. Melalui Program Pengembangan Produk Unggulan Daerah (PPPUD) ingin dilakukan sebuah program pemberdayaan pengrajin batik gedog di Tuban. Program ini memberikan alternatif solusi berupa penguatan fungsi operasional pada UD. Batik “Lestari Arts”. Program penguatan fungsi operasional yang dilakukan berfokus pada tiga hal utama yaitu peningkatan kemampuan sumberdaya manusia, perbaikan fungsi manajemen operasional keuangan dan pajak melalui penyusunan standar operasional prosedur dan yang terakhir analisis dan mitigasi resiko, Dengan dilaksanakannya program ini diharapkan UD. Batik “Lestari Arts” mampu meningkatkan kapasitas dan optimasi proses produksi batik tulis berbahan dari primis maupun tenun gedog
Co-Authors A.A. Ketut Agung Cahyawan W Abdillah, Muhammad Azhar Adhipratama, Yoga Adhipratama, Yoga Aditya Darmawan Adriani, Gabriella Haldis Afif Fathurrahman Agus Dwi Churniawan Agus Dwi Churniawan, Agus Dwi Agus Slamet Al-Fahmi, Barron Mahardhika Amelia Tan Anshor, Mohamad Mujahidin Arda Fikri Saudi ARIF KUSDIANTORO Arlisa Kumala Rofik Arum, Evita Sekar Atika Wardhani Rustiaria Ayouvi Poerna Wardhanie Ayouvi Poerna Wardhanie Ayuningtyas Ayuningtyas Ayuningtyas Bambang Hariadi Bambang Hariadi Barron Mahardhika Al-Fahmi Bashofi Bashofi Billah, Zakiyah Dania Binar Kurnia Prahani Bragi, Tsani Chico Budi Jatmiko Budi Jatmiko Cintya, Hedi Amelia Bella Citra Indah Kurnia Darmawan, Aditya Darwin Yuwono Riyanto, Darwin Yuwono Denny Kusuma Destania, Herwanda Ayu Didik Nurhadi Dika Arissa Santoso Putri Dika, Tresnamayu Rahma Dwi Kumara Widyatna Efendi, Wawan Wahyudi Effendi, Pradita Maulidya Eka Hirinda Zulfa Ekky Febrihandani Rahmawati Ekky Febrihandani Rahmawati Erwin Sutomo Evita Sekar Arum Ferry Ferry Ferry Romidhoni Aprilianto Firdaus, Amanda Rahmah Maulida Gilang Ilham Septiawan Hadi, Faizal Susilo Hanifah Lazuardy Eka Safitri Haryanto Tanuwijaya Herwanda Ayu Destania Hevea Bori Perdana I Gede Adi Wijaya I Gusti Ngurah Alit Widana Putra Indhra Musthofa Iqbal Priswara Julianto Lemantara Kartikasari, Puspita KUSDIANTORO, ARIF Laksono, Bagus Luqman, Citra Aisyah M. J. Dewiyani Sunarto M.J. Dewiyani Sunarto M.J. Dewiyani Sunarto Martinus Sony Erstiawan Maulana Arsandy, Noor Robby Maulana Arsandy, Noor Robby Mochammad Arifin Mochammad Arifin Moh. Fachrul Arifin Muhamad Nizar Taufani Muhammad Anin Kummara Muhammad Edwin Diradinata Muhammad Wahyudi Muhammad, Rizky Alifio Muhyiy, Hafiidh Muhyiy, Hafiidh Muslichah Erma Widiana Mustikasari, Hany Natanael, Matthew Lucky Ningsih, Norma Nova Retnowati Nova Retnowati Noviantono, Susilo Bayuaji Nugraha Nugraha Nugraha, Driantama Edya Nugraha, Driantama Edya Nugroho, Felix Dian Nurmatin, Akbar Oktaviani Oktaviani oktaviani Panca Rahardiyanto Parastowo, Irvan Alfaridzi Dwi Permana, Dhimas Andy Pradita Maulidya Effendi Prayudi Suryo Sukarno Pribadi, Jelang Romadhon Kharismawan Puspita Kartikasari Puspita Kartikasari Puspita Kartikasari Puteri, Qonitah Alia putra, Yolandra Bagus Andalan putra, Yolandra Bagus Andalan Putri, Dika Arissa Santoso Putri, Medhita Gunawan Qonitah Alia Puteri Raditya Priambodo Rahayu Arya Shintawati Rahmawati, Endra Renaldi Renaldi Renanda Cahya Saputra Rizky Tirtahana Baskoro Rr. Dewintha Indriyanti Rustiaria, Atika Wardhani Safitri, Hanifah Lazuardy Eka Salma Maghfira Santoso, R.P Mohammad Bagus Sicillya Setya Jayani Santosa Sinderela, Moriska Soehardjoepri, Soehardjoepri Sri Suhandiah Sukarno, Prayudi Suryo Sukarno, Prayudi Suryo Sunaryo, Iqbal Faturohman Sutanto, Dharma Adhi Syafi, Muhammad Abiyu Tan Amelia Tan Amelia Taufani, Muhamad Nizar Teguh Sutanto Thoriq Satria Marvy Titik Lusiani Tjandra, Dewi Anggraini Tresnamayu Rahma Dika Valentinus Roby Hananto Vivine Nurcahyawati Wachid, Fadilah Alfan Wahyuningtyas, Nunuk Wardana, Oka Wawan W Efendi Widana Putra, I Gusti Ngurah Alit Widyaningrum, Mahmudah Enny Wulandari, Sri Hariani Eko Yosef Richo Adrianto Yosef Richo Adrianto, Yosef Richo Zahro, Siti