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Why Tourist Destinations Are Hard to Survive After Disaster? Case Study of Communication Barrier in the Tanjung Lesung Special Economic Zones (SEZ) Stakeholders Novita, Sophia; Firmansyah, Firmansyah; Asgha, Ashabul Yamin
Jurnal Riset Komunikasi Vol 6 No 2 (2023): Agustus 2023
Publisher : Asosiasi Pendidikan Tinggi Ilmu Komuniasi (ASPIKOM) Wilayah Riau

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.38194/jurkom.v6i2.822

Abstract

Tanjung Lesung’s Special Economic Zones (SEZ) is a tourist destination developed as a coastal tourism potential in Indonesia. The development of the Tanjung Lesung SEZ experienced challenges when the natural tsunami disaster in 2018 caused the Tanjung Lesung tourism slump. Research on communication between stakeholders is essential to determine how each stakeholder plays his role and coordinates with each other to revive tourism in particular economic areas. This study aims to analyze the problem of communication among tourism area stakeholders. The research uses a case study method with the object being the Tanjung Lesung tourism SEZ. The research subjects are the stakeholders of the tourism area. Data were collected by observation and conducting semi-structured interviews with 17 informants from four types of stakeholders: local governments, private companies, media, and community groups in the buffer zone. The data is also complemented by an academic review of the literature. Data analysis uses analysis with a stakeholder theory approach, which looks at the relationship between stakeholders in realizing common goals in developing particular economic areas for tourism. The results showed communication gaps among stakeholders, with each stakeholder having their strategy for developing tourism. The tourism strategy has not been integrated with all stakeholders due to internal conflicts in the management of the Tanjung Lesung area and its supporting areas. Stakeholders need to communicate regularly and work together to determine the target market so there is no gap between stakeholders in carrying out tourism development strategies after the disaster.
Digital Game-Based Learning untuk Implementasi Kurikulum Merdeka Berbasis STEAM bagi Guru PAUD Astanaanyar Darmawan, Ferry; Novita, Sophia; Hakim, Arif
KRESNA: Jurnal Riset dan Pengabdian Masyarakat Vol 4 No 2 (2024): Jurnal KRESNA November 2024
Publisher : DRPM Universitas Budi Luhur

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36080/kresna.v4i2.172

Abstract

Pendekatan Sains, Teknologi, Rekayasa, Seni, dan Matematika (STEAM) dan Game Based Learning (GBL) berperan dalam meningkatkan kemampuan kolaborasi, berpikir kritis, dan pemecahan masalah siswa, sambil merangsang kreativitas mereka untuk menghadapi tantangan di era Society 5.0. Pemanfaatan teknologi dalam pembelajaran membawa banyak keuntungan, tetapi penggunaannya perlu dilakukan secara bijak untuk menghindari dampak negatif. Kegiatan ini bertujuan meningkatkan kualitas pendidikan anak usia dini dengan memberdayakan guru Pendidikan Anak Usia Dini (PAUD) dalam merancang pembelajaran berbasis permainan, mengintegrasikan pendekatan STEAM, serta mendukung implementasi Kurikulum Merdeka. Program ini diharapkan mampu menciptakan pengalaman belajar yang interaktif, kreatif, dan sesuai dengan tahap perkembangan anak. Pendekatan untuk meningkatkan pengetahuan guru tentang STEAM dan Game Based Learning dilakukan melalui metode Participatory Rural Appraisal (PRA), dengan mengidentifikasi masalah dan berkoordinasi dengan pihak terkait di Kecamatan Astanaanyar. Program ini bertujuan memberdayakan guru PAUD dengan mengembangkan game edukasi berbasis STEAM menggunakan MS-PowerPoint. Hasil pengabdian ini menunjukan ada peningkatan pemahaman guru PAUD tentang Kurikulum Merdeka dengan pendekatan STEAM dan keterampilan teknologi informasi. Guru dapat membuat game edukatif menggunakan PowerPoint, yang meningkatkan kualitas pengajaran dan memotivasi anak-anak dalam pembelajaran TIK.
Game-Based Learning Media Training for Early Childhood for 21st-Century Teachers Ferry Darmawan; Hakim, Arif; Novita, Sophia
ETHOS: Jurnal Penelitian dan Pengabdian kepada Masyarakat Vol. 12 No. 1 (2024): (Januari, 2024) Ethos: Jurnal Penelitian Dan Pengabdian Kepada Masyarakat (Sai
Publisher : UPT Publikasi Ilmiah UNISBA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29313/ethos.v12i1.3181

Abstract

Abstract. To be able to carry out learning in the digital era, teachers must be literate in technology and information. We are currently in the era of the Industrial Revolution 4.0, which demands harmony between humans and information technology in finding solutions to various problems and creating creative and innovative opportunities. One of the competencies of 21st-century teachers is to develop interactive learning media based on digital technology. However, the reality in the field is that there are limited facilities and infrastructure, so there needs to be another motivation to develop ICT in the learning process of early childhood education (PAUD). This activity uses the Participatory Action Research (PAR) method, which is a transformative approach that aims to solve problems and fulfill the orientation on empowerment and practical needs of community change. The training participants are representatives of PAUD teachers in the Astanaanyar sub-district, under the coordination of the POKJA Bunda PAUD Astana Anyar sub-district. The result of this training is the increased ability of teachers to develop learning media in the form of games using the PowerPoint program, commonly known as a presentation application.