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Empowering Sustainable Agriculture in Towua Village, Sulawesi Tenggara: Enhancing Efficiency through Organic Feed Production, Pond Management, and Business Training Nuryadi, Ahmad Muhlis; Hamka, Eddy; Fajriani, Alfiah; Sulisworo, Dwi; Erviana, Vera Yuli; Maryani, Ika
Journal of Social and Community Development Vol. 1 No. 01 (2024): Journal of Social and Community Development
Publisher : The Indonesian Institute of Science and Technology Research

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56741/jscd.v1i01.654

Abstract

The livelihood of the residents of Towua Village is generally farming, including both pond farming and rice field farming. Towua Village has a pond area of 585.69 hectares used for milkfish farming. Discussions with the village head revealed that the productivity of the community-owned ponds is still very low because they are managed traditionally. This issue also affects the Harapan Jaya Bandeng Farmers Group. One possible solution is to implement or apply technology to help improve the quality of the ponds. The solutions to address the partner's problems include increasing the supply of natural feed through organic farming systems, improving pond management and governance, and providing business management training. These solutions are implemented using a holistic and multidisciplinary research-based approach to achieve farmers' welfare and village economic independence. The method used in this activity is the action research approach. The results of training, assistance, and monitoring of pond quality have led to an 80% increase in partner knowledge, an 80% increase in partner skills, a 60% increase in partner accessibility, and a 50% increase in partner income.
Pengembangan Media Pembelajaran Berbasis 3D Menggunakan Aplikasi Asambler Edu Materi Pokok Keperawatan Siswa Kelas VII SMP Kesehatan Mandonga Kota Kendari Salim, Muh.; Darman, Darman; Fajriani, Alfiah
JagoMIPA: Jurnal Pendidikan Matematika dan IPA Vol. 5 No. 2 (2025): JagoMIPA: Jurnal Pendidikan Matematika dan IPA
Publisher : Yayasan Pendidikan Bima Berilmu

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.53299/jagomipa.v5i2.1861

Abstract

Penelitian ini bertujuan untuk mengembangkan dan menguji aplikasi Asambler Edu berbasis teknologi dengan visualisasi tiga dimensi (3D) untuk materi keperawatan di SMP Kesehatan Mandonga Kota Kendari. Penelitian ini menggunakan pendekatan Research and Development (R&D) Media dikembangkan menggunakan model ADDIE dan divalidasi oleh tiga ahli menggunakan instrumen skala Likert. Data dikumpulkan melalui observasi, angket, dan wawancara, lalu dianalisis secara deskriptif kuantitatif dan kualitatif.. Data kuantitatif dan kualitatif yang dikumpulkan menunjukkan bahwa aplikasi ini dapat meningkatkan pemahaman siswa terhadap materi keperawatan serta meningkatkan motivasi dan keterlibatan aktif siswa dalam pembelajaran. Hasil evaluasi dari ahli materi dan media menunjukkan bahwa aplikasi ini layak digunakan dengan tampilan visual yang menarik dan kemudahan akses yang baik. Meskipun demikian, beberapa aspek seperti kesesuaian materi dengan perkembangan siswa dan penyempurnaan navigasi serta desain aplikasi masih perlu diperbaiki. Uji coba aplikasi pada siswa menunjukkan respons positif, dengan mayoritas siswa merasa terbantu dalam memahami materi dan merasa aplikasi ini mudah digunakan serta menyenangkan. Secara keseluruhan, aplikasi Asambler Edu terbukti efektif sebagai media pembelajaran berbasis teknologi dan memiliki potensi untuk dikembangkan lebih lanjut guna mendukung proses pembelajaran di tingkat SMP.
PERANCANGAN GAME SIMULASI PENGENALAN PERANGKAT KERAS CPU MENGGUNAKAN APLIKASI SCRATCH 3 PADA SISWA KELAS X TKJ SMK Roziq, Fahrul Arifatul; Fajriani, Alfiah; Razilu, Zila
LEARNING : Jurnal Inovasi Penelitian Pendidikan dan Pembelajaran Vol. 5 No. 4 (2025)
Publisher : Pusat Pengembangan Pendidikan dan Penelitian Indonesia (P4I)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51878/learning.v5i4.7416

Abstract

This study aims to develop an interactive 2D learning media based on Scratch 3 to assist tenth-grade TKJ students at SMKN 1 Kendari in understanding the components of a computer CPU motherboard. The background of this research lies in the low level of student interest in learning computer hardware, as the teaching methods are still predominantly lecture-based and less interactive. Therefore, innovative media are required to provide a more engaging and enjoyable learning experience. The development model employed is ADDIE, which includes the stages of needs analysis, design, media development using Scratch 3, implementation through conversion into HTML and Android application formats, and evaluation through expert validation and user testing. The validation results indicate that the average assessment from media experts reached 85.8% in the good category, while material experts obtained an average score of 87.5% in the very good category. User trials involving 30 students resulted in an overall average score of 89.1% categorized as very good, where the visual aspect achieved 85.0% good, while interactivity, ease of use, clarity of material, device compatibility, and learning motivation reached 90.0% ("very good"). Thus, this learning media is considered feasible for use, effective in enhancing students’ understanding, and has the potential to be further developed by adding automatic evaluation features and expanding the scope of the learning materials. ABSTRAKPenelitian ini bertujuan mengembangkan media pembelajaran interaktif 2D berbasis Scratch 3 untuk membantu siswa kelas X TKJ SMKN 1 Kendari dalam memahami komponen motherboard CPU komputer. Latar belakang penelitian ini adalah rendahnya minat siswa dalam mempelajari perangkat keras komputer karena metode pembelajaran masih dominan bersifat ceramah dan kurang interaktif. Untuk itu, diperlukan media inovatif yang mampu menghadirkan pengalaman belajar yang menyenangkan. Model pengembangan yang digunakan adalah ADDIE, meliputi tahap analisis kebutuhan, perancangan desain, pengembangan media menggunakan Scratch 3, implementasi melalui konversi ke format HTML dan aplikasi Android, serta evaluasi melalui uji validasi dan uji pengguna. Hasil validasi menunjukkan bahwa rata-rata penilaian ahli media sebesar 85,8% dengan kategori baik, dan ahli materi memperoleh rata-rata 87,5% dengan kategori sangat baik. Uji coba kepada 30 siswa menghasilkan rata-rata keseluruhan 89,1% dengan kategori sangat baik, di mana aspek visual memperoleh 85,0% baik, sementara aspek interaktivitas, kemudahan penggunaan, kejelasan materi, kesesuaian perangkat, dan motivasi belajar mencapai 90,0% (sangat baik). Dengan demikian, media pembelajaran ini dinyatakan layak digunakan, efektif meningkatkan pemahaman siswa, serta berpotensi dikembangkan lebih lanjut dengan penambahan fitur evaluasi otomatis dan cakupan materi yang lebih luas.
Perancangan Media Pembelajaran Berbasis Video Animasi pada Materi WAN Kelas XI SMKN 1 Wakatobi: Design of Animated Video-Based Learning Media for WAN Material for Class XI of SMKN 1 Wakatobi Dirmansyah, La Ode Muhammad Arif; Darman, Darman; Fajriani, Alfiah
Edu Cendikia: Jurnal Ilmiah Kependidikan Vol. 5 No. 03 (2025): Research Articles, December 2025
Publisher : ITScience (Information Technology and Science)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47709/educendikia.v5i03.7236

Abstract

This study aims to design and develop animated video-based learning media for Wide Area Network (WAN) subjects for 11th-grade students of Computer and Network Engineering at SMKN 1 Wakatobi. The development was carried out using the ADDIE model, which consists of five stages, namely Analysis, Design, Development, Implementation, and Evaluation. This study uses a Research and Development (R&D) approach involving material experts, media experts, and students as respondents. The data collection process was carried out through observation, interviews, and validation questionnaires. The validation results showed that the developed media obtained an average score of 83% with a very valid category. Material experts received the highest score of 88%, while media experts scored 75%. Student responses reached 93%, with a very valid category. The implementation of media in learning showed an increase in student learning outcomes, from an average of 63.2% in the pre-test to 93% in the post-test, after using animated videos. The N-gain calculation of 0.64 indicates moderate effectiveness, meaning this media has a positive impact on improving the understanding of WAN concepts. In addition to improving learning outcomes, animated videos have also been shown to foster motivation, capture attention, and create interactive and enjoyable learning experiences. Therefore, this animated video-based learning medium is deemed suitable for use as an innovative and relevant digital learning tool to support learning in 21st-century vocational high schools.