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Sosialisasi Media Digital untuk Menganalisis Minat Kewirausahaan pada Siswa SMAN 1 Jonggol Sianturi, Manogari; Simanjuntak, Familia Novita; Simbolon, Kerdid; Sunarto, Sunarto; Ditasona, Candra; Tugelida, Nel Bryan C
Jurnal Pengabdian Pada Masyarakat Vol 9 No 4 (2024): Jurnal Pengabdian Pada Masyarakat
Publisher : Universitas Mathla'ul Anwar Banten

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30653/jppm.v9i4.1265

Abstract

Pada era perkembangan teknologi, perubahan dalam dunia kerja terjadi dengan sangat cepat. Banyak pekerjaan yang sebelumnya konvensional kini digantikan oleh teknologi atau otomatisasi. Hal ini mendorong dilakukannya kegiatan pengabdian kepada masyarakat untuk menganalisis minat siswa dalam berwirausaha serta memberikan edukasi dan keterampilan yang dibutuhkan agar mereka dapat memanfaatkan media digital secara maksimal. Dengan mengajarkan wirausaha sejak dini, diharapkan peserta dapat lebih siap beradaptasi dan menciptakan peluang kerja sendiri, bukan hanya bergantung pada pekerjaan konvensional. Kegiatan ini diikuti oleh 52 peserta dari SMA Negeri 1 Jonggol dan diselenggarakan dalam bentuk sosialisasi yang melibatkan pakar wirausaha dari Don Mariano Marcos Memorial State University (DMMSU). Metode yang digunakan adalah ceramah dan diskusi, dengan tiga tahapan, yaitu: persiapan, pemberian materi, dan diskusi. Hasil sosialisasi menunjukkan bahwa lebih dari 60% peserta mengalami peningkatan pemahaman tentang pentingnya literasi digital, kemampuan memanfaatkan media digital, dan cara menggunakan media tersebut. Selain itu, lebih dari 45% peserta menunjukkan minat untuk berwirausaha. Secara keseluruhan, kegiatan ini berjalan sukses dan memberikan dampak positif bagi peserta. In the era of technological development, changes in the world of work are happening very quickly. Many jobs that were previously conventional are now replaced by technology or automation. This encourages community service activities to analyze students' interest in entrepreneurship and provide the education and skills needed so that they can make the most of digital media. By teaching entrepreneurship from an early age, it is hoped that participants can be better prepared to adapt and create their own job opportunities, not just relying on conventional jobs. This activity was attended by 52 participants from SMA Negeri 1 Jonggol and was held in the form of socialization involving entrepreneurial experts from Don Mariano Marcos Memorial State University (DMMSU). The method used was lecture and discussion, with three stages, namely: preparation, material delivery, and discussion. The results of the socialization showed that more than 60% of participants experienced an increased understanding of the importance of digital literacy, the ability to utilize digital media, and how to use the media. In addition, more than 45% of participants showed interest in entrepreneurship. Overall, this activity was successful and had a positive impact on the participants.
Improving Mathematical Understanding on Geometry for 9th Grade Students through Three-Dimensional Mathematics Learning Media Based on Virtual Reality Simbolon, Kerdid; Ditasona, Candra; Setiawan, Laurencia Firstania
Brillo Journal Vol 4 No 1 (2024): Innovative Strategies to Enhance Mathematics Learning Effectively
Publisher : S&Co Publishing

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56773/bj.v4i1.71

Abstract

This study aimed to develop a three-dimensional virtual reality (VR)-based learning media for teaching mathematics at 9th grade students, focusing on improving students' understanding of geometric shapes. Utilizing the ADDIE (Analysis, Design, Development, Implementation, and Evaluation) model, the research involved the development of an interactive VR tool that allows students to engage with complex geometric concepts in an immersive environment. The VR media was validated by subject learning material experts in terms of content, language, and technical aspects, resulting in an overall validity score of 4.04, indicating high validity. Implementation quantitative analysis showed that the tool significantly improved student comprehension, with an average practicality score of 3.81, indicating that the media was easy to use in the classroom. This study concludes that VR-based learning media offers a promising approach to overcoming the difficulties students face in understanding three-dimensional geometry, providing both an engaging and effective learning experience.