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Pemanfaatan Media Digital dalam Pembelajaran bagi Guru-Guru Di SMK Mulya Husada Purwokerto Zulia Karini; Septi Fajarwati; Eka Tripustikasari; Helik Hermawan
J-ABDIPAMAS (Jurnal Pengabdian Kepada Masyarakat) Vol. 10 No. 2 (2026): Oktober 2026
Publisher : IKIP PGRI Bojonegoro

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30734/j-abdipamas.v10i2.5374

Abstract

ABSTRACT The development of digital technology encourages teachers to deliver more interactive, engaging, and student-centered learning. Technology-based learning can help increase student engagement through visual activities, quizzes, polls, and direct reflection. This community service activity was conducted at SMK Mulya Husada Purwokerto with the aim of improving teachers' understanding and skills in using digital media to support interactive learning. Twenty-five teachers participated in the activity and took the form of a two-hour training session. The training materials included an introduction to interactive concepts, practical use of Canva as a medium for creating visual teaching materials, Kahoot as an interactive quiz, and Mentimeter as a medium for polling, reflection, and collecting student responses. The implementation method used a participatory approach based on direct practice, so that participants not only received material but also tried to create simple learning media. The results of the activity showed that teachers gained new understanding regarding the use of digital media and were able to design more interactive learning activities. Keywords: digital media, interactive learning, Canva, Kahoot, Mentimeter, vocational school teachers. ABSTRAK Perkembangan teknologi digital mendorong guru untuk mampu menghadirkan pembelajaran yang lebih interaktif, menarik, dan berpusat pada peserta didik. Pembelajaran berbasis teknologi dapat membantu meningkatkan keterlibatan siswa melalui aktivitas visual, kuis, polling, dan refleksi langsung. Kegiatan pengabdian kepada masyarakat ini dilaksanakan di SMK Mulya Husada Purwokerto dengan tujuan meningkatkan pemahaman dan keterampilan guru dalam menggunakan media digital untuk mendukung pembelajaran interaktif. Kegiatan ini diikuti oleh 25 guru dan dilaksanakan dalam bentuk pelatihan selama 2 jam. Materi pelatihan meliputi pengenalan konsep pembelajaran interaktif, praktik penggunaan Canva sebagai media pembuatan bahan ajar visual, Kahoot sebagai media kuis interaktif, serta Mentimeter sebagai media polling, refleksi, dan pengumpulan respons peserta didik. Metode pelaksanaan menggunakan pendekatan partisipatif berbasis praktik langsung, sehingga peserta tidak hanya menerima materi, tetapi juga mencoba membuat media pembelajaran sederhana. Hasil kegiatan menunjukkan bahwa guru memperoleh pemahaman baru mengenai pemanfaatan media digital dan mampu merancang aktivitas pembelajaran yang lebih interaktif. Kata kunci: media digital, pembelajaran interaktif, Canva, Kahoot, Mentimeter, guru SMK.
Optimization of Extreme Programming Methods in Plastics Waste Management Company Websites Linda Perdana Wanti; Oman Somantri; Annisa Romadloni; Eka Tripustikasari
JISA(Jurnal Informatika dan Sains) Vol 4, No 2 (2021): JISA(Jurnal Informatika dan Sains)
Publisher : Universitas Trilogi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31326/jisa.v4i2.1018

Abstract

Plastic waste needs to be handled properly according to its type to reduce its negative impact on the earth, such as the issue of global warming which is still being widely discussed among the public. Good and correct plastic waste management has a significant long-term impact on the issue of global warming. Using the optimization of the extreme programming (XP) method to develop a plastic waste management system. With the system development method used, namely extreme programming, this system helps the community to be aware of waste and manage waste as well and wisely as possible. Extreme programming flexibility supports all changes that occur during the process of building this plastic waste management system. The output produced in the construction of this system is the management and sale of plastic waste that can be recycled according to its type. With usability testing that has been carried out, this system has been evaluated and shows a result of 88.07%, this value means that the plastic waste management system is well accepted to be used in plastic waste management.