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Sosialisasi Pengolahan dan Pemanfaatan Limbah Rajungan (Portunus Pelagicus) pada SD 2 YPK di Kampung Selambai Kota Bontang Fitriyana, Fitriyana; Sari, Nur Indah; Irawan, Irman; Iqbal , Muh; Yuliana, Irma
Jurnal Penyuluhan dan Pemberdayaan Masyarakat Vol. 4 No. 1 (2025): Jurnal Penyuluhan dan Pemberdayaan Masyarakat
Publisher : CV. Era Digital Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59066/jppm.v4i1.1171

Abstract

: Selambai Village is a village on the water with most of its population relying on marine products. One commodity that has high economic value which is much popular is crab (Portunus pelagicus). The higher crab production is followed by an increase in crab shell waste which constitutes 40-60% of the total weight of crab. The aim of this socialization is to introduce the habitat and morphology of crab, knowing the contents and benefits of consuming crab, product management and utilization of crab waste. Socialization activities are carried out face to face using interactive and practical learning methods. Based on interviews, questions and answers and experiences during the activity, the results were (1). Students can find out about the habitat and morphology of crabs, (2). Students can understand the importance of consuming crab, (3). Students can find out about product management from crab, (4). Students and parents can find out about the use of crab shell waste. This outreach was one of several efforts to increase public awareness in managing resources wisely and paying attention to sustainability.
Efektivitas Penerapan Blended Learning dengan Moodle sebagai Media Pembelajaran untuk Mata Pelajaran Simulasi Digital Yuliana, Irma
PROtek : Jurnal Ilmiah Teknik Elektro Vol 6, No 1 (2019): Protek : Jurnal Ilmiah Teknik Elektro
Publisher : Program Studi Teknik Elektro Universitas Khairun

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33387/protk.v6i1.998

Abstract

Penelitian ini bertujuan untuk mengetahui pengembangan, kelayakan dan keefektifan Moodle sebagai media pembelajaran terintegrasi (blended learning) dengan sistem konvensional untuk mata pelajaran Simulasi Digital kelas X  di lingkungan SMK Muhammadiyah Kartasura Sukoharjo. Metode penelitian yang digunakan adalah metode Research and Development (RD) dengan menggunakan model pengembangan waterfall. Pengembangan Moodle sebagai media pembelajaran untuk mata pelajaran Simulasi Digital melalui tahap abalysis, design, implementation, testing, dan maintenance. Pengumpulan data dilakukan melalui tes dan non tes. Teknik analisis yang digunakan adalah kelayakan.. Hasil penilaian ahli media dikatakan sangat layak dengan rata-rata keseluruhan mendekati 100% dan penilaian dari ahli materi termasuk kategori sangat layak dengan rata-rata keseluruhan 95,4%. Berdasarkan hasil uji Mann-Whitney U Test diperoleh sig (2-tailed) sebesar 0,00, jika sig 0,05 maka H0 tidak diterima dan Ha diterima yang artinya ada perbedaan hasil belajar dari peserta didik sebelum dan sesudah menggunakan media. Berdasarkan hasil penelitian Moodle sebagai media blended learning pada mata pelajaran simulasi digital dinyatakan layak digunakan untuk meningkatkan pemahaman dan hasil belajar peserta didik.
PENGEMBANGAN APLIKASI AR BERBASIS ANDROID UNTUK PENGENALAN TOKOH PAHLAWAN UANG KERTAS INDONESIA Bachtiar, Andi; Yuliana, Irma
Jurnal Teknik Informasi dan Komputer (Tekinkom) Vol 8 No 1 (2025)
Publisher : Politeknik Bisnis Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37600/tekinkom.v8i1.2082

Abstract

This research focuses on the development of an Android-based Augmented Reality (AR) application to introduce Indonesian national heroes featured on banknotes to sixth-grade elementary school students. The issue addressed is the lack of student interest and limited learning media regarding the history of national heroes, which often results in low engagement and retention. The research aims to enhance students’ historical knowledge and interest through interactive technology. The development method used is the Multimedia Development Life Cycle (MDLC), which includes stages such as concept, design, material collection, assembly, testing, and distribution. The application utilizes Vuforia SDK and Unity 2D as its main development tools, enabling users to scan banknotes and display 2D animations and information of the corresponding national hero. Testing was conducted using black-box testing to evaluate functionality, and user acceptance testing involving students and teachers to assess usability. The results showed that the application successfully functioned as intended and received positive responses from users, indicating improved student engagement and learning outcomes. This study demonstrates that AR-based educational tools can effectively support history learning in a more engaging and interactive way.
Penguatan Pengetahuan Kesiapsiagaan Bencana pada Anak Penyandang Disabilitas Berbasis Aplikasi Sipakdedifa di Kabupaten Klaten Susilawati, Siti Azizah; Sayekti, Ika Candra; Yuliana, Irma; Hanifa, Muhammad Dzaki; Khotimah, Nur Ahlul; Lestari, Riska Yulia Ayu
Warta LPM WARTA LPM, Vol. 28, No. 1, Maret 2025
Publisher : Universitas Muhammadiyah Surakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23917/warta.v27i1.7211

Abstract

Klaten Regency is one of the regencies in Indonesia that has a high risk of natural disasters such as earthquakes, volcanoes, and landslides. People with disabilities are among the groups that are particularly vulnerable to these natural disasters. According to data from Working Group of Special School Principals Klaten Regency, there are five special schools that have been affected by natural disasters, specifically earthquakes, which puts individuals with disabilities at a significant risk of becoming victims. Therefore, it is essential to implement disaster mitigation strategies that involve persons with disabilities as part of disaster risk management. In light of this issue, knowledge transfer related to disaster mitigation is necessary for special school teachers. To enhance effectiveness, technology transfer and the diffusion of science and technology will be based on the SIPAKDEDIFA application. This initiative aims to improve the understanding of Special School Teachers in using the SIPAKDEDIFA application which in turn provides science and technology diffusion to students with disabilities which is expected to optimise students' understanding of disaster mitigation. The methods implemented included socialization, training, technology application, mentoring, and evaluation. The evaluation utilized a pre-test and post-test given to special needs students to assess their understanding of disaster mitigation. The results indicated that special school teachers effectively participated in all activities, and the assistance provided at special school demonstrated that teachers optimally implemented the SIPAKDEDIFA application. The results of the pre-test and post-test to teachers related to knowledge and understanding of the SIPAKDEDIFA application have increased significantly and the results of the pre-test and post-test obtained from students show a very significant increase in the results of knowledge of earthquake, landslide and volcano disaster mitigation with an average score increase of 32.83 points or in percentage of 67.38%. This indicates that the activities had a positive impact on both teachers and special school students in Klaten Regency, ultimately improving disaster mitigation efforts and minimizing losses due to disasters. Based on this research, it is hoped that relevant parties will pay more attention to educating students with disabilities about natural disaster mitigation.
Membangun Karakter Siswa: Perbandingan Pendekatan Pendidikan Karakter di Amerika dan Indonesia Sofiani, Ika Kurnia; Yuliana, Irma; Pratiwi, Nabila
Pedagogik: Jurnal Pendidikan dan Riset Vol. 3 No. 2 (2025)
Publisher : CV Edu Tech Jaya

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

Penelitian ini mengkaji penerapan pendekatan pendidikan karakter dalam konteks pendidikan formal dengan membandingkan implementasinya di Amerika dan Indonesia serta menilai efektivitasnya dalam membentuk karakter siswa. Penelitian ini bertujuan untuk mengevaluasi sejauh mana pendekatan pendidikan karakter membantu siswa dalam menginternalisasi nilai-nilai positif serta mengidentifikasi kelebihan dan kekurangan dari masing-masing pendekatan di kedua negara. Hasil penelitian menunjukkan bahwa pendidikan karakter di kedua negara memiliki dampak positif terhadap pengembangan sikap dan perilaku siswa, meskipun terdapat perbedaan dalam metode pelaksanaan dan tantangan kontekstual. Penelitian ini merekomendasikan penerapan pendidikan karakter secara berkelanjutan dan integrasi dengan budaya lokal serta kebijakan pendidikan nasional guna meningkatkan efektivitasnya dalam membangun karakter siswa.
Multiplier Effect Analysis of Tulung Ni Lenggo Lake Management as Sustainable Ecotourism Yuliana, Irma; Susilo, Heru; Irawan, Irman; Fitriyana, Fitriyana
Depik Jurnal Ilmu Ilmu Perairan, Pesisir, dan Perikanan 2025: Special Issue ICFM
Publisher : Faculty of Marine and Fisheries, Universitas Syiah Kuala

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.13170/depik.0.0.48205

Abstract

Tulung Ni Lenggo is a lake area in Berau Regency that has been opened as an ecotourism location since 2016. The manager chose the ecotourism concept as an effort to implement the concept of sustainable development. This study aimed to analyze the direct, indirect and advanced economic impacts and multiplier effects of ecotourism of Tulung Ni Lenggo Lake in Berau Regency. The analysis method used was the multiplier effect economic impact analysis method. The direct economic impact on the business unit was IDR 273,043,166.67/year, the indirect economic impact was IDR 369,096,833.33/year and the further economic impact was IDR 173,880,000.00/year. The value of the Keynesian multiplier effect was 0.07, the value of income multiplier ratio type 1 was 2.35, and the value of income multiplier ratio type 2 was 2.99. This means that the management of Lake Tulung Ni Lenggo as sustainable ecotourism had been able to provide an economic impact on business unit income and labor in the ecotourism area, which also impacts increasing consumption and the local economy.Keywords:Economic effectTulung Ni LenggoLakeBerau Regency
Multiplier Effect Analysis of Tulung Ni Lenggo Lake Management as Sustainable Ecotourism Yuliana, Irma; Susilo, Heru; Irawan, Irman; Fitriyana, Fitriyana
Depik Jurnal Ilmu Ilmu Perairan, Pesisir, dan Perikanan 2025: Special Issue ICFM
Publisher : Faculty of Marine and Fisheries, Universitas Syiah Kuala

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.13170/depik.0.0.48205

Abstract

Tulung Ni Lenggo is a lake area in Berau Regency that has been opened as an ecotourism location since 2016. The manager chose the ecotourism concept as an effort to implement the concept of sustainable development. This study aimed to analyze the direct, indirect and advanced economic impacts and multiplier effects of ecotourism of Tulung Ni Lenggo Lake in Berau Regency. The analysis method used was the multiplier effect economic impact analysis method. The direct economic impact on the business unit was IDR 273,043,166.67/year, the indirect economic impact was IDR 369,096,833.33/year and the further economic impact was IDR 173,880,000.00/year. The value of the Keynesian multiplier effect was 0.07, the value of income multiplier ratio type 1 was 2.35, and the value of income multiplier ratio type 2 was 2.99. This means that the management of Lake Tulung Ni Lenggo as sustainable ecotourism had been able to provide an economic impact on business unit income and labor in the ecotourism area, which also impacts increasing consumption and the local economy.Keywords:Economic effectTulung Ni LenggoLakeBerau Regency
IMPLEMENTASI KEBIJAKAN PELARANGAN PENGGUNAAN ALAT TANGKAP TRAWL DI KECAMATAN TALISAYAN KABUPATEN BERAU Yuliana, Irma; Fitriyana, Fitriyana
SEMAH Jurnal Pengelolaan Sumberdaya Perairan Vol 7, No 2 (2023): Desember
Publisher : Universitas Muara Bungo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36355/semahjpsp.v7i2.1268

Abstract

Kebijakan pelarangan penggunaan alat tangkap trawl bertujuan demi mewujudkan perikanan yang berkelanjutan. Tujuan penelitian ini adalah untuk menganalisis implementasi pelarangan penggunaan alat tangkap trawl dan faktor-faktor yang mempengaruhi implementasi pelarangan penggunaan alat tangkap trawl di kampung Talisayan Kecamatan Talisayan Kabupaten Berau. Metode penelitian ini menggunakan deskriptif kualitatif. Hasil penelitian menunjukkan bahwa kebijakan pelarangan penggunaan alat tangkap trawl di Kampung Talisayan telah terimplementasikan dengan baik dan sebagian besar nelayan telah beralih dari alat tangkap trawl menjadi alat tangkap lain yang lebih aman bagi lingkungan perairan seperti trammel net, gill net, rawai dan lain-lain. Faktor-faktor yang mempengaruhi keberhasilan implementasi larangan ini yaitu kejelasan informasi, adanya komunikasi, dukungan bagi kebijakan, pengawasan dan konsistensi. 
Pengenalan Game Edukasi sebagai Digital Learning Culture pada Pembelajaran Sekolah Dasar Jayanti, Dwi; Septiani, Jelita Intan; Sayekti, Ika Candra; Prasojo, Ipin; Yuliana, Irma
Buletin KKN Pendidikan Vol. 3, No. 2, Desember 2021
Publisher : Fakultas Keguruan dan Ilmu Pendidikan, Universitas Muhammadiyah Surakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23917/bkkndik.v3i2.15735

Abstract

Setiap siswa di setiap sekolah memiliki kesempatan untuk belajar ilmu komputer, seperti halnya belajar subjek yang lain. Hal ini juga menun-jang upaya peningkatan literasi digital sekaligus membentuk kultur pem-belajaran digital pada siswa. Tulisan berikut mendeskripsikan penguatan literasi digital melalui ilmu komputer dengan media game edukasi me-lalui code.org, sehingga mampu membawa atmosfer digital-learning cul-ture. Lingkungan baru ini dihantarkan dalam proses pembelajaran oleh guru pada kelas IV dan VI SD Negeri Plosorejo 2 tahun pelajaran 2020/2021. Metode pengabdian ini yang digunakan didalam kegiatan ini adalah pendekatan kualitatif dengan rulal opperaisel. Data diperoleh dari hasil kuesioner melalui google form yang sudah dibagikan dalam bentuk link kepada peserta didik kelas IV dan VI. Hasil pengabdian ini menun-jukkan bahwa peserta didik menunjukkan antusiasme dalam pembelaja-ran ilmu komputer melalui game edukasi dalam code.org. Hampir seluruh peserta didik tertarik untuk mempelajari tentang ilmu komputer atau informatika. Sesuai dengan karakteristik generasi alpha, digital-learning culture dengan tema informatika memberikan kesempatan pada siswa untuk lebih memberdayakan perangkat dan aplikasi yang dimiliki men-jadi wahana untuk pembelajaran.
How Does ARBook Promotional Media For MSME Crafts Using Augmented Reality Marker Tracking Works? Hermawan, Hardika Dwi; Noor, Zakky Muhammad; Ulfatun, Titik; Nonalisa, Septiarida; Saputri, Agatha; Yuliana, Irma
Bina Bangsa International Journal of Business and Management Vol. 1 No. 2 (2021): Bina Bangsa International Journal of Business and Management
Publisher : LPPM Universitas Bina Bangsa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.46306/bbijbm.v1i2.10

Abstract

The present study aimed to develop a virtual book displaying Jogja craftwork using Augmented Reality (AR) technology as an interactive promotional media to advertise handicraft products originated from the Special Region of Yogyakarta. "Buku Kerajinan Jogja" (Jogja Handicraft Book) application under this research was developed through Research and Development (R&D). The first stage of its Development was needs analysis and literature study, followed by designing the application using Use Case driven object modeling. The next was the development stage of the application and its functional testing by two media experts. In the fourth stage, two-steps software testing was carried out, namely (1) verification and validation test, and (2) quality and feasibility testing to examine its functionality, usability, portability,  efficiency,  maintainability,  and reliability  (ISO  9126-1).  The findings suggest that (1) the Development of the product, Buku Kerajinan Jogja,  might have gone through a  series of proper software engineering processes from design to testing consistent with the desired specifications. Secondly, (2) the overall performance of Buku Kerajinan Jogja seems to be "Good" with test results of 82.98%, 82.5%, 83.3%, 85.0%, 75.0%, 75.0% consecutively for usability, functionality, reliability, portability, maintainability, and efficiency (ISO 9126-1)