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All Journal Corak : Jurnal Seni Kriya JADECS (Journal of Art, Design, Art Education and Culture Studies) JKTP: Jurnal Kajian Teknologi Pendidikan Jurnal Invensi (Jurnal Penciptaan dan Pengkajian Seni) Martabe : Jurnal Pengabdian Kepada Masyarakat NUSANTARA : Jurnal Ilmu Pengetahuan Sosial Jurnal Basicedu Jurnal Penelitian dan Pengabdian Kepada Masyarakat UNSIQ Jurnal Karinov EDUTEC : Journal of Education And Technology Citradirga : Jurnal Desain Komunikasi Visual dan Intermedia Asatiza: Jurnal Pendidikan Bubungan Tinggi: Jurnal Pengabdian Masyarakat Community Development Journal: Jurnal Pengabdian Masyarakat Belantika Pendidikan Jurnal Graha Pengabdian Dharmas Education Journal (DE_Journal) Jurnal Pendidikan dan Penciptaan Seni Abdimas Awang Long: Jurnal Pengabdian dan Pemberdayaan Masyarakat International Journal of Education and Social Science (IJESS) Sci-Tech Journal Journal of Language, Literature, and Arts (JoLLA) Jurnal Basicedu Abdimas Indonesian Journal Education Journal: Journal Educational Research and Development Sepakat : Sesi Pengabdian Kepada Masyarakat VISA: Journal of Vision and Ideas Al-Kharaj: Jurnal Ekonomi, Keuangan & Bisnis Syariah El-Mal: Jurnal Kajian Ekonomi & Bisnis Islam RESLAJ: Religion Education Social Laa Roiba Journal El-Mujtama: Jurnal Pengabdian Masyarakat EduInovasi: Journal of Basic Educational Studies Journal of Innovative and Creativity Prosiding Seminar Nasional Unimus Journal of Innovation and Teacher Professionalism Jurnal Abdimas Peradaban Indonesian Journal of Humanities and Social Sciences Innovative Journal of Community Engagement (IJCE) Prosiding Seminar Nasional Pengabdian Masyarakat ABDINE :Jurnal Pengabdian Masyarakat
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Pengembangan Media Kartu "Juragan Kuliner Nusantara" untuk Meningkatkan Minat P5 Kewirausahaan Siswa SD Kamaliah, Aulan Nisa Ulil; Prasetyo, Abdul Rahman
Jurnal Pendidikan dan Penciptaan Seni Vol 5, No 1 (2025): Jurnal Pendidikan dan Penciptaan Seni - Mei
Publisher : Mahesa Research Center

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.34007/jipsi.v5i1.756

Abstract

In creating learning media, innovation is needed to create an effective and interesting learning environment. Fun learning innovations enable students to be more actively involved and gain meaningful experiences. This research aims to analyze the needs for P5 entrepreneurship learning in elementary schools, develop card game-based learning media as a solution, and test its impact on students' entrepreneurial interest. This research uses the ADDIE development method (Analyze, Design, Development, Implementation, and Evaluate). The expert validation results showed that the material feasibility was 90.8% (Very Feasible category) and the media feasibility was 78.1% (Decent category). The N-gain calculation of 0.75 indicates an increase in students' entrepreneurial interest in the High category. Apart from that, field observations in December 2024 recorded the suitability of the cards and rulebook for the game "Juragan Culinary Archipelago" at 94.4% (Very Feasible category). The percentage of student interest in the game reached 89.25%, categorized as Very Interesting. These findings indicate that the card game "Juragan Kuliner Nusantara" is not only interesting and worth using, but also has the potential to increase students' interest in entrepreneurship. The implication of this research is that card game-based learning media can be widely applied to support entrepreneurship learning in elementary schools.
Pengembangan Media TikTok untuk Meningkatkan Motivasi Belajar Seni Lukis Peserta Didik SMP Dewi, Seryawati Kusuma; Prasetyo, Abdul Rahman
Jurnal Pendidikan dan Penciptaan Seni Vol 5, No 1 (2025): Jurnal Pendidikan dan Penciptaan Seni - Mei
Publisher : Mahesa Research Center

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.34007/jipsi.v5i1.740

Abstract

The painting learning in class IX at SMP Shalahuddin Malang is still traditional without interactive media, leading to low student motivation. This study aims to describe the learning needs related to low motivation, develop media based on TikTok effects, and present the results of media trials. Using the ADDIE development model, the research went through five stages: analysis, design, development, implementation, and evaluation. Data were collected through observation, interviews, document studies, expert validation, and product trials. The analysis results showed the need for a more interactive learning approach. The TikTok effect-based media developed using the Effect House app was deemed highly feasible, with material expert assessment at 84% and media expert assessment at 94%. Product trials scored an average of 86%, and this media increased student motivation by an average of 66%, with an N-Gain value of 81.12%. Observations by teachers and researchers showed an N-Gain motivation increase of 73.89%, rising by 78%. This study shows that TikTok effect-based media can be widely applied in educational institutions to support learning relevant to technological developments. This media not only boosts learning motivation but also provides an engaging and innovative learning experience, making it suitable for fostering students' creativity in digital-era art education.
Pendekatan Inovatif Guru dalam Menghidupkan Pembelajaran Batik melalui Pameran di Sekolah Bina Bangsa Malang Oktaviani, Puteri Anisah; Prasetyo, Abdul Rahman
Jurnal Pendidikan dan Penciptaan Seni Vol 5, No 1 (2025): Jurnal Pendidikan dan Penciptaan Seni - Mei
Publisher : Mahesa Research Center

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.34007/jipsi.v5i1.759

Abstract

Learning strategies are plans designed by teachers to achieve learning goals effectively and efficiently. In learning Fine Arts, especially batik material, teachers at the Bina Bangsa School in Malang apply innovative approaches so that students can understand the material in depth. This research aims to describe teachers' teaching strategies in using the Cambridge Curriculum, explain the challenges faced in craft learning, and describe teachers' strategies for overcoming these challenges. This research uses a descriptive qualitative method with a Creswell case study approach, which includes biographical and ethnographic stages, case studies, theory and phenomenology. The research results show that the methods used by teachers such as direct demonstrations, direct practice, and collaborative projects are proven to be able to build students' in-depth understanding of the process and value of batik art. In conclusion, this innovative strategy supports the achievement of Fine Arts learning objectives, especially batik material, with a creative, flexible and effective approach in building students' understanding of the history of batik and teaching traditional arts in a way that is relevant and attractive to the younger generation. This can be seen in the work that has been created by students which is used on certain days and the good work is exhibited in direct collaboration with external parties.
Pengembangan E-Modul Meporis Berbasis Android untuk Pembelajaran Pola Organis dan Geometris Widari, Maeyrena Ika; Prasetyo, Abdul Rahman
Jurnal Pendidikan dan Penciptaan Seni Vol 5, No 1 (2025): Jurnal Pendidikan dan Penciptaan Seni - Mei
Publisher : Mahesa Research Center

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.34007/jipsi.v5i1.760

Abstract

This research produces learning media in the form of e-modules based on Android applications which are effective in increasing students' understanding of organic and geometric pattern material. The trial results showed that the material validity test reached 75% and the media validity test reached 85%, the effectiveness score was 90% with an increase in learning outcomes based on the N-Gain value of 64%, so this e-module is suitable for implementation in schools. The research model used is 4D, including four stages: Define (define), Design (design), develop (development), and disseminate (dissemination). Data was obtained through observation, interviews, document studies, expert validation, and product trials. The completeness analysis revealed that conventional learning media was less interesting causing low student learning outcomes, so media was needed that utilized interactive technology. The Android application-based e-module was chosen because it suits current developments and students' preferences, allows them to learn independently flexibly and understand the material well. This research aims to describe needs analysis, develop learning media, and test the effectiveness of the media.
Development of a Comic Drawing Material Application for Eighth Grade Junior High School Students Al-Haq, Zulfikar; Prasetyo, Abdul Rahman
IJESS International Journal of Education and Social Science Vol. 6 No. 1 (2025): VOL 6 NO 1 APRIL 2025
Publisher : INTERNATIONAL PENELITI EKONOMI, SOSIAL, DAN TEKNOLOGI

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56371/ijess.v6i1.345

Abstract

Education in the technological era requires innovation in teaching methods to enhance student interest and understanding. One effective method is to utilize animation-based media, which can capture students' attention and facilitate a more enjoyable learning experience.In this context, the development of an animation application for drawing comics is expected to meet that need. This research aims to develop engaging and interactive learning media to enhance students' understanding of comic drawing material. The method used is the 4D model (Define, Design, Develop, Disseminate), which begins with the definition stage to identify the needs and learning objectives, followed by the design stage to design the content and application format, the development stage to produce and test the application, and the dissemination stage to distribute the application to students. The research results show that the developed animation-based application has high validity based on assessments by media and material experts, with a percentage above 85%. Field trials also showed a significant increase in students' interest in learning the comic drawing material, with an average test score improvement of 20% after using the application. Overall, this application has proven effective in supporting the comic drawing learning process in eighth-grade junior high school classes. This research plays a significant role in creating creative and interactive learning tools, as well as opening up opportunities for further research in the field of art education.
Development of Application-Based Gamification for Illustration Drawing Material in Eighth Grade Junior High School Students Friscana, Dhini; Prasetyo, Abdul Rahman
IJESS International Journal of Education and Social Science Vol. 6 No. 1 (2025): VOL 6 NO 1 APRIL 2025
Publisher : INTERNATIONAL PENELITI EKONOMI, SOSIAL, DAN TEKNOLOGI

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56371/ijess.v6i1.383

Abstract

Learning at SMP Islam Sultan Agung Sudimoro uses a flipped classroom model due to the dense curriculum, with each topic covered in just 1–2 meetings. Students must study independently at home, but existing media like books and digital modules are seen as unappealing. To address this, a gamified, interactive illustration-based application was developed to boost interest and improve independent learning. This study aims to analyze students’ needs, develop the gamified media, and test its effectiveness in teaching cultural arts to eighth-grade students. The method used is R&D with the 4D model (Define, Design, Develop, Disseminate). The results show that students highly need interactive media. Expert validation of content and media achieved very valid scores (87.50% and 90.32%), practicality tests reached 93% (highly feasible), and the effectiveness test based on the N-Gain Score was 0.89 (high category). Thus, the application-based gamification was proven to be highly effective in helping students understand illustration drawing material.
Application of Differentiated Discovery Learning Based on Drawing Traditional Ornamental Varieties in Fine Arts Subjects to Improve Learning Outcomes of Students in Class VII-H Mas'udah, Nabillah Raihanah; Prasetyo, Abdul Rahman
IJESS International Journal of Education and Social Science Vol. 6 No. 1 (2025): VOL 6 NO 1 APRIL 2025
Publisher : INTERNATIONAL PENELITI EKONOMI, SOSIAL, DAN TEKNOLOGI

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56371/ijess.v6i1.384

Abstract

This research focuses on applying the Differentiated Discovery Learning model based on drawing traditional decorative varieties in fine art subjects to improve learning outcomes for students. Based on observations on the subject of fine arts, a problem was found in students in grade VII-H at SMP Negeri 02 Batu related to low learning outcomes in drawing materials of traditional ornamental varieties. This model combines a Discovery Learning strategy with a differentiation approach, which tailors the learning strategy to the learners' abilities, interests, and learning styles. The subjects in this study are students of class VII-H SMP Negeri 02 Batu with a total of 30 students. The method used in this study is Classroom Action Research (PTK) with Mc cycles based on Kemmis and McTaggart, which consists of two cycles. Each cycle includes the stages of planning, implementation of actions, observation, and reflection. Data collection procedures were collected through observations, interviews, questionnaires, and documentation. Quantitative and qualitative methods are used for data analysis. The implications of this PTK research show that the application of Differentiated Discovery Learning can improve student learning outcomes. The results showed that with the implementation of Differentiated Discovery Learning, the percentage of pre-action data was obtained by 40%, in the first cycle by 60% and in the second cycle by 90%. Therefore, it can be concluded that the application of Differentiated Discovery Learning can improve the learning outcomes of fine arts students in class VII-H SMP Negeri 02 Batu on traditional decorative drawing materials.
Pelatihan Desain Membuat Logo dan Video Promosi Kopi Lapas di Lapas Kelas 1 Malang Fajarianto, Otto; Prasetyo, Abdul Rahman; Kusuma, Fuad Indra; Aulia, Fikri; Hidayatulloh, M. Refqi; Arianesya, Nadia; Hana, Shohwatul
Abdimas Awang Long Vol. 8 No. 1 (2025): Januari, Abdimas Awang Long
Publisher : Sekolah Tinggi Ilmu Hukum Awang Long

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56301/awal.v8i1.1483

Abstract

Pelatihan desain logo dan video promosi yang diselenggarakan di Lembaga Pemasyarakatan 1 Malang ini bertujuan untuk membekali peserta dengan keterampilan dasar dalam desain grafis dan videografi. Melalui perpaduan antara demonstrasi dan praktik langsung, peserta diperkenalkan dengan prinsip-prinsip dasar desain logo, seperti kesederhanaan, keunikan, dan relevansi visual, serta teknik dasar dalam membuat video promosi, meliputi storyboard, komposisi, dan pemilihan sudut kamera. Meskipun peserta tidak menghasilkan produk akhir berupa logo atau video promosi untuk produk Kopi Lapas, pelatihan ini memberikan dasar yang kuat dalam memahami visual branding dan komunikasi pemasaran. Hasil menunjukkan bahwa peserta memahami dan menerapkan konsep dasar yang diajarkan, namun diperlukan sesi tambahan untuk mencapai tingkat keahlian yang lebih tinggi. Antusiasme peserta mencerminkan keberhasilan pelatihan dalam memberikan pengetahuan yang dapat dimanfaatkan dalam upaya pemasaran di masa mendatang.
Digitalization Strategy of Greenhouse-Based Fruit Picking Tourism Through Green Marketing Platform Integration of Social Customer Relationship Management as Economic Strengthening of Premium Fruit Farmer Groups Wulandari, Dwi; Prasetyo, Abdul Rahman; Prayitno, Putra Hilmi; Basuki, Andi; Gunawan, Ari; Syaifruddin, Afis Baghiz; Wulandari, Widia Ayu
Jurnal Abdimas Peradaban Vol. 6 No. 1 (2025): Jurnal Abdimas Peradaban
Publisher : Global Writing Academica Researching and Publishing

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54783/ww2mve10

Abstract

Sustainable agriculture currently faces many challenges, including the weak bargaining position of premium fruit farmers, limited direct market access, and a lack of innovative agricultural tourism innovation. On the other hand, the shift in public interest towards experience-based tourism and environmental issues has opened up new opportunities for integrating agrotourism with greenhouse-based practices. The purpose of this study is to investigate the strategy of strengthening premium fruit farmers by utilising the greenhouse-based fruit-picking tourism method, supported by digital technology and principles of the green economy. Quantitative descriptive methods were used to collect data in two locations, Kediri and Ponorogo, through observation, interviews, and statistical documentation. The number of tourist visitors, digital transactions, social media engagement, premium fruit sales volume, and garden harvest capacity, both before and after the program implementation, were the indicators analysed. All indicators have increased significantly, according to the research results. Tourists increased by 121.4% in Kediri and 94.4% in Ponorogo. These data show that the park-based tourism model not only increases the productivity and marketability of agricultural products but also creates a digital ecosystem that expands market access and strengthens farmer branding. The role of digital technology in this success story should inform the audience about its potential in the agricultural sector. Premium fruit sales volume increased by 68.6%, while audience engagement through social media increased by 246%, and garden harvest capacity increased by 84%. Therefore, this approach has proven effective in encouraging the transformation of farmers' roles into adaptive agro-digital entrepreneurs. This study recommends applying this model in other regions to foster inclusive and sustainable agriculture through the support of training, digital infrastructure, and multi-party cooperation.
Pola Penerapan Workshop Edusosiopreneurship Seni Lukis Memotret Kekayaan Alam Pacitan melalui Pendekatan Self Determination Theory dan Game-Based Learning untuk Hilirisasi Merchandise Komunitas Iriaji, Iriaji; Ratnawati, Ike; Prasetyo, Abdul Rahman; Nazwa, Venina Nabilla; Hamdani, Ardiansyah Yusuf
El-Mujtama: Jurnal Pengabdian Masyarakat  Vol. 5 No. 5 (2025): El-Mujtama: Jurnal Pengabdian Masyarakat 
Publisher : Intitut Agama Islam Nasional Laa Roiba Bogor

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47467/elmujtama.v5i5.9419

Abstract

This research aims to explore the pattern of applying painting edusosiopreneurship workshops as a means to photograph Pacitan's natural wealth and turn it into creative products in the form of community merchandise. The approach used is Self Determination Theory (SDT) to build participants' intrinsic motivation and Game-Based Learning (GBL) to create an interactive and fun learning experience. This workshop activity is designed to explore the visual potential of the local landscape of Pacitan and integrate it into the creative process of painting that is oriented towards social entrepreneurship. Through descriptive qualitative methods, data is collected through participatory observation, in-depth interviews, and process documentation. The results show that the application of SDT is able to increase the autonomy, competence, and connectedness of participants in the art creation process, while GBL plays an important role in maintaining participant involvement and accelerating knowledge transfer. The products produced from this workshop, in the form of merchandise such as tote bags, stickers, and postcards, not only display Pacitan's natural wealth, but also have selling value and educational value. Thus, this program can be a sustainable model of community-based arts downstreaming.
Co-Authors Adinda Marcelliantika Adinda Marcelliantika Afis Baghiz Syafruddin Afis Baghiz Syafruddin Agnisa Maulani Wisesa Agus Purnomo Agusta Rakhmat Taufani Al-Haq, Zulfikar Alby Aruna Alby Aruna Alby Aruna Alfahrezal, M. Febian Anak Agung Gde Rai Arimbawa Andi Basuki Andi Basuki, Andi Anggia Erdi Pratiwi Anggraeni, Sefira Oktavia Annisa Ayu Salsabila Annisaa Hammidah Imaduddina Ari Gunawan Ari Gunawan Ari Gunawan Arianesya, Nadia Aruna, Alby Atma Wijaya, Ginanjar Ayu Pramudya Kusumanada Ayunin, Qurrota Azie, Nanda Safiira Bagas Dwi Ardianto Busthomi, M. Nur Yazid Cahya Indraswari, Dinda Cassandra Permata Nusa Dewi, Seryawati Kusuma Dika Aurelya Aleandra Taroreh Dina Shofiana Dwi Wulandari Dwi Wulandari Dwi Wulandari Efendi, Miftakhul Firman Ferdiansyah Eka Putri Surya Eka Putri Surya Elvira Kurnia Ramadhani Enanto Harun Satrio Encik Muhammad Hawari Bin Berahim Fathimah Soraya Fauziyah, Wahyu Dirga Fikri Aulia Firstyan Artista Sakti Firzon Ainur Roziqin, Mohamad Fitriana, Ilma Franciscus Xaverius Langga Friscana, Dhini Fuad Indra Kusuma Ginanjar Atma Wijaya Hamdani, Ardiansyah Yusuf Hana, Shohwatul HARIYANTO HARIYANTO Hartono Hidayatulloh, M. Refqi Ike Ratnawati Ike Ratnawati Ikhwan, Muhammad Zaenal Ilham Fatkhu Romadho Ilma Fitriana Inayah, Laila Iraji Iriaji Joko Sayono Joni Agung Sudarmanto Kamaliah, Aulan Nisa Ulil Karima, Ummul Karina Aurel Naviezenia Laila Inayah Linda Afriani Linda Agustin Ningrum Marcelliantika, Adinda Mas'udah, Nabillah Raihanah Maulita, Jharotul Nur Meyshela Gracia Mitra Istiar Wardhana, Mitra Istiar Mohamad Firzon Ainur Roziqin Mohamad Firzon Ainur Roziqin Mohammad Sihabuddin Muhammad Sultonuddin Arif Muhammad Syifa'ul Qolbi Muhammad Zainur Rifqi Nadiya Faydinda Putri Ishlah Nasrullah, Yusuf Nazwa, Venina Nabilla Nidhom, Ahmad Mursyidun Nila Rahmawati Nila Rahmawati NILA RAHMAWATI Ningrum, Linda Agustin Ningsih, Putri Nonny Aji Sunaryo Oktaviani, Puteri Anisah Otto Fajarianto Pandu Satrio Pinandhito Tirta Perdana Pramodana, Ahmad Faiz Fuady Prasetyo, Venessa Rahma Pratama, Deryan Angger Prianto, Tatag Dwi Purnamasari, Ica Purnomo Puteri Anisah Oktaviani Putra Hilmi Prayitno Putra, Suhanda Ade Putri Surya, Eka Qolbi, Muhammad Syifa'ul Rai Arimbawa, Anak Agung Gde Ramdhani, Hikmat Reihan Fitroh Aldisar Reihan Fitroh Aldisar9 Renzy Ayu Rohamatilah Riana Nurmalasari Robhani, Shidqan Aulia Rohman, Moch. Abdul Rohman, Mohammad Alfan Abdul Roziqin, Mohamad Firzon Ainur Salsabila, Annisa Ayu Saputri, Anggi MJ Saputri, Dela Refi Novi Sari, Vinda Aulia Shirly Rizki Kusumaningrum Sidyawati, Lisa Simonne Andrean Crisdion Siti Nurhidayah Soraya, Fathimah Sumarwahyudi Surya, Eka Putri Susiati Swastika Dhesti Anggriani Syabila, Rifka Komala Syai'in, Ahmad Syaifruddin, Afis Baghiz Taroreh, Dika Aurelya Aleandra Triyono Triyono UM, Bagas Dwi Ardianto UM, Dina Shofiana Venina Nabilla Nazwa Wanis, Risa Azahro Wening Patmi Rahayu Widari, Maeyrena Ika Widodo, Triyono Wijaya, Ginanjar Atma Wijaya, Satria Aji Wikan Budi Utami Wildan Kanzul Fikri Wildan Kanzul Fitri Wulandari, Widia Ayu Zihan Novita Sari Zulfikar Al Haq