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Kecenderungan Tipe Gambar dan Karakteristik Warna pada Lukisan Siswa SMP SLB Autis Laboratorium UM Maulita, Jharotul Nur; Iriaji, Iriaji; Prasetyo, Abdul Rahman
Journal of Innovation and Teacher Professionalism Vol. 1 No. 2 (2023)
Publisher : Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17977/um084v1i22023p80-97

Abstract

Pembelajaran di SLB Autis banyak memanfaatkan metode visual, sehingga menggambar menjadi salah satu metode pembelajaran yang paling efektif dilakukan untuk mengasosiasikan apa yang akan disampaikan oleh para pengajar dengan mudah untuk mendukung pemahaman siswa ketika belajar. Kegiatan melukis/menggambar merupakan kegiatan yang dapat membantu dalam mengembangkan motorik dan melatih kepekaan diri siswa Autis. Penelitian bertujuan untuk mendeskripsikan kecen­derungan tipe gambar dan karakteristik warna pada lukisan siswa SMP SLB Autis Laboratorium UM. Penelitian ini menggunakan pendekatan kualitatif deskriptif. Teknik pengumpulan data yang digunakan melalui dokumentasi dan observasi hasil karya lukis siswa SLB Autis Laboratorium UM Sedangkan teknik analisis data dengan menggunakan langkah-langkah reduksi data, penyajian data, dan penarikan kesimpulan. Hasil penelitian menunjukkan bahwa kecenderungan tipe gambar yang sering muncul adalah visual lyrical dan structure form, sedangkan kecenderungan karakteristik warna yang sering muncul adalah warna bersifat dingin. Kata Kunci: tipe visual, karakteristik warna, lukisan, SLB Autis Trends in Image Types and Color Characteristics in Paintings by SLB Autis Laboratorium UM Students Learning in SLB autistic uses a lot of visual methods, so drawing is one of the most effective learning methods to easily associate what the teachers will convey to support students' understanding when learning. Painting / drawing activities are activities that can help develop motor skills and train the sensitivity of autistic students. The aim of this study was to describe the tendency of image types and color characteristics in the paintings of UM Laboratory Autistic Junior High School students. This study uses a descriptive qualitative approach. Data collection techniques were used through documentation and observation of the works of SLB Autistic UM Laboratory students. Meanwhile, data analysis techniques used data reduction steps, data presentation, and drawing conclusions. The results of this research show that the tendency of the type of image that often appears is visual lyrical and structure form, while the tendency of color characteristics that often appears is cold colors. Keywords: visual type, color characteristics, painting, Autistic SLB
PELATIHAN TEKNIK-TEKNIK DASAR PEMBUATAN KOPI DAN KETERAMPILAN BARISTA DI LAPAS KELAS 1 MALANG Fajarianto, Otto; Prasetyo, Abdul Rahman; Kusuma, Fuad Indra; Aulia, Fikri; Hidayatullah, M. Refqi; Arianesya, Nadia; Afriani, Linda
SEPAKAT Sesi Pengabdian pada Masyarakat Vol. 4 No. 2 (2024): SEPAKAT DESEMBER 2024
Publisher : INTERNATIONAL PENELITI EKONOMI, SOSIAL, DAN TEKNOLOGI

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56371/sepakat.v4i2.408

Abstract

Peningkatan konsumsi kopi di Indonesia, khususnya di Malang, telah menciptakan peluang kerja signifikan di industri kopi, terutama bagi barista. Menjadi barista terampil membutuhkan pelatihan khusus. Untuk memenuhi kebutuhan ini, program Pengabdian kepada Masyarakat (PKM) oleh LPPM Universitas Negeri Malang dilaksanakan di Lapas Kelas 1 Malang. Tujuan program ini adalah memberikan pelatihan teknik dasar pembuatan kopi dan keterampilan barista kepada narapidana, membekali mereka dengan keterampilan praktis untuk masa depan setelah masa penahanan. Program ini melibatkan Lapas Kelas 1 Malang sebagai mitra, dengan peserta narapidana dan staf penjara. Metode pelaksanaannya mencakup survei awal untuk mengidentifikasi kebutuhan pelatihan, analisis masalah, dan pemecahan masalah melalui koordinasi dengan pihak lapas. Pelatihan dipimpin oleh Dr. Otto Fajarianto dan instruktur barista profesional Bapak Hikmat Ramdhani. Peserta diberikan demonstrasi langsung teknik pembuatan kopi dan praktik langsung, diikuti evaluasi keterampilan yang diperoleh selama pelatihan. Hasilnya menunjukkan peningkatan signifikan dalam keterampilan praktis peserta, peningkatan rasa percaya diri, dan dampak positif pada dinamika sosial di dalam penjara. Kesimpulannya, pelatihan ini berhasil memberikan keterampilan yang relevan dan penting kepada narapidana, yang diharapkan dapat membantu reintegrasi mereka ke masyarakat secara lebih efektif setelah masa penahanan mereka.
PENINGKATAN SOFT SKILLS DAN KOMPETENSI DIGITAL BAGI PEKERJA DI DESA WONOKERSO UNTUK MENINGKATKAN DAYA SAING TENAGA KERJA Fajarianto, Otto; Ayunin, Qurrota; Prasetyo, Abdul Rahman; Kusuma, Fuad Indra; Karima, Ummul; Afriani, Linda
SEPAKAT Sesi Pengabdian pada Masyarakat Vol. 5 No. 1 (2025): SEPAKAT JUNI 2025
Publisher : INTERNATIONAL PENELITI EKONOMI, SOSIAL, DAN TEKNOLOGI

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56371/sepakat.v5i1.442

Abstract

Transformasi global yang cepat menuntut penyesuaian kapabilitas sumber daya manusia yang signifikan, terutama di daerah pedesaan. Artikel ini mengkaji krusialnya inisiatif peningkatan soft skills (kemampuan non-teknis) dan kompetensi digital bagi para pekerja di Desa Wonokerso, dengan tujuan utama mengoptimalkan daya saing angkatan kerja mereka. Berlandaskan pada usulan program pengabdian kepada masyarakat yang komprehensif dan tinjauan literatur relevan dari tahun 2018 hingga 2024, pengabdian ini mengidentifikasi kesenjangan keterampilan yang ada dan memaparkan kerangka metodologi implementasi program yang berorientasi partisipatif. Temuan dan diskusi menunjukkan potensi dampak positif yang substansial terhadap peningkatan literasi digital, penerapan soft skills dalam interaksi sosial dan profesional, serta pertumbuhan usaha mikro, kecil, dan menengah (UMKM) setempat. Tantangan dan peluang keberlanjutan program juga dianalisis secara mendalam. Pada akhirnya, serangkaian rekomendasi strategis disajikan untuk memastikan kesinambungan dan efektivitas inisiatif ini.
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.
Co-Authors Adinda Marcelliantika Adinda Marcelliantika Afis Baghiz Syafruddin 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 Arianesya, Nadia Aruna, Alby Atma Wijaya, Ginanjar Ayu Pramudya Kusumanada Ayunin, Qurrota Azie, Nanda Safiira Azizah, Wanda Violita Alfi 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 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 Gde Rai Arimbawa, Anak Agung Ginanjar Atma Wijaya Hamdani, Ardiansyah Yusuf Hana, Shohwatul HARIYANTO HARIYANTO Hartono Hartono Hidayatullah, M. Refqi 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 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 Pramana Putra, Bryan Pramodana, Ahmad Faiz Fuady Prasetya, Mohammad Zidane Eka Prasetyo, Venessa Rahma Pratama, Deryan Angger Prianto, Tatag Dwi Purnamasari, Ica Purnomo 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 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, Susiati Swastika Dhesti Anggriani Syabila, Rifka Komala Syafruddin, Afis Baghiz Syai'in, Ahmad Syaifruddin, Afis Baghiz Taroreh, Dika Aurelya Aleandra Triyono Triyono UM, Bagas Dwi Ardianto UM, Dina Shofiana 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