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Pemberdayaan Pemuda Dalam Implementasi Bioflok Aquaponik Berbasis IoT sebagai Model Ekonomi Hijau Muhammad Taufiq; Hani Rubiani; Leni Sri Mulyani
Jurnal Altifani Penelitian dan Pengabdian kepada Masyarakat Vol. 5 No. 5 (2025): September 2025 - Jurnal Altifani Penelitian dan Pengabdian kepada Masyarakat
Publisher : Indonesian Scientific Journal

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59395/altifani.v5i5.875

Abstract

Program Pengabdian Masyarakat oleh Mahasiswa (PMM) ini bertujuan memberdayakan pemuda di Kelurahan Ciherang, Kota Tasikmalaya, melalui penerapan teknologi Internet of Things (IoT) pada sistem budidaya bioflok aquaponik. Permasalahan utama mitra meliputi rendahnya efisiensi pengelolaan kualitas air bioflok, keterbatasan teknologi monitoring, serta lemahnya manajemen organisasi kelompok pemuda dan bank sampah. Solusi yang ditawarkan mencakup instalasi perangkat IoT untuk pemantauan suhu dan pH, optimalisasi integrasi bioflok–hidroponik, pelatihan manajemen organisasi dan pencatatan digital, serta pendampingan pemanfaatan konsep ekonomi hijau berbasis akuaponik. Metode kegiatan meliputi sosialisasi, pelatihan, penerapan teknologi, pendampingan, dan evaluasi. Hasil menunjukkan pemuda mitra mampu mengoperasikan perangkat IoT, meningkatkan produktivitas ikan dan tanaman, serta mulai mengintegrasikan pengelolaan limbah organik sebagai pakan ikan dan pupuk. Program ini berkontribusi dalam peningkatan kapasitas pemuda desa, mendukung ketahanan pangan, serta mendorong penerapan ekonomi hijau berkelanjutan.
Rancang Bangun Game Edukasi Drag and Drop Berbasis GDLC untuk Peningkatan Pemahaman Materi Profesi Peserta Didik Sekolah Dasar Rezqi Ramdhani; Hani Rubiani; Sulidar Fitri
Computer Journal Vol. 4 No. 1 (2026): February
Publisher : Yayasan Pendidikan Mitra Mandiri Aceh (YPMMA)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58477/cj.v4i1.352

Abstract

This research aims to design, develop, and test the feasibility and effectiveness of a Drag and Drop educational game (ProFuzzle) for improving first-grade elementary students' understanding of professions material. The primary challenge addressed is the scarcity of interactive media aligned with children's concrete operational cognitive development stage. The study employs a Research and Development (R&D) approach with a One-Group Pretest-Posttest design, utilizing the Game Development Life Cycle (GDLC) as the development framework. Data collection instruments include expert validation questionnaires and pretest-posttest assessments. Results show that ProFuzzle is deemed highly feasible as a learning medium, with an average expert validation score exceeding 80%. Regarding effectiveness, the game demonstrates statistically significant improvement in student understanding, evidenced by a high N-Gain score and significant t-test results. Student feedback also reflects highly positive responses. The Drag and Drop educational game developed through the GDLC method proves to be an effective, feasible, and innovative alternative medium for teaching professions material to elementary school students