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PENINGKATAN KOMPETENSI GURU PAUD/TK MELALUI PELATIHAN CANVA SEBAGAI INOVASI MEDIA PEMBELAJARAN Suliswaningsih; Dani Arifudin; Retno Waluyo; Gilang Miftakhul Fahmi; Mohamad Syahri Nurrochim
Nusantara Hasana Journal Vol. 2 No. 8 (2023): Nusantara Hasana Journal, January 2023
Publisher : Yayasan Nusantara Hasana Berdikari

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

Abstract

According to Permendikbud Number 18 of 2018 concerning the Provision of Early Childhood Education Services, it explains that the quality of an PAUD service can be seen from its learning innovation, increasing the capacity of educators and education personnel to innovate learning, as well as the provision of facilities and infrastructure. The problem faced by most educators in PAUD services is the lack of ability to develop innovative learning media, so they tend to use conventional methods such as lectures. Early childhood requires a visual learning method, so that students understand the material presented by the teacher. The ability to create interesting learning media must of course be balanced with mastery of design using computers. This service aims to provide training for PAUD teachers to be able to create innovative learning media using the Canva application. Canva is an application that will help teachers to design easily, even if they don't have graphic design skills. The service is carried out by the lecture method on the explanation of the material, then the participants carry out practical work on making learning media. The result of this activity is that PAUD teachers can improve competence through training in making learning media using the Canva application.
Animasi “Keluarga Aman” Sebagai Media Sosialisasi Pencegahan Penularan COVID-19 Suliswaningsih Suliswaningsih; Achmad Masruri; Ganang Eko Saputro; Anugerah Bagus Wijaya; Chyntia Raras Ajeng Widiawati
Infotekmesin Vol 14 No 1 (2023): Infotekmesin: Januari, 2023
Publisher : P3M Politeknik Negeri Cilacap

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35970/infotekmesin.v14i1.1484

Abstract

Adaptation to new habits (new normal) must be implemented considering that people must continue their activities amidst the outbreak of Covid-19 transmission cases. Apart from the government and community organizations, awareness of prevention must be carried out by each individual even though they have been vaccinated. The purpose of this research is to create a 2D animation to socialize the application of the 5M health protocol used to prevent widespread transmission of Covid-19. The process of creating a 2D animation titled "Safe Family" is carried out in three stages. First, the pre-production stage includes defining ideas and concepts, writing scripts, storyboards, and audio recording. The production stage includes character creation, moving animation, inputting sound, and initial rendering (alpha test). The third step is the post-production stage, namely the final rendering. and evaluation (beta test). The results of the alpha test show the suitability of the idea, storyboard, and final rendering results. In addition, the results of beta testing show that on average 93.4% of respondents considered the 2D animation titled "Safe Families" to be appropriate for use as social media to prevent Covid-19 communication.
Peningkatan Pemahaman Literasi Digital melalui Pelatihan Aplikasi Website untuk Menentukan Penerima Bantuan Sosial Dana Desa Muhamad Awiet Wiedanto Prasetyo; Devi Yunita Saputri; Afilda Trisetya Riziana; Ika Romadoni Yunita; Gustin Setyaningsih; Suliswaningsih Suliswaningsih
Jurnal Komunitas : Jurnal Pengabdian kepada Masyarakat Vol 5, No 2: Januari 2023
Publisher : Institut Ilmu Sosial dan Manajemen Stiami

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31334/jks.v5i2.2702

Abstract

This is reflected in the various development programs that have been shown and intended to provide great concern for efforts to tackle economic problems, because basically the development carried out aims to improve people's welfare. The main requirements for receiving social assistance are being registered by the heads of neighborhood associations and neighborhood associations, loss of livelihood amid the Covid-19 pandemic and not being registered as recipients of other social assistance from the central government which has been described previously. However, when in the field it did not meet the expectations of the community, because it was considered not on target. There needs to be a re-evaluation regarding the assistance program so that it is more targeted because it is not in accordance with the government's previous plans. The solutions offered to overcome the above problems are implementing a website application-based decision support system, Decision Support Systems are not intended to automate decision making, but provide interactive tools that enable decision makers to carry out various analyzes using available models. The method is by coordinating with the village government as a community service partner, the team conducts interviews, observations and documentation to determine problems and appropriate solutions. With training events using the website application as a determination of village fund assistance for the community running smoothly, the obstacle faced is that only the village head and village officials can use the application more optimally, considering that each has a computer and laptop device while the head of the neighborhood association and Not all heads of neighborhood associations have these devices, but they can still use smartphone devices to access them. Comparison of the results of channeling village fund assistance using website application assistance, there are 5 to 11 residents who are not entitled to receive social assistance.
Aplikasi Belajar Matematika Sekolah Dasar Kelas V Berbasis Mobile Android Suliswaningsih Suliswaningsih; Aris Purnomo; Septi Fajarwati; Agung Prasetyo; Dani Arifudin
JATISI (Jurnal Teknik Informatika dan Sistem Informasi) Vol 10 No 1 (2023): JATISI (Jurnal Teknik Informatika dan Sistem Informasi)
Publisher : Lembaga Penelitian dan Pengabdian pada Masyarakat (LPPM) STMIK Global Informatika MDP

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35957/jatisi.v10i1.3250

Abstract

SD Negeri 3 Tugu uses the 2013 curriculum, which is an integrative thematic learning method, a scientific approach, and an authentic assessment. The method used is lecture, discussion, experiment, question and answer, skills, problem-solving, and assignments. Teachers at SD Negeri 3 Tugu use blackboards, notebooks, and textbooks as the media. Based on the results of interviews with fifth-grade students and teachers, it was stated that some students had difficulty understanding the mathematics material presented by the teacher in class. The number of formulas that must be understood by students, difficulties when doing assignments/Homework (PR) given by the teacher. This resulted in students getting poor grades in mathematics courses. The purpose of the research is to create an Android-based learning media application for grade V elementary school mathematics as an independent learning medium and help increase student interest in learning. The research uses the extreme programming method which includes the design stage to model the system from the application of mathematics learning media, the coding stage, namely the implementation of the system design using Microsoft Visual Studio software, and the testing stage using a questionnaire and involving material experts with an average of 84.28%, media experts as much as 91.42%, and student respondents as much as 84.28%. The results of the study indicate that the average respondent strongly agrees that the application is suitable for use as an Android mobile-based mathematics learning media.
Analisis aplikasi di Playstore berdasarkan Rating dan Type menggunakan Naive Bayes dan Logistic Regression Atmaja Jalu Narendra Kisma; Chyntia Raras Ajeng Widiawati; Suliswaningsih Suliswaningsih
JATISI (Jurnal Teknik Informatika dan Sistem Informasi) Vol 10 No 2 (2023): JATISI (Jurnal Teknik Informatika dan Sistem Informasi)
Publisher : Lembaga Penelitian dan Pengabdian pada Masyarakat (LPPM) STMIK Global Informatika MDP

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35957/jatisi.v10i2.4784

Abstract

The use of mobile applications is increasingly important in daily life in the digital era. However, the abundance of application choices in the Play Store makes it difficult for users to choose the right application according to their needs. Not only that, application developers also have difficulty finding the most liked ratings by users and the type of application that is widely downloaded. This research aims to find a solution to the problems of users and developers by comparing the performance of Naive Bayes and Logistic Regression algorithms in classifying Google Play Store application data based on ratings and the type of application that is most downloaded by users. The results show that both algorithms have a high level of accuracy, but Naive Bayes has a higher level of accuracy than Logistic Regression. Naive Bayes obtains an accuracy rate of 92.63% while Logistic Regression obtains an accuracy rate of 92.60%. This research provides guidance for users to choose the right algorithm in classifying Google Play Store application data. However, these results are based on the data used in a particular study, so they cannot be generalized to all situations and datasets. Other factors such as data quality and proper feature selection can also affect algorithm performance. In addition, this research also shows that the type of application that is most downloaded by users on the Google Play Store is a free application. This can be input for developers to develop types of applications that are favored by users. This research also shows the results of application ratings, where an application named Life Made WI-FI Touchscreen Photo Frame with the photo editing category gets a very high rating. These results can be input or references for application developers to create even better applications in the future..
Design Animation Video to Learning Tajweed Science for Children Luzi Dwi Oktaviana; Suliswaningsih Suliswaningsih; Shodiq Khalidy
Journal of Multimedia Trend and Technology Vol. 2 No. 1 (2023): Journal of Multimedia Trend and Technology
Publisher : Universitas Amikom Purwokerto

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35671/jmtt.v2i1.28

Abstract

Tajweed science is one of the sciences that is used to learn how to read the Qur'an properly and correctly. So far, learning has been done by explaining it directly when children read the Qur'an, but not all children can understand it even though it has just been explained. so that learning media are needed as a means to improve teaching and learning processes. Video is an alternative choice that can be used as a learning medium so that students are more interested in and attracted to participating in learning. Therefore, the purpose of this research is to design an animated video as a medium for learning tajwid for children using the Multimedia Development Life Cycle (MDLC) method. The results of the study concluded that, after testing by media and material experts, animated videos were very suitable for use as learning media.
Pemberdayaan PKK Desa Ketenger Melalui Pelatihan Edit Foto Produk Sebagai Media Promosi Menggunakan Aplikasi Photoroom dan Snapseed Suliswaningsih Suliswaningsih; Nur Asysyifa Febriyanti; Devina Laras Sita
Community Engagement and Emergence Journal (CEEJ) Vol. 4 No. 3 (2023): Community Engagement & Emergence Journal (CEEJ)
Publisher : Yayasan Riset dan Pengembangan Intelektual

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37385/ceej.v4i3.2937

Abstract

Potensi wisata yang dimiliki oleh Desa Ketenger dapat menjadi peluang usaha bagi masyarakatnya. Masyarakat yang tergabung dalam kelompok PKK Desa Ketenger memiliki mata pencaharian di sektor pertanian. Namun sebagian lainnya merupakan ibu rumah tangga yang memiliki usaha rumahan seperti produk makanan, minuman, dan hasil perkebunan. Guna mendukung peningkatan kesejahteraan keluarga, ketua PKK Desa Ketenger dituntut untuk membekali anggotanya supaya dapat menggunakan smartphone ke arah yang lebih produktif untuk membantu meningkatkan nilai jual produk bagi usahanya. Namun, PKK mengalami kendala karena tidak mempunyai kemampuan dalam bidang IT untuk memberikan pelatihan bagi anggotanya. Seperti tidak mengenal aplikasi yang dapat digunakan untuk membuat media promosi, tidak memahami cara mengunduh dan menginstal aplikasi pada smartphone. Sedangkan 85% anggotanya mampu mengoperasikan smartphone, namun hanya sebatas menggunakan aplikasi pengirim pesan dan menggunakan media sosial hanya sebagai hiburan tanpa tahu cara mengoptimalkan smartphone untuk menunjang produktifitas diri. Permasalahan lain yaitu anggota PKK Desa Ketenger memiliki kendala dalam mengoperasikan komputer dan tidak menguasai software desain grafis. Tujuan pengabdian ini adalah memberikan pelatihan tentang cara mengunduh aplikasi pada playstore untuk mengedit foto yaitu photoroom dan snapseed, menginstal aplikasi pada perangkat smartphone, dan cara mengedit tampilan foto produk sebagai media promosi untuk mengoptimalkan pemanfatan smartphone. Hasil setelah mengikuti pelatihan ini yaitu kelompok PKK Desa Ketenger mampu mengedit foto produk menggunakan aplikasi berbasis android yaitu photoroom dan snapseed. Sehingga menghasilkan tampilan visual media promosi yang lebih menarik dan estetik, seperti tampilan pada story Whatsapp, story dan feed instagram.
Model Rencana Pembelajaran Semester (RPS) Menggunakan Konsep Kurikulum Mandiri Pada Mobile Learning Anugerah Bagus Wijaya; Irfan Santiko; Suliswaningsih Suliswaningsih; Aulia Hamdi; Luky Rafi Anuggilarso; Salsa Billa Zulmi Zettira
CogITo Smart Journal Vol. 9 No. 1 (2023): Cogito Smart Journal
Publisher : Fakultas Ilmu Komputer, Universitas Klabat

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31154/cogito.v9i1.446.145-155

Abstract

The curriculum is a guide for all students and students in carrying out the learning process in schools and tertiary institutions. The discussion in this article discusses the curriculum at the tertiary level. The sub-discussion that will be studied is about the Rwncana Pembelajaran Semester (RPS). A tertiary institution certainly has guidelines in curriculum development. This curriculum will be reduced to a standard that influences the teaching and learning process. The problem that occurs is that it is often found that learning plans do not always go according to the guidelines they have. This causes the teaching and learning process to be not in line with the goals to be achieved at the end of the lesson. In this article, we will review how to conceptualize a learning plan with the currently popular model, namely mobile learning or abbreviated as m-learning. In m-learning there is a pattern that is considered in accordance with the 5.0 era of society approach, namely running independently. This solution was provided based on the survey method given to a number of respondents who considered that learning would be more effective if there was an independent curriculum that was easily developed and adapted to current learning conditions.
Rancang Bangun Website Pembelajaran dengan Model Team Games Tournament Aditia Wardana; Adam Prayogo Kuncoro; Suliswaningsih Suliswaningsih; Anugerah Bagus Wijaya
Jurnal Teknologi Sistem Informasi dan Aplikasi Vol. 7 No. 3 (2024): Jurnal Teknologi Sistem Informasi dan Aplikasi
Publisher : Program Studi Teknik Informatika Universitas Pamulang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32493/jtsi.v7i3.40847

Abstract

Since the advent of modern communication and information technologies, the field of education and learning has seen profound transformations. Websites that can access different kinds of data online are one example of this. Some schools still haven't figured out how to make the most of the internet, despite the fact that it has revolutionized many parts of life, including education. Colleges and universities must adapt to the changing times by implementing new methods of learning that raise the bar for student achievement. Unfortunately, many teachers still rely on the ineffective lecture format, which results for dull and unengaging classroom discussions. Hence, new approaches to education are required. Learning using the TGT (Team Games Tournament) concept is something to think about. By combining aspects of teamwork and competition, this approach creates engaging and motivating games that promote the application of learning principles. Technology, particularly websites, plays an important role in implementing the TGT paradigm in learning. Applications that facilitate the use of the TGT learning paradigm are the focus of this study. We used the waterfall approach for this study. This allows for the implementation of innovative learning strategies, which in turn boost student engagement and the quality of their learning. By using information technology, this TGT model-based application aims to improve the learning process and address the drawbacks of conventional learning approaches.
Expo Kewirausahaan: Pembentukan Jiwa Entrepreneur Sejak Dini Pada Siswa Siswi Di SDN Blubuk 03 Kabupaten Tegal Amanda Fitria Desvita; Suliswaningsih Suliswaningsih
Jurnal Pengabdian Masyarakat Indonesia Vol 4 No 2 (2024): JPMI - April 2024
Publisher : CV Infinite Corporation

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52436/1.jpmi.2252

Abstract

Peningkatan jumlah penduduk dan tingkat pengangguran yang signifikan di Indonesia menimbulkan permasalahan sosial, termasuk kurangnya lapangan pekerjaan. Untuk mengatasi hal ini, penting untuk meningkatkan potensi kewirausahaan masyarakat, terutama di kalangan generasi muda. Salah satu upaya yang dilakukan adalah melalui program expo kewirausahaan di sekolah dasar. Penelitian ini menggunakan pendekatan kualitatif dengan fokus pada peningkatan potensi entrepreneur pada peserta didik Sekolah Dasar Negeri Blubuk 03, Kecamatan Dukuhwaru, Kabupaten Tegal melalui kegiatan expo kewirausahaan. Data diperoleh melalui observasi lapangan dan pengumpulan dokumen terkait kegiatan expo. Hasil analisis menunjukkan bahwa pendidikan kewirausahaan memiliki dampak positif terhadap kecenderungan siswa untuk menjadi wirausaha, serta peran guru dalam memfasilitasi kegiatannini sangat penting. Melalui kegiatan expo, siswa-siswi dilatih untuk memiliki ide kreatif, inovatif, dan kemandirian dalam mengelola produk serta mempromosikannya. Kuesioner yang diberikan kepada peserta menunjukkan bahwa sebagian besar siswa menyukai kegiatan expo kewirausahaan, dan banyak dari mereka berminat untuk menjadi wirausaha di masa depan. Kesimpulannya, kegiatan expo kewirausahaan efektif dalam mengembangkan potensi kewirausahaan peserta didik sekolah dasar, serta membentuk karakter kemandirian dan inovasi sejak dini. Diharapkan program ini dapat menjadi model pembelajaran efektif dalam mengembangkan kewirausahaan di sekolah dan berkontribusi pada pembangunan ekonomi Indonesia melalui generasi muda yang siap berwirausaha.