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Pelaksanaan Gotong Royong Untuk Meningkatkan Kesadaran Masyarakat Dalam Kebersihan Lingkungan Apriani, Denny; Pratama, Yoga Anugra; Amelia, Amelia; Ardiansyah, Rivaldo Dwi; Pratama, Yolan Agung; Wijaya, Ermy; Yulianti, Liza; Irwanto, Tito
Jurnal Gotong Royong Vol 2 No 2 (2025): Oktober
Publisher : LPPM Universitas Dehasen Bengkulu

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37676/gotong royong.v2i2.9145

Abstract

This research investigates the implementation of a waste segregation system focusing on organic and inorganic waste to improve environmental awareness within the Pematang Gubernur community in Bengkulu. The study employed a participatory approach, which involved community engagement through seminars, workshops, and direct outreach to households. The primary aim was to educate the residents on the importance of waste segregation and provide the necessary facilities to support sustainable waste management practices. The results indicate that the training successfully raised awareness and encouraged the community to adopt better waste management habits. Moreover, the program fostered a sense of responsibility among the residents, contributing to improved community collaboration in maintaining a clean and sustainable environment. The study concludes that such community-driven initiatives are essential for fostering long-term environmental sustainability.
The Effects of a Theoretically-Grounded Gamified E-Learning Module on Motivation and Learning Outcomes in an Educational Technology Course: A Mixed-Methods Study Siska, Jumiati; Kristiawan, Muhammad; Yulianti, Liza
PPSDP International Journal of Education Vol. 4 No. 2 (2025): PPSDP International Journal of Education (Special Issue)
Publisher : Perkumpulan Program Studi Doktor Pendidikan (PPSDP)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59175/pijed.v4i2.662

Abstract

This study investigates the integration of gamification into the theoretical design of e-learning within educational technology courses, with the primary objective of enhancing student motivation and learning outcomes. Employing a mixed-methods approach, the research gathered quantitative data through pre- and post-intervention assessments. This was complemented by qualitative feedback from participants engaging with a specially designed gamified e-learning module. Results demonstrate a significant increase in learner engagement and improved academic performance when compared to traditional e-learning formats. A key novelty of this study lies in its emphasis on the theoretical framework of e-learning design, specifically highlighting gamification elements tailored to the content of educational technology. The findings suggest that incorporating gamified strategies can effectively address motivational challenges and foster deeper understanding in virtual learning environments. This research offers evidence-based design guidelines for educators and instructional designers, facilitating the implementation of gamification in theoretical course contexts and ultimately contributing to the development of more effective and engaging digital education.
Utilization Of Household Organic Waste Into Solid/Liquid Compost And Tongue-In-Law Rope Fiber Faizer, Maychel; Alfajri , Feriawan; Sucipto , Dovi Adi; Aldzikri, M. Iqbal; Afifudin, Rahmat; Prasetya, Andwini; Yulianti, Liza; Fariadi, Herri
Jurnal Pengabdian Mandiri Vol. 2 No. 2 (2025): Desember
Publisher : Universitas Dehasen Bengkulu

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.70963/mandiri.v2i2.860

Abstract

Household waste is often ignored and thrown away, even though waste can be utilized if managed as solid/water bokashi fertilizer and snake plant fiber. The purpose of community service is waste sorting, training activities for processing solid and liquid compost fertilizers using the solid and liquid bokashi method, and making raw materials for snake plant fiber crafts using the braiding method. The results of the activity were that the socialization participants were very enthusiastic about participating in the activity, especially after being given education through the provision of materials, distributing leaflets on making solid bokashi fertilizer and liquid organic fertilizer. The focus of the activity was on household waste management, so that residents of RT. 41 waste were able to independently manage and utilize snake plant leaves. The utilization of organic waste and the remains of pruning lush snake plant leaves can be processed into solid compost and liquid compost as well as snake plant fiber rope. The economic value of solid compost fertilizer is IDR 1,300.00 / kg, liquid fertilizer IDR 0 / L, and snake plant fiber rope is IDR 5,208.33 per 50 m.
Training On Organic Waste Management Into Liquid Fertilizer To Improve Residents' Economy Natasya, Adelia; Penola, Yola; F.A, Raden Ajeng Flaura; Subagia, Nyoman Gede; Nugroho , Husnul; Damarsiwi , Eska Prima Monique; Yulianti, Liza; Susanti, Neri
Jurnal Pengabdian Mandiri Vol. 2 No. 2 (2025): Desember
Publisher : Universitas Dehasen Bengkulu

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.70963/mandiri.v2i2.863

Abstract

The training activity on managing organic waste into fertilizer was carried out as an effort to empower the community of RT 02 RW 01 Pematang Gubernur Village in improving family economy while reducing the volume of household waste. Organic waste, which generally comes from food scraps and kitchen waste, has great potential to be processed into liquid fertilizer that has economic value. This training aims to provide understanding and practical skills to residents in processing organic waste in a simple and sustainable way. Training methods include counseling, demonstrations, and direct practice. The results of the activity showed an increase in knowledge and ability of residents in producing liquid fertilizer, as well as the emergence of initiatives to sell processed products as an additional source of income. Thus, this training contributes positively to increasing environmental awareness and empowering the local community's economy.
PENERAPAN METODE PERBANDINGAN EKSPONENSIAL SISTEM PENDUKUNG KEPUTUSAN PENERIMAAN BEASISWA GENERASI MILENIAL ISLAM: Metode Perbandingan Eksponensial Sistem Pendukung Keputusan Annisa Putri Pratiwi; Liza Yulianti; Reno Supardi
E-Link: Jurnal Teknik Elektro dan Informatika Vol. 19 No. 2: Oktober 2024
Publisher : Universitas Muhammadiyah Gresik

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30587/e-link.v19i2.8290

Abstract

Pada sektor pendidikan, komputerisasi sangatlah diminati karena sangat mempermudah dalam berbagai kegiatan yang dilakukan. Pada sebuah kampus program beasiswa sangat membantu mahasiswa-mahasiswi yang berkuliah dikampus tersebut. Sistem Pendukung Keputusan merupakan sistem berbasis komputer yang interaktif yang membantu pengambilan keputusan memanfaatkan model untuk menyelesaikan masalah - masalah yang tak terstruktur dan semi testruktur. Metode Perbandingan Eksponensial adalah metode yang digunakan untuk menentukan urutanprioritas alternatif keputusan dengan kriteria jamak, selain itu metode ini merupakan salah satu metode pengambilan keputusan yang mengkuantifikasikan pendapat seseorang atau lebih dalam skala tertentu pada konsepnya metode ini menggunakan perhitungan secara eksponensial, perbedaan nilai antara kriteria dapat dibedakan tergantung kepada kemampuan orang yang menilai. Penerapan Metode Perbandingan Eksponensial dalam Sistem Pendukung Keputusan Penerimaan Beasiswa Generasi Milenial Islam (GERIMIS) pada kantor Baznas Provinsi Bengkulu akan dibuat menggunakan bahasa pemrograman Visual Basic Net dengan menggunakan database SQL Server sebagai alat dalam penyimpanan hasil pengolahan data yang dapat digunakan oleh staff pada kantor Baznas Provinsi Bengkulu dalam penginputan data calon penerima beasiswa tiap tahunnya berdasarkan kriteria yang telah ditentukan, sehingga nantinya dapat mempermudah dalam penentuan penerima Beasiswa Generasi Milenial Islam (GERIMIS) tahun selanjutnya.
Strategi Penghijauan Lingkungan Melalui Penanaman Bibit Pohon Produktif di RT 03 RW 01 Pematang Gubernur Wahyudi, Wahyudi; Permata, Puja Dwi; Amanah, Nurrulita; Ramadano, Ebben Sah; AH, Alkausar; Febrianto, Yogi; Prasetya, Andwini; Susena, Karona Cahya; Yulianti, Liza
Jurnal Dehasen Untuk Negeri Vol 5 No 2 (2026): April
Publisher : LPPJPHKI Universitas Dehasen Bengkulu

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37676/jdun.v5i2.10677

Abstract

Environmental issues in RT 03 RW 01 Pematang Gubernur include the presence of arid land in water catchment areas, which increases the risk of soil erosion. The Thematic Community Service (KKN-T) Program of Group 30 from Dehasen University Bengkulu aims to address these issues through a strategic reforestation initiative. The methods employed include participatory observation and mutual cooperation in tree planting with the local residents. The activity was conducted on January 11, 2026, involving the planting of productive fruit tree seedlings, including durian, matoa, Jamaican guava, and rambutan. The results show an increase in vegetation coverage, which serves as natural shade and a soil erosion inhibitor. Beyond the ecological benefits, the selection of Multipurpose Tree Species (MPTS) provides long-term economic and nutritional value for the community. In conclusion, integrating reforestation programs with productive plants effectively enhances community participation and environmental sustainability.
Strengthening Teachers’ Role In Designing Gamification For Vocational School Learning Jumiati Siska; Liza Yulianti; Muhammad Kristiawan; Afes Agustianza; Destika Rinanda
International Journal of Public Devotion Vol 9, No 1 (2026): January - July 2026
Publisher : STKIP Singkawang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26737/ijpd.v9i1.7922

Abstract

One innovative approach is gamification, which can improve student motivation, engagement, and learning outcomes. The problem when teachers don't implement gamification in the learning process primarily relates to their role in designing and integrating this strategy into vocational learning. Teachers need to be empowered to develop gamification designs that align with student characteristics and industry needs. This Community Service Program (PKM) aims to strengthen the role of teachers in designing gamification as a learning strategy in vocational schools. The scope of the research includes analyzing teacher needs, developing applicable gamification designs, and evaluating the effectiveness of gamification implementation in improving the quality of vocational learning. Data was obtained through observations, interviews, and questionnaires with vocational school teachers. The results of this PKM activity indicate that empowering teachers in designing gamification improves their creativity, pedagogical skills, and their ability to integrate technology into vocational learning. The implementation of gamification has been proven to increase student motivation, active engagement in the learning process, and optimal learning outcomes. In conclusion, strengthening the role of teachers in designing gamification is crucial for creating innovative learning strategies in vocational schools. Gamification not only increases student motivation and learning outcomes, but also empowers teachers to be more adaptive to developments in educational technology.Penguatan Peran Guru Dalam Merancang Gamifikasi Untuk Pembelajaran Di Sekolah KejuruanABSTRAKSalah satu pendekatan inovatif adalah gamifikasi, yang dapat meningkatkan motivasi, keterlibatan, dan hasil belajar siswa. Permasalahan ketika guru tidak mengimplementasikan gamifikasi pada proses pembelajaran, terutama terkait peran guru dalam merancang dan mengintegrasikan strategi tersebut ke dalam pembelajaran kejuruan. Guru perlu diberdayakan agar mampu mengembangkan desain gamifikasi yang sesuai dengan karakteristik peserta didik dan kebutuhan industri. PKM ini bertujuan untuk memperkuat peran guru dalam merancang gamifikasi sebagai strategi pembelajaran di sekolah kejuruan. Ruang lingkup penelitian meliputi analisis kebutuhan guru, pengembangan desain gamifikasi yang aplikatif, serta evaluasi efektivitas penerapan gamifikasi dalam meningkatkan kualitas pembelajaran kejuruan. Data diperoleh melalui observasi, wawancara, dan kuesioner kepada guru sekolah kejuruan. Hasil kegiatan PKM ini menunjukkan bahwa pemberdayaan guru dalam merancang gamifikasi meningkatkan kreativitas, keterampilan pedagogis, serta kemampuan mereka dalam mengintegrasikan teknologi ke dalam pembelajaran kejuruan. Penerapan gamifikasi terbukti mampu meningkatkan motivasi belajar siswa, keterlibatan aktif dalam proses pembelajaran, serta hasil belajar yang lebih optimal. Kesimpulan nya adalah bahwa penguatan peran guru dalam merancang gamifikasi sangat penting untuk menciptakan strategi pembelajaran yang inovatif di sekolah kejuruan. Gamifikasi tidak hanya meningkatkan motivasi dan hasil belajar siswa, tetapi juga memberdayakan guru untuk lebih adaptif terhadap perkembangan teknologi pendidikan.Kata Kunci :Peran guru; Pemberdayaan Guru; Gamifikasi; Desain pembelajaran; Sekolah kejuruan
Strengthening Teachers’ Role In Designing Gamification For Vocational School Learning Jumiati Siska; Liza Yulianti; Muhammad Kristiawan; Afes Agustianza; Destika Rinanda
International Journal of Public Devotion Vol 9, No 1 (2026): January - July 2026
Publisher : STKIP Singkawang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26737/ijpd.v9i1.7922

Abstract

One innovative approach is gamification, which can improve student motivation, engagement, and learning outcomes. The problem when teachers don't implement gamification in the learning process primarily relates to their role in designing and integrating this strategy into vocational learning. Teachers need to be empowered to develop gamification designs that align with student characteristics and industry needs. This Community Service Program (PKM) aims to strengthen the role of teachers in designing gamification as a learning strategy in vocational schools. The scope of the research includes analyzing teacher needs, developing applicable gamification designs, and evaluating the effectiveness of gamification implementation in improving the quality of vocational learning. Data was obtained through observations, interviews, and questionnaires with vocational school teachers. The results of this PKM activity indicate that empowering teachers in designing gamification improves their creativity, pedagogical skills, and their ability to integrate technology into vocational learning. The implementation of gamification has been proven to increase student motivation, active engagement in the learning process, and optimal learning outcomes. In conclusion, strengthening the role of teachers in designing gamification is crucial for creating innovative learning strategies in vocational schools. Gamification not only increases student motivation and learning outcomes, but also empowers teachers to be more adaptive to developments in educational technology.Penguatan Peran Guru Dalam Merancang Gamifikasi Untuk Pembelajaran Di Sekolah KejuruanABSTRAKSalah satu pendekatan inovatif adalah gamifikasi, yang dapat meningkatkan motivasi, keterlibatan, dan hasil belajar siswa. Permasalahan ketika guru tidak mengimplementasikan gamifikasi pada proses pembelajaran, terutama terkait peran guru dalam merancang dan mengintegrasikan strategi tersebut ke dalam pembelajaran kejuruan. Guru perlu diberdayakan agar mampu mengembangkan desain gamifikasi yang sesuai dengan karakteristik peserta didik dan kebutuhan industri. PKM ini bertujuan untuk memperkuat peran guru dalam merancang gamifikasi sebagai strategi pembelajaran di sekolah kejuruan. Ruang lingkup penelitian meliputi analisis kebutuhan guru, pengembangan desain gamifikasi yang aplikatif, serta evaluasi efektivitas penerapan gamifikasi dalam meningkatkan kualitas pembelajaran kejuruan. Data diperoleh melalui observasi, wawancara, dan kuesioner kepada guru sekolah kejuruan. Hasil kegiatan PKM ini menunjukkan bahwa pemberdayaan guru dalam merancang gamifikasi meningkatkan kreativitas, keterampilan pedagogis, serta kemampuan mereka dalam mengintegrasikan teknologi ke dalam pembelajaran kejuruan. Penerapan gamifikasi terbukti mampu meningkatkan motivasi belajar siswa, keterlibatan aktif dalam proses pembelajaran, serta hasil belajar yang lebih optimal. Kesimpulan nya adalah bahwa penguatan peran guru dalam merancang gamifikasi sangat penting untuk menciptakan strategi pembelajaran yang inovatif di sekolah kejuruan. Gamifikasi tidak hanya meningkatkan motivasi dan hasil belajar siswa, tetapi juga memberdayakan guru untuk lebih adaptif terhadap perkembangan teknologi pendidikan.Kata Kunci :Peran guru; Pemberdayaan Guru; Gamifikasi; Desain pembelajaran; Sekolah kejuruan
Implementation of Servqual Method in Evaluation Applications of Online Learning System in The Faculty of Teacher Training and Education in The University of Dehasen Bengkulu Belyna Novellya; Liza Yulianti; Hari Aspriyono
Jurnal Komputer, Informasi dan Teknologi Vol. 1 No. 1 (2021): Juni
Publisher : Penerbit Jurnal Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.53697/jkomitek.v1i1.96

Abstract

During COVID-19, the face-to-face learning process was temporarily replaced by an online learning system. This is done to prevent the spread of COVID-19. But on the other hand, some students complained about the online learning system, especially the material that contained practicum elements, because they could not practice directly and also the material obtained was not easy to understand due to limited feedback and existing networks. In addition, the Faculty of Teacher Training and Education at the University of Dehasen Bengkulu does not yet have an application that can assist students in providing an assessment of the learning system, especially online, so that these complaints are sometimes not conveyed properly. The online learning system evaluation evaluation application at the Faculty of Teacher Training and Education, Dehasen Bengkulu University is an application that was built to make it easier for students to give scores to the online learning system and also make it easier for the faculty to evaluate the assessments given by students. In helping the analysis of student assessment of the online learning system, this application has applied the Servqual Method where the assessment is divided into 2 parts, namely perceptions and expectations. An online learning system evaluation evaluation application at the Faculty of Teacher Training and Education, Dehasen University Bengkulu, was created using the PHP programming language and MySQL database. This application can be accessed online via the link http://belyna.vadapp.my.id/, so students can fill out the assessment anywhere and anytime. Based on the tests that have been carried out, the results show that the functionality of the online learning system evaluation evaluation application at the Faculty of Teacher Training and Education, Dehasen University Bengkulu runs as expected.
The Implementation of Data Mining to Get The Pattern for Selecting Students' Thesis Title Vobey Alex Sander; Liza Yulianti; Yupianti Yupianti
Jurnal Komputer, Informasi dan Teknologi Vol. 1 No. 2 (2021): Desember
Publisher : Penerbit Jurnal Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.53697/jkomitek.v1i2.200

Abstract

Management Study Program is one of the study programs at the Faculty of Economics, The University of Dehasen Bengkulu. Every academic year, students who have fulfilled the credits or are in semester 6 or 7, submit a file for submission of titles to the staff of the study program, then the Head of Study Program will check related to the title submitted, if possible and in accordance with the disside of science, the title is issued will approved and the study program will appoint supervisor 1 and supervisor 2 from the student concerned. The application of the pattern for selecting students’ thesis titles at the Management Study Program, Faculty of Economics, The University of Dehasen Bengkulu was made using the Visual Basic .Net programming language and SQL Server 2008r2 database. In the application, the Levenstein Distance Algorithm has been applied to the new title submission form, where a comparison will be made against previously accepted titles that have been stored in the database. The title is accepted if the similarity level is below 50%, while the title is Rejected if the similarity level is above 50%. Based on the trial for submitting a new title, the application is able to provide information on whether the title is accepted or Rejected based on the Levenstein Distance Algorithm approach. Based on the results of the tests that have been carried out, the functionalities of the application run as expected and the application is able to display the results of the analysis through the stages of the Levenstein Distance Algorithm for the submission of new titles.
Co-Authors Abdussalam Al Akbar Adriansa, Mezi Afes Agustianza Afifudin, Rahmat AH, Alkausar Ahmad Soleh Aji Sudar sono Aji Sukmo Aldzikri, M. Iqbal Alfajri , Feriawan Alinse, Rizka Tri Amanah, Nurrulita Ambarwati, Dea Ananda Amelia Amelia Ameliya Tantri Andini Risha Septiani Andwini Prasetya, Andwini Annisa Dwi Putri Annisa Putri Pratiwi Apriani, Denny Apriani, Ramalia Ardiansyah, Rivaldo Dwi Ardinata, Bayu Arina Sulastri Arius Satoni Kurniawansyah Asnawati Asnawati Asnawati Asnawati Astianza Ramadhani Ayu Mayang Sari Basar Al Mustaqim Mustaqim Belyna Novellya Cahyono, Trisna Caniago, Aldo Cendi Nur Cahyani Damarsiwi, Eska Prima Monique Danang Wisnu Dewangga Dani, Ragil Fadilla Rahma Destika Rinanda Devi Sartika Devi Sartika Dewi Suranti Dimas Aulia Trianggana Dimas Tri Trianggana Doni Pratama Dwi Putri, Annisa Dwiyanti, Natasya Edwar Deva Ervansyah Edy Hermansyah Eko Putra Membara Eko Suryana Eko Suryana Elfianty , Lena Ema Sastri Puspita Epan Susandi Erika Dwi Ulan Dari Ernawati Ernawati F.A, Raden Ajeng Flaura Fadila, Ayu Faizer, Maychel Febrianto, Yogi Feri Hari Utami Feri Hari Utami Fezi Fadwa Rendika Fiska Ariska Fredricka, Jhoanne Ganang Setiaji Gragrista M, Avelyn Handayani, Lefi Evti Handayani, Sri Hari Aspriyono Harlina, Risa Haryadi, B Herawan Hastuti, Silvia Wahyu Herlina Latipa Sari Herri Fariadi, Herri Hesti Nur’aini Ila Yati Beti Ilmi, Ilma Adhyka Farizky Imelia Arista Putri Indra Kanedi Irfan Wendiyansa Irlan Ulama Lase Irvan Ciantury Jayanda, Prengky Jepri Haji Utama Juju Jumadi Juju Jumadi Jumadi , Juju Jumadi, Juju Jumiati Siska Jumiati Siska, Jumiati Kanedi , Indra Kanedi, Indra Kanedi Karien Eka Putri Karona Cahya Susena Kemas Muhammad Fadli Khairil Khairil Kuljanah, Julia Mita Kurniawan Kurniawan Lena Elfianty Leni Natalia Zulita Lianda, Deri Lidya Nataliya Lindry Dwi Cahyani Lydia Gustina Putri M Akrom Sayuti M. Endri Hardinata M. Iqbal Syahputra M. Khoiruddin Zuhri Mahdalena, Desi Malasari, Tara Mali Jaswan Maryaningsih Maryaningsih Meksi Despa Methatias Ayu Moulina, Methatias Ayu Muhammad Davit Alexsander Muhammad Kristiawan Muhammad Kristiawan Muhammad Mallik Rondesha Nadia Permata Sari Nahdiyah Arenta Cahaya Sakti Nainggolan, Rico Hasudungan Nasution, Raihan Novanza Nasution, Suswati Natasya, Adelia Neri Susanti Nessa Lendrawati Ninti Putriani Nopiyanti, Penti Novellya, Belyna Nugroho , Husnul Nupsi, Nupsi Oktara, Panggi Ondihon Ady Prima Pasaribu Penola, Yola Perdima, Feby Elra Permata, Puja Dwi Prahasti Prahasti, Prahasti Pranata, Fheroansyah Ade Pransiska, Yance Prara Sindia Citra Tessa Pratama, Yoga Anugra Pratama, Yolan Agung Pratiwi, Ii Ragil Fadilla Rahma Dani Rahayu, Reska Putri Rahayu Ramadano, Ebben Sah Reno Supardi Reno Supardi Riefky Aditya Rita Nilawati Rizka Tri Alinse Robi Saputra Rodi , Rodi Rodi Rodi Roki Bimantoro Rosandy, Muhammad Wahyu Royan Fathona Saika Damaiyanti Sallaby, Achmad Fikri Sander, Vobey Alex Sapri , Sapri Saputra, Muhammad Azan Dwi Saputra, Robi Sari, Tengsi Mayang Nopita Sari, Venny Novita Sartika , Devi Sartika, Devi Sedduantara, Sedduantara Sellia Yulan Fitri Seno Pratomo Silvia Wahyu Hastuti Sinria Oktama Putri Subagia, Nyoman Gede Sucipto , Dovi Adi Sumantri, Ajis Suwarni Tengsi Mayang Nopita Sari Tessa, Prara Sindia Citra Tito Irwanto Toibah Umi Kalsum Ulva, Marya Vobey Alex Sander Wahyudi Wahyudi Wahyuni, Mera Wijaya, Ermy Yanolanda Suzantri H Yanto Efendi Yolanda, Dwi yono, Hari Aspri Yuisar Yuisar Yupianti Yupianti , Yupianti Yupianti Yupianti Yupianti, Yupianti Yupianti, Yupianti