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PENINGKATAN KETRAMPILAN DI BIDANG MULTIMEDIA MELALUI PELATIHAN PEMBUATAN GAME INTERAKTIF BAGI SISWA SMK DI WILAYAH SURAKARTA Siti Rokhmah; Nendy Akbar Rozaq Rais; Moch Bagoes Pakarti; Tino Feri Effendi; Muqorobin Muqorobin; Syaifudin Fendi Prasetyo
BUDIMAS : JURNAL PENGABDIAN MASYARAKAT Vol 5, No 2 (2023): BUDIMAS : Jurnal Pengabdian Masyarakat
Publisher : LPPM ITB AAS Indonesia Surakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29040/budimas.v5i2.9923

Abstract

Kegiatan pengabdian ini bertujuan untuk memberikan pengetahuan dan keterampilan kepada siswa SMK di wilayah Surakarta dalam pembuatan game dan animasi 2 dimensi. Dalam era digital ini, industri game dan animasi semakin berkembang pesat, sehingga penting bagi siswa SMK untuk memiliki pemahaman dan keterampilan yang relevan dengan dunia industri ini. Pelatihan ini melibatkan siswa SMK dari berbagai jurusan yang memiliki minat dalam game dan animasi. peserta belajar konsep dasar pembuatan game, termasuk perancangan karakter, seni grafis, skenario permainan, dan pemrograman sederhana. Selain itu, mereka juga akan diperkenalkan dengan teknik pembuatan animasi 2 dimensi, termasuk penggambaran frame-by-frame, penggunaan perangkat lunak animasi yaitu menggunakan aplikasi construct, dan prinsip animasi dasar. Selama pelatihan, siswa juga terlibat dalam sesi pembelajaran praktis yang melibatkan pengembangan proyek game dan animasi. Pelatihan ini juga akan memberikan pemahaman tentang aspek-aspek penting dalam pengembangan game, seperti desain level, mekanika permainan, dan pengujian. Pelatihan ini diadakan di Kampus 1 ITB AAS Indonesia, yaitu bertempat di runag teori dan laboratorium ptaktikum. Pelatihan dilaksanakan selama 2 hari dengan peserta berjumlah 18 orang dari perwakilan SMK di wilayah Surakarta. Diharapkan setelah mengikuti pelatihan ini, peserta memiliki pengetahuan dan keterampilan yang memadai dalam pembuatan game dan animasi 2 dimensi dan dapat menerapkan keterampilan dalam mengembangkan game sederhana atau animasi untuk kepentingan pribadi atau sebagai langkah awal dalam memasuki industri game dan animasi yang menjanjikan.
Creation of Mayang Village Website Application And Community Empowerment Through Digital Literacy Nendy Akbar Rozaq Rais; Eko Ari Wibowo; Tino Feri Efendi
JARDIRA – Jurnal Pengabdian Digital dan Rekayasa Informatika Vol. 1, No. 1, July 2025
Publisher : CogniSpectra Publishing

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.65917/jardira.v1i1.16

Abstract

BackgroundThe advancement of information and communication technology (ICT) has transformed various aspects of life, including education, the economy, and public transparency. Technology is now an essential part of daily activities. However, in rural areas like Mayang City, digital literacy remains low, limiting the community’s ability to use technology effectively. Although the region has strong human and natural resource potential, many residents—especially those in agriculture and MSMEs—have not yet optimized technology for improving efficiency and welfare. These challenges highlight the need for targeted digital literacy programs and infrastructure support. Contribution: This program contributes to community empowerment by combining digital literacy training with the development of a village website tailored to local needs. It addresses the digital divide in rural areas through practical solutions that strengthen both individual skills and institutional transparency. The approach not only improves access to information and public services, but also builds community capacity to engage with technology sustainably. Method: This activity used a qualitative descriptive approach to examine the digital literacy conditions in Mayang Village. Data were collected through observations and informal interviews. The website development followed the waterfall model, which consists of structured stages: analysis, design, implementation, testing, and maintenance. This method ensured a systematic process suitable for small-scale community-based systems. Results: The program resulted in the development of a village website and a series of digital training sessions for the community. These efforts significantly increased public access to information and reduced dependence on verbal announcements or physical notice boards. The website improved transparency by making government data accessible anytime. The community also became more active in using digital tools for daily tasks, supporting more effective and efficient practices. Conclusion: The integration of digital literacy training and a functional village website has enhanced technological readiness in Mayang Village. It improved information access, governance transparency, and community engagement with technology. This initiative serves as a foundation for future digital transformation in rural areas.
Penerapan Teknologi IoT bagi Budidaya Jamur dan Hidroponik untuk Meningkatkan Ketahanan Pangan di Farm Education Sragen Aan Sofyan; Dedy Ari Prasetya; Farid Adi Prasetya; Suranto; Nendy Akbar Rozaq Rais; Agus Marimin
BUDIMAS : JURNAL PENGABDIAN MASYARAKAT Vol. 8 No. 1 (2026): BUDIMAS : Jurnal Pengabdian Masyarakat
Publisher : LPPM ITB AAS Indonesia Surakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29040/budimas.v8i1.19505

Abstract

Kegiatan Program Kreativitas Mahasiswa (PKM) dilaksanakan di Family Farm yang berlokasi di Desa Karanganyar, Kecamatan Plupuh, Kabupaten Sragen, sebagai upaya pemberdayaan masyarakat berbasis pertanian terpadu. Mitra kegiatan adalah Kelompok Wanita Tani (KWT) RT 13, dengan fokus pengembangan budidaya lele berbasis Internet of Things (IoT), jamur tiram IoT, dan hidroponik organik sistem aquaponik. Tujuan kegiatan ini adalah meningkatkan produktivitas dan pendapatan masyarakat, memperkuat manajemen usaha, serta mendukung pencapaian Sustainable Development Goals (SDGs), khususnya pengentasan kemiskinan dan peningkatan kesejahteraan. Metode pelaksanaan meliputi observasi lapangan, Focus Group Discussion (FGD), pelatihan, transfer teknologi, pendampingan, serta monitoring dan evaluasi. Teknologi yang diterapkan berupa sensor suhu dan kelembaban otomatis pada kumbung jamur, sistem monitoring berbasis aplikasi, serta instalasi hidroponik organik dengan pemanfaatan limbah air kolam lele sebagai sumber nutrisi tanaman. Pendekatan partisipatif digunakan agar anggota KWT terlibat aktif dalam proses perencanaan hingga evaluasi program. Kegiatan ini melibatkan tim dosen dan mahasiswa dari Universitas Muhammadiyah Surakarta lintas disiplin baik mahasiswa dan dosen (Ilmu Pangan dan Gizi, Teknik Elektro, dan Manajemen) bersama masyarakat mitra. Hasil akhir menunjukkan peningkatan kapasitas produksi jamur dan pengembangan hidroponik selada. Selain itu, terjadi peningkatan pengetahuan, keterampilan, tata kelola usaha. PKM di Family Farm berhasil menciptakan model usaha terpadu berbasis IoT yang efisien, ramah lingkungan, dan berkelanjutan, serta mampu meningkatkan kesejahteraan dan kemandirian ekonomi masyarakat desa secara nyata.
PELATIHAN ECOPRINT IBU-IBU PKK DESA SIMO KECAMATAN KENDAL KABUPATEN NGAWI Indra Lila Kusuma; Johny Subarkah; Andrean Wahyu Parawangsa; Leni Elviana; Lisa Ayu Ramadhani; Nendy Akbar Rozaq Rais; Ardyan Firdausi Mustoffa
BUDIMAS : JURNAL PENGABDIAN MASYARAKAT Vol. 5 No. 2 (2023): BUDIMAS : Jurnal Pengabdian Masyarakat
Publisher : LPPM ITB AAS Indonesia Surakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29040/budimas.v5i2.13119

Abstract

The ecoprint training aims to provide direct benefits to the community in social and economic life and to improve the quality of resources through empowering PKK women in Simo Village, Kendal District, Ngawi Regency by utilizing natural materials in the vicinity of the residence. This activity is expected to be able to solve problems in the partner villages, namely the community's source of income is only dominated by the agricultural sector, the village's natural potential has not been utilized properly, lack of skills in managing village potential, the majority of Simo Village residents are housewives with minimal income. community partnership. This program consists of two activities, namely training on making ecoprints using natural materials in the environment around Simo Village and an explanation via PPT on how to make ecoprints. It is hoped that the partnership program activities can be carried out continuously so that they can become additional livelihoods for the surrounding community because the selling value of ecoprint products is still quite high in the market. Keywords : ecoprints; Income; Natural ingredient; Ngawi
SOSIALISASI PENANGGULANGAN TINDAK PIDANA JUDI ONLINE DIKALANGAN MUDA-MUDI KARANG TARUNA DESA GONILAN KECAMATAN KARTASURA KABUPATEN SUKOHARJO MELALUI PENGAKTIFAN PROGRAM KERJA ORGANISASI KARANG TARUNA Eko Ari Wibowo; Nendy Akbar Rozaq Rais; Siti Rokhmah; Tino Feri Efendi; Nafi’uddin Fauzi Mahfudh; Kartika Cahyaningtyas; Muh Isra Bil Ali
BUDIMAS : JURNAL PENGABDIAN MASYARAKAT Vol. 8 No. 1 (2026): BUDIMAS : Jurnal Pengabdian Masyarakat
Publisher : LPPM ITB AAS Indonesia Surakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29040/budimas.v8i1.19484

Abstract

Online gambling is a criminal act in Indonesia. Online gambling crimes can have a negative impact on society at large. The high number of criminal cases in Indonesia has given us an idea of ​​the importance of efforts to combat online gambling crimes. The crime of online gambling needs to be addressed because it has a negative impact on society. Thus, we are trying to carry out direct outreach in Karang Taruna Gonilan Village. The socialization was carried out with the aim of providing a general and specific overview of the impact of online gambling crimes. We hope that with this outreach, online gambling crimes can be minimized. Keywords; Crime, Online Gambling, Prevention, Karang Taruna.