Claim Missing Document
Check
Articles

Pengembangan ketrampilan pembuatan laporan keuangan sederhana dengan Microsoft Excel di SMK Negeri 2 Denpasar Fredlina, Ketut Queena; Dewi, Putri Anugrah Cahya; Astawa, Ni Luh Putu Ning Septyarini Putri; Juliharta, I Gede Putu Krisna
Penamas: Journal of Community Service Vol. 4 No. 2 (2024): Penamas: Journal of Community Service
Publisher : Nur Science Institute

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.53088/penamas.v4i2.1003

Abstract

In an era of rapid industrial and business transformation, SMK N 2 Denpasar recognizes the urgent need for strong administrative skills. Acknowledging the importance of financial report preparation skills, training using Microsoft Excel becomes a strategic step. This training aims to enhance students' technical skills and provide an understanding of the basic concepts of financial reporting and its importance in decision-making. Approximately 80 participants from the Accounting and Financial Institutions, Online Business and Marketing, Banking and Microfinance, and Office Management departments attended the training. The results of the training showed a significant increase in students' understanding of financial report preparation and analysis. Students were able to use Microsoft Excel more effectively to create simple financial reports, analyze data, and interpret the results. The simulated projects reinforced their technical skills and boosted their confidence. Post-training evaluations indicated that participants felt more prepared and confident in managing financial data independently. Students successfully applied the skills they learned to create simple financial reports effectively.
Evaluating the Implementation of Learning Management System: The Case of an English Education Study Program Astawa, Ni Luh Putu Ning Septyarini Putri; Adiwijaya, Pande Agus
Indonesian Research Journal in Education |IRJE| Vol. 8 No. 1 (2024): IRJE |Indonesian Research Journal in Education
Publisher : Universitas Jambi, Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22437/irje.v8i1.28474

Abstract

E-learning is an application of information technology in education. Students could communicate at any time and location because digital learning resources were distributed and accessible via the network. This research was to investigate the extent to which students are prepared to participate in e-learning. The research methodology employed was descriptive quantitative. The research sample consisted of 62 students of the English Education Study Program ITP Markandeya Bali. Students answered 27 points of questionnaires based on evaluation models Context, Input, Process, and Product (CIPP). The distribution of data acquisition was repeated to ensure data consistency. Students’ readiness to participate in e-learning was measured using the CIPP model, with the following results: (1) Context aspects of 84.675% (High), (2) Input aspects of 83.86% (High), (3) Process aspects of 90.6% (Very High), and (4) Product aspects of 91.4% (Very High). Some recommendations are added to this research.
Equipping Young Entrepreneurs: How Smart Presentation Apps Foster Vocational High-School Students’ Innovation Ni Luh Putu Ning Septyarini Putri Astawa; Ida Ayu Oka Purnami
International Journal of Community Service Learning Vol. 8 No. 2 (2024): May
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/ijcsl.v8i2.78338

Abstract

Smart presentation apps are software or digital platforms designed to help users create engaging and effective presentations. They are often equipped with features such as a wide selection of slide designs, visual elements, templates, animation effects, and the ability to easily insert images, videos, graphics, and text. This research aims to improve young entrepreneurs' and vocational high school students' presentation skills in presenting products or businesses in the ideation stage. This activity involved 80 participants and consisted of several stages: team division, needs analysis, solution determination, preparation, implementation, and evaluation. Explicit methods were used to provide instructions during implementation. The pre-test and post-test comparison results showed a significant change in the participants' abilities before and after the activity was carried out. This study concludes that using the Canva application significantly increases creativity when creating innovative presentations. This study implies that Canva helps students' independent practice by allowing participants to explore their creativity and ideas when making presentations to showcase their products.
PERANCANGAN SISTEM INFORMASI AKADEMIK BERBASIS WEB PADA SEKOLAH MENENGAH PERTAMA Deyantara, Deyantara; Astawa, Ni Luh Putu Ning Septyarini Putri; Dharma, Eddy Muntina
VOX EDUKASI: Jurnal Ilmiah Ilmu Pendidikan Vol 15, No 2 (2024): NOVEMBER
Publisher : STKIP Persada Khatulistiwa Sintang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31932/ve.v15i2.3515

Abstract

ABSTRAKSekolah merupakan bentuk dari organisasi yang di dalamnya terdapat kegiatan belajar mengajar. Sekolah harus bisa memberikan pelayanan dan fasilitas terbaik untuk siswa dan orang tua siswa. Penyediaan sistem informasi merupakan salah satu layanan yang dapat disediakan sekolah untuk mengakomodasi kebutuhan siswa dan guru.  Pada SMP Negeri 3 Kediri belum terdapat sistem informasi akademik yang dapat menunjang proses penyimpanan data dan arsip. Dari hasil analisis tersebut, diputuskan untuk dilakukan perancangan sistem informasi akademik berbasis website yang mencakup hampir seluruh kegiatan akademik sekolah. Penelitian ini menggunakan metode Rapid Application Development (RAD) sebagai metode perancangan sistem. Hasil dari penelitian ini berupa implementasi sistem informasi akademik berbasis web yang memungkinkan guru melakukan input absensi sampai hasil nilai ujian yang dapat diakses oleh siswa maupun guru secara real-time. Pengujian sistem dilakukan menggunakan blacbox testing dengan hasil sistem valid dan berjalan dengan semestinya. Implementasi sistem ini diharapkan dapat mengoptimalkan kinerja akademik di SMP Negeri 3 Kediri.Kata Kunci: Sistem informasi akademik, Website, Rapid Application Development (RAD), Blackbox testingABSTRACTSchools are organizations where teaching and learning activities take place. Schools must be able to provide the best services and facilities for students and parents. The provision of an information system is one of the services that schools can provide to accommodate the needs of students and teachers. At SMP Negeri 3 Kediri, there is no academic information system that can support the data and archive storage process. From the results of this analysis, it was decided to design a web-based academic information system that covers almost all of the school's academic activities. This research uses the Rapid Application Development (RAD) method as a system design method. The result of this research is the implementation of a web-based academic information system that allows teachers to input attendance to exam results that can be accessed by students and teachers in real time. System testing was carried out using blackbox testing with the results that the system is valid and runs as it should. The implementation of this system is expected to optimize academic performance at SMP Negeri 3 Kediri.Keywords: Academic information system, Website, Rapid Application Development (RAD), Blackbox testing
Media Pembelajaran berbasis Augmented Reality "PRIARMIKA" Putra, I Kadek Mahada; Astawa, Ni Luh Putu Ning Septyarini Putri; Satwika, I Putu
Jurnal Ilmiah Ilmu Terapan Universitas Jambi Vol. 4 No. 2 (2020): Volume 4, Nomor 2, Desember 2020
Publisher : LPPM Universitas Jambi

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (461.683 KB) | DOI: 10.22437/jiituj.v4i2.11600

Abstract

Pada penelitian ini membahas tentang rancang bangun aplikasi Android dengan menggunakan teknologi augmented reality yang digunakan dalam mata pelajaran Bahasa Inggris di SMPN 5 Mengwi. Aplikasi yang diberi nama PRIARMIKA (Primakara Augmented Reality Endemic Application) menjelaskan tentang deskripsi hewan endemik yang ditampilkan dalam bentuk 3D. Metode yang digunakan dalam pembuatan aplikasi ini adalah MDLC (Multimedia Development Life Cycle) versi Luther – Sutopo yang terdiri dari enam tahap diantaranya: 1) Concept, 2) Design, 3) Meterial Collecting, 4) Assembly, 5) Testing, 6) Distribution. Aplikasi PRIARMIKA akan divalidasi oleh 3 ahli validator yaitu ahli media, ahli materi dan ahli bahasa. Pengujian aplikasi dilakukan pada kelas VIII SMPN 5 Mengwi sebanyak 28 siswa dan 1 guru Bahasa Inggris. Berdasarkan hasil penelitian, dapat disimpulkan bahwa rancang bangun aplikasi augmented reality PRIARMIKA berbasis Android layak untuk digunakan sebagai media pembelajaran Bahasa Inggris kelas VIII di SMPN 5 Mengwi.
Framework CodeIgniter pada Rancang Bangun Prili (Primakara Library) Yasa, I Wayan Darma; Satwika, I Putu; Dewi, Eka Grana Aristyana; Astawa, Ni Luh Putu Ning Septyarini Putri
Jurnal Ilmiah Ilmu Terapan Universitas Jambi Vol. 4 No. 2 (2020): Volume 4, Nomor 2, Desember 2020
Publisher : LPPM Universitas Jambi

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (947.752 KB) | DOI: 10.22437/jiituj.v4i2.11603

Abstract

Perpustakaan Digital adalah suatu perpustkaan yang memanfaatkan teknologi informasi untuk pengelolaan koleksi pustaka ataupun setiap kegiatan perpustakaan. Digitalisasi perpustakaan merupakan suatau keharusan bagi setiap Perguruan Tinggi karena hal tersebut dijelaskan pada Pasal 24 Ayat (3) UU Nomor 43 Tahun 2007. Selain itu perpustakaan digital juga diperlukan ketika Perguruan Tinggi melaksanakan akreditasi Perguruan Tinggi. Namun pada STMIK Primakara, sistem perpustakaan digital yang ada belum mampu memenuhi seluruh data seperti statistik kunjungan yang diperlukan pada saat akreditasi. Untuk mengatasi masalah tersebut, maka dibangun sistem yang dapat mendukung hal tersebut. Penelitian ini menggunakan metode Personal Extreme Programming (PXP) serta menggunakan Framework CodeIgniter sebagai pondasi sistem dan pada uji efektivitas sistem menggunakan metode McLean and DeLone. Penelitian ini berhasil membangun dan mengimplementasikan sistem perpustakaan digital yang telah dirancang. Dari hasil uji efektivitas sistem yang dilakukan dengan menyebar kuisioner kepada mahasiswa STMIK Primakara, dapat dikatakan bahwa sistem yang telah dibangun mendapatkan hasil yang sudah cukup baik pada hampir tiap variabel uji efektivitasnya
BUKU CERITA FABEL BERBASIS PENDIDIKAN KARAKTER UNTUK SISWA SEKOLAH DASAR KELAS TINGGI Putri Astawa, Ni Luh Putu Ning Septyarini
JURNAL LENTERA [PENDIDIKAN PUSAT PENELITIAN LPPM UM METRO] Vol 4, No 2 (2019): Jurnal Lentera Pendidikan Pusat Penelitian LPPM UM Metro
Publisher : LPPM UM Metro

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24127/jlpp.v4i2.1144

Abstract

PELATIHAN DASAR KEWIRAUSAHAAN BERBASIS TEKNOLOGI INFORMASI DI SMKN 2 DENPASAR Juliharta, I Gede Putu Krisna; Astawa, Ni Luh Putu Ning Septyarini Putri; Fredlina, Ketut Queena; Dewi, Putri Anugrah Cahya; Zildjian, Romiza; Suartama, I Komang
Mitra Mahajana: Jurnal Pengabdian Masyarakat Vol. 5 No. 3 (2024): Volume 5 Nomor 3 Tahun 2024
Publisher : LPPM Universitas Flores

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37478/mahajana.v5i3.4533

Abstract

The digital era, opportunities for students to learn about entrepreneurship. With the advent of information technology such as smartphones and laptops, starting entrepreneurial activities has become more accessible for students. SMKN 2 Denpasar is one of the schools implementing and supporting entrepreneurship education. This program aims to instil an entrepreneurial spirit in students and enhance their foundational business knowledge and mindset on starting a business from scratch. The methods used in this program include imparting an entrepreneurial mindset, utilising the Business Model Canvas (BMC) to analyse and plan business models, managing business finances to effectively control financial resources, and creating digital content for marketing through social media. The results indicate that students responded positively and found the entrepreneurship learning beneficial, as evidenced by the questionnaires completed by students regarding the IT-based entrepreneurship training they participated in.
PENGEMBANGAN AUGMENTED REALITY UNTUK APLIKASI PENGENALAN RUMAH ADAT NUSANTARA DENGAN METODE MDLC Suartama, I Komang; Astawa, Ni Luh Putu Ning Septyarini Putri; Juliharta, I Gede Putu Krisna
Jurnal Tekinkom (Teknik Informasi dan Komputer) Vol 7 No 2 (2024)
Publisher : Politeknik Bisnis Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37600/tekinkom.v7i2.1587

Abstract

This research developed an educational media application based on Augmented Reality (AR) called "AR Rumah Adat Nusantara," aimed at introducing traditional houses of Indonesia to students. The primary issue addressed is the need to preserve local culture, which is increasingly being eroded by modernization. This application is expected to enhance students' understanding of Indonesia's cultural heritage. The development method used is the Multimedia Development Life Cycle (MDLC), and the study employs a mixed-method approach combining quantitative and qualitative data. Data collection techniques include interviews, observations, and literature review. The application was tested using black box testing to ensure all functions work as intended. The study participants consisted of educators and fourth-grade students from a non-formal educational institution in Gianyar Regency, Bali. The results indicate that the application was successfully developed with 100% functionality as confirmed through testing. The study concludes that AR technology has significant potential in enhancing the learning process, particularly in introducing and preserving local culture. The "AR Rumah Adat Nusantara" application is expected to be an effective and engaging learning tool, helping students to learn about and appreciate Indonesia's rich cultural heritage.
Pelatihan Pembuatan Buku Cerita Digital Sederhana Sebagai Bahan Ajar dalam Kondisi New Normal Astawa, Ni Luh Putu Ning Septyarini Putri; Utami, Nengah Widya
Jurnal Karya Abdi Masyarakat Vol. 4 No. 1 (2020): Jurnal Karya Abdi Masyarakat
Publisher : LPPM Universitas Jambi

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (328.004 KB) | DOI: 10.22437/jkam.v4i1.9832

Abstract

Tujuan dari kegiatan pengabdian Masyarakat ini adalah untuk memberikan pengetahuan kepada guru-guru yang tergabung dalam sebuah komunitas Ikatan Guru Indonesia tentang pembuatan buku cerita sederhana sebagai bahan ajar dalam kondisi “New Normal”. Pengabdian masyarakat ini memfokuskan dalam penggunaan aplikasi atau digital platform “PixaBay” dan “Canva” dalam proses pembuatan bahan ajar. Metode pengabdian yang digunakan adalah metode ceramah, simulasi, dan praktik. Kegiatan pengabdian masyarakat ini mendapatkan respon yang positif dari peserta. Di akhir pelatihan, para peserta dapat menciptakan sebuah buku cerita sederhana yang kemudian dapat digunakan dalam proses belajar- mengajar di sekolah atau kelas masing-masing peserta. Hal ini dapat dibuktikan dan ditunjukkan dari antusiasme peserta dalam mengikuti kegiatan secara aktif dalam aktivitas bertanya, berdiskusi dan menjawab pertanyaan yang dilontarkan oleh pemateri.
Co-Authors A. A. Istri Ita Paramitha Adiwijaya, Pande Agus Agus Putu Trisna Gunawan Agus Rahmat Hidayat Alan Darma Saputra Wijaya Anak Agung Ayu Putri Ardyanti Artana, I Made Ashshiddiqy, Nur Rohman Ayu Sri Maharani, Ajeng Bagus Putu Wahyu Nirmala Dewi, Putri Anugrah Cahya Deyantara, Deyantara Dharma, Eddy Muntina Eka Grana Aristyana Dewi Gusti Ayu Made Arna Putri Gusti Ayu Putu Mitha Karisma Dewi I Gede Juliana Eka Putra I Gede Putu Krisna Juliharta I Gusti Ayu Agung Istri Sari Dewi I Gusti Ayu Agung Istri Sari Dewi I Kadek Mahada Putra I Nyoman Yudi Anggara Wijaya I Nyoman Yudi Anggara Wijaya I Nyoman Yudi Anggara Wijaya I Putu Agus Swastika I Putu Artha Gunawan I Putu Candra Suhendra I Putu Satwika I Wayan Darma Yasa Ida Ayu Oka Purnami Ida Ayu Ratih Ardyantari Kadek Intan Janeta Pratiwi Ketut Queena Fredlina Komang Tri Werthi Martha Sari Nengah Widya Utami Nengah Widya Utami Ni Gusti Ayu Nuansih Dewi Ni Kadek Sintya Ni Komang Erikka Candra Pratiwi Ni Nyoman Pudak Sari Ni Putu Yowi Lestari Nur Rohman Ashshiddiqy Paramitha, A A Istri Ita Perwira, A.A. Gde Agung Nanda Pradiva Widya Anggara Pranata, I Made Nanda Susila Pratista, I Made Wisnu Yoga Premaswari, Anak Agung Istri Winda Putra, I Gede Jualiana Eka Putra, I Kadek Mahada Putri, Gusti Ayu Made Arna Putu Anna Widyawati Putu Trisna Hady Permana Putu Trisna Hady Permana Putu Trisna Hady Permana Romiza Zildjian Satwika, I Putu Suartama, I Komang Sudiatmika, Ida Bagus Kresna Taruna, I Putu Cikal Tiawan Utami, Nengah Widya Wedhaputri, Made Vidya Sasmitha Yasa, I Wayan Darma Zildjian, Romiza