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Pendidikan Management Waktu Pada Anak-Anak TPQ Al-Rahman Dalam Meningkatkan Hafalan Al-Qur’an Dengan Metode Murojaah Febriana, Widia; Anggriani, Rini; Cahyadi, Irwan; Widyawati, Lilik; Rosanensi, Melati
Jurnal Ilmiah Pengabdian dan Inovasi Vol. 2 No. 3 (2024): Jurnal Ilmiah Pengabdian dan Inovasi (Maret)
Publisher : Insan Kreasi Media

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.57248/jilpi.v2i3.375

Abstract

Manajement waktu merupakan keterampilan penting yang memengaruhi keberhasilan dan perkembangan pribadi anak-anak, di TPQ AL-RAHMAN, sebagian anak-anak belum bisa mengatur waktu dengan baik, hal ini dapat diketahui dari kondisi anak yang belum dapat menyelesaikan tugas tepat waktu, memilih bersantai-santai dan bermain sehingga anak tidak merasa cemas dan stress karena tidak bisa menyelesaikan tugas tepat waktu, untuk itu perlunya bagi anak-anak untuk memahami management waktu. Pengabdian luaran jurnal yang penulis lakukan termasuk dalam pengabdian lapangan. Pengabdian lapangan yaitu terjun langsung ke lapangan untuk melihat kondisi dan mengumpulkan berbagai data yang dibutuhkan untuk menjawab solusi dari permasalahannya. Jenis metode pengabdian ini adalah pengabdian survei. TPQ AR-RAHMAN merupakan wadah untuk anak-anak menghafal Al-Qur’an, lam pelaksanaan menghafal Al-Qur’an terdapat beberapa metode yang diterapkan, salah satunya yaitu metode MUROJA’AH. Menghafal Al-Qur’an bukanlah hal yang impossible atau mustahil dan merupakan ibadah yang sangat dianjurkan. Bagi orang Islam yang ingin melakukannya, Allah telah memberi garansi akan mudahnya Al-Qur’an untuk dihafalkan. Muroja’ah atau mengulang-ulang hafalan baik hafalan baru atau lama adalah hal yang terpenting dalam menghafal Al-Qur’an, Subhan Abdullah (2022). Tidak mungkin bisa menghafal Al-Qur’an tanpa melakukan muroja’ah. Kegiatan mengulang hafalan sangat menjaga hafalan dari hilang dan lepas.
Pelatihan Pembuatan Video Animasi 3 Dimensi Fotosintesis Mata Pelajaran IPA pada Anak Sekolah Dasar Rosanensi, Melati; Lanang Sakti; Heroe Santoso; Miftahul Madani; Lela Rahmawati; Suriyati
Jurnal Ilmiah Pengabdian dan Inovasi Vol. 2 No. 4 (2024): Jurnal Ilmiah Pengabdian dan Inovasi (Juni)
Publisher : Insan Kreasi Media

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.57248/jilpi.v2i4.405

Abstract

 Animated video is an audio-visual medium by combining animated images that can move followed by audio corresponds to the animated character. and in this case the service uses 3-dimensional animation. This community service aims to provide knowledge to children to be able to make 3-dimensional animation videos of photosynthesis in natural science subjects so that children can know and learn easily how the photosynthesis process works, using technology. The research method uses the Luther Sutopo method with the following steps: concept, design, material collection, manufacture, testing and distribution. The initial stage that was carried out was to think about the concept, namely the goal, was to produce a 3-dimensional animation video of photosynthesis through the training carried out, and for whom this training was carried out, namely for children who were still attending elementary school. Next, do a 3-dimensional animation design for the video which is made in the form of text, images, audio, video and animation. Then collect the materials needed to make this animated video such as background, images, sound and other supporting materials. After collecting all the materials, this 3-dimensional animated video was made until final editing. Then a test was carried out on the animated video that was made to see whether it was suitable for use as training material for elementary school children. After being declared suitable, it will be immediately distributed to elementary school children. The impact is that it is hoped that children who are still in elementary school will be technologically literate, so that later they can make other animated videos with different material.
Pelatihan Pembuatan Sistem Informasi Penjualan Produk Tani Untuk Kelompok Tani Muda di Desa Labulia Rosanensi, Melati; Sakti, Lanang; Santoso, Heroe; Madani, Miftahul; Suriyati; Mayadi
Jurnal Ilmiah Pengabdian dan Inovasi Vol. 3 No. 2 (2024): Jurnal Ilmiah Pengabdian dan Inovasi (Desember)
Publisher : Insan Kreasi Media

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.57248/jilpi.v3i2.524

Abstract

As time goes by, information systems are still very much needed, both for individuals and groups. Information systems are still very reliable, especially for sales, such as selling agricultural products to Indonesian young farmers' associations. The Indonesian Young Farmers Association is a community that sells and produces various agricultural products such as fertilizers, pesticides, medicines, seeds, fruits, vegetables, spices, and food crops. The Indonesian Young Farmers Association is one of the farmer groups located in rural areas. So far the Indonesian Young Farmers Association still uses a conventional system, namely customers who come to their place of business, so buyers have to go to the place where they buy agricultural products and customers need energy to choose the goods or agricultural products they want to buy, and to face intense competition they must have a marketing strategy. Different from its competitors, this requires an information system that can provide information about products to customers quickly and accurately. This research uses the waterfall method which starts from analysis, design, implementation, testing, and maintenance. Results From the trial, a tabulation of 100% was obtained which stated that they strongly agreed that the system that had been created was suitable and could be implemented in the Farmer Product Sales Information System at the Indonesian Young Farmers Association for village progress.
Pengembangan Multimedia Interaktif Pembelajaran Teknik Dasar Karate dengan Teknologi Markerless AR Putri, Novia Arista; Syafitri, Dian; Madani, Miftahul; Rosanensi, Melati
CORISINDO 2025 Vol. 1 (2025): Prosiding Seminar Nasional CORISINDO 2025
Publisher : CORISINDO 2025

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30812/corisindo.v1.5542

Abstract

Penelitian ini dilatarbelakangi oleh kebutuhan media pembelajaran interaktif untuk membantu karateka pemula memahami teknik dasar karate yang sulit dipelajari melalui metode konvensional. Tujuan penelitian ini adalah mengembangkan aplikasi pengenalan gerakan teknik dasar karate berbasis Augmented Reality (AR) pada platform Android, dengan visualisasi model 3D interaktif menggunakan teknologi markerless sehingga dapat diakses tanpa penanda fisik. Penelitian ini menggunakan metode Multimedia Development Life Cycle (MDLC) yang mencakup tahapan concept, design, material collecting, assembly, testing, dan distribution. Pengujian melibatkan validasi oleh ahli media dan ahli materi, serta kuesioner kepada pengguna. Hasil validasi menunjukkan skor rata-rata 80,63% yang mengindikasikan kualitas baik pada aspek tampilan dan keakuratan gerakan, sementara 89,68% pengguna merasa terbantu dengan aplikasi ini. Temuan ini menunjukkan bahwa aplikasi layak digunakan sebagai media pembelajaran interaktif yang efektif untuk meningkatkan pemahaman teknik dasar karate.
Media Pembelajaran Hewan Penghasil Listrik dengan Pemanfaatan Teknologi Augmented Reality untuk Siswa SMP Miftahul Madani; Hendri Hamzanwadi; Melati Rosanensi; Danang Tejo Kumoro
Jurnal Teknologi Informasi dan Multimedia Vol. 6 No. 1 (2024): May
Publisher : Sekawan Institut

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35746/jtim.v6i1.510

Abstract

Augmented reality technology is a virtual object that can provide information to help users carry out work related to this technology. The learning process applied to students at SMPN 1 Praya Tengah with the theme of introducing electricity-producing animals with a learning method using printed books and verbal explanations using a whiteboard as a learning medium so that students cannot see pictures of electricity-producing animals. This research is aimed at producing more interactive learning media in introducing electricity-producing animals by using augmented re-ality technology at SMPN 1 Praya Tengah to increase interest in learning. The methodology used is the MDLC method which uses 6 stages, namely the concept, design, material collection, manu-facturing, testing and distribution stages which are implemented in learning media. The results obtained are interactive learning media on how to recognize electricity-producing animals using augmented reality which can be run on desktop-based computers. The conclusion obtained from this research is that the application of a learning media application to introduce electrici-ty-producing animals using augmented reality technology for students at SMPN 1 Praya Tengah can help students learn about electricity-producing animals in real time or in the form of 3-dimensional objects and animations. The test results used a test scale, namely a Likert scale with a value of 45.25 which can be categorized as Strongly Agree.