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PENDAMPINGAN DAN PENGEMBANGAN TBM SOKA SALATIGA DALAM MENINGKATKAN MINAT BACA ANAK Albertoes Pramoekti Narendra; Wiwin Sulistyo; Anton Hermawan; Deni Mardiyanto; Krisna Budi Prastya
Magistrorum et Scholarium: Jurnal Pengabdian Masyarakat Vol. 2 No. 2 (2021)
Publisher : Universitas Kristen Satya Wacana Salatiga

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Abstract

Taman Baca Masyarakat (TBM) merupakan lembaga yang menyediakan bahan bacaan yang dibutuhkan oleh masyarakat. Mengingat pentingnya TBM, dibutuhkan fasilitas guna mendukung aktifitas membaca. Salah satu fasilitas tersebut adalah ruang baca. Melalui dukungan fasilitas ruang baca ini, diharapkan mampu mendorong aktifitas membaca dalam sebuah TBM. Sehingga diharapkan terciptanya masyarakat yang cerdas, menjadi wadah kegiatan belajar, dan mendukung peningkatan kemampuan aksarawan baru dalam rangka pemberantasan buta aksara. Pengaruh positif TBM Soka bagi masyarakat antara lain berkembangnya minat baca anak-anak, berkembang-nya kegiatan berbasis pada buku, tumbuhnya berbagai inovasi di masyarakat, meningkatnya peran serta masyarakat dalam mengembangkan pembelajaran sepanjang hayat dan sebagai alternatif rekreasi untuk anak-anak dan masyarakat.
PELATIHAN KOMPUTER UNTUK SISWA TK KRISTEN 1 SATYA WACANA SALATIGA MELALUI PERMAINAN EDUKASI ONLINE Yessica Nataliani; Krismiyati Krismiyati; Erwien Christianto; Theophilus Wellem; Anton Hermawan; Agustinus Fritz Wijaya; Imanuel Susanto
Magistrorum et Scholarium: Jurnal Pengabdian Masyarakat Vol. 3 No. 3 (2023)
Publisher : Universitas Kristen Satya Wacana Salatiga

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24246/jms.v3i32023p405-416

Abstract

This community service activity was carried out to facilitate the needs of the Satya Wacana Christian 1 Kindergarten students in Salatiga as an effort to introduce kindergarten students to computers. Students usually only know cell phones or tablets but rarely use computers. This training activity was attended by kindergarten students with an age range of 5-6 years and was carried out in four stages, namely the planning stage, the preparation stage, the implementation stage, and the evaluation stage. The activity involved a team of lecturers from the Faculty of Information Technology, Satya Wacana Christian University as activity facilitators and three teachers from Satya Wacana Christian 1 Kindergarten. This program was conducted at the Computer Laboratory of the Faculty of Information Technology, Satya Wacana Christian University, which included introducing computer equipment, opening websites, and practicing using a mouse through online educational games. The online educational games used in this activity are mixing colors, counting, getting to know water transportation, getting to know 2D shapes, knowing numbers, and assembling puzzles. The activity went well, where the students could recognize and operate computers, especially using the mouse, and learn through the online educational games.
Pengaruh Desain Interior Perpustakaan Terhadap Minat Berkunjung di Dinas Kearsipan dan Perpustakaan Kabupaten Timor Tengah Selatan Yunvrid Imanuel Taneofeto; Anton Hermawan; Elizabeth Sri Lestari
Tibanndaru : Jurnal Ilmu Perpustakaan dan Informasi Vol 7, No 2 (2023): Tibanndaru: Jurnal Ilmu Perpustakaan dan Informasi
Publisher : Universitas Wijaya Kusuma Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30742/tb.v7i2.3009

Abstract

One of the government's efforts to educate the public is through public libraries in the regions. In fact, there is still low interest in visiting the local public library. The low interest in visiting certainly needs to get attention from the government seeing the important role of the library in increasing people's intelligence. One of the solutions to increase visitor interest is to pay attention to the interior design of the library. Therefore researchers are interested in conducting research related to this. This research is important to do to understand how much influence the interior design of the library has on the visitor's interest in visiting. This research method is quantitative research. Data collection techniques using interviews and questionnaires. Sampling was carried out randomly to all users in the regional library of South Central Timor Regency with a total of 75 people using a regression study. Presentation of research results in the form of research results tables and interpretation of test results. Testing the research results using the help of the SPSS version 22.0 program. with the results of the final hypothesis testing, the results obtained are t count>t table, namely 8.441> 1.665. The results of this study state that the interior design of the regional library of South Central Timor Regency has a significant effect on the public's interest in visiting. Based on the results of the research, it is necessary to have a good and mature interior design from the government, in this case the regional library, to increase interest in visiting the community. Keywords: Design interior; Interest Visit; Regional Library.
PENGENALAN GAME EDUKASI BAGI SISWA TK KRISTEN 1 SATYA WACANA SALATIGA USIA 5-6 TAHUN Anton Hermawan; Nataliani, Yessica; Hindriyanto Dwi Purnomo; Christianto, Erwien; Atik Setyanti, Angela; Yulia, Hanita; Krismiyati; Juliastomo Gundo, Adriyanto; Wellem, Theophilus; Hendry
Jurnal DIMASTIK Vol. 3 No. 2 (2025): Juli
Publisher : Universitas Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26623/dimastik.v3i2.12302

Abstract

Kemajuan teknologi informasi dan komunikasi menuntut adanya adaptasi dalam dunia pendidikan, termasuk pada jenjang pendidikan anak usia dini. Pengenalan teknologi sejak dini menjadi langkah strategis dalam membentuk kesiapan anak menghadapi era digital. Kegiatan pengabdian ini bertujuan untuk mengenalkan teknologi, khususnya komputer, kepada siswa Taman Kanak-kanak (TK) melalui game edukasi berbasis online. Kegiatan dilaksanakan secara luring di TK Kristen 1 Satya Wacana, Salatiga, dengan melibatkan siswa berusia 5–6 tahun. Metode pelatihan dilakukan dalam beberapa sesi, mencakup pengenalan bagian-bagian komputer, penggunaan mouse, serta pelatihan melalui game edukasi seperti pengenalan huruf, angka, bentuk geometri, dan jenis-jenis kendaraan. Hasil evaluasi menunjukkan bahwa siswa menunjukkan antusiasme tinggi selama pelatihan, serta mulai mengenal komputer sebagai media pembelajaran alternatif selain perangkat yang biasa digunakan di rumah seperti handphone dan tablet. Kegiatan ini membuktikan bahwa pendekatan belajar sambil bermain dengan teknologi dapat meningkatkan minat belajar dan keterampilan dasar siswa dalam menggunakan komputer.