Claim Missing Document
Check
Articles

Found 4 Documents
Search

Media Pembelajaran Interaktif Pemilahan Sampah Berbasis Flash Pada SDN Margahayu XVII Pristika Dewi; Ari Nurul Alfian
INFORMATION MANAGEMENT FOR EDUCATORS AND PROFESSIONALS : Journal of Information Management Vol 5 No 2 (2021): Vol 5 No 2 (2021): INFORMATION MANAGEMENT FOR EDUCATORS AND PROFESSIONALS (JUNI 2
Publisher : Penelitian dan Pengabdian Masyarakat Universitas Bina Insani

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51211/imbi.v5i2.1559

Abstract

Abstrak: Media pembelajaran interaktif pemilahan sampah berbasis flash merupakan media pembelajaran yang dirancang dan dibangun untuk bisa lebih memahami dan membuat siswa lebih tertarik untuk belajar, serta membantu guru dalam proses belajar-mengajar. Pengelolaan pemisahan sampah masih belum diterapkan akhirnya siswa masih banyak yang belum memahami jenis sampah. Media pembelajaran interaktif ini sangat diperlukan, software yang digunakan adalah pembuatan aplikasi ini adalah Adobe Flash CS6 dan menggunakan bahasa pemrograman ActionScript 3.0. Metode yang digunakan dalam media pembelajaran pemilahan sampah ini adalah MDLC (Multimedia Development Life Cycle). Hasil dari penelitian ini yaitu dengan adanya media pembelajaran dapat membantu guru dalam mengajarkan tentang pemilahan sampah dan membantu siswa untuk lebih mengenal tentang pemilahan sampah. Kata Kunci:Actionscript 3.0, Adobe Flash, Media Pembelajaran Interaktif, MDLC, Pemilahan Sampah.
PEMANFAATAN APLIKASI CANVA SEBAGAI MEDIA PEMBELAJARAN DI HIMPAUDI MUSTIKA JAYA Ari Nurul Alfian; Nadya Safitri; Muhamad Baydhowi; Gilang Mukti Setio Bekti
JURNAL BUANA PENGABDIAN Vol 4 No 2 (2022): JURNAL BUANA PENGABDIAN
Publisher : Lembaga Penelitian dan Pengabdian Kepada Masyarakat, Universitas Buana Perjuangan Karawang

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1026.044 KB) | DOI: 10.36805/jurnalbuanapengabdian.v4i2.2780

Abstract

Kemampuan penguasaaan teknologi dan informasi khususnya media pembelajaran pada para Pendidik dalam penguasaan konsep media pembelajaran sangat diperlukan. Persoalan yang dihadapi para pendidik dari HIMPAUDI masih belum memanfaatkan penggunaan media pembelajaran dalam proses pembelajaran. Selain itu, masih belum memahami pembuatan media pembelajaran menggunakan aplikasi canva. Solusi dari permasalahan di atas adalah membuat media pembelajaran serta video pembelajaran menggunakan Canva aplikasi desain alat bantu desain dan publikasi online dengan misi memberdayakan semua orang di seluruh dunia agar dapat membuat desain apa pun dan mempublikasikannya. Metode dalam pelaksanaan PkM ini dengan memberikan pelatihan dan demonstrasi kepada peserta dalam penggunaan aplikasi dari Canva. Sasaran utama adalah para Pendidik pada HIMPAUDI Kecamatan Bekasi Barat dimana terdapat 2 orang Narasumber, 1 orang Moderator dan 1 orang Techinal Support. Pelaksanaan PkM ini didukungan media online berupa zoom, YouTube dan Link Google Drive. Luaran dari PkM ini adalah Streaming YouTube dan draft Jurnal PkM Terindeks Sinta Ristek BRIN. Kata kunci—Canva, Media Pembelajaran, Himpaudi The ability to master technology and information, especially learning media for educators in mastering the concept of learning media is very necessary. The problems faced by educators from HIMPAUDI are still not utilizing the use of learning media in the learning process. In addition, they still don't understand how to make learning media using the Canva application. The solution to the problems above is to create learning media and learning videos using Canva, a design application, design aids and online publications with the mission of empowering everyone around the world to create any design and publish it. The method for implementing this PkM is by providing training and demonstrations to participants in using Canva's applications. The main targets are educators at HIMPAUDI, West Bekasi District where there are 2 resource persons, 1 moderator and 1 technical support person. The implementation of this PkM is supported by online media in the form of zoom, YouTube and Google Drive links. The outputs of this PkM are YouTube Streaming and the draft of the BRIN Sinta Ristek Indexed PkM Journal. Keywords— Canva, Himpaudi, Learning Media
User Acceptance Test dan Penerapan Model ADDIE pada Media Pembelajaran Interaktif Pengenalan Profesi Ari Nurul Alfian; Yoga Rifai; Rita Wahyuni Arifin; Rika Apriani; Indri Ayu Lestari; Dwi Ismiyana Putri
Prosiding SISFOTEK Vol 8 No 1 (2024): SISFOTEK VIII 2024
Publisher : Ikatan Ahli Informatika Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

Digital technologies such as computers and handheld devices enhance student engagement and motivation and accelerate learning. Vocational introduction subjects are taught using a package book, a minimal tool for explaining the material becomes a reason for introducing interactive learning media for the introduction of various professions in students at Islamic High School Al-Hilal. The learning media development model used is the ADDIE model which includes Analysis, Design, Development, Implementation and Evaluation. The media testing was conducted using Blackbox Testing and User Acceptance Test (UAT). The results of the Blackbox testing were 100% valid and the UAT results were 92% of the applications were highly qualified from the total of 20 respondents. Learning media can help the process of effective learning activities and make it easier for students to understand the introductory material of a variety of professions.
Pengembangan Skill Digital Siswa SMK melalui Pemanfaatan Generatif AI Rita Wahyuni Arifin; Ari Nurul Alfian; Sumardiono Sumardiono; Reykhando Rifki Awiliyanto
Jurnal Bhakti Karya dan Inovatif Vol 5 No 1 (2025): Jurnal Bhakti Karya dan Inovatif
Publisher : LPPM Universitas Informatika dan Bisnis Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37278/bhaktikaryadaninovatif.v5i1.1072

Abstract

The enhancement of digital skills has become a key necessity in the technological era, especially for vocational high school (SMK) students in addressing the gap between curricula and industry demands. This community service activity focuses on utilizing Generative AI to support the development of students' digital skills through project-based training, adaptive learning, and pre-test and post-test evaluations. The results showed a significant improvement in students' understanding of Generative AI technology, with 61.9% of participants providing excellent feedback on the material. Students' interest and satisfaction levels were also high, confirming the training's relevance to industry needs. In conclusion, the use of Generative AI is an innovative solution to enhance SMK students' digital skills, bridge the gap between curricula and the workforce, and prepare them to face global challenges in the digital era. Keywords: Digital era, Generative AI, Digital skills, Competency development, Vocational High SchoolEra digital, Generatif AI, Keterampilan digital, Pengembangan kompetensi, SMK