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PERANCANGAN TATA LETAK DAN FASILITAS HUNIAN RUKOST BERDASARKAN KEBUTUHAN KONSUMEN UNTUK MENINGKATKAN PANGSA PASAR DENGAN MENGGUNAKAN ASPEK ERGONOMI Leola Dewiyani; M. Kosasih -
Spektrum Industri Vol. 16 No. 1: April 2018
Publisher : Universitas Ahmad Dahlan Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.12928/si.v16i1.9782

Abstract

Saat ini Karawang dikenal sebagai daerah industri yang paling berpotensi di wilayah Jawa Barat. Hal tersebut dibuktikan dengan banyaknya pabrik yang didirikan di tanah Pasundan ini. Dengan banyaknya usaha baik berupa pabrik maupun yang lainnya, Karawang menjanjikan aneka macam peluang di berbagai bidang usaha yang bisa mendatangkan keuntungan. Perusahaan ini tentu membutuhkan tenaga kerja yang cukup banyak, tidak hanya buruh lebih dari itu tenaga kerja yang dibutuhkan juga berasal dari level menengah ke atas hingga staf profesional, hal ini yang menjadi daya tarik bagi pengembang untuk membangun bisnis properti di Karawang yaitu RuKost (rumah kos). Akan tetapi Tata Letak interior kamar yang ada di RuKost saat ini berdasarkan penelitian pendahuluan yang dilakukan peneliti belum memenuhi standar dan juga belum memperhatikan kenyamanan, kepuasan, keselamatan dan kesehatan karena desain layout interior yang ada pada kamar RuKost saat ini kurang memperhatikan prinsip-prinsip ergonomik. Berdasarkan kondisi di atas maka akan dilakukan suatu redesign terhadap tata letak interior kamar RuKost. Metode perancangan yang akan digunakan dalam penelitian ini adalah antropometri dan physiological performance.
Inovasi Teknologi Wearable Gaming dalam PkM KKN: Upaya Peningkatan Kualitas Pembelajaran di Sekolah Dasar Rihatno, Taufik; Nuraini, Sri; Wahyudiana, Endang; Akbar, Zidane; Al Furqon, Rozaqi; Asy-Syamiil, Grandy Jiddan; Nugraha, Daffa Setyo; Bowoleksono, Tegar; Dewiyani, Leola; Marini, Arita
Amaliah: Jurnal Pengabdian Kepada Masyarakat Vol 9 No 1 (2025): Amaliah Jurnal: Pengabdian kepada Masyarakat
Publisher : LPPI UMN AL WASHLIYAH

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32696/ajpkm.v9i1.5163

Abstract

The strategic need to implement a teacher empowerment program at SDN Tanah Tinggi 05 Pagi through the utilization of Wearable Gaming Technology as an innovative approach to enhance students’ learning interest is driven by the demand for a more interactive, contextual, and technology-integrated learning process. This technology offers opportunities for teachers to create more engaging, immersive, and enjoyable learning experiences, thereby encouraging active student participation in classroom activities. Moreover, the appropriate implementation of wearable gaming supports the development of critical thinking, communication, collaboration, and creativity—key 21st-century skills. This initiative aims to improve teachers' digital literacy and professional capacity in designing and integrating technology effectively into the learning process. Through a Community Service (PkM) program integrated with the Student Community Service Program (KKN), the initiative has shown positive outcomes, including enhanced teacher understanding of wearable technology and the ability to design gamified learning strategies that are interactive, collaborative, and capable of boosting student motivation and conceptual understanding. This competency enhancement is expected to transform teachers into innovative, responsive, and adaptive learning facilitators in line with the rapid technological advancements in education.
Implementasi Digitalisasi Sekolah Dasar sebagai Upaya Penguatan Kinerja Sekolah Dasar berbasis Transformasi Digital melalui Program PkM KKN Arum, Wahyu Sri Ambar; Maksum, Arifin; Sakmal, Juhana; Darmawan, Muhammad Ilham; Putri, Neta Yolanda; Septiani, Nabillah Syahfa; Handayani, Lia; Aisy, Assifa Rohadatul; Dewiyani, Leola; Marini, Arita
Amaliah: Jurnal Pengabdian Kepada Masyarakat Vol 9 No 1 (2025): Amaliah Jurnal: Pengabdian kepada Masyarakat
Publisher : LPPI UMN AL WASHLIYAH

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32696/ajpkm.v9i1.5165

Abstract

The teacher mentoring activity carried out through the Community Service Program (PkM) integrated with the Student Community Service (KKN) at SDN Pluit 03 primarily aims to support digital transformation in elementary education as a strategic effort to enhance school performance. This transformation is implemented by providing broad access to digital learning resources that can be accessed anytime and anywhere, thereby overcoming spatial and temporal limitations in the learning process. Additionally, the activity is specifically designed to strengthen the implementation of the Merdeka Curriculum, with an emphasis on project-based learning that promotes independent learning and knowledge exploration. In this context, strengthening digital literacy among teachers and students becomes crucial—not only to improve technological capabilities but also to broaden the range of richer and more varied teaching materials. The benefits of this empowerment initiative include improved teacher competencies in utilizing various digital tools and online learning resources, which in turn support the effectiveness of the teaching and learning process. Besides offering practical insights into digitalization, the program also fosters new habits among teachers to be more adaptive and open to the use of educational technology, enabling them to design lessons that are more responsive to student needs while remaining aligned with the flexible and student-centered principles of the Merdeka Curriculum.
Penguatan Literasi Digital di Sekolah Dasar melalui Kolaborasi dalam Program PkM-KKN Maksum, Arifin; Marini, Arita; Kurnianti, Endang M.; Putri, Dinda Ayu; Rizky, Salsabila; Fahsa, Aulia; Pramawita, Annisa Maghfira; Ussabrina, Chairunnisa; Dewiyani, Leola; Safitri, Desy
Amaliah: Jurnal Pengabdian Kepada Masyarakat Vol 9 No 1 (2025): Amaliah Jurnal: Pengabdian kepada Masyarakat
Publisher : LPPI UMN AL WASHLIYAH

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32696/ajpkm.v9i1.5166

Abstract

The implementation of the PkM KKN program at SDN Pondok Kopi 03 aims to empower elementary school teachers in realizing digitally literate schools through the use of digital games as a means to build literacy collaboratively with Universitas Negeri Jakarta. This approach is designed to enhance the effectiveness of teaching and student engagement by creating a more interactive, enjoyable, and meaningful learning environment, while also promoting the development of 21st-century skills such as critical thinking, problem-solving, and collaboration. The main objective of this activity is to strengthen teachers' pedagogical capacity, digital literacy, and creativity through an understanding of educational game design principles, selecting curriculum-relevant games, and integrating them into effective teaching strategies. The results of this program demonstrate improvements in teacher competence in creating innovative and adaptive learning environments, which are expected to contribute significantly to the sustainable improvement of the quality of primary education. The collaboration between schools and higher education institutions has fostered a supportive educational ecosystem and strengthened the roles of both parties in developing learning innovations. The application of educational technology through this approach has also fostered greater confidence among teachers in using digital tools in the classroom.
Peningkatan motivasi belajar melalui Digital Game-Based Education: Pendampingan guru sekolah dasar melalui program PkM Marini, Arita; Wahyudiana, Endang; Sakmal, Juhana; Dewi, Nastitisari; Mursak, Muliati; Dewiyani, Leola; Safitri, Desy
Amaliah: Jurnal Pengabdian Kepada Masyarakat Vol 9 No 1 (2025): Amaliah Jurnal: Pengabdian kepada Masyarakat
Publisher : LPPI UMN AL WASHLIYAH

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32696/ajpkm.v9i1.5186

Abstract

This Community Service Program (PkM) aims to assist elementary school teachers in implementing digital game-based education as an effort to increase students' learning motivation while also creating more effective, interactive, and meaningful learning experiences. Through this approach, students are not only encouraged to be more active but are also trained in critical thinking, problem-solving, and teamwork skills, which are highly essential in the 21st century. To ensure optimal implementation, teachers need to have a solid understanding and specific skills in designing and adapting educational games in accordance with the applicable curriculum. Therefore, intensive training and mentoring are key elements in teacher empowerment. The implementation of this program at SD Al Ashriyyah Nurul Iman Islamic Boarding School has shown significant improvements in pedagogical skills, digital literacy, and teacher creativity, ultimately supporting the creation of a more innovative and sustainable learning environment. Additionally, teachers have begun to evaluate the effectiveness of the educational games used and adapt them to suit students’ learning needs. The use of various digital platforms such as Kahoot, Wordwall, and Scratch Jr has enriched the diversity of learning methods. Teachers have also started forming peer-sharing communities to support each other in implementing this method. It is expected that this mentoring model can be replicated in other elementary schools as a strategy to strengthen teachers’ capacity in facing the challenges of digital education.