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Inovasi Media Pembelajaran Pendidikan Ekonomi Berbasis Kecerdasan Buatan Terintegrasi (Integreted Artificial Intelegence) dengan Ubiquitous Learning Achmad Murdiono; Andi Basuki; Andreas Syah Pahlevi; Nik Mohd Hazrul Nik Hashim
Jurnal Pendidikan Ekonomi Vol.14.No.2.Oktober 2021
Publisher : Jurusan Ekonomi Pembangunan Fakultas Ekonomi Universitas Negeri Malang

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Abstract

Human Resource Development (HR) is part of the process and objectives of Indonesia's economic development. Therefore, strategic steps are needed in realizing education as one of the pillars in realizing quality human resources. The purpose of this research is to design and build innovative learning media that is integrated with ubiquitos learning through artificial intelligence technology by utilizing Chatbot application features that can be used. for learning economic education. This research consists of three main stages, namely (1). Preliminary study by conducting theoretical and field agreements so as to be able to formulate needs in the preparation of the platform. (2). The second stage begins with product planning by providing product differentiation in the form of chatbots and daily intensive courses which then develops into a Learning Management System in the initial form of the product. (3). The activity required at this stage is the first trial by experts to validate the material and media. The results of this study are in the form of a platform developed in the form of text, animation, and video by utilizing artificial intelligence (AI) technology on chatbot application features that are tailored to the needs and stages of student learning in economics subjects that have been implemented in the Integrated Learning Management System. DOI: https://dx.doi.org/10.17977/UM014v14i22021p179
KAMPUNG ENTREPRENEUR BERBASIS WEB SEBAGAI MEDIA PROMOSI BAGI UMKM Andika Agung Sutrisno; Joko Samodra; Andreas Syah Pahlevi
Jurnal KARINOV Vol 2, No 3 (2019): September
Publisher : Institute for Research and Community Service (LP2M), Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (26.807 KB) | DOI: 10.17977/um045v2i3p171-176

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Tujuan program ini untuk mengembangkan dan memberikan pelatihan tentang bagaimana menggunakan media promosi yang efektif diwujudkan dalam bentuk sebuah platform pasar digital berbasis web. Sebagai tambahan, kegiatan ini dilakukan untuk meningkatkan citra Bumi Tunggul Wulung (BTWI) sebagai kampung entrepreneur, serta market place berbasis koperasi yang akan mewadahi setiap warga yang belum memiliki pasar produk dengan harapan dapat mingkatakan profit usaha serta terjadi kolaborasi antar warga. Kegiatan pengabdian masyrakat ini dilakukan melalui pelatihan branding, photo produk, pengolahan data pada website serta pelatihan e-commerce. Hasil dari kegiatan menjunjukkan bahwa dengan adanya Graphic Standard Manual (GSM) untuk Logo, maka identitas untuk mencapai brand awarness dapat diterapkan dalam berbagai atibut desain yang dialokasikan kedalam media promosi baik cetak maupun digital seperti website yang sudah dikembangkan. Dengan adanya website sebagai platform digital diharapkan dapat menjadi wadah bagi warga BTWI yang ingin meningkatkan profit usahanya dengan nafas kampung etrepreneur sebabagai citra warga.Kata kunci—entrepreneur, branding, marketplace, website, UMKM AbstractThe purpose of this program is to develop and provide training on how to use effective promotion media in the form of a web-based digital market platform. In addition, this activity is carried out to improve the image of Bumi Tunggul Wulung (BTWI) as an entrepreneur village, as well as a cooperative-based market place that will accommodate every citizen who does not yet have a product market in the hope of increasing business profits and collaboration between citizens. Activities in community service are through branding training, product photos, data processing on the website and e-commerce training. The results of the activity show that with the Graphic Standard Manual (GSM) for the Logo, the identity to achieve brand awareness can be applied in a variety of design allocated to print and digital promotional media such as websites that have been developed. With the website as a digital platform it is hoped that it can become a forum for BTWI residents who want to increase their business profits with the breath of the entrepreneur's village because of the citizens' image.Keywords—entrepreneur, branding, marketplace, website, MSME
PASAR DESA DIGITAL BERBASIS WEB SEBAGAI MEDIA PROMOSI BAGI UMKM Joko Samodra; Andreas Syah Pahlevi; Yon Ade Lose Hermanto
Jurnal KARINOV Vol 2, No 3 (2019): September
Publisher : Institute for Research and Community Service (LP2M), Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1026.29 KB) | DOI: 10.17977/um045v2i3p177-180

Abstract

Permasalahan yang dimiliki pelaku Usaha Kecil Mikro dan Menengah (UMKM) di desa Tunjungtirto kecamatan Singosari Kabupaten Malang yaitu masih menjalankan usahanya dengan sistem tradisional, belum memiliki media promosi dan pemasaran serta belum memiliki ketrampilan yang memadai dalam menggunakan media berbasis web. Tujuan kegiatan ini agar para pelaku usaha  memiliki media promosi dan pemasaran yang efektif bagi peningkatan penjualan produknya. Metode pendekatannya adalah pelatihan dan pendampingan dengan konten pembuatan platform ecommerce pasar desa digital berbasis web, fungsi dan fitur media berbasis web, dan memberikan bekal ketrampilan yang memadai tentang cara menggunakan medianya. Hasil pengembangan dan evaluasi kegiatan dapat disimpulkan bahwa terdapat peningkatan pengetahuan dan ketrampilan dalam hal pembuatan, pemanfaatan media berbasis web dengan indikator telah terwujudnya media online dan sekaligus diuji coba untuk kegiatan promosi dan pemasaran produk mereka.Kata kunci—Pasar Desa, Digital, Media Promosi, UMKM Abstract Problems that are owned by Micro and Medium Enterprises (SMEs) in the village of Tunjungtirto, Singosari sub-district, Malang Regency, are still running their business with traditional systems, do not have promotion and marketing media and do not yet have adequate skills in using web-based media. The purpose of this activity is for businesses to have effective promotional and marketing media to increase sales of their products. The approach method is training and mentoring with the content of making web-based digital village market ecommerce platforms, web-based media functions and features, and providing adequate skills on how to use the media. The results of the development and evaluation of activities can be concluded that there is an increase in knowledge and skills in terms of making, using web-based media with indicators that online media have been realized and at the same time being tested for promotional activities and marketing of their products.Keywords—Village Market, Digital, Media Promotion, SMEs
LATERAL THINKING DE BONO DALAM PERANCANGAN DESAIN Andreas Syah Pahlevi
JADECS (Journal of Art, Design, Art Education & Cultural Studies) Vol 3, No 1 (2018)
Publisher : Jurusan Seni dan Desain, Fakultas Sastra, Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (841.91 KB) | DOI: 10.17977/um037v3i12018p45-51

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Pada saat ini diketahui bahwa dominasi pemecahan masalah dalam mayoritas keilmuan, termasuk desain komunikasi visual lebih pada cara-cara berpikir linear yang mengikuti alur prosedur ala ilmu-ilmu alam dan eksakta yang rigid, pasti, ajeg, terukur dan empirik. Cara berpikir ini terus merambah ke ilmu-ilmu lain yang sebenarnya nature dan sifat keilmuannya berbeda, Karakter ilmu desain komunikasi visual yang embedded dengan ilmu lainnya menyebabkan penyebaran cara berpikir linear terus merasuk ke relung-relung kehidupan manusia sehari-hari disamping tentunya menular ke bidang keilmuan selain ilmu-ilmu alam dan ilmu pasti yaitu seperti psikologi, sosiologi, ekonomi dan berbagai ilmu-ilmu sosial kemanusiaan lainnya. Lateral thinking dalam dunia desain komunikasi visual menawarkan cara alternatif yang menyandingkan imajinasi creator dengan logika problem desain.
Video Branding as AISAS Mode's Digital Marketing Strategy for Hijau Daun Mangrove Ecotourism in Bawean Island Muhammad Arif Fadlurrahman; Luthfi Maulida Rochmah; Andreas Syah Pahlevi
Publica: Jurnal Pemikiran Administrasi Negara Vol 15, No 2 (2023): Pemikiran Administrasi Negara 6
Publisher : Department of Public Administration

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15575/jpan.v15i2.28866

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Bawean Island is one of the islands included in the territorial area of East Java Province which has abundant natural tourism potential, one of which is Hijau Daun mangrove ecotourism. However, the community managing tourism has not been able to massively maximize digital technology to develop tourism potential by providing a complete and real picture to be able to attract tourists so that it will support the economy and welfare of the people of Bawean Island. This research aims to optimize digital-based tourism marketing through video and form a communication media group as a long arm for the sustainability of digital marketing. The method used is descriptive qualitative with data collection techniques using documentation, interviews, and questionnaires. The research subjects were the community and managers of Hijau Daun mangrove ecotourism. It is hoped that this research will be able to provide good practices for Hijau Daun mangrove ecotourism and can be applied to other potential Tourism Villages.
Board Game sebagai Media Menurunkan Stres pada Remaja Akhir (18-22 Tahun) Wardhani, Ayu Kusuma; Pujiyanto, Pujiyanto; Pahlevi, Andreas Syah
Journal of Language Literature and Arts Vol. 4 No. 7 (2024)
Publisher : Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17977/um064v4i72024p651-659

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Board Game is a game that is played in groups, in one game there are at least 2 to 3 people therefore board games are very closely related to social interaction. Interacting with other people is one way to reduce stress, as is the purpose of the Story on Party board game which is to reduce stress in late teens who are in transition. In this design the author uses the Bruce Archer method. The stages start from programming, data collection, analysis, synthesis, development, and communication. The result of this design is a set of Story on Party board games consisting of boards, cards, supply coins, heart coins, pawns, dice, coupons, playing guide books, and board game packaging. In addition, there are also supporting media in the form of posting promotional content on the official Instagram account of the Story on Party board game which aims to introduce this board game using the microblog method. Board game merupakan permainan yang dimainkan secara berkelompok, biasanya melibatkan minimal 2 hingga 3 orang, sehingga sangat erat kaitannya dengan interaksi sosial. Berinteraksi dengan orang lain adalah salah satu cara efektif untuk mengurangi stres. Hal ini sejalan dengan tujuan dibuatnya board game "Story on Party," yang dirancang untuk menurunkan tingkat stres pada remaja akhir yang sedang berada dalam masa transisi dari remaja ke dewasa. Dalam perancangan board game ini, penulis menggunakan metode Bruce Archer, yang melibatkan beberapa tahapan: programming, pengumpulan data, analisis, sintesis, pengembangan, hingga komunikasi. Hasil dari perancangan ini berupa satu set board game "Story on Party" yang terdiri dari papan permainan, kartu, koin suplai, koin hati, bidak, dadu, kupon, buku panduan bermain, dan kemasan board game. Untuk memperkenalkan board game ini, terdapat media pendukung berupa postingan konten promosi di akun Instagram resmi "Story on Party," yang menggunakan format microblog. Penulis memastikan bahwa setiap elemen dari board game ini dirancang untuk mendukung tujuan utamanya, yaitu mengurangi stres. Penggunaan warna-warna lembut dan ilustrasi kartun diharapkan memberikan efek menenangkan, sementara mekanisme permainan meningkatkan interaksi sosial dan menciptakan momen menyenangkan yang membantu pemain merasa lebih rileks dan bahagia. "Story on Party" diharapkan memberikan dampak positif bagi para pemainnya, memperkuat ikatan sosial, dan mengurangi stres, sehingga menjadi alat yang bermanfaat dalam mendukung kesejahteraan mental remaja akhir.
Optimalisasi Visual Identity dalam Memperkuat Eksistensi NYCKI Group Krisdianto, Nova; Pahlevi, Andreas Syah
Journal of Language Literature and Arts Vol. 4 No. 8 (2024)
Publisher : Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17977/um064v4i82024p850-865

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Nycki Group adalah sebuah agensi yang termasuk dalam salah satu UMKM sub sektor Desain Komunikasi Visual (DKV) yang bergerak di bidang ekonomi kreatif di Kota Malang. Berdiri pada tahun 2020 oleh Elmiyadi Novia Farma, Nycki Group terdiri dari tiga divisi, yaitu Nycki Studio, Nycki Store, dan Nycki Animation. Selama dua tahun berkiprah di industri kreatif, Nycki Group telah mengerjakan berbagai proyek. Namun demikian, Nycki Group belum banyak dikenal oleh audiens, bahkan di kota domisilinya. Hal ini disebabkan karena mereka selalu menggunakan bendera Event Organizer (EO) untuk berpartisipasi dalam proyek tersebut. Untuk mengatasi masalah ini, Nycki Group mulai mengembangkan sistem dan branding mereka. Salah satu langkah yang diambil adalah mendaftarkan diri sebagai CV. Setelah menjadi CV, perancangan visual identity sangat diperlukan untuk menyampaikan eksistensi Nycki Group, atau dengan kata lain, untuk mendapatkan kesadaran dari konsumen. Perancangan ini bertujuan untuk mengkomunikasikan nilai-nilai yang ingin disampaikan oleh perusahaan kepada konsumennya. Perancangan ini menggunakan metode kualitatif dengan model perancangan oleh Alina Wheeler. Hasil dari perancangan ini berupa GSM (Graphic Standards Manual) dan turunannya yaitu Brand Identity, Stationary, Logo Placement, dan Signage.
Learning the Qur'an with the Qalifa Method in Heterogeneous Groups Based on Learning Recommendations Hanafi, Yusuf; Pahlevi, Andreas Syah; Fauzan, Moh.; Agus Prohimi, Afwan Hariri; Gunawan, Ari; Syafruddin, Afis Baghiz
EDUTEC : Journal of Education And Technology Vol 6 No 3 (2023): March 2023
Publisher : STAI Miftahul Ula Nganjuk

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29062/edu.v6i3.447

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Quranic learning should ideally use a learning method that has certain guidelines and is carried out consistently. However, in certain cases a Quranic teacher faces special conditions and requires different treatment. The study groups that are handled have characteristics that vary between groups and internally the Quranic study group is very open to the possibility of being heterogeneous. However, currently in a place or group studying the Qur'an only uses one learning method so that it cannot provide opportunities for students to choose a learning method that suits their learning style. The purpose of this study is to analyze existing Quranic learning methods, provide recommendations to students for learning methods that are in accordance with their learning styles, streamline Quranic learning based on personalized learning. The method used in this study is Design Thinking Proccess. Based on the development research procedures that have been presented, there are 5 procedural steps of research based on design thinking. This research is very important to do considering that studying the Qur'an well is a priority for Muslims as a guide for living in the world.
Pengolahan Ikan Asap Berdasarkan Konsep Cara Pengolahan Pangan yang Baik (CPPB) untuk Meningkatkan Branding Kuliner Unggulan Pantai Prigi Trenggalek Rifqie Mariana, Rina; Wahyu Hidayat, Nur; Andoko, Andoko; Ade Lose Hermanto, Yon; Syah Pahlevi, Andreas; Muntholib , Muntholib
Indonesian Journal for Social Responsibility Vol. 5 No. 01 (2023): June 2023
Publisher : LPkM Universitas Bakrie

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36782/ijsr.v5i01.180

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Currently smoked fish is known as the superior cuisine of Prigi Beach, Trenggalek Regency. The local government in Trenggalek Regency was quite successful in empowering the community around Prigi Beach through training in producing smoked fish while at the same time utilizing abundant fish resources. However, their production and marketing processes were still conventional that which negatively impacted the profit since the products were deteriorated before they were all sold due to the limited targeted consumers that were Prigi Beach tourists. This community service offered solutions and methods such as counseling and practices regarding healthy, preserved, and safe storage for smoked fish process based on the Good Manufacturing Practices (GMP), and digital marketing training continued with gifting packing and freezer tools to one group of artisans. This activity was joined by 20 artisans in Tasikmadu Village, Prigi Bay, Watulimo District, Trenggalek Regency. After one month of monitoring and guidance by the community service team, artisans could improve their products into healthy, preserved, and safe products. Also, their market is widened not only limited to the beach, but also through Instagram and other social media. Thus, their profit gradually increased since August.
Empowering Visual Communication Design Students to Support Tourism Village through Entrepreneurship Education Sukmaraga, Ayyub Anshari; Pahlevi, Andreas Syah; Arizal, Fariza Wahyu; Hidayat, Ima Kusumawati; Daud, Khairul Azhar bin Mat
International Research-Based Education Journal Vol 7, No 1 (2025)
Publisher : Faculty of Education Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17977/um043v7i1p75-84

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This study investigates the effectiveness of integrating Entrepreneurship Education into Visual Communication Design (VCD) curricula to enhance students' empathy and their capacity to support community development. By embedding entrepreneurial principles, the program aims to cultivate social responsibility and practical skills, empowering students to contribute to the economic and cultural sustainability of local communities. The research involved two student cohorts from Universitas Negeri Malang and Universitas Ma Chung, who collaborated with Kampung Warna-Warni, a renowned tourism village in Malang, Indonesia. Over a one semester workshop, students designed souvenirs to boost creativity and income for village residents while fostering their own empathy. Result show a the potential of combining academic learning with practical application to achieve both educational and community development objectives.