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EDUKASI DAN FASILITASI PENDAFTARAN MEREK JASA KEBON INDAH PADA PAGUYUBAN BATIK TULIS KEBON INDAH BAYAT, KLATEN, JAWA TENGAH Dias Aziz Pramudita; Sukirman Sukirman; Rifqi Syarif Nasrulloh
JURNAL PENGABDIAN MANDIRI Vol. 1 No. 6: Juni 2022
Publisher : Bajang Institute

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1077.737 KB)

Abstract

Desa Kebon yang terletak di Kecamatan Bayat, Kabupaten Klaten, Provinsi Jawa Tengah, merupakan salah satu sentra batik tulis dengan menggunakan pewarna alam. Tujuan khusus kegiatan pengabdian ini adalah melakukan edukasi HKI dan fasilitasi pendaftaran merek pada kategori usaha jasa. Metode kegiatan pengabdian akan menggunakan metode pendampingan yang intens yaitu edukasi HKI, Edukasi penggunaan merek jasa dan fasilitasi pendaftaran merek jasa. Dengan terdaftarnya merek jasa “Kebon Indah”, diharapkan mampu menambah daya saing para pengrajin batik yang tergabung pada paguyuban batik tulis kebon indah. Pengguaan merek jasa diharapkan mampu meningkatkan dan menjaga nama baik paguyuban batik sebagai penyedia kain batik terbaik di Klaten.
Educational Game for Learning Computational Thinking in a Low Budget Virtual Reality Environment Sukirman Sukirman; Dias Aziz Pramudita; Abdylla Adhiyasa Nugroho; Muhammad Rizky Aminudin
Jurnal Nasional Pendidikan Teknik Informatika : JANAPATI Vol. 12 No. 1 (2023)
Publisher : Prodi Pendidikan Teknik Informatika Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/janapati.v12i1.52743

Abstract

Virtual reality (VR) is a technology that can create a simulation of real objects in a virtual environment more interactively. In terms of budget, VR devices can be categorized into low budget and high end. However, both of them can still carry out the same interactive simulations, such as educational games. This research aims to develop an educational game based in low-budget VR environment for learning computational thinking (CT), one of the 21st century skills that students need to learn. The method used is Design and Development Research (DDR) that consists of five stages: analysis, design, development, testing, and evaluation. Participants involved in this study are 30 students of vocational school (SMK) majoring Computer and Network Engineering. Evaluation conducted through Technology Acceptance Model (TAM) framework that consists of perceived usefulness (PU), perceived ease of use (PEU), attitude toward using (ATU), and intention to use (ITU). Based on the data obtained and the analysis performed, the Cronbach’s alpha score of PU and PEU were 0.714 and 0.614, respectively. Meanwhile, the Cronbach’s alpha score of ATU and ITU were 0.754 and 0.882, respectively. PU and PEU are positively correlated with ATU, while ATU is also positively correlated with ITU. It means that the ease of use of the application and the usability aspects of the developed application have a positive effect on user attitudes. This positive behavior is also positively correlated with the intention to use it again on another occasion. Thus it can be concluded that this educational game based in low-budget VR environment can be used for learning CT. It can be seen from the analysis and some positive comments from students, like participants wish they can use this learning approach in the other subject.
Sistem Peminjaman Buku Perpustakaan dengan Identifikasi Kode Quick Response (QR) Kurniawan Firman Syah; Sukirman Sukirman
Jurnal Pendidikan Informatika (EDUMATIC) Vol 7 No 1 (2023): Edumatic: Jurnal Pendidikan Informatika
Publisher : Universitas Hamzanwadi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29408/edumatic.v7i1.13372

Abstract

Currently at SMK Muhammadiyah 01 Boyolali the process of managing library book lending services is still manual with library ledgers and there is no computerized system, so this results in fewer effective services and is prone to transaction data errors. This study aims to create a library book lending system with quick response (QR) code identification to overcome problems in the current library service process. The system development method uses Waterfall which consists of analysis, design, implementation, and testing. The analysis phase of collecting data on library services through observation and interviews. The system process design stage is described using use case and activity diagram. System functionality testing uses black box testing and usability testing uses a QUIS questionnaire which consists of several parameters, namely: overall reaction to the software, screen, terminology and system information, and system capabilities. Our findings are in the form of an information system that can assist the library service process. In addition, the results of the black box testing of all components in this system run as expected and the validity and reliability tests obtain valid and reliable results for each parameter. Thus, it can be concluded that this system can be used in optimizing library services.
Peningkatan Keterampilan Merancang Konten Pembelajaran dan Evaluasi Formatif Menggunakan Pendekatan Permainan Sukirman Sukirman; Dias Aziz Pramudita; Muhammad Rizky Aminudin; Abdylla Adhiyasa Nugroho
Warta LPM WARTA LPM, Vol. 26, No. 1, Januari 2023
Publisher : Universitas Muhammadiyah Surakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1438.006 KB) | DOI: 10.23917/warta.v26i1.1097

Abstract

Designing learning content and its evaluation is very necessary in teaching and learning activities to determine the extent to which results have achieved and its effectiveness. However, the evaluationa are sometimes still use traditional methods which might actually make students worry about the final result. In fact, this concern should be avoided in order to obtain maximum results. One strategy is to use a game approach, an evaluation model to measure abilities by utilizing games. The purpose of this activity is to improve partners' ability to design learning content and its evaluation, especially formative evaluation, using a game settings. The tools used for evaluation is Kahoot!, a web-based and mobile game platform that can be filled in online questions. The partners involved in this activity were teachers from various subjects of SMK Muhammadiyah 1 Klaten Tengah (6 people), SMK Muhammadiyah 3 Klaten tengah (9 people), and SMK Muhammadiyah 4 Klaten Tengah (6 people) for a total of 21. The method applied in this activity consists of 4 stages, start from analysis, formulation, solutive action, and evaluation. Solutive action is realized in the form of a workshop which is divided into two sessions, namely a theoretical session and a practical session. Based on the evaluation carried out between before and after the activity, it was found that the participants knew better how to design learning content in the form of videos using existing software. In addition, participants also know how to create formative evaluation tools using a game approach with the Kahoot! platform. Thus it can be concluded that the knowledge and skills of the participants became better after the activity.
English English Bagas Arisa Atmaja Putra; Sukirman Sukirman
Jurnal Teknologi Informasi dan Pendidikan Vol 16 No 1 (2023): Jurnal Teknologi Informasi dan Pendidikan
Publisher : Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/jtip.v16i1.693

Abstract

The large number of students who like to play games and conventional learning media causes students' lack of interest in learning, and an interesting learning media is needed for students. This research was conducted to develop and determine the feasibility of learning media based on multiplayer educational games. This study used the ADDIE development model. The trial process was carried out with media tests, material tests, and direct implementation on 29 grade VII students of SMP Negeri 4 Ngawi. The results of this study show the feasibility rate carried out by media experts of 83% with a very decent category, the feasibility tested by material experts was 93% with a very proper class, and the results of the satisfaction questionnaire were filled out by students. calculated using SUS calculations showing a value of 80.6 with the EXCELLENT category including grade scale B, it can be concluded from these results that this multiplayer educational game-based learning media is suitable for use as a learning medium.
Game RPG RALANTAS sebagai Media Pembelajaran Pengenalan Rambu Lalu Lintas untuk Siswa Sekolah Dasar Bagus Arinto Purnomo; Sukirman Sukirman
Jurnal Pendidikan Informatika (EDUMATIC) Vol 7 No 2 (2023): Edumatic: Jurnal Pendidikan Informatika
Publisher : Universitas Hamzanwadi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29408/edumatic.v7i2.21266

Abstract

Traffic signs are an important element to be known, especially by elementary school students. Lack of knowledge about traffic signs can lead to accidents while driving. The purpose of this research is to develop an RPG game for introducing traffic signs to elementary school students. The method used in this research is Research and Development with the ADDIE development model, consisting of Analysis, Design, Development, Implementation, and Evaluation stages. Testing conducted includes media testing and material testing using questionnaires for data collection. Data collection techniques involve questionnaires filled out by media and subject matter experts. Data analysis is performed using descriptive statistical analysis techniques. This study shows that the combination of an RPG game containing traffic sign introduction material can serve as a means to introduce traffic signs to students for better recognition. Based on student satisfaction questionnaire data, the System Usability Scale (SUS) score is 80, categorized as EXCELLENT, corresponding to a grade scale of B. It can be concluded that the Ralantas RPG game is highly suitable for use.
Analisis Penggunaan Kahoot! dalam Meningkatkan Keterlibatan, Efektivitas Pembelajaran, dan Pengalaman Belajar Siswa di Sekolah Menengah Kejuruan Diyah Rachmawati Prasetiani; Sukirman Sukirman
Journal on Education Vol 6 No 4 (2024): Journal on Education: Volume 6 Nomor 4 Mei-Agustus 2024
Publisher : Departement of Mathematics Education

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/joe.v6i4.6185

Abstract

Penelitian ini bertujuan mengevaluasi keterlibatan siswa terhadap efektivitas pembelajaran, pengalaman belajar, dan keterampilan akademik siswa SMK Jurusan Teknik Komputer Jaringan. Partisipan yang terlibat dalam penelitian ini sebanyak 35 orang berusia 14-17 tahun (10 laki-laki, dan 25 perempuan). Penelitian ini mengkaji empat variabel yaitu keterlibatan sebagai independen, sedangkan dependennya adalah efektivitas pembelajaran, pengalaman belajar, dan keterampilan akademik. Data dikumpulkan melalui kuesioner dan dianalisis menggunakan Partial Least Squares Scructural Modeling (PLS-SEM) dengan SmartPLS. Hasil penelitian menunjukkan bahwa keterlibatan siswa memiliki koefisien jalur yang kuat dengan efektivitas pembelajaran (0.875), pengalaman belajar (0.864), dan keterampilan akademik (0.768). Validitas dan reabilitas model penelitian ini terbukti baik dengan nilai outer loading setiap item di atas 0.70 dan nilai AVE (Average Variance Extranced) di atas 0.60. Penelitian ini memberikan bukti empiris bahwa Kahoot! efektif dalam meningkatkan kualitas pembelajaran dan memberikan rekomendasi praktis bagi pendidik untuk memanfaatkan teknologi tersebut dalam proses pembelajaran.
Transforming learning assessment through a game-based approach for teachers Sukirman; Eko Supriyanto; Isnan Burhanuddin; Damar Dewantoro
Transformasi: Jurnal Pengabdian Masyarakat Vol. 20 No. 1 (2024): Transformasi Juni
Publisher : LP2M Universitas Islam Negeri Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20414/transformasi.v20i1.9725

Abstract

[Bahasa]: Evaluasi atau penilaian dalam lingkungan pendidikan merupakan alat untuk mengukur sejauh mana tujuan pembelajaran tercapai. Akan tetapi, penilaian yang dilakukan sebagian besar kurang menyenangkan sehingga dampaknya kurang maksimal. Padahal, penilaian dapat dilaksanakan dengan lebih menyenangkan menggunakan pendekatan penilaian berbasis permainan (GBA), sehingga dapat menciptakan pengalaman belajar dan penilaian yang menyenangkan dan imersif. Kegiatan pengabdian masyarakat ini bertujuan untuk meningkatkan keterampilan guru dalam mengembangkan GBA dengan fokus pada platform Kahoot!. Metode yang digunakan adalah Participatory Action Research (PAR), yaitu pendekatan kolaboratif yang menekankan pada keterlibatan aktif dan kemitraan dengan anggota komunitas yang mendapat intervensi dari kegiatan itu. Peserta yang terlibat dalam kegiatan ini adalah 39 guru (15 laki-laki, 24 perempuan) di SMKS Sakti Gemolong, Sragen. Hasilnya menunjukkan tingkat kepuasan dan efektivitas yang tinggi, dengan skor rata-rata berkisar antara 4,59 hingga 4,85 dalam berbagai aspek seperti kegunaan kegiatan, perolehan pengetahuan baru, dan niat menerapkan GBA dalam pengajaran. Skor yang sedikit lebih rendah untuk penerapan praktis menunjukkan antisipasi realistis terhadap tantangan dalam penerapan GBA. Namun demikian, tanggapan positif secara keseluruhan, khususnya keinginan untuk berpartisipasi dalam kegiatan serupa di masa mendatang (4,85), menggarisbawahi nilai yang diberikan pada pengembangan profesional berkelanjutan dalam metode pengajaran inovatif. Kata Kunci: penilaian berbasis game, pembelajaran berbasis game, Kahoot, participatory action research [English]: Evaluation or assessment in educational settings is a tool for measuring the extent to which learning objectives are achieved. However, the conducted assessments are mostly less playful, so the impact of it is less effective. On the other hand, an assessment can be carried out more fun with a game-based assessment (GBA) that can create an enjoyable and immersive learning experience. This community service aims to enhance teachers' proficiency in GBA, focusing on platforms like Kahoot!. The method used was Participatory Action Research (PAR), a collaborative approach that emphasizes active involvement and partnership with the community members affected by the issue being studied. Participants involved in this activity were 39 teachers (15 males, 24 females) at SMKS Sakti Gemolong, Sragen. The results reveal high levels of satisfaction and perceived effectiveness, with average scores ranging from 4.59 to 4.85 across various aspects, such as the usefulness of the activity, acquisition of new knowledge, and intent to apply GBA in teaching. The slightly lower score for practical application indicates a realistic anticipation of challenges in implementing GBA. Nevertheless, the overall positive response, particularly the eagerness for future participation in similar activities (4.85), underscores the value placed on continuous professional development in innovative teaching methods. Keywords: game-based assessment, game-based learning, Kahoot, participatory action research
Pengembangan Media Pembelajaran Berbasis Augmented Reality Untuk Belajar Flowchart Isnan Burhanuddin; Sukirman
Didaktika: Jurnal Kependidikan Vol. 13 No. 001 Des (2024): Didaktika: Jurnal Kependidikan (Special Issue 2024)
Publisher : South Sulawesi Education Development (SSED)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58230/27454312.1490

Abstract

Penelitian ini bertujuan untuk mengetahui : (1) Mengembangkan media pembelajaran berbasis Augmented Reality (AR) untuk materi flowchart. (2)Menguji kelayakan media pembelajaran berbasis Augmented Reality untuk belajar flowchart. Penelitian ini dilakukan pada siswa kelas XI SMK N 1 Pedan. Penelitian ini menggunakan teknik Analisa data deskriptif kualitatif. Penelitian dilakukan dengan model 4D meliputi Define (Pendefinisian), Design (Perancangan), Develop (Pengembangan), Disseminate (Penyebaran). Analisis data menggunakan metode Research and Development (R&D). Instrumen yang digunakan dalam penelitian ini adalah wawancara, observasi dan angket kuisioner. Hasil Penelitian menunjukkan : (1) Media pembelajaran berbasis Augmented Reality (AR) merupakan pengembangan teknologi terbaru di dunia pendidikan yang membuat siswa melek teknologi. (2) Media pembelajaran berbasis Augmented Reality (AR) mendapat nilai 79 (Grade B) dari pengujian SUS, sehingga aplikasi layak untuk digunakan sebagai media pembelajaran pada materi flowchart di jenjang SMK karena mudah digunakan dan menarik.