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ALIH TEKNOLOGI PEMBUATAN ALAT PENETAS TELUR SEDERHANA DI DESA ORO-ORO BULU PASURUAN Mauliana, Metatia Intan; Hasanah, Fitria Nur; Azizah, Nuril Lutvi
Jurnal Terapan Abdimas Vol 4, No 2 (2019)
Publisher : UNIVERSITAS PGRI MADIUN

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (254.539 KB) | DOI: 10.25273/jta.v4i2.4842

Abstract

Abstract. Indonesia is one of the countries with the most consumption of processed chicken in Asia. This causes businesses and UKM in the field of chicken farming to be quite attractive. Oro-oro Bulu village is one of the villages located in the Rembang district. This village with the area and population density have the potential of developing chicken farming business. Chicken farms in the village of Oro Bulu although still relatively small but quite promising. It's just that chicken farmers in this village are still unable to produce their chicken seeds. Chicken seeds are usually imported by farmers from the Mojosari and Kediri regions. This is due to a lack of understanding of breeders on nurseries and lack of knowledge and maintenance of the hatchery equipment needed.Therefore, the researchers took the initiative to socialize understanding of chicken breeding and develop a simple egg incubator to help Oro Bulu farmers to produce chickens / DOC independently. The methods of implementation in IbM activities include using methods with counseling to deliver material that is theoretical and motivational, demonstration of assembling simple egg incubators directly. The entire socialization process is carried out by the implementing team of activities involving lecturers and students with areas of expertise that are by the needs of the field. Based on the results of respondents' questionnaire data processing, it was obtained that the average 71.8% stated that there was an increase in motivation and 77.5% stated the success of technology transfer by respondents after participating in the socialization activities. So that it can be said that this IbM activity has been successfully implemented. Abstrak. Indonesa merupakam salah satu Negara dengan pengkonsumsi olahan ayam terbanyak di Asia. Hal ini menyebabkan bisnis dan UKM bidang peternakan ayam cukup diminati. Desa Oro-oro bulu merupakan salah satu desa yang terletak di kecamatan Rembang. Desa dengan Luas dan kepadatan penduduk ini memiliki potensi usaha peternakan ayam yang sedang berkembang. Peternakan ayam di desa Oro bulu meskipun masih terbilang kecil namun cukup menjanjikan. Hanya saja peternak ayam di desa ini masih belum mampu menghasilkan bibit ayam sendiri. Bibit ayam biasanya didatangkan oleh peternak dari wilayah Mojosari dan Kediri. Hal ini dikarenakan kurangnya pemahaman peternak akan pembibitan dan minimnya pengetahuan dalam penggunaan dan perawatan peralatan penetasan telur yang dibutuhkan. Oleh karena itu, peneliti berinisiatif untuk melakukan sosialisasi pemahaman mengenai pembibitan ayam dan mengembangkan alat penetas telur sederhana untuk membantu peternak desa Oro bulu dalam menghasilkan bibit ayam/DOC secara mandiri. Metode pelaksanaan pada kegiatan IbM antara lain menggunakan metode dengan penyuluhan untuk penyampaian materi yang bersifat teori dan motivasi, demonstrasi perakitan alat penetas telur sederhana secara langsung. Keseluruhan proses sosialisasi dilaksanakan oleh tim pelaksana kegiatan yang melibatkan dosen dan mahasiswa dengan bidang keahlian yang sesuai dengan kebutuhan lapangan. Berdasarkan hasil pengolahan data angket responden diperoleh sebanyak rerata 71.8% menyatakan adanya kenaikan motivasi dan 77.5% menyatakan keberhasilan alih teknologi oleh responden setelah mengikuti kegiatan sosialisasi. Sehingga dapat dikatakan bahwa kegiatan IbM ini telah berhasil dilaksanakan.
Pendampingan Pengembangan Pembelajaran berbasis STEAM-Q (Science, Technology, Engineering, Art, Math, and Qur’an) bagi Guru PAUD Nisak Aulina , Choirun; Shofiyah, Noly; Nur Hasanah, Fitria; Maratus, Fitri
Murhum : Jurnal Pendidikan Anak Usia Dini Vol. 5 No. 2 (2024): Desember
Publisher : Perkumpulan Pengelola Jurnal (PPJ) PAUD Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37985/murhum.v5i2.994

Abstract

Pengabdian masyarakat ini bertujuan untuk meningkatkan kompetensi guru PAUD dalam mendesain pembelajaran berbasis STEAM-Q (Science, Technology, Engineering, Art, Math, and Qur’an) di TK Aisyiyah VI Kalidawir. Pendekatan STEAM-Q diharapkan mampu mengintegrasikan ilmu pengetahuan dengan nilai-nilai Al-Qur'an dalam proses pembelajaran, yang mendukung pengembangan keterampilan abad ke-21 seperti berpikir kritis, kreativitas, kolaborasi, dan komunikasi. Program pengabdian ini dilakukan melalui tiga tahapan utama: persiapan, pelaksanaan, dan evaluasi. Pada tahap pelaksanaan, dilakukan pelatihan dan workshop penyusunan modul ajar berbasis STEAM-Q, serta pendampingan guru dalam penerapan kurikulum tersebut. Hasil evaluasi menunjukkan peningkatan signifikan dalam pemahaman dan keterampilan guru dalam mengintegrasikan nilai-nilai Al-Qur'an ke dalam kegiatan pembelajaran sehari-hari. Hasil post-test menunjukkan peningkatan rata-rata nilai kemampuan guru dari 53,2 menjadi 82,2 setelah program dilaksanakan. Penerapan pembelajaran berbasis STEAM-Q terbukti efektif dalam membentuk karakter Islami anak usia dini dan meningkatkan keterampilan berpikir kritis mereka. Guru dapat mengintegrasikan materi pembelajaran dengan nilai-nilai yang ada dalam qur-an, dan guru dapat menyusun perangkat pembelajaran berbasis STEAM Q.
Pengembangan Modul Pemrograman Visual berbasis Project Based Learning Hasanah, Fitria Nur; Untari, Rahmania Sri; Aulina, Choirun Nisa; Ramadhan, Syahrul
Edu Komputika Journal Vol 9 No 1 (2022): Edu Komputika Journal
Publisher : Jurusan Teknik Elektro Universitas Negeri Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15294/edukomputika.v9i1.56857

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Mahasiswa seringkali kurang kreatif mengembangkan contoh dalam modul praktikum yang ada pada modul mata kuliah Pemrograman visual pada era post covid, sehingga hasil produk yang dihasilkan selalu monoton dan sekedar meniru modul praktikum. Tujuan penelitian ini adalah mengembangkan modul berbasis project based learning serta mengetahui kelayakan modul. Penelitian ini merupakan jenis penelitian dan pengembangan (Research and development). Pengembangan modul menggunakan model pengembangan 4D (Define, Design, Develop, and Disseminate) yang mengadopsi dari Thiagarajan . Modul divalidasi oleh 2 ahli yaitu ahli materi dan ahli media pembelajaran dan diujicoba pada kelompok terbatas sejumlah 10 responden. Instrumen yang digunakan adalah angket dengan skala likert. Teknik analisis data menggunakan analisis deskriptif statistik. Berdasarkan hasil uji kelayakan yang telah dilakukan pada ahli materi dan ahli media secara berturut-turut diperoleh persentase sebesar 80,33% dengan kriteria sangat layak dan 87,5% dengan kriteria sangat layak, hasil ujicoba kelompok terbatas mencapai tingkat kelayakan 86,8% dengan kriteria sangat layak. Sehingga disimpulkan bahwa modul pemrograman visual berbasis PjBL sangat layak untuk digunakan.
Analysis of Student Learning Media Needs in Object-Based Programming (PBO) Subjects Wiguna, Akbar; Astuti, Cindy Cahyaning; Hasanah, Fitria Nur; Sri Untari, Rahmania
Gammath : Jurnal Ilmiah Program Studi Pendidikan Matematika Vol. 9 No. 2 (2024): Gammath : Jurnal Ilmiah Program Studi Pendidikan Matematika
Publisher : Universitas Muhammadiyah Jember

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

Abstract

Object-Oriented Programming (OOP) is a fundamental course in computer science, particularly in software and application design. However, programming is often perceived as challenging by many students. Effective learning should stimulate creativity, actively engage students, achieve learning objectives effectively, and occur in conducive environments. One strategy to achieve this is by utilizing learning media tailored to students' needs. This study aims to analyze university students' needs in learning Object-Oriented Programming. A qualitative approach was employed using a case study method. The study examined students' perceptions of pair programming in OOP courses at the University of Muhammadiyah Sidoarjo (UMSIDA) within the Information Technology Education (PTI) program. The findings indicate that students predominantly use PCs or laptops for programming and require digital learning media to enhance their learning experience. They prefer materials that provide clear instructions and commands and are more comfortable with media that integrate text and visual elements. The analysis reveals a need for e-modules designed specifically for laptops/PCs, incorporating images, text, and detailed instructions for effective programming learning.
PENGEMBANGAN SISTEM INFORMASI BERBASIS WEBSITE UNTUK PENINGKATAN POTENSI DESA JEMIRAHAN Astuti, Cindy Cahyaning; Mulyanto, Angga Dwi; Wiguna, Akbar; Hasanah, Fitria Nur; Untari, Rahmania Sri; Nugroho, Oktavianto Ashror
JRCE (Journal of Research on Community Engagement) Vol 5, No 2 (2024): Journal of Research on Community Engagement
Publisher : Universitas Islam Negeri Maulana Malik Ibrahim Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.18860/jrce.v5i2.26238

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Village website development is the process of designing, creating and maintaining a website specifically to represent and serve the needs of a village. Websites generally aim to provide an information and communication platform that can be accessed by members of the village community as well as other people interested in the village. . On the Jemirahan Village website, there are several menus, including village structure notifications, news information linked to Facebook, and a suggestion and complaint box menu. In the complaints menu, Jemirahan village residents can provide suggestions or criticism regarding the services provided by Jemirahan village officials. Creating a website for village communities brings various significant benefits, both in social, economic and educational aspects. The website is not only a communication tool, but also a strategic platform for development and empowerment of village communities in various fields.
Development of the Android-based "Misi Gimako" Game as a Class High School Learning Media: Pengembangan Game “Misi Gimako” Berbasis Android Sebagai Media Pembelajaran SMA Sofi, Angelia; Hasanah, Fitria Nur
Inquest Journal Vol. 2 No. 1 (2023): November
Publisher : Wadah Inovasi Indonesia

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

Abstract

This research explores the potential of Android-based educational games in enhancing learning experiences for high school students, focusing on informatics subjects. Employing the ADDIE development model—comprising Analysis, Design, Develop, Implement, and Evaluate—the study aims to assess the efficacy of these games as learning media. Research involves 10 randomly selected students, evaluating both randomly chosen and expert-validated educational games. Utilizing the Cocket as the research instrument, the findings aim to bridge existing knowledge gaps in educational technology, offering insights into optimizing technology for educational purposes.
Penerapan Teknologi Real Time Computer Vision pada Robot Cerdas Penyeleksi dan Pemungut Bola Berdasarkan Warna Hasanah, Fitria Nur; Dzikrillah, Ahmad Rizal; Wiranata, Ade Davy; Rahardjo, Rafi Diandra Dani
Simetris: Jurnal Teknik Mesin, Elektro dan Ilmu Komputer Vol 16, No 1 (2025): JURNAL SIMETRIS VOLUME 16 NO 1 TAHUN 2025
Publisher : Fakultas Teknik Universitas Muria Kudus

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24176/simet.v16i1.13722

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Visi komputer merupakan salah satu teknologi terbaru dalam kecerdasan buatan yang banyak digunakan dalam bidang otomasi, deteksi objek, dan robotika. Penelitian ini bertujuan untuk mengembangkan robot cerdas berbasis visi komputer real-time yang mampu mendeteksi, memilah, dan memungut bola berdasarkan warna pada kontes ABU Robocon 2024. Sistem robot ini dirancang dengan menggunakan kamera Pixy CMUCam5 yang dilengkapi algoritma Color Connected Component (CCC) untuk mendeteksi objek berwarna merah dan biru sesuai dengan standar bola kontes. Robot beroda yang dikendalikan oleh mikrokontroler Arduino Uno, memanfaatkan roda mechanum untuk manuver, sementara mekanisme pemungut bola menggunakan silinder karet yang digerakkan motor DC. Pengujian dilakukan melalui dua skenario: deteksi bola yang bergerak dan pengambilan bola yang diam di beberapa jarak. Hasil penelitian menunjukkan bahwa robot mampu mendeteksi dan merespon objek berwarna dalam jangkauan tertentu. Namun, kamera Pixy memiliki keterbatasan dalam mendeteksi bentuk atau pola objek, hanya mendasarkan seleksi pada warna. Penelitian ini berhasil menunjukkan implementasi algoritma deteksi warna berbasis visi komputer pada robot cerdas, meskipun masih perlu peningkatan dalam kemampuan pengenalan bentuk.Computer vision is one of the latest technologies in artificial intelligence, widely used in automation, object detection, and robotics. This study aims to develop an intelligent robot based on real-time computer vision that can detect, sort, and pick up balls based on color for the ABU Robocon 2024 contest. The robot system is designed using the Pixy CMUCam5 camera, equipped with a Color Connected Component (CCC) algorithm to detect red and blue objects according to the contest's ball standards. The wheeled robot, controlled by an Arduino Uno microcontroller, utilizes mechanum wheels for maneuvering, while the ball-picking mechanism uses rubber cylinders driven by DC motors. Testing was conducted through two scenarios: detecting moving balls and picking up stationary balls at various distances. The results indicate that the robot can detect and respond to colored objects within a certain range. However, the Pixy camera has limitations in detecting the shape or pattern of objects, only basing selection on color. This study successfully demonstrates the implementation of a color-detection algorithm using computer vision in an intelligent robot, although improvements in shape recognition are still needed.
Pengembangan Mobile Learning “Detektif Siput” Kelas X SMK Rindiani, Rindiani; Hasanah, Fitria Nur
Media Penelitian Pendidikan : Jurnal Penelitian dalam Bidang Pendidikan dan Pengajaran Vol 16, No 2 (2022)
Publisher : Universitas PGRI Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26877/mpp.v16i2.13183

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The purpose of this study was to develop and determine the feasibility of learning media, in the form of mobile learning with the name "Snail Detective" for class X students majoring in Computer and Network Engineering at Dian Indonesia Vocational High School Sidoarjo. The development model used in this study is the ADDIE model which consists of the analysis, design, development, implementation, and evaluation stages. The subjects in this study were students of class X majoring in Computer and Networking Engineering. The research instrument used is in the form of a questionnaire. The data obtained will then be analyzed using the likert scale. “Detective Snail” mobile learning was validated by media experts, material experts, and tested on groups with a limited scale. Based on the results of the development, it was found that the development of "Snail Detective" mobile learning in class X SMK Dian Indonesia Sidoarjo was declared very feasible as a learning support tool. The validation results from media experts get a score percentage of 94% with a very decent category, the results of material expert validation get a score percentage of 87% with a very decent category and trials to students get an average score percentage of 91.2% with a very decent category . So it is concluded that the “Snail Detective” mobile learning is very feasible to use and can be implemented for the learning process.
2013 Curriculum Report Application Development at SMK DIAN Indonesia: Pengembangan Aplikasi Raport Kurikulum 2013 Di SMK DIAN Indonesia Asy’Ari, Mochammad Hasyim; Untari, Rahmania Sri; Hasanah, Fitria Nur
Indonesian Journal of Education Methods Development Vol. 3 (2018): August
Publisher : Universitas Muhammadiyah Sidoarjo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21070/ijemd.v2i0.583

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In SMA Dian Indonesia the report card data entry process is still constrained by the complexity of the application flow that is used. Each subject teacher gives a grade to the homeroom teacher to be processed into a report card. This made it difficult for the homeroom teacher to process the data provided by the subject teacher so that the process of processing report cards was hampered."This study aims to determine the process of developing the 2013 Curriculum Report Card Processing Application at Dian Indonesia High School. Based on the results of the analysis, it was obtained 90% in the very feasible category by media experts, and from the teacher the average validity was obtained 80.7% with the feasible category. So it can be concluded that the development of the 2013 Curriculum Report Card Processing Application is very suitable for use at Dian Indonesia High School.
Development of AJARKO Learning Media (Computer Network Application) Based on Android in The Information Technology Education Study Program: Pengembangan Media Pembelajaran AJARKO (Aplikasi Jaringan Komputer) Berbasis Android Pada Prodi Pendidikan Teknologi Informasi Septyanto, Fachryzal; Hasanah, Fitria Nur
Indonesian Journal of Education Methods Development Vol. 17 No. 4 (2022): November
Publisher : Universitas Muhammadiyah Sidoarjo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21070/ijemd.v20i.677

Abstract

The purpose of this study was to find out how the development of AJARKO learning media (computer network application) based on Android in the information technology education study program and to determine the feasibility of the developed media. The media was developed using Adobe Flash Professional CS6 software. The type of research used is R&D using the ADDIE (Analysis-Design-Development-Implementation-Evaluation) model. The research subjects were 4th semester PTI students. The validation results obtained from media experts amounted to 89.3% which was declared very feasible. Then from the material and question experts each got a score of 67.6% and 67.5% which were declared eligible. The assessment of the respondents got an average value of 88.4% which was declared very feasible. It is concluded that this android-based computer network learning media is feasible to be applied to the learning process.
Co-Authors Adam Nurul Haq Ade Davy Wiranata Akbar Wiguna Amaliyah Syabana Andhita, Krisna Andoharman Damanik Angga Dwi Mulyanto Arsyah Agas Awwaby Asy’Ari, Mochammad Hasyim Aulina, Choirun Nisa Chendi Pirwanto Putra Choirun Nisak Aulina Cindy Cahyaning Astuti Clarisa Seliya Tamara Deo Apringga Ayu Nanta Dicka Y Kardono Dini Nurul Hidayah Dini Nurul Hidayah Dita Primashanti Koesmadi Dwi Ratnasari Dzikrillah, Ahmad Rizal Elma Yunita Fadhilah Nur Lailatus Saadah Fauziyah Fauziyah Fika Megawati Frisca Lidya Amelia Ghozali Rusyid Affandi Handayani, Nuri Fitri Hermawan, Dion Marsel Intan Rohma Nurmalasari Irma Agustin Dwi Alfina Karina Maulidiyah Kemil Wachidah Khilmatuz Zuhria1 Luluk Nur Hamidah, Luluk Nur Mahardika Darmawan Kusuma Wardana Maratus, Fitri Maulidya Putri Pratama Mauliya Avivi Metatia Intan Mauliana Miftahul Jannah Mochamad Rizal Yulianto Mochammad Hasyim Asy’Ari Mohommad Suryawinata Muhammad Afifuddin Al Islami Muhammad Arief Rohman Muhammad Aziz Rohmatulloh Muhammad Irfan Jazuli Muhammad Irfan Jazuli Narendradewi Kusumastuti Noly Shofiyah Nugroho, Oktavianto Ashror Nur Imamah Nur Sholikha Muntiari Nurfi Laili Nuril Lutvi Azizah Nuurin Lailatul Mufiddah Olvyya, Amaydhi Permatasari, Vivi Dwi Puspita Deasy Rahmadiany Rahardjo, Rafi Diandra Dani Rahmania Sri Untari Rakhmat Auliya Hidayat Rakhmat Auliya` Hidayat Rambu Ayu Eryani Resita Adelia Firmandasari Rindiani Rindiani Rindiani Rindiani Rindiani, Rindiani Risa Hayati Santoso, Firman Hadi Septyanto, Fachryzal Seto, Armanda Bayu Rangga Siti Miluningtias Sofi, Angelia Sofiyah Al Idrus Syahrul R, Syahrul Taurusta, Cindy Trisna Nur Hakiki Vivi Dwi Permatasari Wasis Nupikso