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Blended Learning: Post Pandemic Solutions Seriwati Ginting; Miki Tjandra; Elizabeth Wianto
Aksara: Jurnal Ilmu Pendidikan Nonformal Vol 7, No 2 (2021): May 2021
Publisher : Magister Pendidikan Nonformal Pascasarjana Universitas Negeri Gorontalo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37905/aksara.7.2.425-438.2021

Abstract

Pandemi telah mengubah pembelajaran tatap muka menjadi Pembelajaran Jarak Jauh (PJJ) yang menimbulkan kendala seperti ketidaksiapan menggunakan aplikasi pembelajaran online, belum tersedianya materi untuk diunggah, jaringan internet yang tidak stabil, biaya kuota internet, dan kejenuhan siswa. Penelitian ini bertujuan untuk memberikan gambaran pelaksanaan PJJ dan upaya implementasi blended learning sebagai solusi proses pembelajaran di sekolah dasar dan sekolah menengah pertama. Metode penelitian yang digunakan adalah kuantitatif dan kualitatif, melalui observasi, wawancara, kuesioner dan dokumentasi. Hasil penelitian menunjukkan kombinasi dari pembelajaran online, offline dan tatap muka mampu menciptakan suasana yang lebih menyenangkan bagi siswa, guru dan orang tua.The pandemic has transformed face-to-face learning into distance learning which has caused obstacles such as unpreparedness to use online learning applications, unavailability of material to upload, unstable internet networks, internet quota fees, and student saturation. This study aims to provide an overview of the implementation of distance learning and efforts to implement blended learning as a solution for the learning process in elementary and junior high schools. The research methods used are quantitative and qualitative through observation, interview, questionnaire, and documentation. The results showed that the combination of online, offline, and face-to-face learning could create a more pleasant atmosphere for students, teachers, and parents. . 
Training and Marketing of Fashion Upcycling Products in Local Communities Monica Hartanti; Elizabeth Wianto
Journal of Innovation and Community Engagement Vol. 4 No. 2 (2023)
Publisher : Fakultas Teknik Universitas Kristen Maranatha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.28932/ice.v4i2.6474

Abstract

This article focuses on the implementation of Sustainable Development Goal 12 (SDG 12), about responsible consumption and production, particularly the fifth target of reducing waste production through prevention, reduction, recycling, and reuse. The study explored and evaluated the results of the product upgrading performed in a community empowerment activity, which involved upcycling denim waste into A-line skirts and tote bags, and adding decorative materials using sewing techniques such as decorative stitches, tie-dye, and macrame. The article also discusses the importance of producing goods with greater value in terms of sustainability in natural resource utilization. On-site surveys were conducted to evaluate the results of the product upgrading, and the survey results were analyzed qualitatively for further sustainability efforts related to upcycling. Overall, 15 buyers participated, and the results showed positive perceptions about the use of products from fashion waste and there is interest in participating in similar activities in the future.
PENDAMPINGAN PEMANFAATAN PHOTO BOX UNTUK MENINGKATKAN DAYA TARIK PROMOSI ANINDYA CAKE AND COOKIES MELALUI MEDIA SOSIAL Wiranata, Chandra; Susanto, Kevin; Mashari, Lea; Hambali, Mellisa Pricilia; Pakpahan, Marpha Yosua; Hermawan, Melina; Christina, Christina; Liputra, David Try; Wianto, Elizabeth; Leony, Florence
Jurnal Terapan Abdimas Vol 8, No 2 (2023)
Publisher : UNIVERSITAS PGRI MADIUN

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25273/jta.v8i2.16008

Abstract

Abstract Anindya Cake and Cookies is one of the Small Medium Enterprise in culinary that is located at Jalan Terusan Unpar I no 10 F, Sukawarna Village, Sukajadi County, Bandung. The products of Anindya Cake and Cookies are cookies, banana chips, bread pudding and homemade sweet food. Currently, Anindya Cake and Cookies is managed simply, and has not implemented marketing strategies, especially in social media promotion. This community service was done through mentoring method to help Anindya Cake and Cookies to implement the promotion effectively, concerning the products were included in creative industry that carried local wisdom, for example lotek banana chips, that was one Sundanese community’s traditional food. Mentoring topic that was given was the use and implementation of Mini Studio Photo Box Portable LED Lights to promote the products through social media. The result of the product picture more real although taken with cellphone and that the result would increase product marketing attractiveness of Anindya Cake and Cookies. Abstrak Anindya Cake and Cookies merupakan sebuah Usaha Kecil, Mikro, dan Menengah (UMKM) bidang kuliner yang berlokasi di Jl. Terusan Unpar 1 no 10 F, Kelurahan Sukawarna, Kecamatan Sukajadi, Bandung. Produk yang dihasilkan adalah cookies, keripik pisang, bread pudding dan makanan-makanan manis homemade.  Saat ini Anindya Cake and Cookies masih dikelola secara sederhana, dan belum menerapkan strategi pemasaran khususnya promosi melalui media sosial secara maksimal.  Pengabdian masyarakat dilakukan dengan metode pendampingan bertujuan membantu Anindya Cake and Cookies meningkatkan daya tarik promosi secara maksimal mengingat produk yang dihasilkan Anindya Cake and Cookies termasuk hasil industri kreatif yang mengusung kearifan lokal diantaranya keripik pisang rasa lotek yang menjadi ciri khas makanan masyarakat Sunda.  Topik pendampingan yang diberikan adalah cara penggunaan dan pemanfaatan Mini Studio Photo Box Portable Lampu LED untuk promosi melalui media sosial.  Tampilan foto produk di media sosial terlihat lebih nyata walaupun hanya menggunakan kamera ponsel, hasil lebih meningkatkan daya tarik pemasaran produk yang dihasilkan Anindya Cake and Cookies.  
The Influence Of Snack Portion Size Design On Teens And Young Adults Consumption Tjandra, Miki; Wianto, Elizabeth; Hartanti, Monica; Setiawan, Hendra; Clara, Beverly
Jurnal Bahasa Rupa Vol. 6 No. 2 (2023): Jurnal Bahasa Rupa April 2023
Publisher : Prahasta Publisher (manage by: DRPM Institut Bisnis dan Teknologi Indonesia)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31598/bahasarupa.v6i2.1233

Abstract

This research is motivated by the trend of snacks with a salty or sweet taste which have become part of people's lifestyles, especially among teenagers and young adults. Snacks portion that exceeds the serving size has an unfavorable impact on the body's calorie intake. This study aims to analyze the effect of the size of the snack packaging portion in the form of one serving (individual pack) and family portion (family pack), on the eating patterns of teens and young adults. The population in this study were active students from several universities in Bandung, Indonesia. Data collection was done by distributing questionnaires to respondents. The study was conducted using descriptive statistical calculations and inferential statistics, namely the comparison between respondents' preferences for the choice of snack packaging that is packaged according to the serving sizes and packaged in larger sizes. Teenagers and young adults choose snacks with larger packages, both from the salty and sweet snack groups. Larger packaging sizes dominate purchasing decisions. They consume more snacks if served in larger packages. Consumers prefer large packaging which is more economical because small packaging does not have a visible added value. Individual packaging is only effective when carried or when you want to eat less snack. Based on the conclusions, further research that focuses on increasing the value of single-serving packages, how to pack family-sized snacks (family packs) to increase awareness of snack portions, or how other efforts can be made to change the behavior of eating excess snack portions can be further explored.
The Influence Of Snack Portion Size Design On Teens And Young Adults Consumption Miki Tjandra; Elizabeth Wianto; Monica Hartanti; Hendra Setiawan; Beverly Clara
Jurnal Bahasa Rupa Vol. 6 No. 2 (2023): Jurnal Bahasa Rupa April 2023
Publisher : Prahasta Publisher (manage by: DRPM Institut Bisnis dan Teknologi Indonesia)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31598/bahasarupa.v6i2.1233

Abstract

This research is motivated by the trend of snacks with a salty or sweet taste which have become part of people's lifestyles, especially among teenagers and young adults. Snacks portion that exceeds the serving size has an unfavorable impact on the body's calorie intake. This study aims to analyze the effect of the size of the snack packaging portion in the form of one serving (individual pack) and family portion (family pack), on the eating patterns of teens and young adults. The population in this study were active students from several universities in Bandung, Indonesia. Data collection was done by distributing questionnaires to respondents. The study was conducted using descriptive statistical calculations and inferential statistics, namely the comparison between respondents' preferences for the choice of snack packaging that is packaged according to the serving sizes and packaged in larger sizes. Teenagers and young adults choose snacks with larger packages, both from the salty and sweet snack groups. Larger packaging sizes dominate purchasing decisions. They consume more snacks if served in larger packages. Consumers prefer large packaging which is more economical because small packaging does not have a visible added value. Individual packaging is only effective when carried or when you want to eat less snack. Based on the conclusions, further research that focuses on increasing the value of single-serving packages, how to pack family-sized snacks (family packs) to increase awareness of snack portions, or how other efforts can be made to change the behavior of eating excess snack portions can be further explored.
Deteksi Gerakan Tangan menggunakan Support Vector Machine pada Dumbbell Berbasis Raspberry Pi Zero SARTIKA, ERWANI MERRY; DARMAWAN, AAN; JAYA, WILLIAM EKA; WIANTO, ELIZABETH
ELKOMIKA: Jurnal Teknik Energi Elektrik, Teknik Telekomunikasi, & Teknik Elektronika Vol 10, No 1: Published January 2022
Publisher : Institut Teknologi Nasional, Bandung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26760/elkomika.v10i1.105

Abstract

ABSTRAKOlahraga yang dilakukan di mana saja, dapat menggunakan alat sederhana seperti dumbbell. Latihan yang dilakukan harus sesuai usia dan kondisi kesehatan secara umum. Sebuah sistem diperlukan untuk mendeteksi gerakan sehingga membantu pemakai dalam menggunakan dumbbell. Dumbbell dilengkapi oleh sensor Inertial Measurement Unit (IMU), single board computer Raspberry Pi Zero W, dan LED RGB. Gerakan akan dideteksi oleh sensor Inertial Measurement Unit (IMU) yang dikirim ke Raspberry Pi Zero W untuk dilakukan preprocessing data. Algoritma Support Vector Machine (SVM) digunakan untuk mendapatkan model pendeteksi gerakan olahraga pada dumbbell. Bila gerakan terdeteksi maka Raspberry Pi Zero W akan memberi perintah LED RGB untuk menyalakan warna tertentu sesuai dengan deteksi gerakan. Berdasarkan hasil uji coba yang dilakukan kepada 5 orang dengan gerakan yang dideteksi sebanyak 6 gerakan, dumbbell pendeteksi gerakan memiliki tingkat keberhasilan sebesar 90%-94%.Kata kunci: dumbbell, deteksi gerakan, Raspberry Pi Zero W, SVM ABSTRACTExercises that can be done anywhere, can use simple tools such as dumbbells. Exercises should be appropriate for age and general health conditions. A system is needed to detect motion so as to assist the wearer in using the dumbbells. The dumbbell is equipped with an Inertial Measurement Unit (IMU) sensor, a single board computer Raspberry Pi Zero W, and RGB LEDs. Movement will be detected by the Inertial Measurement Unit (IMU) sensor which is sent to the Raspberry Pi Zero W for preprocessing the data. The Support Vector Machine (SVM) algorithm is used to obtain a sports motion detection model on dumbbells. If motion is detected, the Raspberry Pi Zero W will give an RGB LED command to turn on certain colors according to motion detection. Based on the results of trials conducted on 5 people with 6 movements detected, motion detection dumbbells have a success rate of 90%-94%.Keywords: dumbbell, motion detection, Raspberry Pi Zero W, SVM
Perancangan Animasi sebagai Media Edukasi Kesadaran Masyarakat terhadap Kasus Penipuan File APK Fassa, Nikkolas; Aryani, Dewi Isma; Wianto, Elizabeth
DIVAGATRA - Jurnal Penelitian Mahasiswa Desain Vol 3 No 2 (2023): DIVAGATRA #06
Publisher : Fakultas Desain Universitas Komputer Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.34010/divagatra.v3i2.11052

Abstract

Cybercrime is a brand-new category of crime that involves computer and other technology-based communication networks. In December 2022, a brand-new type of cybercrime surfaced that conned its victims by exploiting APK files. Cybercriminals trick their victims by posing as important individuals as PLN officers, police officers, parcel couriers, family members who send invitation letters, and so forth. When a victim installs a specific program, cybercriminals can steal personal information and even withdraw savings balances from the victim's account by using the private message feature and convincing messages. This study seeks to inform the general population, particularly at-risk demographics between the ages of 40 to 60. The outcomes of data gathering and analysis were based on reviews from chosen respondents in interviews, surveys, and literature reviews. The target audience may easily comprehend the design visualization because it is a straightforward flat vector illustration. Therefore, it can be stated that this educational cartoon can be utilized to educate the public about the several types of cybercrime that exist in the modern period.
Perancangan Komik Web tentang Edukasi Dampak Negatif Judi Daring bagi Dewasa Muda Sunarso, Christina Amelia; Aryani, Dewi Isma; Wianto, Elizabeth
DIVAGATRA - Jurnal Penelitian Mahasiswa Desain Vol 4 No 2 (2024): DIVAGATRA #08
Publisher : Fakultas Desain Universitas Komputer Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.34010/divagatra.v4i2.13419

Abstract

Internet connectivity and social media have evolved into valuable tools for people in the contemporary digital era to receive information and interact socially. Unfortunately, many people continue to exploit these services to promote and even play online gambling, exposing internet andsocial media userstoads. According to the poll results, practically all internet users have been exposed to online gambling marketing on social media. Several factors influence respondents' decisions to receive information about the detrimental effects of online gambling, including their visual style preferences, awareness, and willingness to be informed. One solution to the challenges listed above is through education and outreach in the form of web comic media, which are widely available and easy to access by the general public, particularly young adults, while also serving as a practical amusement medium. Web comics' tales are broken into short episodes based on societal allusions and true stories. It is intended that by using web comics to educate people about the bad effects of online gambling, it will assist discourage individuals from participating in online gambling and communicate information to authorities for victims of online gambling.
Inclusive Education Practices In Bandung Schools: Policies, Realities, and Aspirations Ginting, Seriwati; Darmayanti, Tessa Eka; Wianto, Elizabeth; Nurliawati, Nita
Jurnal Pendidikan dan Pengajaran Guru Sekolah Dasar (JPPGuseda) Vol 8, No 1 (2025): Jurnal Pendidikan dan Pengajaran Guru Sekolah Dasar (JPPGuseda)
Publisher : Universitas Pakuan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55215/jppguseda.v8i1.11118

Abstract

Inclusive education was introduced in 2003 as a government initiative to deliver harmonious, equal, and just educational services to Indonesia's heterogeneous population. By 2022, 36,000 educational institutions had embraced it. Regulations are issued regularly to guide its implementation, including Law No. 20 of 2003 on the National Education System (Chapter IV, Articles 5 and 32), Minister of National Education Regulation No. 70 of 2009 on Inclusive Education, and Minister of Education, Culture, Research, and Technology Decree No. 56/M/2022 on Curriculum Implementation Guidelines emphasizing diversification. Examining inclusive education in elementary schools is critical to developing a viable model for its implementation in junior and senior high schools. However, field research demonstrates discrepancies between regulations and real practices. This study focuses on public elementary schools in Bandung, with both education providers and recipients. The research takes a qualitative approach, examining regulations and implementation recommendations for inclusive education in elementary schools. The findings indicate that inclusive education in public elementary schools has not been implemented following rules and guidelines.
ANALISIS SEMIOTIK TERHADAP GAME “PIRATES AHOY!” RIKI HIMAWAN MULYADI; ELIZABETH WIANTO
Serat Rupa: Journal of Design Vol 1 No 2 (2016): SRJD-SEPTEMBER
Publisher : Faculty of Humanities and Creative Industries, Maranatha Christian University (formerly Faculty of Fine Arts and Design)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.28932/srjd.v1i2.449

Abstract

Pirates Ahoy! is an online game developed and released by Playfish, a subsidiary of Electronic Arts from London in July 2010. This pirates game theme could stimulate players to play it continuously, because it’s competitive value and easy to play. This game is interesting to analize from semiotic perspective inspite of its theme about violent life, Pirates Ahoy! visualization appears in a simple design and friendly look. Playing it online through social media, the players could satisfy their desire to globally exist without space and time boundaries. Keywords: competitive; online game; semiotic; sign; social media