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Transformasi Digital UMKM: Strategi Branding dan Optimalisasi Marketplace bagi Pelaku Usaha Nugget Rifai, Anwar; Wardani, Hadidtyo Wisnu; Andini, Prita
Welfare : Jurnal Pengabdian Masyarakat Vol. 3 No. 1 (2025): Welfare : March 2025
Publisher : Fakultas Ekonomi dan Bisnis Islam, IAIN Kediri

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30762/welfare.v3i1.2089

Abstract

This community service program aims to enhance the digital skills of small and medium-sized enterprises (SMEs) in online marketing, social media usage, marketplaces, and product branding. The training was conducted by inviting experts in digital marketing and branding to provide relevant materials for SMEs. The method used is Service Learning, which integrates academic theory with direct community engagement. The activity was attended by SME owners in the nugget production industry and took place at the SME location in Paninggilan. Evaluation results through pretest and posttest showed an increase in participants' knowledge, with an average gain score of 32.5%. Statistical analysis using paired t-test revealed a significant difference between pretest and posttest scores (p-value = 7.34 × 10^(-9)), indicating the effectiveness of the training in improving participants' understanding. Based on these results, it is recommended to expand this training program to more SMEs in other areas and further develop it by adding content related to the latest digital technologies. This training is expected to contribute to enhancing the competitiveness of SMEs in the digital marketplace and drive a broader digital transformation in the SME sector.
Augmented Reality Animal Recognition Game: Enhancing Early Childhood Learning through Interactive Picture Guessing Harsanto, Kukuh; Rifai, Anwar
International Journal of Educatio Elementaria and Psychologia Vol. 1 No. 4 (2024)
Publisher : Yayasan Adra Karima Hubbi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.70177/ijeep.v1i4.1175

Abstract

This research focuses on developing an interactive learning game, "Guess the Animal Picture," which utilizes augmented reality (AR) technology to help young children learn animal names in an engaging and effective manner. Traditional educational media, such as books or picture cards, often lack interactivity and fail to sustain children's attention over time. To address this issue, this study employs the 4D development method, which encompasses four stages: Define, Design, Develop, and Disseminate. In the Define stage, a needs analysis was conducted by examining early childhood education curricula, interviewing teachers, and observing challenges children face in learning animal names. The Design stage involved creating a game that integrates appealing visual elements, interactive sounds, and simple yet educational game mechanics, all enhanced by AR features that bring animals to life. During the Develop stage, a prototype was tested with a group of children to gather feedback, leading to further refinement of the game. Finally, in the Disseminate stage, the game was distributed to schools and early childhood education institutions, with training provided to teachers to optimize the game's use in educational settings. The results indicate that the "Guess the Animal Picture" game significantly improves children's ability to recognize and name animals while boosting their motivation to learn. Teachers and parents provided positive feedback, appreciating the game as an interactive and valuable learning tool. The study concludes that interactive, technology-based learning games, especially those incorporating AR, offer an effective solution for delivering a more engaging and efficient learning experience to young children