Claim Missing Document
Check
Articles

Found 17 Documents
Search

Pelatihan Blended Learning Sistem Informasi Mata Pelajaran bagi Guru SMK Islamic Center Baiturrahman Semarang Theodora Indriati Wardani; Wijayanto Wijayanto; F X Didik Purwosetiyono; Riyanto Riyanto
Pelita: Jurnal Pengabdian kepada Masyarakat Vol. 5 No. 4 (2025): Pelita: Jurnal Pengabdian kepada Masyarakat
Publisher : Perkumpulan Kualitama Edukatika Indonesia

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

Abstract

The development of technology in the education sector has encouraged the emergence of various innovations in the learning process, one of which is the Blended Learning model that combines face-to-face learning with digital technology. Therefore, the importance of implementing the Blended Learning SIMPEL (Subject Information System) based on Moodle in supporting the learning process in Vocational High Schools. The aim is to analyze, identify, and evaluate the impact of using SIMPEL on the readiness of teachers and schools to conduct technology-based learning sustainably. Therefore, the implementation of Blended Learning SIMPEL training uses a workshop approach that combines theory with direct practice, this approach is designed to equip vocational school teachers with skills in managing digital learning using the Moodle platform as part of the SIMPEL system. To assess the success of the training, an evaluation is conducted comprehensively, based on the level of interactivity, learning structure, and the collaborative potential developed in the classroom.
Pengaruh Keunikan Produk, Daya Tarik Kuliner, dan Green Economy terhadap Minat Kunjungan Wisatawan ke Pasar Kuliner Dhoplang Kabupaten Wonogiri Rista Dewi Nazarina; Wijayanto Wijayanto; La Ode Sugianto
Indonesian Journal of Innovation Multidisipliner Research Vol. 4 No. 3 (2026): Juli - September
Publisher : Institute of Advanced Knowledge and Science

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.69693/ijim.v4i3.2009

Abstract

Penelitian ini bertujuan untuk menguji pengaruh keunikan produk, daya tarik kuliner, dan penerapan green economy terhadap minat kunjungan wisatawan di Pasar Kuliner Dhoplang, Kabupaten Wonogiri, Indonesia. Pasar ini merupakan destinasi wisata kuliner tradisional yang unik karena menerapkan sistem pembayaran koin kayu, menggunakan wadah penyajian dari bahan alami seperti daun pisang dan bambu, serta hanya beroperasi pada hari Minggu pagi untuk menciptakan kesan eksklusif. Penelitian menggunakan pendekatan kuantitatif dengan teknik accidental sampling, di mana jumlah sampel ditentukan melalui rumus Cochran sehingga diperoleh 100 responden yang valid. Data dikumpulkan melalui kuesioner berskala Likert lima poin yang disebarkan secara langsung di lokasi maupun melalui Google Form, kemudian dianalisis menggunakan Partial Least Squares–Structural Equation Modeling (PLS-SEM) dengan bantuan perangkat lunak SmartPLS 3. Hasil evaluasi model pengukuran menunjukkan bahwa seluruh indikator memenuhi kriteria validitas konvergen, validitas diskriminan, dan reliabilitas konstruk. Hasil model struktural menunjukkan bahwa keunikan produk (β = 0,215; t = 2,028; p = 0,043), daya tarik kuliner (β = 0,377; t = 2,777; p = 0,006), dan green economy (β = 0,314; t = 2,324; p = 0,021) masing-masing berpengaruh positif dan signifikan terhadap minat kunjungan wisatawan, dengan nilai R² sebesar 0,724, yang tergolong kuat. Daya tarik kuliner terbukti menjadi prediktor paling dominan. Temuan ini menegaskan bahwa destinasi kuliner tradisional berbasis komunitas dapat memperkuat minat kunjungan wisatawan melalui pelestarian identitas budaya yang autentik, peningkatan kualitas pengalaman kuliner, serta komitmen lingkungan yang nyata dan konsisten.
PELATIHAN CODING BERBASIS COMPUTATIONAL THINKING BAGI GURU SMA NU 1 KRADENAN Heni Purwati; Supandi Supandi; Dyah Nugrahani; Wijayanto Wijayanto
WIDHARMA - Jurnal Pengabdian Widya Dharma Vol. 5 No. 02 (2026): Agustus 2026
Publisher : LPPM Universitas Widya Dharma Klaten

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54840/widharma.v5i02.670

Abstract

This community service program aimed to improve the competence of teachers at SMA NU 1 Kradenan Blora in integrating coding based on Computational Thinking into classroom instruction. The main partner problem was the limited experience of teachers in applying decomposition, pattern recognition, abstraction, and algorithmic thinking to lesson design and simple digital learning media development. The implementation method consisted of coordination and needs analysis, pre-test, presentation on the urgency of Computational Thinking in 21st-century learning, a workshop on the basic concepts of Computational Thinking, a demonstration of programming logic using Scratch, hands-on training to create simple projects, post-test, reflection, and mentoring. The results indicate that teachers gained a more structured understanding of Computational Thinking, were able to connect the concepts with their respective subjects, and began developing learning media or mini coding-based projects. The program also produced training modules, practice documentation, and draft integration of Computational Thinking into learning. This program is relevant as a strategy to strengthen digital literacy and project-based learning innovation in schools.
Immersing Local Wisdom: Ethnopedagogy-Based Virtual Reality within Research-Based Learning for Regenerative STEM Education Ariyatun Ariyatun; Mukhlis Mukhlis; Ika Septiana; Wijayanto Wijayanto
THABIEA : JOURNAL OF NATURAL SCIENCE TEACHING Vol 9, No 1 (2026): THABIEA: JOURNAL OF NATURAL SCIENCE TEACHING
Publisher : Institut Agama Islam Negeri Kudus

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21043/thabiea.v9i1.34416

Abstract

STEM education has long been criticized for prioritizing technical proficiency over socio-ecological responsibility. Regenerative education addresses this gap by aiming to restore and renew socio-ecological relationships, making it essential for equipping students to navigate complex global challenges. This study investigates the potential of Ethnopedagogy-based Virtual Reality (Ethno-VR) within a Research-Based Learning (RBL) framework as a pathway toward regenerative education. Using a quantitative comparative design, perspectives of 72 undergraduate students from Universitas Negeri Jakarta, Indonesia 32 from science programs and 40 from non-science programs were examined across four constructs reflecting core dimensions of regenerative education: learning engagement, cultural understanding, ecological awareness, and technology integration. Data were collected via structured questionnaire and analyzed using two-way ANOVA. Science students showed higher learning engagement (M = 21.100; SD = 2.654) than non-science students (M = 18.615; SD = 3.709), approaching significance (F = 4.119; p = 0.052). Cultural understanding was marginally higher among science students (M = 18.800) and female students (M = 18.444), though not significantly (F = 3.613; p = 0.067). Ecological awareness was significantly higher in science students (M = 17.860; F = 3.013; p = 0.047), the only dimension yielding a statistically significant result. Non-science and female students reported greater appreciation for technology integration (F = 3.023; p = 0.052). Gender was not analyzed separately in other dimensions due to the absence of significant interaction effects. These findings confirm that Ethno-VR strengthens cognitive, affective, and ecological dimensions of learning — as evidenced by significant ecological awareness outcomes and consistent near-significant trends — though its impact varies by academic background and gender. This study underscores the value of locally grounded immersive technology in RBL for advancing holistic regenerative education.
Pelatihan Keterampilan Membawakan Acara Berbasis Praktik Terstruktur bagi Guru TK PGRI se-Kota Semarang Rawinda Fitrotul Mualafina; Siti Ulfiyani; Ika Septiana; Wijayanto Wijayanto
Archive: Jurnal Pengabdian Kepada Masyarakat Vol. 5 No. 2 (2026): Juni 2026
Publisher : Asosiasi Pengelola Publikasi Ilmiah Perguruan Tinggi PGRI

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55506/arch.v5i2.279

Abstract

Latar Belakang: Masyarakat termasuk guru masih beranggapan bahwa membawakan acara merupakan bakat bawaan yang hanya dimiliki sebagian orang. Anggapan tersebut merupakan pengingkaran dari fakta bahwa membawakan acara merupakan keterampilan yang dapat dikuasai oleh semua orang. Untuk mampu menguasai keterampilan membawakan acara, diperlukan latihan secara konsisten dan praktik langsung. Tujuan: Tujuan PkM ini ialah untuk meningkatkan keterampilan membawakan acara melalui integrasi pengalaman, teori, dan praktik. Metode: Metode yang diterapkan meliputi studi kasus berbasis pengalaman, diskusi interakti, dan praktik. Hasil: Terdapat pengingkatan pemahaman dan keterampilan dasar sebagai pewara pada peserta. Kesimpulan: Pelatihan dengan mengintegrasikan pengalaman, materi, dan praktik terbukti efektif dalam membantu peserta merefleksi diri dan mengembangkan keterampilan mewara. Peserta menunjukkan peningkatan keterampilan dasar dalam mewara, khususnya pada penyusunan rundown, pengembangan naskah acara, dan pembawaan acara.
Design of Virtual Reality-Based Mathematics Virtual Lab with Constructivist Approach in Senior High School Achmad Buchori; Noviana Dini Rahmawati; Wijayanto
Proceeding International Conference on Digital Education and Social Science Vol. 2 No. 1 (2024): Proceeding International Conference on Digital Education and Social Science 202
Publisher : Asosiasi Pengelola Publikasi Ilmiah (APPI) PT PGRI

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55506/icdess.v2i1.41

Abstract

The purpose of this research is to produce a virtual reality-based high school mathematics virtual lab product with a constructivistic approach in an effort to improve the literacy and numeracy of high school students. The research method uses R&D by adopting the ADDIE model, namely Analysis (Analyze), Design (Design), Development (Development), Implementation (Implementation), and Evaluation (Evaluate). Researchers only conducted basic research so that the research stages only reached development. Data collection techniques used tests, questionnaires, structured interviews, and documentation. Data analysis used questionnaire analysis of student and teacher responses, feasibility analysis by experts, reduction of structured interview results and triangulation techniques. Test data was analysed using descriptive statistics. The results of this study are the production of virtual high school mathematics lab products as much as 10 materials that are attractively packaged based on virtual reality that have been validated by material experts and media experts with an average score of material experts = 89.70 and media experts = 90.38, meaning that this virtual mathematics lab product is very feasible to use in learning high school mathematics.
Information System for Managing Village-Owned Enterprises (BUMDes) in Bogoharjo Village with DevOps Method Achmad Buchori; Nurul Afifah Muthoharoh; Wijayanto
Scientific Journal of Informatics Vol. 11 No. 3: Special Issue
Publisher : Universitas Negeri Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15294/sji.v11i3.6627

Abstract

Purpose: The purpose of this research is to build a Bogoharjo Village-Owned Enterprises (BUMDes) Business Unit Management Information System to facilitate BUMDes managers in managing business units and providing available services to the community online. Methods: The method used in this research is the DevOps method with the stages of plan, code, build, test, release, deploy, operate, and monitor. System design uses UML (Unifed Modeling Language), namely flowchart, use case diagram, activity diagram, class diagram, and sequence diagram. System development using the Laravel framework. Results: The results showed that expert validation with an average percentage by content expert validation of 89% and media expert validation of 84% so that the BUMDes Management Information System (Village-Owned Enterprises) in Bogoharjo Village with the DevOps Method was very feasible to use. While the results of the practicality trial using 25 respondents produced an average percentage of 89% with a very practical category. Thus, the BUMDes Management Information System (Village-Owned Enterprises) in Bogoharjo Village with the DevOps Method is very practical to use. Novelty: The novelty of this research is used to assist BUMDes managers in managing data or providing information related to the BUMDes itself. In addition, BUMDes management becomes more organized and structured so that services to the community become more effective and well managed.