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Pengembangan Media Pembelajaran tentang Tumbuhan Monokotil dan Dikotil Menggunakan Augmented Reality Jozua F Palandi; Taufik Rachman; Fazar Arizal Fahmi
J-INTECH ( Journal of Information and Technology) Vol 10 No 2 (2022): J-Intech : Journal of Information and Technology
Publisher : LPPM STIKI MALANG

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32664/j-intech.v10i2.801

Abstract

The development of technology in learning today has grown very rapidly and has become one of the basic human needs. Learning media is a device that is used to transmit information from the sender to the recipient which will stimulate thoughts, feelings, concerns, and interests that lead to a learning process. The use of Augmented Reality (AR), namely by inserting 3D virtual objects into the real environment in real-time, in this context, is the layer of dicot and monocot plants, with the aim of presenting them in a more real and attractive way. Thus, this learning media will provide freedom for students in carrying out the process of discovering knowledge in their own way. The development of this application uses the waterfall method, with the intention of working on the system to run sequentially to avoid repeating stages. This application runs on the Android mobile platform. Before creating a 3D object, it is necessary to register a marker with Vuforia so that the object can be accessed and displayed. After being registered in Vuforia and the 3D object in Blender is complete, then the object will appear above the marker. This application is expected to increase the interest of grade 4 elementary school students in learning Dicot and Monocot plants.
Perancangan Photobook Penjahit Taruna Menggunakan Teknik Photostory Zaenal Mustofa; Jozua F Palandi; Ahmad Zakiy Ramadhan
MAVIS : Jurnal Desain Komunikasi Visual Vol 3 No 02 (2021): Mavis : Jurnal Desain Komunikasi Visual
Publisher : LPPM STIKI Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32664/mavis.v3i02.582

Abstract

The design of the cadets tailor photobook was made based on Muhammad Hasan's experience in his struggle to participate in the army selection but the results did not match what he had dreamed of since he was a child, but he did not give up there and decided to become an army dress tailor because he felt he was working as an army tailor is still closely related to what he aspires to. Based on this explanation, a cadet tailor photobook was designed with the aim of inspiring prospective army registrants who would take part in the army selection and also as encouragement in undergoing the test stages in the army registration selection. The methodology used in this design uses Drs. Sadjiman Ebdi Sanyoto which has been tailored to the needs of designing a cadet tailor photobook. The results of this design are photobooks as the main media and supporting media in the form of posters, xbanners, pins and also tote bags.
Perancangan Infografis Interaktif Bagi Pengunjung Museum Singhasari Malang Denny Kurniawan; Adita Ayu Kusumasari; Jozua F Palandi
MAVIS : Jurnal Desain Komunikasi Visual Vol 4 No 01 (2022): Mavis : Jurnal Desain Komunikasi Visual
Publisher : LPPM STIKI Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32664/mavis.v4i01.650

Abstract

Singhasari museum was building not only understand the legacy singosari kingdom but also singhasari museum has a strong and an opportunity in tour history. Yet singhasari museum has a lack of layouts in an information museum collection for want a media to have attention and information singhasari museum. This last project aims to produce an interactive and attractive design so that information can be properly. Yet the design method used by the author starts from the method of collecting data through observation, interviews, and documentation. Then proceed with the data analysis method using SWOT analysis (Strength, Weakness, Opportunity, Treatment) and then media planning and creative planning. In planning this interactive media, it displays layouts, typography, photography, and colors that are attractive and simple so that later information is well. By planning this interactive media, it is hoped that it will attract as well as become information about the Singhasari Museum.
Perancangan Video Promosi Desa Beji untuk Meningkatkan Brand Awareness Jozua F Palandi; Ahmad Ufi Amrullah; Rahmat Kurniawan; Adita Ayu Kusumasari
MAVIS : Jurnal Desain Komunikasi Visual Vol 4 No 02 (2022): Mavis : Jurnal Desain Komunikasi Visual
Publisher : LPPM STIKI Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32664/mavis.v4i02.808

Abstract

Beji Village is one of several villages in the Junrejo District area which is located on the main road to Batu City. Beji Village is divided into three hamlets: Krajan Sae, Sawahan, and Karang Jambe. Most of the residents of Beji Village work at home as tempe producers. However, the community is still not familiar with tempe made by Beji Village, including its processed products. This is due to the lack of promotion from the villagers themselves. Designing this promotional video requires several methods. Starting from the data collection stage which was carried out by interviews, observation, documentation, and questionnaires. Next, we conducted a literature study and conducted an analysis using the SWOT analysis technique. The promotional media used is video media. This promotion entitled "Tempenesia" which uses the concept of story telling and inserts the concept of soft selling of processed products in it. The final test results from this Video got a total score of 566 out of a maximum total score of 572 in the very good category.
Pengelolaan Sampah Rumah Tangga Berbasis Masyarakat Di Kelurahan Nginden Jangkungan, Kecamatan Sukolilo Sri Anggraini K. Dewi; Budi Santoso; Jozua F Palandi
Dharma Nusantara: Jurnal Ilmiah Pemberdayaan dan Pengabdian kepada Masyarakat Vol. 1 No. 1 (2023): Dharma Nusantara: Jurnal Ilmiah Pemberdayaan dan Pengabdian kepada Masyarakat
Publisher : LPPM Universitas Bhinneka Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32664/dharma.v1i1.823

Abstract

Pengelolaan sampah merupakan salah satu masalah yang ada di Surabaya. Sebagai salah satu kota terbesar di Indonesia, Surabaya memiliki kepadatan penduduk yang tinggi. Dengan tingkat kepadatan penduduk yang tinggi itu Surabaya menghasilkan banyak sampah organik maupun non-organik. Maka dari itu, diperlukan pengelolaan sampah yang optimal agar tidak terjadi pencemaran lingkungan. Bank sampah adalah salah satu bentuk pendekatan yang berbasis masyarakat. Pemberdayaan masyarakat difokuskan pada pengelolaan sampah di Kelurahan Nginden Jangkungan, khususnya di RT. 04 RW. 01. Mekanisme pengelolaan sampah melalui bank sampah didasarkan atas Peraturan Menteri Lingkungan Hidup Pasal 5 No. 13 Tahun 2012 yaitu tentang Pedoman Pelaksanaan 3R. Tahapan yang pertama ialah memilah sampah sesuai dengan jenisnya, lalu dibawa ke bank sampah. Selanjutnya, warga melakukan pendaftaran dan menimbang sampah yang telah dibawanya. Total sampah yang sudah ditimbang kemudian dicatat dalam buku tabungan masyarakat.
PENGUATAN KOMPETENSI GURU SMA DI KABUPATEN MALANG MELALUI INTEGRASI PROJECT-BASED LEARNING DAN STEAM DI ERA DIGITAL Pudyastuti, Zusana Eko; Palandi, Jozua Ferjanus; Sari, Nara
Jurnal Terapan Abdimas Vol. 11 No. 1 (2026)
Publisher : UNIVERSITAS PGRI MADIUN

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25273/jta.v11i1.23674

Abstract

Abstract. This community service focused on improving teachers' competencies at SMA Kristen YBPK Sitiarjo, Malang Regency, by integrating ICT-based learning and the STEAM approach in project-based learning. Project-based learning emphasizes students' active participation in identifying real-world problems and finding creative and innovative solutions to those problems. This workshop project aimed to help teachers deliver learning materials more engagingly and practically to support the development of 21st-century skills of the students. There were 14 teachers from the high school who joined the workshop. For the evaluation, surveys were conducted to assess teachers’ level of comprehension and proficiency in designing Project-based learning and STEAM, aimed at enhancing student knowledge and skills. The results indicated a demonstrable improvement in knowledge and skills across these three pedagogical approaches. Fourteen indicators, categorized into three distinct areas, were utilized to measure this progress. Conceptual understanding and theoretical confidence emerged as the highest-scoring area (4.2 – 4.6). The intermediate-scoring area (3.9 – 4.1) comprised indicators pertaining to basic application capabilities. Conversely, the lowest-scoring area (3.5 – 3.6) was associated with indicators regarding the challenges of implementing these three learning frameworks. Consequently, it can be concluded that this training aligns with teacher requirements in the pursuit of delivering high-quality education.   Abstrak. Kegiatan pengabdian masyarakat ini berfokus pada penguatan kompetensi guru di SMA Kristen YBPK Sitiarjo, Kabupaten Malang melalui penerapan pembelajaran berbasis proyek yang diintegrasikan dengan teknologi informasi dan pendekatan STEAM. PjBL menekankan pada partisipasi aktif siswa dalam menemukan masalah dunia nyata yang ditemui dan mencari solusi kreatif-inovatif dari masalah tersebut. Pelatihan ini bertujuan untuk membantu guru memahami dan terampil dalam merancang dan menyampaikan materi pelajaran secara lebih menarik dan aplikatif guna mengembangkan keterampilan abad 21 siswa. Pelatihan ini diikuti oleh 14 orang guru. Evaluasi dilakukan melalui survei untuk mengetahui tingkat pemahaman dan keterampilan guru-guru dalam merancang pembelajaran berbasis proyek dan STEAM sebagai upaya untuk meningkatkan pengetahuan dan keterampilan siswa. Hasil evaluasi menunjukkan adanya peningkatan pengetahuan dan keterampilan menggunakan ketiga pendekatan tersebut. Terdapat 14 indikator yang digunakan untuk mengukur peningkatan tersebut yang dibagi dalam tiga area. Pemahaman konsep dan kepercayaan diri teoritis adalah area dengan skor tertinggi (4,2 – 4,6). Area dengan skor menengah (3,9 – 4,1) ditunjukkan oleh indikator yang berkaitan dengan kemampuan aplikasi dasar. Sedangkan area dengan skor terendah (3,5 – 3,6) ditunjukkan oleh indikator yang terkait dengan tantangan dalam implementasi ketiga pendekatan pembelajaran tersebut. Sehingga, dapat disimpulkan bahwa pelatihan ini sesuai dengan kebutuhan dari guru-guru sebagai upaya menghadirkan pembelajaran yang berkualitas.