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Meningkatkan Kesadaran Masyarakat Terhadap Lingkungan Melalui Kegiatan Trash Festival And Art Exhibition Arfa, Muhammad; Haryono, Haryono; Hairani, Hairani; Fatimatuzzahra, Fatimatuzzahra; Madani, Miftahul; lnnuddin, Muhammad
ADMA : Jurnal Pengabdian dan Pemberdayaan Masyarakat Vol 3 No 2 (2023): ADMA: Jurnal Pengabdian dan Pemberdayaan Masyarakat
Publisher : LPPM Universitas Bumigora

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30812/adma.v3i2.2596

Abstract

The purpose of this research is to respond to the impact of waste on the environment through art festivals and exhibitions, workshops, music festivals and photography competitions. The results of the activity were very effective in inviting all parties to jointly protect the environment from waste and increasing public awareness to dispose of waste in its place, collaboration between the government and the Zero Waste program and several waste bank communities and the VIBE community. very effective every year as a form of shared responsibility to reduce waste accumulation in West Nusa Tenggara.
Pelatihan Teknik Cinematic sebagai Media Bantu Promosi Digital Anas, Andi Sofyan; Fatimatuzahra, Fatimatuzahra; Hammad, Rifqi; Arfa, Muhammad; Latif, Kurniadin Abdul; Madani, Miftahul; Lestari, I Desak Ayu Adhia
ADMA : Jurnal Pengabdian dan Pemberdayaan Masyarakat Vol 4 No 1 (2023): ADMA: Jurnal Pengabdian dan Pemberdayaan Masyarakat
Publisher : LPPM Universitas Bumigora

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30812/adma.v4i1.2944

Abstract

In the world of beauty service business, the increasingly competitive competition encourages entrepreneurs to improve the quality of their services and products so they can compete in the market. Salon Bricela, a beauty salon specifically for women, offers various types of grooming services to attract consumers. However, with the emergence of many salons and spas in the city of Mataram, Bricela Salon needs to find a different way to promote its products and increase its presence. One of the solutions chosen is to make promotional videos that use cinematic techniques to attract consumer interest. The purpose of this thesis is to make a promotional video that introduces Salon Bricela's Spa care products that are not well known in the wider community. The result of this research is a promotional video using Cinematic Techniques as a Media for Digital Promotion which displays the types of treatments and beauty products used in the Bricela salon. It is hoped that by using this technique, the promotional video for Bricela Salon will become more attractive and easily understood by consumers, so it can increase the existence of Bricela Salon in the city of Mataram.
Media Pembelajaran Interaktif Pengenalan Jenis - Jenis Ikan Berbasis Augmented Reality Madani, Miftahul; Kartarina, Kartarina; Fadli, M. Najmul; Setiawan, Pandu Dwi; Nasri, Muhammad Haris; Azhar Mardedi, Lalu Zazuli
Progresif: Jurnal Ilmiah Komputer Vol 19, No 2: Agustus 2023
Publisher : STMIK Banjarbaru

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35889/progresif.v19i2.1338

Abstract

Augmented Reality is a virtual object capable of conveying information so that it can assist humans in carrying out their daily work. The teaching and learning process carried out in grade 3, especially for the material on theme 1, sub-theme 3, learning 3 regarding the types of fish and their characteristics, has limitations, and the teacher has difficulty if he has to present various kinds of fish directly. This study aims to apply an interactive learning media for the introduction of fish species based on Augmented Reality at SDN 1 Mataram. The methodology used is the ADDIE method which consists of 5 stages, namely analysis, design, development, implementation, and evaluation. The results achieved are interactive learning media applications for the introduction of types of fish using Augmented Reality which can be run on an Android smartphone. The conclusion of this study is that the application of interactive learning media applications for the introduction of fish species based on Augmented Reality for grade 3 students at SDN 1 Mataram can help students obtain a wider variety of fish and more complete information. The test results are using a Likert scale with a value of 33.46 which is in the Strongly Agree category.Keywords: Learning Media; Fish Type; Augmented Reality; Androids AbstrakAugmented Reality adalah objek virtual yang mampu menyampaikan informasi sehingga dapat membantu manusia dalam melakukan pekerjaannya sehari-hari. Proses belajar mengajar yang dilakukan pada kelas 3 khususya untuk materi tema 1 subtema 3 pembelajaran 3 mengenai jenis-jenis ikan dan cirinya memiliki keterbatasan, serta pengajar mengalami kesulitan jika harus menghadirkan macam-macam ikan secara langsung. Penelitian ini bertujuan untuk menerapkan media pembelajaran interaktif pengenalan jenis-jenis ikan berbasis Augmented Reality pada SDN 1 Mataram. Metodologi yang digunakan yaitu metode ADDIE yang terdiri dari 5 tahapan yaitu analysis, design, development, implementation, dan evaluation. Hasil yang dicapai yaitu aplikasi media pembelajaran interaktif pengenalan jenis-jenis ikan menggunakan Augmented Reality yang dapat dijalankan pada smartphone android. Kesimpulan dari penelitian ini adalah penerapan aplikasi media pembelajaran interaktif pengenalan jenis-jenis ikan berbasis Augmented Reality untuk siswa kelas 3 SDN 1 Mataram dapat membantu siswa memperoleh ragam ikan yang lebih banyak dan informasi yang lebih lengkap. Hasil pengujian dengan mengugunakan skala likert dengan nilai 33.46 yang berada pada kategori Sangat Setuju.Kata kunci: Media Pembelajaran; Jenis Ikan; Augmented Reality; Android
Pengembangan Sistem Informasi Manajemen Pengelolaan Travel Berbasis WEB Febriana, Widia; Madani , Miftahul; Widyawati , Lilik; Assa’ady, M Chothibul Umam; Yoga Sumadewa , I Nyoman
TheJournalish: Social and Government Vol. 5 No. 4 (2024): Social and Government
Publisher : CV The Journal Publishing

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55314/tsg.v5i4.842

Abstract

Pengembangan sistem informasi manajemen pengelolaan travel berbasis web bertujuan untuk meningkatkan efisiensi dan efektivitas dalam mengelola berbagai proses operasional perusahaan travel. Sistem ini dirancang untuk mempermudah pengelolaan data terkait pemesanan tiket, jadwal perjalanan, layanan pelanggan, dan keuangan secara terintegrasi. Dalam proses pengembangan, metode waterfall digunakan dengan tahapan analisis kebutuhan, desain sistem, implementasi, dan pengujian. Sistem berbasis web ini diharapkan dapat mengatasi permasalahan seperti duplikasi data, ketidakakuratan informasi, dan keterbatasan akses informasi bagi pengguna. Dengan adanya sistem ini, pengguna, baik internal perusahaan maupun pelanggan, dapat mengakses informasi yang dibutuhkan secara real-time, sehingga meningkatkan kepuasan pelanggan dan produktivitas perusahaan. Implementasi sistem ini juga mendukung aksesibilitas yang lebih baik melalui perangkat desktop maupun mobile, serta menyediakan laporan-laporan yang membantu manajemen dalam pengambilan keputusan strategis.
Sistem Informasi Antrean Pada Pusat Layanan Kesehatan Masyarakat Dengan Electronic Kartu Tanda Penduduk Menggunakan Radio Frequency Identification Anwar, Riky Adbul Gani; Kartarina, Kartarina; Madani, Miftahul
Jurnal Bumigora Information Technology (BITe) Vol 3 No 1 (2021)
Publisher : Universitas Bumigora

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30812/bite.v3i1.1304

Abstract

Guna mendapatkan pelayanan Kesehatan di Pusat Pelayanan Kesehatan masyarakat (Puskesmas) biasanya diawali dengan antrean, antrean merupakan aktivitas menunggu untuk dilayani oleh satu orang atau lebih guna mendapatkan pelayanan yang diinginkan. Pasien yang melakukan kunjungan Puskesmas, biasanya akan mendaftar terlebih dahulu ke loket dan kemudian diberikan nomor antrian manual dan petugas mencatat kedalam buku kunjungan dan buku tersebut sebagai rekam kunjungan sehingga setiap kali kunjungan, staf akan mencari buku pasien dan memastikan apakah pasien terdaftar atau tidak, yang menyebabkan proses pelayanan menghabiskan waktu lebih banyak. Dari permasalahan tersebut maka dilakukan penelitian untuk sistem antrean, antrean dengan memanfaatkan teknologi IoT (Internet of Things) yaitu RFID (Radio Frequency Identification) dengan obkjek e-KTP (electronic Kartu Tanda Penduduk). Pada penelitian dengan menggunakan e-KTP yang di tempelkan pada alat RFID perekaman informasi pengunjung puskesmas cukup satu kali pendataan saja dan untuk kunjungan berikutnya pengunjung tidak perlu dicatat lagi ientitasnya, pengunjung puskesmas hanya mendaftar ke bagian/ poli yang ingin didatangi, seingga dapat memudahkan petugas / staf Puskesmas. Proses identifikasi menggunakan RFID dengan objek e-KTP dapat terjadi dengan menggunakan gelombang elektromagnetik, proses identifikasi RFID membutuhkan dua perangkat yaitu tag dan reader agar dapat berfungsi dengan baik. Penelitian ini menggunakan metode Guidelines for Rapid Application Engineering (GRAPPLE) agar dapat menghasilkan luaran dari sistem ringkas namun tidak mengurangi kualitas sistem yang dibangun. Penelitian ini bertujuan untuk memudahkan pelayanan Puskesmas salah satunya pada proses antrean. Sistem Informasi Pusat Layanan Kesehatan Masyarakat Menggunakan RFID dan objek e-KTP dapat dibuat dan dioperasikan dengan mikrokontroler ESP8266 sebagai pusat kendali rangkaian dan fitur Multi Database yang memudahkan dalam sinkronisasi dengan sistem Rekam Medis, sehingga sistem informasi yang di buat dapat diimplementasikan pada Puskesmas
Penyuluhan Bahaya Rokok Elektrik Menggunakan Animasi 2 Dimensi Iklan Layanan Masyarakat pada Pemuda Desa Rosanensi, Melati; Sakti, Lanang; Santoso, Heroe; Lestari, Humaediah; Miftahul Madani; Hasbullah
Jurnal Ilmiah Pengabdian dan Inovasi Vol. 2 No. 2 (2023): Jurnal Ilmiah Pengabdian dan Inovasi (Desember)
Publisher : Insan Kreasi Media

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.57248/jilpi.v2i2.347

Abstract

The aim of this Community Service is to provide education to the public about the dangers of electronic cigarettes which are used as a substitute for conventional cigarettes using 2-dimensional animation of public service advertisements. research methods using: concept, design, material collecting, assembly, testing and distribution. The initial stage that must be carried out is to think about the concept. This stage is used to determine the goal, namely to produce a 2-dimensional animation of public service advertisements on the dangers of electronic cigarettes to make it easier for the community, especially young people in Suntalangu village, to know the dangers of electronic cigarettes, what they are, and who will be the object in This public service advertisement, namely this animation, is aimed at the community, especially youth in Suntalangu village with ages ranging from 13 years to 60 years or passive or active e-cigarette users. Then carry out 2-dimensional animation designs on public service advertisements such as designing images, text, audio, video and animation. then collect materials such as making a 2D animated film in the form of characters, backgrounds, audio files and other supporting materials. After that comes the creation stage, namely editing characters and objects, animating, rendering, dubbing up to the final editing. then testing is carried out to see whether the public service advertisement has been successfully created. And the final stage is distributing or distributing 2-dimensional animations of public service advertisements. The result is that it is hoped that young people will avoid or not use e-cigarettes again.
Pelatihan Pembuatan Sistem Pengajuan Surat Desa Dengan Sinkronisasi Data Kependudukan Desa di Website Desa Rosanensi, Melati; Sakti, Lanang; Madani, Miftahul; Santoso, Heroe; Rahmawati, Lela
Jurnal Ilmiah Pengabdian dan Inovasi Vol. 3 No. 4 (2025): Jurnal Ilmiah Pengabdian dan Inovasi (Juni)
Publisher : Insan Kreasi Media

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.57248/jilpi.v3i4.584

Abstract

The Village Letter Submission System is a system, either manual or digital, used by the community to submit applications for the creation of various types of letters or official documents from the village government. This service aims to simplify the administrative process and accelerate public services at the village level, in this case the village of Akar-Akar. The village letter submission system that will be created is synchronized with the population data of the community in the village of Akar-Akar, which will later be able to access this system only the people of the village of Akar-Akar. The method used in this service is the Waterfall model or linear sequential model. This waterfall method describes a systematic and sequential approach to software development, which begins with the specification of user needs (communication) and continues through the stages of planning (planning), modeling, (modeling), construction (construction), and handover of the system/software to the user (deployment), which ends with ongoing support for the system. It is the same as the problem in the village of Akar-Akar where correspondence is still manual. Even though this village already has a website, it has not been utilized properly. A website is an information page provided via the internet, so it can be accessed anywhere as long as it is connected to the internet network. Thus, a service was carried out with the theme of training in creating a village letter submission system by synchronizing village population data on the village website. In order to facilitate correspondence in the village roots and utilize the existing website.
Pengembangan Multimedia Pembelajaran Interaktif Mata Pelajaran IPA Untuk Siswa Kelas IV SD Negeri 1 NIPA Berbasis Desktop Ningsih, Intan Apriliani Adi; Susilowati, Dyah; Madani, Miftahul
Upgrade : Jurnal Pendidikan Teknologi Informasi Vol 3 No 1 (2025)
Publisher : Pendidikan Teknologi Informasi Universitas Bumigora

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30812/284wgt46

Abstract

Science learning in elementary schools often struggles with the delivery of abstract concepts and the limited use of interactive media. Observations in a fourth-grade class at SD Negeri 1 Nipa revealed that instruction relied solely on thematic textbooks, resulting in low student engagement and limited understanding of scientific concepts. This study aimed to develop and evaluate the feasibility and effectiveness of a desktop-based interactive multimedia tool to support science learning. Using a Research and Development (R&D) approach, the study applied the ADDIE model, which includes analysis, design, development, implementation, and evaluation stages. The multimedia was created using Articulate Storyline and Adobe Photoshop, and tested on a small scale with fourth-grade students. Evaluation involved expert validation and student learning assessments. The results of this study showed that the multimedia received an average validation score of 91.32% from three experts, categorized as "highly feasible". Effectiveness testing showed a significant improvement in student performance, with the average score increasing from 58.75 (pre-test) to 87.75 (post-test). The N-Gain score of 0.70 indicated a high level of learning gain, further confirmed by a paired sample t-test result of 0.000 (p < 0.05), showing statistical significance. In conclusion, the desktop-based multimedia is both feasible and effective in enhancing science learning outcomes. It is strongly recommended as an innovative instructional medium to address the challenges of science education at the elementary level.
Sistem Informasi Antrean Pada Pusat Layanan Kesehatan Masyarakat Dengan Electronic Kartu Tanda Penduduk Menggunakan Radio Frequency Identification Anwar, Riky Adbul Gani; Kartarina, Kartarina; Madani, Miftahul
Jurnal Bumigora Information Technology (BITe) Vol. 3 No. 1 (2021)
Publisher : Universitas Bumigora

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30812/bite.v3i1.1304

Abstract

Guna mendapatkan pelayanan Kesehatan di Pusat Pelayanan Kesehatan masyarakat (Puskesmas) biasanya diawali dengan antrean, antrean merupakan aktivitas menunggu untuk dilayani oleh satu orang atau lebih guna mendapatkan pelayanan yang diinginkan. Pasien yang melakukan kunjungan Puskesmas, biasanya akan mendaftar terlebih dahulu ke loket dan kemudian diberikan nomor antrian manual dan petugas mencatat kedalam buku kunjungan dan buku tersebut sebagai rekam kunjungan sehingga setiap kali kunjungan, staf akan mencari buku pasien dan memastikan apakah pasien terdaftar atau tidak, yang menyebabkan proses pelayanan menghabiskan waktu lebih banyak. Dari permasalahan tersebut maka dilakukan penelitian untuk sistem antrean, antrean dengan memanfaatkan teknologi IoT (Internet of Things) yaitu RFID (Radio Frequency Identification) dengan obkjek e-KTP (electronic Kartu Tanda Penduduk). Pada penelitian dengan menggunakan e-KTP yang di tempelkan pada alat RFID perekaman informasi pengunjung puskesmas cukup satu kali pendataan saja dan untuk kunjungan berikutnya pengunjung tidak perlu dicatat lagi ientitasnya, pengunjung puskesmas hanya mendaftar ke bagian/ poli yang ingin didatangi, seingga dapat memudahkan petugas / staf Puskesmas. Proses identifikasi menggunakan RFID dengan objek e-KTP dapat terjadi dengan menggunakan gelombang elektromagnetik, proses identifikasi RFID membutuhkan dua perangkat yaitu tag dan reader agar dapat berfungsi dengan baik. Penelitian ini menggunakan metode Guidelines for Rapid Application Engineering (GRAPPLE) agar dapat menghasilkan luaran dari sistem ringkas namun tidak mengurangi kualitas sistem yang dibangun. Penelitian ini bertujuan untuk memudahkan pelayanan Puskesmas salah satunya pada proses antrean. Sistem Informasi Pusat Layanan Kesehatan Masyarakat Menggunakan RFID dan objek e-KTP dapat dibuat dan dioperasikan dengan mikrokontroler ESP8266 sebagai pusat kendali rangkaian dan fitur Multi Database yang memudahkan dalam sinkronisasi dengan sistem Rekam Medis, sehingga sistem informasi yang di buat dapat diimplementasikan pada Puskesmas
Designing a Promotional Media Website for Pottery Products Using the Waterfall Method Madani, Miftahul; Haryono, Haryono
Jurnal Bumigora Information Technology (BITe) Vol. 5 No. 2 (2023)
Publisher : Universitas Bumigora

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30812/bite.v5i2.3370

Abstract

Background: Penujak Village is one of the oldest pottery tourism villages that has succeeded in providing pottery production for foreign collectors. After the Bali bombing incident, Penujak pottery experienced a decline, which could trigger several other factors, including the development of promotions. Promotions used by the Penujak community still use traditional word-of-mouth promotions.Objective: This research aims to create a website to help promote pottery products in Penujak Village. Methods: This research uses a qualitative approach with the waterfall system development method.Result: The research produced website promotion interval values of 29, 1 being > 26, 6 31, 2 which can be categorized as 4 = Agree.Conclusion: Pottery promotional media in the Penujak tourist village is suitable for use as promotional media. Tests were carried out on promotional media using usability theory with seven questions fulfilled.