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TRANSFORMASI DIGITAL UNTUK UMKM: PELATIHAN KETERAMPILAN DESAIN POSTER SEBAGAI MEDIA PROMOSI UNTUK USAHA MIKRO DI BANDUNG BARAT Nudiati, Deti; Krisnayanti, Krisnayanti; Rohma, Vinanti Julia; Nuraeni, Rini; Maesaroh, Tasbiah Siti
Comm-Edu (Community Education Journal) Vol. 8 No. 3 (2025): September 2025
Publisher : IKIP Siliwangi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22460/comm-edu.v8i3.28591

Abstract

This study explores the effectiveness of a Canva-based digital poster design training in empowering micro, small, and medium-sized enterprises (MSMEs) in Kp. Pasir Handap, West Bandung. The training aimed to enhance participants’ technical skills, digital literacy, and confidence in using technology for promotional purposes. Employing a one-group pretest-posttest design, the study involved ten MSME participants with limited prior experience in graphic design. Quantitative data collected through pre- and post-training questionnaires revealed significant improvements in participants’ understanding and use of Canva’s basic features. The training also incorporated adult learning principles (andragogy) to ensure contextual and practical learning experiences. The results suggest that simple, targeted digital training can effectively bridge technological gaps among rural entrepreneurs, contributing to improved marketing capabilities and supporting the broader agenda of digital transformation in Indonesia’s informal sector.  
Self-directed learning pada pendidikan orang dewasa di Indonesia: sebuah tinjauan sistematis untuk mewujudkan pendidikan berkualitas dan inklusif Wijayakusuma, Muhamad Yusuf; Lutfiansyach, Dadang Yunus; Pramudia, Joni Rahmat; Nudiati, Deti
INSANIA : Jurnal Pemikiran Alternatif Kependidikan Vol 30 No 1 (2025)
Publisher : Fakultas Tarbiyah dan Ilmu Keguruan UIN Profesor Kiai Haji Saifuddin Zuhri Purwokerto

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24090/insania.v30i1.14006

Abstract

As new learning methods continue to emerge, Self-Directed Learning (SDL) remains a crucial element in the field of education, specifically for promoting inclusive quality education. This research is a Systematic Literature Review using the PRISMA framework to explore research trends, factors, and impacts of self-directed learning within Indonesian adult education, focusing on 25 Scopus-indexed publications from 2019 to 2024. The findings indicate a notable rise in related publications, particularly post-2022, with quantitative research methods being the most applied and undergraduate students serving as the primary subjects, which highlights a gap in representing broader adult learner populations. Thematic analysis reveals that SDL is effectively cultivated through structured antecedents, specifically gamified MOOCs, Learning Management Systems, and flipped classroom pedagogies, which causally link to enhanced digital literacy, creativity, and learner autonomy. Crucially, the study distinguishes that while purposeful educational technology fosters independence, uncontrolled social media usage acts as a potential hindrance to self-regulation. Based on these insights, the researchers recommend prioritizing guided technology integration and suggest that future studies diversify methodologies and broaden participant scopes beyond undergraduate students to better address the inclusive nature of adult education. Aligning with SDG 4 and SDG 10, this study positions SDL as a catalyst for inclusive quality education and reduced inequalities, empowering diverse learners, particularly marginalized groups, to achieve autonomy and lifelong growth.
Learning Needs Software Development in Determining Community Learning Needs Priority at the Community Learning Center (CLC) Purnomo Purnomo; Deti Nudiati; Dadang Yunus Lutfiansyah; Apriza Hongko Putra; Eko Sulistiono
Journal of Nonformal Education Vol. 10 No. 2 (2024): Equivalency education and community education
Publisher : Universitas Negeri Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15294/jone.v10i2.1608

Abstract

Challenges to Industry 4.0 are faced by the field of community empowerment, which is implemented by community education programs. To face this challenge, the position of technology in community empowerment programs is a strategic approach to achieving community needs. One of the CLCs in Pagerwangi Village, Lembang District, experienced problems in collecting data on community learning needs, so a technological breakthrough was needed to facilitate facilitators in collecting data along with mapping the needs of community empowerment programs so that they could be achieved. Through the Digital Needs Assessment, facilitators will find it easier to explore, record, process, analyze, and report data. The purpose of this research is to develop a prototype of the Digital Needs Assessment software that is effectively developed for community use in determining the priority of community education and learning needs. This research method uses a quantitative approach in the form of descriptive statistics with a total of 42 respondents who are CLC facilitators, carried out for 5 months, from February 2023 to June 2023. Based on the research results, the Digital Needs Assessment software can improve the competence of CLC facilitators, especially in processing data or information on the results of identifying community learning needs
Digital Comics as a Learning Media for Local History in Senior High Schools Kasih, Imamah Candra; Firmansyah, Andang; Putri, Astrini Eka; Nudiati, Deti
Jurnal Pendidikan Sosiologi dan Humaniora Vol 17, No 1 (2026): Edisi April 2026
Publisher : Universitas Tanjungpura

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26418/j-psh.v17i1.99769

Abstract

This research intends to create educational materials through digital comics centered on local history and assess their usability for 10th graders in senior high school. The study utilized the Research and Development (R & D) approach, following the ADDIE model. The participants included 10th-grade students, and assessments were carried out by both material and media specialists. Data collection methods consisted of direct observations, interviews, surveys, and evaluations from experts. The analysis of the data was performed using a descriptive method, incorporating both qualitative and quantitative techniques by means of scoring and student feedback.The findings reveal that the digital comics focusing on local history achieved a “highly feasible” rating from material specialists, media specialists, and subject teachers, along with favorable feedback from students. The evaluation by media experts showed a score of 94. 17% (highly feasible), the validation from material specialists was 86. 75% (highly feasible), while subject teachers gave a perfect score of 100% (highly feasible). In addition, the pilot test with a small group received a score of 74%, while the larger group trial scored 77%, both of which are deemed suitable. Therefore, the digital comics on local history are judged appropriate and hold potential as an alternative educational resource for history classes.