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Inovasi Pembelajaran Fotografi dan Videografi Melalui Penggunaan EPSS dan Project Based Learning di Laboratorium 3D Hologram dengan Pendekatan Teknologi Media Tepat Guna dan Gamifikasi Abdul Rahman Prasetyo; Ike Ratnawati; Fikri Aulia; Nila Rahmawati; Eka Putri Surya; Adinda Marcelliantika; Alby Aruna; Ginanjar Atma Wijaya
Reslaj: Religion Education Social Laa Roiba Journal Vol. 6 No. 12 (2024): RESLAJ: Religion Education Social Laa Roiba Journal 
Publisher : Intitut Agama Islam Nasional Laa Roiba Bogor

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47467/reslaj.v6i12.3703

Abstract

Inovasi pembelajaran fotografi dan videografi melalui penggunaan Electronic Performance Support System (EPSS) dan Project Based Learning di laboratorium 3D hologram bertujuan untuk meningkatkan keterampilan teknis dan kreativitas mahasiswa. Program ini menggabungkan teknologi media yang tepat guna dan gamifikasi untuk menciptakan pembelajaran yang interaktif dan fleksibel. Metode yang digunakan dalam program ini meliputi perancangan kurikulum yang sesuai dengan kebutuhan pembelajaran, pengembangan infrastruktur teknologi di laboratorium 3D hologram, pelatihan intensif bagi mahasiswa dan staf pengajar, serta evaluasi berkelanjutan untuk mengukur efektivitas program. Hasil penelitian menunjukkan adanya peningkatan signifikan dalam keterlibatan dan kinerja mahasiswa. Mahasiswa lebih aktif terlibat dalam proses pembelajaran dan menunjukkan peningkatan kemampuan teknis serta kreativitas dalam bidang fotografi dan videografi. Program ini tidak hanya meningkatkan keterampilan teknis mahasiswa tetapi juga mendorong mereka untuk berpikir kreatif dan inovatif dalam menggunakan teknologi baru. Evaluasi melalui survei dan observasi kinerja menunjukkan bahwa program ini efektif dalam mendukung pembelajaran seni yang lebih dinamis dan menarik. Program ini diharapkan dapat terus mendukung peningkatan kualitas pendidikan seni melalui pendekatan teknologi yang inovatif. Dengan demikian, penggunaan EPSS dan Project Based Learning di laboratorium 3D hologram berpotensi menjadi model pembelajaran yang dapat diterapkan di berbagai institusi pendidikan seni lainnya.
Pola Penerapan Apresiasi Seni 2D Melalui Playmat Audio Visual Interaktif Berbasis Gamifikasi untuk Guru PPG Seni Budaya Dalam Jabatan Abdul Rahman Prasetyo; Putra Hilmi Prayitno; Fikri Aulia; Eka Putri Surya; Nila Rahmawati; Adinda Marcelliantika; Alby Aruna
Reslaj: Religion Education Social Laa Roiba Journal Vol. 6 No. 12 (2024): RESLAJ: Religion Education Social Laa Roiba Journal 
Publisher : Intitut Agama Islam Nasional Laa Roiba Bogor

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47467/reslaj.v6i12.4266

Abstract

Exploration of the application of 2D art appreciation patterns through the use of gamification-based interactive audio visual playmats designed specifically for in-service PPG Arts and Culture teachers. A qualitative approach with a case study design was used as a research method, with data collected through in-depth interviews, participant observation, and analysis of related documents. The results show that the use of gamification-based interactive playmats can increase teacher interest and involvement in appreciating 2D works of art. Apart from that, this playmat has also proven effective in developing teachers' critical analysis skills and aesthetic understanding. These findings provide significant implications for the development of more innovative and interactive arts and culture teaching methods, supporting the improvement of the quality of arts education in Indonesia. Thus, this method not only stimulates teacher interest and involvement, but also enriches their understanding of works of art, so that it can be applied in the learning process in various educational contexts.
Penerapan Kursus Berbasis Rapid Rural Appraisal Sebagai Upaya Internasionalisasi Konten Media Pembelajaran Augmented Reality Abdul Rahman Prasetyo; Fikri Aulia; Fuad Indra Kusuma; Mohamad Firzon Ainur Roziqin; Nila Rahmawati; Eka Putri Surya; Alby Aruna; Adinda Marcelliantika
El-Mal: Jurnal Kajian Ekonomi & Bisnis Islam Vol. 5 No. 11 (2024): El-Mal: Jurnal Kajian Ekonomi & Bisnis Islam
Publisher : Intitut Agama Islam Nasional Laa Roiba Bogor

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47467/elmal.v5i11.3997

Abstract

This research aims to develop and implement a Rapid Rural Appraisal (RRA) based course to internationalize augmented reality (AR) based learning media content. The RRA method is used to identify international needs and preferences for AR learning content. The results of RRA become the basis for developing strategies that include content development, platforms, marketing and promotions. Implementation involves developer training, international collaboration, and regular evaluation and monitoring to ensure successful internationalization. The findings suggest that the integration of local cultural and linguistic elements in AR content as well as the use of platforms that support multilingualism can increase user engagement in international markets. Evaluations also show increased understanding and appreciation of AR learning materials in various countries.
Pola Penerapan Implementasi Teknologi Tepat Guna Berbasis Machine Learning dalam Identifikasi Keramik sebagai Infrastruktur Wisata Edukasi di Desa Pagelaran Abdul Rahman Prasetyo; Iriaji; Ike Ratnawati; Alby Aruna; Eka Putri Surya; Adinda Marcelliantika; Nila Rahmawati
El-Mal: Jurnal Kajian Ekonomi & Bisnis Islam Vol. 5 No. 11 (2024): El-Mal: Jurnal Kajian Ekonomi & Bisnis Islam
Publisher : Intitut Agama Islam Nasional Laa Roiba Bogor

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47467/elmal.v5i11.3998

Abstract

The application pattern of appropriate technology based on machine learning for ceramic identification as educational tourism infrastructure in Pagelaran Village aims to enhance the effectiveness and efficiency of the ceramic identification process. This program employs machine learning algorithms to classify and recognize various types of ceramics based on visual and textural characteristics. Through this approach, educational tourism in Pagelaran Village can offer an interactive and immersive learning experience for visitors. Initial results indicate increased accuracy in ceramic identification and heightened visitor interest and engagement. This initiative is expected to support the development of technology-based educational tourism in Pagelaran Village.
Pengaruh Pelatihan Diversifikasi Produk terhadap Pengembangan Industri Usaha Tape di Banjarsari Prasetyo, Abdul Rahman; Kusumaningrum, Shirly Rizki; Wulandari, Dwi; Aruna, Alby; Marcelliantika, Adinda; Surya, Eka Putri; Rahmawati, Nila
VISA: Journal of Vision and Ideas Vol. 4 No. 3 (2024): VISA: Journal of Vision and Ideas
Publisher : IAI Nasional Laa Roiba Bogor

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47467/visa.v4i3.3937

Abstract

The tape business industry in Banjarsari Village faces challenges in increasing competitiveness through product diversification. The main objectives include identifying gaps in producer knowledge, improving the quality of tape products, and supporting downstream policies. The methods applied are Objective-Oriented Project Planning (OPP) and Logical Framework Approach (LFA), with a focus on analyzing skills needs and product quality standards. The research location is in Banjarsari Village with the main target being tape producers. The results show a significant increase in producers' knowledge and skills after the training, as well as product quality that meets downstream standards. The benefits obtained include increasing the competitiveness of the local tape industry, support for product downstream policies, and increasing producer income. In conclusion, product diversification training has proven effective in developing the tape business industry in Banjarsari Village.
Pola Penerapan STEAM dalam Produksi Playmat Interaktif untuk Pendidikan Muatan Lokal di Sekolah Pinggiran Kabupaten Pacitan Prasetyo, Abdul Rahman; Wulandari, Dwi; Ratnawati, Ike; Rahmawati, Nila; Aruna, Alby; Marcelliantika, Adinda; Surya, Eka Putri
VISA: Journal of Vision and Ideas Vol. 4 No. 3 (2024): VISA: Journal of Vision and Ideas
Publisher : IAI Nasional Laa Roiba Bogor

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47467/visa.v4i3.5204

Abstract

The implementation pattern of this community service aims to understand how to implement the STEAM method (Science, Technology, Engineering, Arts, Mathematics) in the production of interactive playmats intended to enhance local content education in schools on the outskirts of Pacitan Regency. Through a participatory approach, this activity involves teachers and students in the design and production process of playmats, which are designed to facilitate interactive and enjoyable learning. The results of the implementation show that the application of the STEAM method not only enhances students' creativity and technical skills but also strengthens their understanding of local culture. The evaluation of playmat usage indicates a significant increase in students' interest and engagement in learning. Therefore, this activity recommends that integrating the STEAM method into local educational products can be an effective model for developing education in remote areas.  
OPTIMALISASI PEMBELAJARAN LUKIS BERBASIS PROBLEM BASE LEARNING MELALUI KONTEN SIPEJAR TERINTEGRASI DENGAN VIRTUAL LABORATORIUM UNTUK PEMBELAJARAN HYBRID ADAPTIF MAHASISWA Rahman Prasetyo, Abdul; Ratnawati, Ike; Rai Arimbawa, Anak Agung Gde; Firzon Ainur Roziqin, Mohamad; Aruna, Alby; Putri Surya, Eka; Marcelliantika, Adinda; Rahmawati, Nila; Atma Wijaya, Ginanjar
Martabe : Jurnal Pengabdian Kepada Masyarakat Vol 7, No 8 (2024): MARTABE : JURNAL PENGABDIAN MASYARAKAT
Publisher : Universitas Muhammadiyah Tapanuli Selatan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31604/jpm.v7i8.3092-3107

Abstract

Optimalisasi pembelajaran lukis berbasis Problem Based Learning (PBL) dilakukan melalui integrasi konten SIPEJAR dengan Virtual Laboratorium dalam pembelajaran hybrid adaptif bagi mahasiswa, bertujuan untuk meningkatkan keterampilan kritis dan kreatif dalam seni lukis. Metode PBL ini memungkinkan simulasi praktik yang realistis dan interaktif dengan mengintegrasikan SIPEJAR dan Virtual Laboratorium, sehingga mahasiswa dapat mengalami pembelajaran yang lebih mendalam dan praktis. Pelaksanaan ini melibatkan pengembangan konten terstruktur, pelatihan bagi dosen, dan evaluasi berkelanjutan guna memastikan efektivitas pembelajaran. Dari hasil yang didapat, terjadi peningkatan signifikan dalam keterlibatan, pemahaman, dan keterampilan teknis mahasiswa dalam seni lukis. Evaluasi lebih lanjut menunjukkan bahwa pembelajaran hybrid adaptif yang memanfaatkan teknologi virtual serta PBL mampu meningkatkan kualitas pembelajaran secara keseluruhan. Integrasi ini tidak hanya membuat proses pembelajaran lebih menarik tetapi juga memastikan bahwa mahasiswa memperoleh keterampilan yang relevan dan aplikatif dalam bidang seni lukis, sehingga meningkatkan kompetensi mereka secara komprehensif.
OPTIMALISASI PEMBELAJARAN PEDAGOGI MAHASISWA PPG SENI BUDAYA MELALUI LMS INOVATIF TERINTEGRASI DENGAN PROYEK PROFIL PELAJAR PANCASILA DI SEKOLAH MITRA Rahman Prasetyo, Abdul; Aulia, Fikri; Indra Kusuma, Fuad; Putri Surya, Eka; Rahmawati, Nila; Aruna, Alby; Marcelliantika, Adinda
Martabe : Jurnal Pengabdian Kepada Masyarakat Vol 7, No 8 (2024): MARTABE : JURNAL PENGABDIAN MASYARAKAT
Publisher : Universitas Muhammadiyah Tapanuli Selatan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31604/jpm.v7i8.3108-3124

Abstract

Upaya untuk mengoptimalkan pembelajaran pedagogi mahasiswa Pendidikan Profesi Guru (PPG) Seni Budaya dilakukan melalui pengembangan konten Learning Management System (LMS) yang inovatif dan terintegrasi dengan proyek penguatan profil pelajar Pancasila di sekolah mitra. Dengan pendekatan ini, diharapkan terjadi peningkatan pemahaman dan apresiasi mahasiswa terhadap seni budaya, serta terbangunnya karakter yang berlandaskan nilai-nilai Pancasila. Metode yang digunakan melibatkan desain LMS yang interaktif, pelatihan guru, dan implementasi proyek di sekolah mitra. Hasil dari upaya ini menunjukkan adanya peningkatan keterlibatan mahasiswa dan efektivitas pembelajaran yang signifikan, serta penguatan nilai-nilai Pancasila. Implementasi LMS yang inovatif ini memberikan dampak positif dalam pembelajaran seni budaya dan pengembangan karakter mahasiswa PPG, yang tidak hanya meningkatkan kualitas pendidikan seni budaya tetapi juga memperkuat landasan karakter yang berorientasi pada nilai-nilai luhur Pancasila.
Peningkatan Akses dan Peluang Kewirausahaan Mahasiswa melalui Pembelajaran Fotografi Berbasis Proyek Industri di Sistem Pembelajaran Jaringan Abdul Rahman Prasetyo; Anak Agung Gde Rai Arimbawa; Iriaji; Eka Putri Surya; Alby Aruna; Adinda Marcelliantika; Nila Rahmawati; Ginanjar Atma Wijaya
Al-Kharaj: Jurnal Ekonomi, Keuangan & Bisnis Syariah Vol. 6 No. 11 (2024): Al-Kharaj: Jurnal Ekonomi, Keuangan & Bisnis Syariah
Publisher : Intitut Agama Islam Nasional Laa Roiba Bogor

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47467/alkharaj.v6i11.3899

Abstract

The program to enhance student access and entrepreneurial opportunities through industry-based photography project learning in an online learning system aims to develop students' technical and managerial skills. This program combines theory and practice through real industry-relevant projects, providing a comprehensive and interactive learning experience. Results show significant improvements in students' skills and motivation. With continued support from various parties, this program is expected to sustain improvements in education quality and entrepreneurial opportunities.
Penerapan Kursus Berbasis Rapid Rural Appraisal Sebagai Upaya Internasionalisasi Konten Media Pembelajaran Augmented Reality Abdul Rahman Prasetyo; Fikri Aulia; Fuad Indra Kusuma; Mohamad Firzon Ainur Roziqin; Nila Rahmawati; Eka Putri Surya; Alby Aruna; Adinda Marcelliantika
El-Mal: Jurnal Kajian Ekonomi & Bisnis Islam Vol. 5 No. 11 (2024): El-Mal: Jurnal Kajian Ekonomi & Bisnis Islam
Publisher : Intitut Agama Islam Nasional Laa Roiba Bogor

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47467/elmal.v5i11.3997

Abstract

This research aims to develop and implement a Rapid Rural Appraisal (RRA) based course to internationalize augmented reality (AR) based learning media content. The RRA method is used to identify international needs and preferences for AR learning content. The results of RRA become the basis for developing strategies that include content development, platforms, marketing and promotions. Implementation involves developer training, international collaboration, and regular evaluation and monitoring to ensure successful internationalization. The findings suggest that the integration of local cultural and linguistic elements in AR content as well as the use of platforms that support multilingualism can increase user engagement in international markets. Evaluations also show increased understanding and appreciation of AR learning materials in various countries.