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Pembentukan Karakter Teacherpreneur melalui Optimalisasi Pemanfaatan Teknologi dalam Pembelajaran Bagi Guru Filda Febrinita; Wahyu Dwi Puspitasari; Tia Neiska Puspita
Kontribusi: Jurnal Penelitian dan Pengabdian Kepada Masyarakat Vol. 6 No. 2 (2026): Mei 2026
Publisher : Cipta Media Harmoni

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.53624/kontribusi.v6i2.898

Abstract

Latar Belakang: Konsep teacherpreneur berperan dalam peningkatan profesionalisme tenaga pendidik agar memiliki jiwa kreatif dan inovatif. Pada MI Roudhotun Nasihiin Sukorejo Sutojayan Blitar, proses pembelajaran masih bergantung pada buku ajar dan LKS yang disediakan sekolah karena rendahnya kemandirian dan motivasi guru untuk membuat bahan ajar mandiri melalui pemanfaatan teknologi. Tujuan: Kegiatan PKM bertujuan membentuk karakter teacherpreneur pada guru melalui optimalisasi pemanfaatan teknologi dalam pembelajaran sehingga guru menjadi inovatif, adaptif, dan mandiri. Metode: PKM dilaksanakan melalui metode sosialisasi dan praktek. Pengukuran ketercapaian target kegiatan dilakukan dengan  pemberian tes dan evaluasi hasil kerja peserta. Hasil: Hasil pretest dan posttest menunjukkan adanya kenaikan rata-rata yaitu dari 69.4 menjadi 89.5. Selanjutnya, pada kegiatan praktek penyusunan LKPD, 12 dari 14 peserta, atau 85,7% peserta, dapat menghasilkan LKPD sesuai dengan mata pelajaran yang diampu melalui aplikasi canva. Kesimpulan: Peningkatan pemahaman guru terhadap konsep teacherpreneur berada pada kategori sangat baik. Sementara pelaksanaan kegiatan PKM secara keseluruhan termasuk dalam kategori berhasil atau tuntas. Tindak lanjut yang dapat dilakukan adalah pendampingan secara berkala agar guru konsisten dalam mengembangkan karakter teacherpreneur melalui pengembangan bahan ajar berbasis teknologi.
Design and Development of a CMS-Based School Website Integrated with a 360° Virtual Tour Using the Waterfall Method at SDN Gadungan 02 Balya Ahmad Waffa; Saiful Nur Budiman; Wahyu Dwi Puspitasari
Jurnal Ilmiah Multidisiplin Indonesia (JIM-ID) Vol. 5 No. 06 (2026): Jurnal Ilmiah Multidisplin Indonesia (JIM-ID), June 2026
Publisher : Sean Institute

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

Abstract

The utilization of information technology in education plays a crucial role in supporting the openness and equal distribution of information. SDN Gadungan 02, located in Blitar Regency, does not yet have an official digital platform, resulting in manual and limited methods of information delivery and school promotion. This study aims to design and develop a school website based on a Content Management System (CMS) integrated with a 360° Virtual Tour feature as an informative and interactive digital solution. The methodology used is the Waterfall model, comprising analysis, design, implementation, and testing phases. The technologies employed include React JS for the interface, Express JS and PostgreSQL for the backend, and React-Pannellum for displaying 360° panoramas. The website supports two user roles: admin and general users. Its main feature, the 360° Virtual Tour, allows visitors to explore the school environment online. Blackbox testing using the All-Pair technique showed a success rate of 94.87%, while Whitebox testing with the basis path technique resulted in a Cyclomatic Complexity score of 15, indicating moderate complexity. Closed Beta Testing by IT experts and internal users recorded satisfaction rates of 91.25% and 85%, respectively, while Open Beta Testing with 50 respondents yielded 84.75% satisfaction. The website is considered feasible, functional, accessible, and capable of delivering a strong digital experience. Its presence is expected to support information transformation and enhance the school's image and competitiveness in the digital era.
Network Disruption Alert and Logging Information System at the Department of Population and Civil Registration of Tulungagung Regency (SISTA GARDU) Aditya Pratama Nugraha; Mukh. Taofik Chulkamdi; Wahyu Dwi Puspitasari
Jurnal Teknologi Informatika dan Komputer Vol. 12 No. 2 (2026): Jurnal Teknologi Informatika dan Komputer
Publisher : Universitas Mohammad Husni Thamrin

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37012/jtik.v12i2.3538

Abstract

The utilization of information technology has become a crucial element in the operations of contemporary organizations for efficiently managing data volumes. Public services at the Tulungagung Regency Department of Population and Civil Registration highly depend on internet network infrastructure stability. Unpredictable network connectivity disruptions often cause delays in processing public population administration documents. Therefore, this study aims to design, build, and test a Network Disruption Warning and Recording Information System. This research applies the Research and Development method through a waterfall approach, including requirement analysis, system design, implementation, and testing. Developers built this software using the Laravel framework and MySQL database, operating it on a virtual private server infrastructure. This system presents significant novelty by simultaneously integrating connection downtime history recording functions and distributing instant warning notifications via a WhatsApp gateway. Based on evaluation results, black box testing demonstrated a one hundred percent success rate across all operational features. Furthermore, expert testing and user acceptance testing sequentially obtained feasibility percentages of 92.59% and 95.33%, categorized as Highly Feasible. This warning system operates optimally to mitigate various technical network constraints. For future research, the author recommends expanding the system's monitoring range to all end-point hardware devices and improving algorithms to detect intermittent network disruptions.
Development of Interactive English Learning Media Using Construct 2 for Elementary Schools Ibnu Abizaid Fisabilillah; Indyah Hartami Santi; Wahyu Dwi Puspitasari
Jurnal Teknologi Informatika dan Komputer Vol. 12 No. 2 (2026): Jurnal Teknologi Informatika dan Komputer
Publisher : Universitas Mohammad Husni Thamrin

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37012/jtik.v12i2.3702

Abstract

English learning in elementary schools requires engaging and interactive media to improve students' motivation and understanding. Observations and interviews at SDN Papungan 01 Blitar showed that first-grade students still had difficulty memorizing English vocabulary, particularly color-related words, partly because the available learning media were limited. This study aimed to develop an interactive English learning medium based on Construct 2 for first-grade elementary school students and to determine its feasibility. The method used was Research and Development (R&D) combined with the Multimedia Development Life Cycle (MDLC) model, consisting of concept, design, material collecting, assembly, testing, and distribution stages. The resulting product, ColorFun English Learning Game, features a color-guessing game and a letter-arranging game equipped with images, audio, animation, a scoring system, and a life system. Evaluation was conducted through blackbox testing, material expert validation, IT expert validation, and a student response questionnaire. The results showed that all features functioned properly (100%), material expert validation reached 96%, IT expert validation reached 95%, and student responses reached 92.5%, all categorized as highly feasible. The developed learning medium is proven feasible as a supporting tool for English learning among first-grade elementary school students.
Construct 2-Based Learning Media for Calculating Change, Featuring a Traditional Market Theme, for Students Ade Eka Saputra; Indyah Hartami Santi; Wahyu Dwi Puspitasari
Jurnal Teknologi Informatika dan Komputer Vol. 12 No. 2 (2026): Jurnal Teknologi Informatika dan Komputer
Publisher : Universitas Mohammad Husni Thamrin

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37012/jtik.v12i2.3845

Abstract

Elementary school students' ability to apply addition and subtraction concepts to buying and selling transactions specifically calculating change requires improvement. Interviews with a second-grade teacher at SDN Papungan 01 revealed that 20% of students still struggle with this, highlighting the need for interactive and contextual learning media. This study aimed to develop a Construct 2 based educational game focused on monetary arithmetic operations to help second-grade students understand addition and subtraction concepts when calculating change, as well as to evaluate the game's feasibility. The media was developed using the Multimedia Development Life Cycle (MDLC) method, comprising the stages of concept, design, material collection, assembly, testing, and distribution. The resulting product is a traditional market-themed educational game that trains students to recognize currency denominations, calculate change, and correctly assemble the change amount. Testing was conducted using Black-box testing and beta testing. Blackbox testing results showed a functional success rate of 97.83%, with 45 out of 46 test scenarios executing as planned. Beta testing yielded feasibility ratings of 96% from media experts, 94% from IT experts, 100% from teachers, and 95.22% from students. Based on these results, the learning media is deemed highly suitable for supporting basic arithmetic instruction in elementary schools.
Grouping Data on Koi Breeder Auction Websites Based on Size Using the K-Means Clustering Method Nanda Fatkhur Rohman; Indyah Hartami Santi; Wahyu Dwi Puspitasari
AURELIA: Jurnal Penelitian dan Pengabdian Masyarakat Indonesia Vol. 4 No. 1 (2025): January 2025
Publisher : CV. Rayyan Dwi Bharata

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.57235/aurelia.v4i1.3703

Abstract

Website lelang Breeder Koi adalah salah satu yang mengalami masalah tersebut. Website lelang Breeder Koi merupakan salah satu website lelang ikan koi yang mulai aktif pada 2019. Permasalahan pada website Breeder Koi adalah kesulitan admin yang akan melakukan pemeriksaan data lelang dari ukuran ikan koi tertentu. Hal ini dimaksudkan agar saat proses penampungan di akuarium karantina sementara sebelum dikirim ke pembeli sesuai dengan ukuran ikan koi. Pada proses penampungan ikan sementara Breeder Koi masih melakukan pemilahan secara manual. Masalah tersebut semakin bertambah karena pada bulan November 2023 data lelang mengalami kenaikan. Dengan metode k-means clustering, dapat mengelompokkan data lelang ikan koi pada website Breeder Koi berdasarkan ukuran ikan koi yang di lelang dengan membagi menjadi 4 cluster yang menyesuaikan dengan ukuran akuarium karantina di tempat penampungan Breeder Koi yaitu 4 ukuran untuk ikan koi berukuran kecil, sedang, besar, dan sangat besar. Untuk pengujian pada penelitian ini menggunakan Davies Bouldin Index (DBI) yaitu dengan menghitung jarak kedekatan antar data dalam setiap clusternya. Pada penelitian ini mengelompokkan 245 data lelang dengan centroid (titik pusat) akhir 18.06666667, 30.44262295, 34.87037037, dan 41.69411765 Dengan hasil, cluster 1 (kecil) sebanyak 45 data, cluster 2 (sedang) sebanyak 61 data, cluster 3 (besar) sebanyak 62 data, dan cluster 4 (sangat besar) 77 data. Pengujian Davies Bouldin Index pada penelitian ini mendekati angka 0 dengan nilai sebesar 0.5329667491112356 dimana angka ini sudah termasuk baik terhadap setiap cluster hasil dari proses clustering/pengelompokan data lelang ikan koi yang telah dilakukan. Berdasarkan hasil diatas, pengelompokan data lelang ikan koi menggunakan algoritma k-means clustering bisa dikatakan optimal.