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Pelatihan Desain Grafis Guna Meningkatkan Kreatifitas Dalam Berwirausaha Bagi Pelaku UMKM Di Kecamatan Sembalun Putra, Yupi Kuspandi; Fathurrahman, Fathurrahman; Nurhidayati, Nurhidayati; Mahpuz, Mahpuz; Sadali, Muhamad; Wasil, Muhammad
Jurnal Teknologi Informasi untuk Masyarakat Vol. 1 No. 1 (2023): Jurnal Teknologi Informasi untuk Masyarakat (Teknokrat)
Publisher : Universitas Hamzanwadi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29408/jt.v1i1.21360

Abstract

Desain grafis merupakan proses komunikasi menggunakan elemen visual, seperti teks, bentuk, dan gambar untuk menyampaikan suatu pesan. Desain yang menarik merupakan salah satu alat bantu yang digunakan sebagai media promosi. Pengabdian ini bertujuan untuk membantu pelaku UMKM tentang bagaimana membuat desain yang menarik serta dapat membuat desain sendiri agar meminimalisir biaya produksi dalam pembuatan desain di percetakan. Sasaran kegiatan adalah pelaku UMKM di Kecamatan Sembalun yang menjadi mitra utama. Target dan luaran pengabdian ini adalah terbentuknya keterampilan dan kreatifitas pelaku UMKM dalam membuat desain guna meningkatkan kualitas desain yang dapat mempengaruhi hasil penjualan. Dengan adanya pengabdian kepada masyarakat yang telah dilakukan, diharapkan dapat membantu semua pelaku UMKM  yang ada di Kecamatan Sembalun untuk dapat membuat desain sendiri serta dapat meningkatkan nilai jual produknya. 
Pelatihan dan Pendampingan Penulisan Karya Ilmiah Bagi Guru dan Staff di SMK Nahdlatul Wathan Diniyah Islamiah Korleko Yahya, Yahya; Bahtiar, Hariman; Nur, Amri Muliawan; Sadali, Muhamad; Putra, Yupi Kuspandi; Fathurrahman, Fathurrahman; Sutriandi, Aswian Editri; Nurhidayati, Nurhidayati; Samsu, L. Muh.; Saiful, Muhammad
Jurnal Teknologi Informasi untuk Masyarakat Vol. 1 No. 2 (2023): Jurnal Teknologi Informasi untuk Masyarakat (Teknokrat)
Publisher : Universitas Hamzanwadi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29408/jt.v1i2.24711

Abstract

Nahdlatul Wathan Diniyah Islamiah Korleko Vocational High School is one of the Vocational High Schools under the Hamzanwadi Education Foundation Darunnahdlatain Nahdlatul Wathan Diniyah Islamiah Pancor Islamic Boarding School. This school was founded to meet the demands and needs of the community, especially in the Labuhan Haji District area. NWDI Korleko Vocational School has 2 departments, namely the Department of Computer and Network Engineering (TKJ) and the Department of Multimedia. NWDI Korleko Vocational School is guided by many teaching staff who have various scientific disciplines. Even productive teachers are taught by teachers who have scientific disciplines that are very different from the competencies that must be taught. Starting from the diversity of scientific disciplines of teachers which greatly influences the competence of their students. The diversity of scientific disciplines is what creates non-uniformity in information technology knowledge, especially in the field of writing scientific papers. There are those who understand and there are those who don't understand at all. That is what causes the desire to help understand techniques and how to apply information technology in writing scientific papers. From the initial test analysis in information technology knowledge, the average teaching staff at NWDI Korleko Vocational School understands around 40% to 50% of scientific writing. After training and mentoring, there was a significant increase in the writing and application of information technology in writing scientific papers, reaching 80% to 90%, 10% of whom did not understand, which was because during the training and mentoring, the teaching staff had a high level of attendance. less than 70%. Thus, there needs to be ongoing training and mentoring so that teaching staff can understand everything
Pelatihan Uji Kompetensi Keahlian Pada Siswa Kelas XII SMK NWDI Renco Putra, Yupi Kuspandi; Hariman Bahtiar; Yahya; Muhammad Saiful; Muh. Adrian Juniarta Hidayat; Fathurrahman; Amri Muliawan Nur; L.M.Samsu; Nurhidayati; Aswian Editri Sutriandi
Jurnal Teknologi Informasi untuk Masyarakat Vol. 2 No. 1 (2024): Jurnal Teknologi Informasi untuk Masyarakat (Teknokrat)
Publisher : Universitas Hamzanwadi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29408/jt.v2i1.26181

Abstract

This service aims to help students improve their readiness and skills in completing the Skills Competency Test in the field of Computer and Network Engineering. The National Examination is no longer a determinant of graduation based on government regulations through the Ministry of Education and Culture which regulates policies and criteria for student graduation. Even though they no longer require national test scores, schools have full power in determining the school graduation requirements for their students, but these requirements must be in accordance with the circular issued by the Minister of Education and Culture. The target of this activity is class XII students at NWDI Renco Vocational School who are the main partners. The target and output of this activity is the development of skills in working on skills competency test questions that are skills in nature. The method used is Participatory Learning and Action (PLA). This activity is carried out by providing practical knowledge and skills. With this skills competency training, especially in the field of Computer and Network Engineering, it is hoped that it can help students prepare for skills competency tests to get maximum results and improve student competency. Keywords : Skill Competency, Vocational School, Computer and Network Engineering, Participatory Learning and Action
Pelatihan Kompetensi Keahlian Pada Siswa SMKN 1 Pringgasela Hidayat, Muh. Adrian Juniarta; Putra, Yupi Kuspandi; Fathurrahman; Muhammad Saiful; L.M.Syamsu; Sutriandi, Aswian Editri
Jurnal Teknologi Informasi untuk Masyarakat Vol. 2 No. 2 (2024): Jurnal Teknologi Informasi untuk Masyarakat (Teknokrat)
Publisher : Universitas Hamzanwadi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29408/jt.v2i2.28510

Abstract

This service aims to help students improve their readiness and skills in completing the Software Engineering Competency Test. Currently, the national exam is no longer a determinant of vocational high school student graduation based on government regulations through the Ministry of Education and Culture which regulates policies and criteria for student graduation. The school has full authority to determine the graduation requirements for its students, but these requirements must be in accordance with the circular issued by the Government. The target of this activity is students of SMKN 1 Pringgasela who are the main partners. The target and output of this activity is to increase skills in working on competency test questions. The method used is Participatory Learning and Action (PLA). This activity is carried out by providing knowledge and skills in theory and practice. With the training of competency skills, especially in the field of Software Engineering, it is hoped that it can help students prepare for the competency test to get maximum results and improve student competence
Media Pembelajaran Video Animasi Legenda Putri Mandalika Berbasis Artificial Intelegence Putra, Yupi Kuspandi; Hasanah, Sosiatul; Fathurrahman, Fathurrahman; Hidayat, Muh. Adrian Juniarta
Jurnal PRINTER: Jurnal Pengembangan Rekayasa Informatika dan Komputer Vol. 3 No. 2 (2025): Jurnal PRINTER: Jurnal Pengembangan Rekayasa Informatika dan Komputer
Publisher : Fakultas Teknik Universitas Hamzanwadi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29408/jprinter.v3i2.33174

Abstract

The rapid development of information technology has brought significant changes in various aspects of life, including in the field of education. The need for effective and efficient learning media is increasingly urgent along with demands to improve the quality of education that is relevant to current developments. The Legend of Putri Mandalika is one of the Indonesian cultural heritages rich in moral values and local wisdom. However, delivering traditional legend stories to the younger generation today still faces challenges, especially in terms of engaging learning methods that are relevant to current digital technology developments. This study aims to produce a 3D animation-based learning medium that presents the story of the Legend of Putri Mandalika by utilizing Blender software and artificial intelligence (AI) technology to support the production process, including character creation, storyboard development, and voice-over. The method used includes pre-production, production, and post-production stages, each designed to maximize the visual and narrative potential of this legend. The final result of this study is a short animated video that can be used as an interactive learning medium for elementary to junior high school students. Thus, the integration of 3D animation with AI technology is not only an innovative solution in developing learning media but also plays an important role in preserving local culture so that it remains alive and relevant in the digital era. This learning medium is expected to increase students’ learning interest, strengthen their understanding of cultural values, and encourage the positive use of technology in educational settings.
Digitalisasi Bank Sampah Mandiri melalui Pendampingan Sistem Informasi Berbasis Web Yulistia, Almi; Yahya; L M Samsu; Yupi Kuspandi Putra; Muh. Adrian Juniarta Hidayat; Fathurrahman
Jurnal Teknologi Informasi untuk Masyarakat Vol. 3 No. 2 (2025): Jurnal Teknologi Informasi untuk Masyarakat (Teknokrat)
Publisher : Universitas Hamzanwadi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29408/jt.v3i2.33137

Abstract

This community service program aims to support the digital transformation of Bank Sampah Mandiri Sandubaya by developing a web-based information system as an official, structured, and accessible platform for public communication. The partner previously relied solely on social media, which limited the organization’s ability to present information cohesively and maintain proper documentation. The implementation stages included needs assessment, system design, web development, content management training, and system evaluation. The results show that the developed website successfully integrates key information such as the organization’s profile, vision and mission, activity documentation, location map, and managed waste data. Furthermore, the training improved the staff’s ability to independently update and maintain website content. The web-based system has enhanced transparency, improved publication effectiveness, and strengthened the professionalism of Bank Sampah Mandiri in engaging with the community and potential stakeholders. Overall, this program provides an appropriate digital solution and supports the sustainability of environmental management efforts in Sandubaya.