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Peningkatan Kualitas dan Diversifikasi Produk Olahan Sukun Purnomo Purnomo; Dwi Sulistyaningsih; R. Ery Wibowo Agung
Jurnal Surya Masyarakat Vol 2, No 2 (2020): Mei 2020
Publisher : Universitas Muhammadiyah Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26714/jsm.2.2.2020.85-89

Abstract

The availability of breadfruit is abundant in the village of Meteseh in RW. X Tembalang District, Semarang City. BAROKAH farmers group develops breadfruit chip business. This group of farmers utilizes the abundantly available breadfruit fruit in the Meteseh area to make breadfruit chips. BAROKAH has problems in terms of limited equipment to support product manufacturing, and limited knowledge and skills in the processing and diversification of breadfruit preparations. The purpose of this activity is to develop a business through diversification of BAROKAH breadfruit processed products so that this business and all the people involved are able to become economically independent communities. It also improved product quality, creative and innovative skills, skills in using appropriate technology in the cutting, draining, and packaging of breadfruit processed products. The method used is to improve product quality, creative and innovative skills through the use of appropriate technology in the cutting, draining, and packaging of processed breadfruit products. In addition, diversification of breadfruit processed products was also developed. The results show that the application of appropriate technology has been able to increase the capacity of chopping, and the durability of processed products from breadfruit. In addition, the quality of processed breadfruit products has increased.
Peningkatan Kualitas dan Diversifikasi Produk Olahan Sukun Purnomo Purnomo; Dwi Sulistyaningsih; R. Ery Wibowo Agung
Jurnal Surya Masyarakat Vol 2, No 2 (2020): Mei 2020
Publisher : Universitas Muhammadiyah Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (328.217 KB) | DOI: 10.26714/jsm.2.2.2020.85-89

Abstract

The availability of breadfruit is abundant in the village of Meteseh in RW. X Tembalang District, Semarang City. BAROKAH farmers group develops breadfruit chip business. This group of farmers utilizes the abundantly available breadfruit fruit in the Meteseh area to make breadfruit chips. BAROKAH has problems in terms of limited equipment to support product manufacturing, and limited knowledge and skills in the processing and diversification of breadfruit preparations. The purpose of this activity is to develop a business through diversification of BAROKAH breadfruit processed products so that this business and all the people involved are able to become economically independent communities. It also improved product quality, creative and innovative skills, skills in using appropriate technology in the cutting, draining, and packaging of breadfruit processed products. The method used is to improve product quality, creative and innovative skills through the use of appropriate technology in the cutting, draining, and packaging of processed breadfruit products. In addition, diversification of breadfruit processed products was also developed. The results show that the application of appropriate technology has been able to increase the capacity of chopping, and the durability of processed products from breadfruit. In addition, the quality of processed breadfruit products has increased.
Digitalisasi Pembelajaran: Pengaruh Edugame Terhadap Kemampuan Berfikir Kritis Siswa Slamet Sariyanto; Iswahyudi Joko Supriyitno; Dwi Sulistyaningsih
J-CEKI : Jurnal Cendekia Ilmiah Vol. 4 No. 2: Februari 2025
Publisher : CV. ULIL ALBAB CORP

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56799/jceki.v4i2.6572

Abstract

This study discusses the effect of using digital-based educational game learning media on critical thinking skills at elementary and junior high school levels with a focus on mathematics subjects. The aim is to find out whether the learning media used has an impact on students in improving critical thinking skills. The method in this study is the systematic literature review (SLR) method. This method is carried out by reviewing articles from Google Scholar and Knowledge Maps sources from the years of publication 2020-2024. The review process consists of 3 stages, namely planning, conducting and reporting, the results and conclusions obtained regarding the use of educational game media on critical thinking skills have increased in use from year to year, especially in quiz-based games, while storytelling-based games are still rarely studied in their use. The use of educational games in research that has been conducted has shown an influence in improving students critical thingking skills.
Effectiveness of Quizz based Edugame as Learning Support Media for Improvement of Learning Outcomes Slamet Sariyanto; Iswahyudi Joko Suprayitno; Dwi Sulistyaningsih
Juwara: Jurnal Wawasan dan Aksara Vol. 5 No. 1 (2025)
Publisher : Yayasan Pendidikan dan Pengembangan Harapan Ananda

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58740/juwara.v5i1.377

Abstract

The study discusses the effectiveness of using quiz-based edugame to improve student learning outcomes in the context of increasingly rapid technological developments. The negative impact of technology in the world of education is the decline of students' interest in learning because they are more interested in playing games than learning. Therefore, the emergence of innovation to use games as educational materials to attract student interest and motivation. The purpose of this study was to determine the impact of using edugame as learning media on students' learning outcomes. The method in this study uses the SLR (systematic literature review) method by analyzing articles from google scholar in the publication year 2021-2025 with a focus on the use of edugame in formal learning at the elementary, junior high, and high school levels. This study only covers Android-based or digital edugame and does not examine in depth external factors such as economic background or parental support for the effectiveness of edugame. The results of the analysis show that the use of quiz-based edugame has a positive impact where the increase in students' learning outcomes reaches 13.7% to 35% compared to usual learning, besides that edugame also increase students' interest and motivation to learn, therefore edugame can be an alternative for educators to utilize in an effort to improve students' learning outcomes.