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Arduino-Based Multifunctional Rack as a HSE Learning Aid in the Polimedia Graphic Laboratory Besse Irna Tawaddud
Jurnal Ilmiah Publipreneur Vol 8, No 1 (2020): Jurnal Ilmiah Publipreneur
Publisher : Politeknik Negeri Media Kreatif

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.46961/jip.v8i1.51

Abstract

Based on Undang-Undang Kesehatan No. 36/2009 that HSE efforts must be carried out in all workplaces including in the learning process involving humans and technology, including laboratories. HSE Learning and Environmental Management are still not applied in doing graphic practicum. The application and understanding of OSH are needed as character development for the study of Graphic DIII in the 4.0 era. This study aims to design learning aid based on Arduino Graphics so as to increase students' understanding and awareness of the application of HSE culture. The method used is Research and Development. The results of this study obtained a multifunctional rack for storage of supporting components in HSE and Environmental Management Learning in the Arduino-based Graphic Laboratory to be able to detect obstacles. Further research and testing still needs to be done. Further research and testing still needs to be done.
THE VALIDITY OF PROBLEM-BASED LEARNING TEACHING MATERIAL FOR TEACHING BASIC STATISTICS TO GRAPHICS ENGINEERING STUDENTS: VALIDITAS BAHAN AJAR BERBASIS PROBLEM-BASED LEARNING UNTUK PEMBELAJARAN STATISTIKA DASAR BAGI MAHASISWA TEKNIK GRAFIS Fitriani Halik; Lukytta Gusti Acfira; Besse Irna Tawaddud
MaPan : Jurnal Matematika dan Pembelajaran Vol 10 No 2 (2022): DECEMBER
Publisher : Department of Mathematics Education Faculty of Tarbiyah and Teacher Training Universitas Islam Negeri Alauddin Makassar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24252/mapan.2022v10n2a2

Abstract

This research aims to determine the validity of the problem-based learning module teaching materials in the basic statistics course for graphic engineering students at the State Polytechnic of Creative Media PSDKU Makassar. The type of research used is research and development concerning the 4D development model. The 4D development model consists of several phases: define, design, develop, and disseminate. The product developed is module teaching materials based on problem-based learning on basic statistics material. The test subjects in this research were graphic engineering students at the State Polytechnic of Creative Media PSDKU Makassar. The instrument used in this research was a validation sheet consisting of two validators from design experts and material experts. Based on the results of the research that has been carried out, it is obtained that the analysis of the validation results: (1) the feasibility of the graphic, namely 4.8 is in the very valid category, (2) the feasibility of the language, which is 4.8, is in the very valid category, (3) the feasibility of the content is 4.8 in the very valid category, and (4) the feasibility of presenting that is 4.8, is in the very valid category so that the average value of all aspects is 4.7 which is in the very valid category. So, the problem-based learning module teaching materials in basic statistics courses that have been developed are valid to be used as teaching materials in the learning process.
Pengembangan HSEGRAF Boardgame sebagai Media Pembelajaran Keahlian Produksi Grafika Besse Irna Tawaddud
Jurnal Pengabdian Kepada Masyarakat (PEKAMAS) Vol 1, No 1 (2021): Jurnal Pengabdian Kepada Masyarakat (PEKAMAS) JULI
Publisher : Pusat Penelitian dan Pengabdian Kepada Masyarakat Politeknik Negeri Media Kreatif

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.46961/pkm.v1i1.274

Abstract

Pengabaian standar K3 disebabkan oleh kurangnya tingkat pengetahuan pekerja mengenai pentingnya perlindungan K3. Materi keselamatan dan kesehatan kerja (K3) DI SMK (Sekolah Menengah Kejuruan) menjadi hal yang harus dikuatkan dalam pembelajaran sesuai spesifikasi bidang, misalnya teknik grafika. Selain itu, dunia usaha di berbagai sektor industri akan terbantu jika alumni SMK memiliki pengetahuan K3. Tujuan dari kegiatan pengabdian masyarakat ini adalah untuk untuk memberikan alternatif media pembelajaran aktraktif tentang Kesehatan Keselamatan Kerja (HSE). Metode yang digunakan adalah penyuluhan dan demonstrasi. Hasil yang telah dicapai adalah dari 25 siswa SMK sebagai target audiens yang ikut serta dalam penggunaan media boardgame 92 % (23 siswa SMK) yang menyatakan HSEGRAF Boargame sebagai media interaktif dalam proses edukasi sangat menyenangkan  dan 8 % yang menjawab menyenangkan.
Alternative Media to Increase Knowledge About COVID-19 Vaccination in Children Latif, Antinah; Besse Irna Tawaddud; Pratiwi Kusumowardhani
Jurnal Promkes: The Indonesian Journal of Health Promotion and Health Education Vol. 12 No. 1 (2024): Jurnal Promkes: The Indonesian Journal of Health Promotion and Health Educatio
Publisher : Universitas Airlangga

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20473/jpk.V12.I1.2024.64-74

Abstract

Background: Several vaccination programs for children have not been maximized. The phenomenon of low vaccination coverage in children can be attributed, in part, to the role played by information distribution. Public service advertisements have been widely studied for their effectiveness but are limited to social media. Public service advertisements can be combined with a game. Games are used for health promotion media with various themes and are considered effective. Print media such as posters and combinations with games are media that need to be studied in this digital era. Aims: This study aims to develop public service advertising media to invite COVID-19 vaccinations. Method: This research uses research and development (R&D) with ADDIE stages. The intervention study was conducted in Makassar, South Sulawesi, and involved 40 grade 4 and 6 elementary school students and 65 parents. The intervention was carried out at school by combining posters and pinball games. Measurements are managed with a validated questionnaire to assess knowledge and perceptions. Data were analyzed using the Wilcoxon test. Results: 1) The quality of the media combination of posters and pinball games obtained a score of 3.023 which was included in the qualification of "good” with the recommendation "need some revision” 2) the application of a combination of posters and pinball games affected the knowledge of children; parents' knowledge is fair and good, and parents' perceptions are positive. Conclusion: In conclusion, the poster combination game is an alternative media to promote the uptake of COVID-19 vaccination among elementary school students and their parents.