Yudhistiro Pandu Widhoyoko
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PELATIHAN PEMBUATAN BLOG MENGGUNAKAN TEMPLATE WORDPRESS GRATIS KEPADA PAMONG KELURAHAN PURBAYAN BAKI SUKOHARJO SEBAGAI WADAH KOMUNIKASI DENGAN WARGA TAHUN 2017 Yudhistiro Pandu Widhoyoko
Adi Widya : Jurnal Pengabdian Masyarakat Vol 2 No 1 (2018): ADIWIDYA
Publisher : Lembaga Penelitian dan Pengabdian Masyarakat

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33061/awpm.v2i1.2080

Abstract

Tujuan dari kegiatan ini adalah meningkatkan efisiensi dan efektifitas dalam berkomunikasi antara pamong Kelurahan Purbayan-Baki, Kabupaten Sukoharjo dengan warganya dan memanfaatkan teknologi yang dimiliki Kantor Kelurahan Purbayan-Baki, Kabupaten Sukoharjo oleh untuk membantu mempercepat kinerja terutama dalam hal berkomunikasi. Peningkatan kecepatan dan ketepatan berkomunikasi antara pihak Kelurahan Purbayan-Baki, Kabupaten Sukoharjo dan Warga Kelurahan Purbayan-Baki, Kabupaten Sukoharjo adalah dengan menawarkan pelatihan pembuatan Blog menggunakan tempalete wordpress gratisan yang mudah dan tidak berbayar sebagai wadah komunikasi dan interaksi kedua belah pihak tersebut. Pada kegiatan pengabdian ini digunakan metode simulasi dengan mendorong para pamong untuk melakukan pembuatan Blog. Sehingga pemanfaatan teknologi yang dimilki Kantor Purbayan-Baki, Kabupaten Sukoharjo secara optimal dapat dimanfaatkan dan berguna untuk seluruh warga.Kata kunci: Blog, Wordpress, Komunikasi, Pemerintahan
Inserting Road Traffic Rules into Junior High School Curriculum to Enhance the Awareness to the Use of Road Traffic Rules Yudhistiro Pandu Widhoyoko
PROCEEDING ICTESS (Internasional Conference on Technology, Education and Social Sciences) 2018: PROCEEDING ICTESS
Publisher : PROCEEDING ICTESS (Internasional Conference on Technology, Education and Social Sciences)

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Abstract

This article discusses current traffic problems. Where the awareness of the1. INTRODUCTIONThe economy in developingcountries today is improving. This isevidenced by the increasing ability ofpeople's purchasing power in somegoods. One of the impacts seen is theincreasing number of vehicles on thehighway. Which this condition thenturns up into new problems. That is acultural shock about how to transportethically and safely. What happens is,transportation and its system becomesthe main problem that should getspecial attention.This transportation problem hasmany impacts, from congestion, topollution, to the problem of accidents.In particular, in this article the focus ofthe review will be on the issue of trafficaccidents. Accident numbers should beminimized as it concerns the humansoul. According to Bellomo (2011),there are many factors causing trafficaccidents. The cause of this problem isThe 2nd International Conference on Technology, Education, and Social Science 2018 (The 2nd ICTESS 2018)road traffic user tends to disappear or is deliberately ignored. Some even causeaccidents with the consequences of death. If something is not doneimmediately, it could be that the percentage of road traffic accidents willincrease sharply. The problem is that the growth in the number of motorvehicles is not accompanied by a growing ofa good understanding of theprocedures and rules of road traffic. The worse is that, the number of theunderage children who ride vehicles have begun to increase. Thoseteenagers ride without knowing the code, the rule, the procedures, even themechanism of road traffic. And of course, they could endanger themselves andeven others. Therefore, it becomes very much important, to immediately enter thesubjects of road traffic into the Junior High School curriculum into standardsubjects, using the appropriate and relate of reference data. The subject will begiven in the grade of 3, 4, and 5 of elementary school. It will be hoped to be oneamong several solution of saving people’s life who died in vain because of theignorance in road traffic.Keywords: Road Traffic, Road Traffic awareness, Road Traffic Rules Motorcycles, JuniorHigh school curriculum.
THE EFFECTIVENESS OF E LEARNING TO HELP TEACHERS IN CORRECTING STUDENTS ANSWERS ON MATHEMATICS PROBLEMS Daryono Daryono; Yudhistiro Pandu Widhoyoko
PROCEEDING ICTESS (Internasional Conference on Technology, Education and Social Sciences) 2020: PROCEEDINGS ICTESS
Publisher : PROCEEDING ICTESS (Internasional Conference on Technology, Education and Social Sciences)

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Abstract

Exercise questions for students aim to determine a student's level of understanding of the material. Students are said to understand if they can solve problems with the correct process and answers. Limited time and the number of students sometimes make the teacher unable to correct the answers from their students. Teachers only focus on explaining the material so that assistance is needed to be able to assist teachers in correcting student answers quickly and accurately. Therefore, the authors conducted a study entitled the effectiveness of e learning to assist teachers in correcting student answers to math problems. The purpose of this study is to help teachers in correcting the correctness of student answers quickly, of course with the correct process. The expected outcome target is that teachers are able to use the SinauCBT E Learning application so that it can help speed up correcting student answers to math problems. The application of SinauCBT has a positive and significant effect on students at SMPN 12 Surakarta 2020/2021 with a low correlation value of 0.395. The results of the F test in the third equation show that the F significance value is 0.003
THE MAKING OF EDUCATIONAL GAME AS A LEARNING MEDIA Paskalis Limur; Siti Supeni; Yudhistiro Pandu Widhoyoko
PROCEEDING ICTESS (Internasional Conference on Technology, Education and Social Sciences) 2022: PROCEEDINGS ICTESS
Publisher : PROCEEDING ICTESS (Internasional Conference on Technology, Education and Social Sciences)

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Abstract

The purpose of this study is how the procedure for making learning media using Smart AppsCreator. This is done to make children interested in learning so that it has implications forincreased learning outcomes. The method of the research is Research and development usingprocedures as follows Analysis, Design, Development and Evaluation.The results of this study are first, making learning media is used by adjusting the ADDIEprocedure. Second, the learning media product is said to be interesting and feasible to use asshown by the validation results from the material expert in the Very Eligible category with ascore of 5. A score of 4 is categorized as Eligible. Entered in the Not Too qualification with ascore of 3. Infeasible category with a score of 2. And Very Inappropriate category with a scoreof 1.Keywords: Smart Apps Creator, Learning Media, Educational game
Rancang Bangun Game “Alpha Master” Berbasis Android Sebagai Media Pembelajaran Membaca dan Menulis Kelas 1 SDIST Ibnu Qoyyim Surakarta Catur Wijayanto; Anita Trisiana; Yudhistiro Pandu Widhoyoko
Akademika: Jurnal Manajemen Pendidikan Islam Vol. 6 No. 1 (2024): Akademika: Jurnal Manajemen Pendidikan Islam
Publisher : Program Studi Manajemen Pendidikan Islam Institut Agama Islam Sunan Kalijogo Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51339/akademika.v6i1.2407

Abstract

Tujuan penelitian ini adalah untuk mengetahui kelayakan game “Alpha Master” berbasis android sebagai media pembelajaran membaca dan menulis kelas 1 SDIST Ibnu Qoyyim Surakarta, selain itu untuk mengetahui tanggapan dari guru tersebut terkait game “Alpha Master” berbasis android sebagai media pembelajaran membaca dan menulis kelas 1 SDIST Ibnu Qoyyim Surakarta. Peneliti menggunakan metode penelitian Research and Development (R&D) dengan model ADDIE dan teknik pengumpulan data menggunakan metode wawancara, angket, dan dokumentasi. Dengan validasi kelayakan oleh ahli media, ahli materi, dan guru wali kelas 1 SDIST Ibnu Qoyyim Surakarta. Analisis data menggunakan skala likert untuk mengetahui skor presentase kelayakan media serta melewati pengujian Blackbox Testing. Hasil dari penelitian ini kelayakan dari game “Alpha Master” berbasis android sebagai media pembelajaran membaca dan menulis kelas 1 SDIST Ibnu Qoyyim Surakarta, menurut penilaian ahli media mendapatkan presentase kelayakan sebesar 86% dengan kategori sangat layak, oleh ahli materi mendapatkan presentase kelayakan 88% dengan kategori sangat layak, dan dari guru wali kelas 1 SDIST Ibnu Qoyyim Surakarta mendapatkan presentase kelayakan sebesar 90% dengan kategori sangat layak. Game “Alpha Master” berbasis android sebagai media pembelajaran membaca dan menulis kelas 1 SDIST Ibnu Qoyyim Surakarta mendapat tanggapan dari guru terkait yaitu guru wali kelas 1 yang menyatakan dari hasil angket dengan skor presentase 90% dan tanggapan komentar bahwa “aplikasi sudah bagus, variatif, dan sangat mudah dijalankan sehingga menambah semangat siswa dalam belajar”, maka game “Alpha Master” dapat digunakan sebagai media pembelajaran.
Perancangan dan Implementasi Game Edukasi 3D "Solid Figure Shooter" Berbasis Unity Engine dalam Pembelajaran Pengenalan Bangun Ruang pada Siswa Kelas III Sekolah Dasar (SD) Ananda Putra, Canakya Bima; Anita Trisiana; Yudhistiro Pandu Widhoyoko
LOFIAN: Jurnal Teknologi Informasi dan Komunikasi Vol 4 No 1 (2024): Agustus
Publisher : Universitas Mandiri Bina Prestasi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58918/lofian.v4i1.265

Abstract

Penelitian ini menggunakan Research and Development dengan model prosedur penelitian ADDIE. Pengumpulan data menggunakan teknik observasi, wawancara, angket, dan dokumentasi serta digabungkan dengan sistem pengujian Black Box Testing dan validasi kelayakan produk oleh para ahli untuk memberikan tanggapan mengenai kelayakan game “Solid Figure Shooter”. Validasi kelayakan produk dianalisis dan dikonversi menggunakan Skala Likert. Tujuan pada penelitian ini untuk Mengetahui kelayakan dari perancangan game “Solid Figure Shooter” sebagai alternatif media pembelajaran interaktif pada materi pengenalan bangun ruang mata pelajaran matematika di SD Negeri Grogol 01. Hasil penelitian menunjukkan bahwa game “Solid Figure Shooter” memperoleh kriteria sangat layak menurut ahli materi dengan rata-rata persentase tingkat kelayakan 77,5%, validasi oleh ahli media mendapat rata-rata persentase tingkat kelayakan 82,5% dengan kriteria sangat layak, dan penilaian kelayakan oleh pendidik mendapatkan rata-rata persentase 92,5% dengan kriteria Sangat Layak, sehingga game “Solid Figure Shooter” layak digunakan sebagai alternatif media pembelajaran dan sarana hiburan saat belajar mandiri kapanpun dan dimanapun.
RANCANG BANGUN MEDIA PEMBELAJARAN GAME EDUKASI BERBASIS ANDROID PADA MATERI BANGUN DATAR UNTUK SISWA KELAS V SD NEGERI JERUK 2 MIRI SRAGEN TAHUN AJARAN 2024/2025 Nanda Istiqomah; Hera Heru Sri Suryanti; Yudhistiro Pandu Widhoyoko
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 03 (2025): Volume 10 No. 03 September 2025
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v10i03.32493

Abstract

This study employed a Research and Development (R&D) method with the ADDIE development model. Data collection involved interviews, questionnaires, and documentation. Testing of the Android-based educational game learning media was conducted using the Blackbox Testing method and expert validation, converted using a Likert Scale. The results showed that the Android-based educational game learning media met the criteria of being very feasible according to media experts with a feasibility level of 89.33%. The validation by material experts with a feasibility level of 90.6%, with the criteria of being very feasible. The assessment by educators resulted in a percentage of 92.44%, with the criteria of being very feasible. Therefore, the educational game learning media is suitable for use as an alternative learning medium and entertainment tool for independent learning anytime and anywhere.