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E-comic as a media to build an understanding of newtons concepts Khoiri, Nur; Lilyani, Feby Sella Tutut; Wijayanto, Wijayanto
Momentum: Physics Education Journal Vol. 8 No. 1 (2024)
Publisher : Universitas PGRI Kanjuruhan Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21067/mpej.v8i1.8478

Abstract

This research aims to create effective physics e-comic learning media to help students understand Newton’s concepts. The Research and Development method was used in conjunction with a 4-D development model that consists of four stages: definition, design, development, and dissemination. At the definition stage, a series of needs analysis was carried out, collecting and analyzing information. After a series of definitions had been formulated, the next step was to design. This stage involved designing the product that would be created in accordance with the previously completed definition formula. After the design stage was completed, the designing stage consisted of two steps, namely expert appraisal (expert assessment), accompanied by revisions and developmental testing (development trials) up to the deployment stage. A limited trial on 27 students of class VIII from SMP Negeri 15 Semarang resulted in an increase of 80% in student learning outcomes in final physics learning with the criteria “very feasible.” Based on limited trials, the e-comic media developed was effective and could be used as a physics learning medium to build understanding of Newtonian material physics concepts. This research could serve as a foundation for several other studies that employed diverse and innovative learning media, such as e-comics, which could have ramifications for readers’ understanding of several concepts related to their cognitive abilities.
Pendampingan Digitalisasi Pemasaran Produk UMKM di Desa Banjarejo Kecamatan Boja Kabupaten Kendal Wijayanto, Wijayanto; Cholifah, Nur; Rozzaqi, Ade Ricky; Kunaryo, Bambang Hadi; Sudargo, Sudargo
Journal of Digital Community Services Vol. 1 No. 2 (2024): July
Publisher : Institute Of Advanced Knowledge and Science

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.69693/dcs.v1i2.11

Abstract

Perkembangan teknologi digital telah menciptakan peluang baru bagi pelaku usaha mikro, kecil dan menengah (UMKM) untuk meningkatkan pemasaran produknya. Tujuan dari pengabdian ini adalah menganalisis implementasi digitalisasi pasar produk UMKM di Desa Banjarejo, Kecamatan Boja, Kabupaten Kendal. Bisnis produk UMKM saat ini sangat menjanjikan bagi mereka yang menggelutinya, karena banyak orang yang menginginkan makanan ringan untuk rapat, pesta, dan camilan santai.Hasil pengabdian ini menunjukkan beberapa UMKM di Desa Banjarejo sudah menerapkan digitalisasi pemasaran. Strategi yang digunakan antara lain memanfaatkan media sosial, e-commerce, dan website untuk mempromosikan dan menjual produk. Namun, masih ada beberapa kendala yang menghadang, seperti terbatasnya pemahaman terhadap teknologi digital, kurangnya sumber daya, dan kurangnya dukungan dari pemerintah daerah.Produk UMKM ini, juga memiliki banyak penggemar dari segala usia dan dari berbagai kalangan. Jika melihat kompetitor di industri yang sama, jumlahnya banyak. Dengan inovasi cita rasa yang lebih baik, ukuran yang cantik dan menarik, harga yang terjangkau dan yang terpenting sehat dan higienis, memberikan kemasan dan label yang menarik agar produk mitra dapat bersaing dan laku di pasaran.Hasil dari kegiatan pengabdian tentang digitalisasi pemasaran memiliki potensi besar untuk meningkatkan daya saing dan pertumbuhan UMKM di Desa Banjarejo. Oleh karena itu, diperlukan upaya bersama antara UMKM, pemerintah daerah, dan pemangku kepentingan lainnya untuk mendorong adopsi dan pengembangan teknologi digital dalam kegiatan pemasaran UMKM.
From Promoting Harmony to Spreading Threats: the Languages of Digital Security of Indonesian Cyber Police to Create Political Stability Sardini, Nur Hidayat; Wijayanto, Wijayanto; Elsitra, Gita Nindya
Politika: Jurnal Ilmu Politik Vol 15, No 2 (2024)
Publisher : Magister Ilmu Politik, Fakultas Ilmu Sosial dan Ilmu Politik, Universitas Diponegoro

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.14710/politika.15.2.2024.235-249

Abstract

Recently, the Indonesian police has increased its security activities on social media. Not only taking action against digital crimes, they are also pro-active in monitoring social media by finding a new body namely a virtual police. They conduct socialization on what considered appropriate activities on the twitter. Furthermore, they also implement surveillance to the netizen’s activities on twitter and release early warning to those who are considered as violating the law. In the twitter, this function was conducted using their account namely @siberpolri which means Indonesian cyber police. Based on the digital ethnography on the twitter account of the Indonesian cyber police, this study tries to analyze the language used by the Indonesian police to create digital security. This research found that the Indonesian police use the following languages in their posts: first, promoting social harmony in digital public spaces; second, using jokes to divert the discussion away from the political problems to trivial things; third, encouraging the citizens not to criticize the power holders; fourth, creating a narrative of threats to netizens. This study argues that behind the language used, there is an underlying interest of the Indonesian police to create of political stability very much needed to support economic development. In this regards, the languages of digital security will be understood in the context of the ideology of neo developmentalism which is being carried out by President Joko Widodo. It is the ideology which was once used during the New Order era under authoritarian Suharto.
Artifical Intelligence in Cyber Security in Morocco Zahra, Ayach Fatima; Supandi, Supandi; Wijayanto, Wijayanto
Sentra Cendekia Vol 5 No 3 (2024): Oktober
Publisher : Universitas Ivet

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31331/sencenivet.v5i3.3544

Abstract

: Morocco had more than 56,000 cyberattacks directed towards mobile devices, as to a recent report by Russian cybersecurity company Kaspersky. Attacks against mobile devices increased significantly worldwide in 2023, amounting to 33.7 million and rising at a sweeping yearly average of 52%. Documentation research is the methodology employed in this study. It is a method of qualitative research. This means that rather than quantifying data, it focuses on comprehending and interpreting human experiences, behaviors, and views. The researcher investigates text-based materials (such as journal articles and internet media) to gain a better understanding of artificial intelligence in cybersecurity. Morocco has made significant advances in cybersecurity thanks to the combined efforts of different stakeholders, including the government, law enforcement, regulatory authorities, cybersecurity groups, the commercial sector, academia, international partners, and civil society. These efforts began with the development of the first "National Strategy for Information Security and Digital Trust" in 2007. AI-powered solution that was introduced in 2023 in Morocco and uses machine learning to detect phishing attacks, asset vulnerabilities, compromised credentials and credit cards, fraudulent domains, and attempts at online brand impersonation. Morocco strengthens its R&D center in AI and cybersecurity in 2024 by cooperating with Oracle, the American technology powerhouse, to expand its research and development (R&D) capabilities in Morocco.This strategic undertaking seeks to amplify its workforce by recruiting 1,000 IT specialists. In conclusion, Morocco is making substantial progress in this field, merging technological breakthroughs with ethical standards and global collaboration. As the nation persists in innovating, its dedication to data security will be instrumental in shielding its digital future
Effectiveness of Police Organizational Performance in Tackling and Preventing Drug Abuse in Indonesia Farizky, Vonny; Putranti, Ika Riswanti; Kismartini, Kismartini; Wijayanto, Wijayanto
Jurnal Ilmu Sosial Mamangan Vol 13, No 2 (2024): Special Issue: Jurnal Ilmu Sosial Mamangan, Accredited 2 (SK Dirjen Ristek Dikt
Publisher : LPPM Universitas PGRI Sumatera Barat

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22202/mamangan.v13i2.8208

Abstract

Effectiveness shows the success of achieving the goals that have been set. If the results of activities are closer to the target, it shows the higher the effectiveness. An organization is considered to achieve high effectiveness if the it is free from various characteristics of ineffectiveness. This research aims to analyze the effectiveness of the Indonesian police organization in tackling drug abuse that occurs in society today. In accordance with the Function, Purpose, Position, Role, and Authority of the Police, which is very large and important to prevent drug trafficking and abuse in Indonesia, it has been written in Law Number 2 of the Year concerning the Indonesian National Police. The results indicated that the effectiveness of police organizational performance in tackling and preventing drug abuse in Indonesia is currently not optimal. This is shown in the yearly prevalence rate of drug abuse, which increased by 0,15% from 1,80% in 2019 and to 1,95% in 2021. This increase is quite large when viewed from the total population, drug abuse. This is estimated at 3.662.646 people aged 15-64 years over the past year shows an increase of 243.458 people compared to 2019 (3.419.188 people). Meanwhile, the prevalence rate of ever-use drug abuse increased by 0,17% from 2,4% in 2019 to 2,57%. With an absolute number in 2021 of 4.827.616 people aged 15-64 years having used drugs, this number is 292.872 more people than in 2019 (4.534.744 people). With the increase in narcotics crimes in the Provinces, Districts/Cities throughout Indonesia, the Police, assisted by the community, needs to be more active in carrying out preventive measures that can narrow the space for perpetrators who will commit narcotics crimes.
Sistem Informasi Persedian Ikan Lele Berbasis Website Dengan Metode Supply Chain Management Di UD Barokah Anindhita, Refindha; Wijayanto, Wijayanto; Priyolistiyanto, Andi
MAJALAH LONTAR Vol 36, No 2 (2024): Agustus
Publisher : Universitas PGRI Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26877/jml.v36i2.19117

Abstract

Penerapan SCM mempunyai implikasi terhadap kinerja finansial perusahaan. Pengelolaan persediaan material dan produk dengan tepat merupakan tujuan utama dari SCM. Adanya persediaan sudah menjadi perencanaan untuk mendukung produk masal agar waktu produksi lebih efektif. Ukuran pesanan barang ditentukan oleh manajemen persediaan sehingga kebutuhan jangka panjang relatif stabil pada frekuensi pesanan. Economic Order Quantity (EOQ) digunakan untuk mengukur biaya pemesanan yang ekonomis. Perhitungan EOQ lebih akurat jika dibantu dengan adanya sistem informasi. Tujuan penelitian ini adalah Menghasilkan Sistem Informasi Persediaan Ikan Lele Berbasis Website dengan Metode Supply Chain Management di UD Barokah. Penelitian sistem informasi menggunakan metode pengembangan waterfall didapatkan hasil pada blackbox testing I dan II semua fitur input, proses, dan output berjalan dengan sangat baik dan dikatakan valid. Rata-rata validasi ahli materi mendapat tingkat kelayakan sebesar 87% dengan kategori sangat layak. Dan uji responden diperoleh tingkat kelayakan sebesar 89,4% dengan kategori sangat layak.
IMPLEMENTASI USER MANAGER DENGAN DATA RESMI UNTUK MONITORING PENGGUNAAN JARINGAN DI LINGKUNGAN KAMPUS Rozzaqi, Ade Ricky; Wijayanto, Wijayanto; Amin, Fatkhul
(JITEK)Jurnal Ilmiah Teknosains Vol 10, No 2/Nov (2024): Jitek
Publisher : Universitas PGRI Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26877/jitek.v10i2/Nov.21688

Abstract

Perkembangan teknologi informasi telah mengubah peran jaringan komputer dalam lingkungan akademik. Penelitian ini bertujuan untuk mengimplementasikan sistem User Manager berbasis NIM (No Induk Mahasiswa) guna meningkatkan keamanan, efisiensi, dan kualitas layanan jaringan di lingkungan kampus Universitas PGRI Semarang. Metode penelitian yang digunakan adalah Network Development Life Cycle (NDLC). Hasil yang diharapkan adalah terciptanya sistem User Manager yang efektif dalam mengidentifikasi pengguna, memonitor aktivitas jaringan, dan menerapkan kebijakan penggunaan yang sesuai. Selain itu, penelitian ini juga diharapkan dapat memberikan rekomendasi bagi pengelola jaringan kampus dalam mengoptimalkan penggunaan sumber daya jaringan.
Towards Good Governance in Indonesia: Implementation of Good Governance at the Village Level Fadilah, Lintang Nurul; Wijayanto, Wijayanto
Journal of Governance and Social Policy Vol 6, No 1 (2025): JUNE 2025
Publisher : Department of Government Studies, Universitas Syiah Kuala

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24815/gaspol.v6i1.45936

Abstract

This study aims to determine the role of village head leadership in implementing good governance.. This study uses a descriptive qualitative research method, and data collection techniques are carried out through observation, interviews, and documentation. The theory used is the principles of good governance according to UNDP, namely accountability, transparency, and participation. The results of this study indicate that the Head of Dermaji Village has implemented the principles of good governance, namely providing transparent information about village funds and involving community elements in developing information on the village website, the village head also approaches the community directly in order to increase community participation in every policy making through hamlet deliberations or special deliberations for community groups. The obstacles faced include the village head being less firm in giving sanctions to village officials who do not comply with the timetable regulations and also being less than optimal in conducting socialization to village officials regarding the prevention of KKN practices, there is a delay in delivering information on the Dermaji village website regarding village activities because the village website account admin is only one person, then there are still some inputs from the community that have not been realized
RANCANG BANGUN GAME EDUKASI PENGENALAN TOKOH PEWAYANGAN SEBAGAI MEDIA PELESTARIAN BUDAYA Eko Yulianto, Andrian; Wijayanto, Wijayanto; Sudargo, Sudargo
JIPETIK:Jurnal Ilmiah Penelitian Teknologi Informasi & Komputer Vol 6, No 1 (2025): JIPETIK: Jurnal Ilmiah Pendidikan Teknologi Informasi & Komputer
Publisher : Universitas PGRI Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26877/jipetik.v6i1.21920

Abstract

Abstrak Penelitian ini bertujuan untuk merancang dan mengembangkan game edukasi berbasis Android sebagai media pengenalan tokoh pewayangan untuk melestarikan budaya Indonesia. Game edukasi ini dirancang untuk generasi muda dan siswa SMA kelas X yang mulai kehilangan minat terhadap seni tradisional akibat arus modernisasi. Game ini mengintegrasikan pembelajaran interaktif dengan elemen hiburan, sehingga mempermudah pemahaman dan meningkatkan minat terhadap budaya pewayangan. Metode penelitian yang digunakan adalah Research and Development (RD) dengan model pengembangan Multimedia Development Life Cycle (MDLC), yang mencakup tahapan konsep, perancangan, pengumpulan materi, pembuatan, pengujian, dan distribusi. Validasi produk yang dilakukan oleh ahli media mendapatkan persentase 79% dengan kriteria “Sangat Layak” dan untuk validasi ahli materi mendapatkan persentase 95% dengan kriteria “Sangat Layak”, serta uji coba pada siswa kelas X-8 SMA Negeri 1 juwana, Pati dengan hasil responden menunjukkan bahwa game edukasi ini “Sangat Layak” digunakan dengan persentase 83%. Uji coba menunjukkan bahwa siswa merasa antusias dan tertarik menggunakan game sebagai media pembelajaran. Game edukasi ini diharapkan menjadi solusi inovatif dalam pembelajaran bahasa Jawa dan pengenalan budaya pewayangan, sekaligus berkontribusi pada pelestarian budaya tradisional Indonesia.
PENGEMBANGAN MEDIA PEMBELAJARAN INTERAKTIF BERBASIS ANDROID PADA MATA PELAJARAN BIOLOGI UNTUK SISWA SMA DENGAN METODE ADDIE Nurul Ovilya, Risa; Wijayanto, Wijayanto; Indrianti Wardani, Theodora
JIPETIK:Jurnal Ilmiah Penelitian Teknologi Informasi & Komputer Vol 6, No 1 (2025): JIPETIK: Jurnal Ilmiah Pendidikan Teknologi Informasi & Komputer
Publisher : Universitas PGRI Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26877/jipetik.v6i1.20229

Abstract

Penelitian ini dilatar belakangi oleh rendahnya semangat siswa untuk mengikuti pelajaran biologi karena identik dengan hafalan. Proses pembelajaran yang masih menggunakan metode ceramah, diskusi, dan tanya jawab. Maka perlu dibuat media pembelajaran interaktif berbasis android pada mata pelajaran biologi. Tujuan penelitian ini untuk menghasilkan aplikasi sebagai media belajar interaktif pada mata pelajaran biologi untuk siswa SMA dan untuk menentukan tingkat kelayakan penggunaan media pembelajaran. Jenis penelitian yang digunakan dalam penelitian ini yaitu Research and Development (RD) dengan menggunakan model ADDIE (Analysis, Design, Development, Implementation, Evaluation). Para peserta dalam penelitian ini adalah siswa kelas XI-3 SMA Negeri 2 Blora yang berjumlah 30 siswa sebagai responden. Pengolahan data diambil dari validasi ahli media, ahli materi, dan responden. Hasil persentase validasi ahli media 1 sebesar 76% dengan kriteria “sangat layak”, validasi ahli media 2 sebesar 78% dengan kriteria “sangat layak”, validasi ahli materi 1 sebesar 94% dengan kriteria “sangat layak”, validasi ahli media 2 sebesar 86% dengan kriteria “sangat layak”, dan hasil rata-rata persentase siswa sebesar 72% dengan kriteria “layak”. Hasil rata-rata keseluruhan dari penelitian ini yaitu sebesar 77% dengan kriteria “sangat layak”, maka aplikasi media pembelajaran ini sangat layak untuk digunakan sebagai media belajar pada mata pelajaran biologi untuk siswa SMA.