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Pelatihan CorelDraw Untuk Desain Grafis Bagi Siswa SMA Negeri I Grujugan Taufiq Timur Warisaji; Ulya Anisatur Rosyidah; Ari Eko Wardoyo
Jurnal Pengabdian Masyarakat Manage Vol. 4 No. 02 (2023): Agustus
Publisher : Universitas Muhammadiyah Jember

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32528/manage.v4i02.753

Abstract

The media for transmitting human information in daily life are mainly language and pictures, and scientific and statistical research shows that about 75% of the information humans get from the outside world comes from the visual system, which is obtained from pictures. This shows that image information plays a very important role in conveying information. Later, as technology developed, computers gradually became popular, and people began to use computers to process images. Graphic design is everywhere in modern life, including in packaging, advertisements, books and websites, among many others. Designs are often difficult to create, as they must convey information clearly while also serving an aesthetic goal. Designers now also have to create designs for a variety of display sizes, from mobile phones to posters, and often have to retarget designs of various sizes. Also, many designs are created by inexperienced users with little training in graphic design. Automated tools for creating, adapting, and improving graphic designs can be of great help to designers, and in particular, novice users. Grujugan High School sets graduate targets as educational outcome standards, including: 1) Strong Aqidah, 2) Karimah Morals 3) High academic achievement, 3) Strong leadership, 4) Excellent physical condition, 5) Disciplined, 6) National, global and insightful Islamic, 7) have the basics of entrepreneurial spirit, 8) have basic skills for work, and 9) be independent and have a social spirit. To achieve these output targets in order to achieve the school's vision, the school establishes a school curriculum that combines the National curriculum, namely the Education Unit Level Curriculum (KTSP) and the school's distinctive curriculum. The expected outcome in this community service activity is that each student has adequate knowledge and skills regarding graphic design using CorelDraw as a support that relates to the world of graphic design. After each student has adequate basic knowledge and design skills with CorelDraw, the follow-up to this activity is the practice of making poster designs using CorelDraw. This community service activity went smoothly and according to plan, the students gained additional insight and additional skills about the world of graphics and the use of Corel Draw software as a medium to help create simple graphic designs in the form of posters and banners
Pendampingan Digital Safety Sebagai Precaution Penipuan Digital Di Desa Sidomukti Mayang Rosyidah, Ulya Anisatur; Warisaji, Taufiq Timur
ABDIMASTEK Vol. 1 No. 2 (2022): Desember
Publisher : Universitas Muhammadiyah Jember

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

Penipuan digital merupakan pemanfaatan internet untuk menipu korban dengan berbagai modus. Munculnya kasus penipuan digital yang dialami beberapa warga desa Sidomukti Mayang menjadi salahsatu indikator pentingnya pendampingan kepada masyarakat dalam hal literasi digital. Kecakapan dibidang digital safety atau Keamanan Digital menjadi salah satu kecakapan yang harus dimiliki masyarakat supaya terhindar dari penipuan digital dan kejahatan siber lainnya. Materi yang disampaikan didalam kegiatan pendampingan terhadap perangkat desa serta warga ini meliputi pengenalan berbagai jenis kejahatan siber, modus yang digunakan pelaku kejahatan penipuan digital, beragam contoh identifikasi penipuan serta keamanan yang bisa dilakukan sebagai upaya pencegahan dan pelaporan jika terjadi penipuan digital. Hasil kegiatan pendampingan berupa diskusi serta praktek langsung bagaimana cara melakukan pengamanan data pribadi serta situs-situs yang dapat digunakan sebagai pengecekan rekening dan nomer telpon serta situs untuk pelaporan jika terjadi penipuan digital.
Implementasi Augmented Reality Sebagai Media Interaktif Edukasi Anak Untuk Peningkatan Kognitif Hidayani, Nur; Rosyidah, Ulya Anisatur; Abdurrahman, Ginanjar
Journal of Digital Literacy and Volunteering Vol. 2 No. 2 (2024): July
Publisher : Puslitbang Akademi Relawan TIK Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.57119/litdig.v2i2.82

Abstract

In the world of education, especially in kindergarten education, there is a problem with the use of technology, namely excessive dependence on gadgets. The solution provided for this problem is Augmented Reality-based learning using the markerbased method. This application provides an innovative and interactive experience through 2-dimensional and 3-dimensional displays as well as visual and audio displays. The research method used a literature study involving lecturers from the Faculty of Teacher Training and Education in order to validate a questionnaire for usability testing which was specifically conceptualized for the purpose of increasing cognitive understanding in kindergarten children. The research results showed that the educational interactive media application for kindergarten children with the aim of increasing cognitive understanding in the HICIHAA application showed an increase of 17.09% in the aspect of cognitive understanding.
Implementasi Metode Importance Performance Analysis (IPA) Untuk Pengukuran Indeks Kepuasan Masyarakat (IKM) Terhadap Pelayanan Administrasi di Desa Klatakan Asror, Moh. Miftahul; Rosyidah, Ulya Anisatur; Daryanto, Daryanto
Journal of Digital Literacy and Volunteering Vol. 2 No. 2 (2024): July
Publisher : Puslitbang Akademi Relawan TIK Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.57119/litdig.v2i2.90

Abstract

Klatakan village of Kendit district in Situbondo district is one of the villages that strives to improve the performance of public services to the community. We need an information system that can measure and manage the value of the Public Satisfaction Index (IKM) from the questionnaire filled in by the public through the website and performed satisfaction calculations with the method of Importance Performance Analysis (IPA). The results of data processing and analysis using this web-based information system, the public satisfaction index to the services of the Klatakan Village Office is 80,43% with three variables not matching. From the results of Quadrant 1 there are some things that are expected to be described as priority services, Quadrants 2 show achievements or services that can be sustained, Quadran 3 is input from the community related to services with low priority so it needs to be improved and Quadrans 4 is the opinion of the public about what services are considered excessive from the Klatakan village device to the community
GAME RPG “GARUDA QUEST” BERTEMAKAN MITOLOGI INDONESIA BERBASIS ANDROID Dermawan, Ichwan; Ulya Anisatur Rosyidah; Habibatul Azizah Al Faruq
Computer Science and Information Technology Vol 6 No 1 (2025): Jurnal Computer Science and Information Technology (CoSciTech)
Publisher : Universitas Muhammadiyah Riau

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37859/coscitech.v6i1.8933

Abstract

With the high interest of generation Z in Indonesia in mobile games, this opportunity can be used to introduce various local mythological creatures. One way that can be done is by designing a role-playing game with the theme of Indonesian mythology, which can be played on the Android platform with the game name 'Garuda Quest'. This game was developed using the MDLC (Multimedia Development Life Cycle) method, this method has 6 stages, namely concept, design, material collecting, assembly, testing and distribution. The test results using black box testing show that all the functionalities of the "Garuda Quest" game features run well. The trial on 50 respondents showed that the percentage of feature feasibility was 85.52% and the percentage of playing experience was 82.48%, which shows that the game "Garuda Quest" was well received.
Design and Development of an Android-Based Application for Hydroponic Introduction and Learning Media Fitriyah, Nur Qodariyah; Rosyidah, Ulya Anisatur; Oktavianto, Hardian
JURNAL TEKNOLOGI DAN ILMU KOMPUTER PRIMA (JUTIKOMP) Vol. 8 No. 1 (2025): Jurnal Teknologi dan Ilmu Komputer Prima (JUTIKOMP)
Publisher : Fakultas Teknologi dan Ilmu Komputer Universitas Prima Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.34012/jutikomp.v8i1.6668

Abstract

Learning media will make it easier for people to learn hydroponic vegetable planting material compared to books because there are visualizations of images and videos so that it will be understood more quickly than just reading. Android is one of the open-source programming languages that allows makers to modify and distribute the results of making applications freely and freely. Developing learning media for hydroponic vegetable planting using Android will make it easier for readers because this application can be used anywhere without carrying more weight than books. In this learning media to be built, the advantages of this application are the visualization of attractive graphics, and simple decision support features related to the implementation of hydroponic farming, which includes capital and available land, as well as suitable plant species. The application has been successfully made, and based on the test results, it can be concluded that it can be appropriately used and produce results according to the design. The suggestions from this research are related to the application's appearance, which can still be developed to be more attractive.  
Perancangan Game “Nusan Gusser” Bertema Sejarah Berbasis Android Menggunakan Metode Game Development Life Cycle Andriansyah, Moh. Eka; Ulya Anisatur Rosyidah

Publisher : Program Studi Teknik Informatika, Fakultas Teknik, Universitas Yudharta Pasuruan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35891/explorit.v17i1.6082

Abstract

Dengan banyaknya pemain game dari gen z hal ini bisa digunakan untuk pengenalan game edukasi. Perancangan menggunakan metode game development life cycle. Melalui 6 tahap pemrosesan di dalam metode maka akan membantu perancangan game hingga maksimal. Dalam pengujian akan dilakukan dengan kuesioner dan di hitung hasilnya menggunakan perhitungan linkert untuk melihat tingkat kepuasan. Dari pengujian yang dilakukan pada kuesioner game mendapatkan hasil 93,3% dan untuk hasil kuesioner tema sejarah mendapatkan hasil 94,8%.
Perancangan Game Nusan Guesser Bertema Sejarah Berbasis Android Menggunakan Metode Game Development Life Cycle Andriansyah, Moh. Eka; Ulya Anisatur Rosyidah; Luluk Handayani
EXPLORE IT : Jurnal Keilmuan dan Aplikasi Teknik Informatika Vol 17 No 1 (2025): Edisi Juni 2025
Publisher : Program Studi Teknik Informatika, Fakultas Teknik, Universitas Yudharta Pasuruan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35891/explorit.v17i1.6082

Abstract

Dengan banyaknya pemain game dari gen z hal ini bisa digunakan untuk pengenalan game edukasi. Perancangan menggunakan metode game development life cycle. Melalui 6 tahap pemrosesan di dalam metode maka akan membantu perancangan game hingga maksimal. Dalam pengujian akan dilakukan dengan kuesioner dan di hitung hasilnya menggunakan perhitungan linkert untuk melihat tingkat kepuasan. Dari pengujian yang dilakukan pada kuesioner game mendapatkan hasil 93,3% dan untuk hasil kuesioner tema sejarah mendapatkan hasil 94,8%.