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PELATIHAN PENGGUNAAN PLATFORM GAMIFIKASI EDUKATIF GUNA PENGUATAN PENDIDIKAN DI ERA PANDEMI COVID 19 BAGI GURU SEKOLAH DASAR DAN MENENGAH DI KOTA DEPOK Yuyun Khairunisa; Yeni Nurhasanah; Sari Setyaning Tyas; Septia Ardiani; Handika Dany Rahmayanti
Jurnal Abdi Insani Vol 9 No 1 (2022): Jurnal Abdi Insani
Publisher : Universitas Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/abdiinsani.v9i1.489

Abstract

The use of distance learning technology (e-learning) needs to be addressed so that learning objectives can be achieved effectively even though the activities are not carried out face-to-face in the classroom. One way to increase the focus and interest of students in learning activities is the use of elements in games in e-learning learning media or also known as gamification. Most of the gamification platforms are licensed or paid, so Teachers have to pay extra. The solution to this problem is to provide teachers with training and mentoring on the use of the online gamification platform where the application is free and simple to use. The purpose of this community service activity is to introduce and improve the digital competence of teachers and educators in using online gamification platforms (on the network) as a learning medium. The method used in service activities is the method of training and mentoring. The results of this community service activity are in the form of stages of making learning media using the wordwall.net gamification platform, namely opening the wordwall.net page, selecting Sign Up, setting up myActivities display, making Maze Chase, and evaluating/viewing student work. The conclusion of this activity is the increase in the digital skills of the activity participants, game and quiz-based learning media products, as well as practical guidebooks for using the gamification platform. The material presented is useful for teachers and educators in preparing digital teaching materials based on games and quizzes.
Virtual Job Fair Information System Design Based on Augmented Reality/Virtual Reality Khairunisa, Yuyun; Nurhasanah , Yeni; Verlaili , Ratu
Sinkron : jurnal dan penelitian teknik informatika Vol. 6 No. 4 (2022): Article Research: Volume 6 Number 4, October 2022
Publisher : Politeknik Ganesha Medan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33395/sinkron.v7i4.11795

Abstract

Organizing a job fair is one of the steps to bridge the needs of companies in finding workers and the needs of job seekers to find work. Creative Media State Polytechnic (Polimedia) as a vocational college provides support to alumni to get decent jobs and according to their fields of expertise. In accordance with one of the Main Performance Indicators (KPI) of higher education, namely graduates get decent jobs [1]. However, currently Polimedia does not have a system that supports the implementation of the job fair or is still done manually. Research with the theme of developing virtual job fair information systems based on augmented reality and virtual reality has two objectives. The first objective is to develop an information system that assists the process of posting job vacancies and allows users to register for available vacancies. Then the second is to facilitate virtual job fairs. Because apart from the impact of the COVID-19 pandemic, holding a virtual job fair can be a distinct advantage for alumni who are looking for work because they can significantly save transportation and accommodation costs. The system development methodology used is the System Development Lyfe Cycle (SDLC) with the waterfall method. The waterfall method is divided into five stages, namely the analysis, design, implementation, testing and support stages. The design phase uses the Unified Modeling Language (UML), namely use case diagrams and entity relationship diagrams, while the implementation phase of augmented reality uses 3D modeling, markers and interface adjustments. In addition, the design of augmented reality and virtual reality applications uses the A-FRAME framework.
Penerapan model survey, question, read, recite, review (SQ3R) berbantuan aplikasi canva untuk meningkatkan kemampuan membaca pemahaman pada siswa sekolah dasar kelas IV Nurhasanah, Yeni; Setiyadi, Ruli; Susanti, Evi
COLLASE (Creative of Learning Students Elementary Education) Vol. 7 No. 6 (2024)
Publisher : IKIP Siliwangi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22460/collase.v7i6.24903

Abstract

Penelitian dilakukan untuk mengetahui peningkatan siswa dalam pembelajaran menggunakan model SQ3R terhadap kemampuan membaca pemahaman. Penelitian ini juga bertujuan untuk meningkatkan kemampuan membaca pemahaman siswa SD. Metode dalam penelitian ini adalah metode Mixed Method dengan desain Sequential Explanatory. Subjek dalam penelitian siswa kelas IV SD Negeri Cipada yang berjumlah 25 siswa. Teknik pengumpulan data menggunakan teknik kuantitatif dalam bentuk test (pretetst-posttest) dan teknik kualitatif berupa observasi, lembar angket dan dokumentasi. Data yang diperoleh dianalisis dengan menggunakan rumus N-Gain menggunakan SPSS dan Microsoft Excel. Sebelum menggunakan model SQ3R nilai rata-rata yang diperoleh siswa adalah 57 dan setelah menggunakan model ini meningkat menjadi 84. hal ini menunjukan bahwa hasil belajar siswa meningkat dengan menggunakan model SQ3R. Berdasarkan hasil analisis uji N-gain, menunjukan peningkatan pembelajaran siswa dalam kemampuan membaca pemahaman, yaitu dapat dilihat dari hasil N-Gain yaitu 0,6751 termasuk kategori sedang dan untuk presentasi efektivitasnya mencapai 56,77% termasuk kriteria cukup efektif. Maka hasil dari penelitian ini menyatakan, bahwa model pembelajaran SQ3R dapat meningkatkan kemampuan pemahaman konsep. Kata kunci : Model pembelajaran SQ3R, Kemampuan Membaca Pemahaman.
Penguatan Eksistensi SDIT Quran Mumtaz Robbani Melalui Revitalisasi Media Promosi Digital Berbasis Website Nurhasanah, Yeni; Astuti, Anindita Budi; Asgawanti, Eka Desy; Nurasiah, Yayah
Jurnal Pengabdian Masyarakat Progresif Humanis Brainstorming Vol 8, No 2 (2025): Jurnal Abdimas PHB : Jurnal Pengabdian Masyarakat Progresif Humanis Brainstormin
Publisher : Politeknik Harapan Bersama

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30591/japhb.v8i2.7847

Abstract

Sekolah Dasar Islam Terpadu Quran Mumtaz Robbani atau dikenal dengan SDIT Quran Mumtaz Robbani merupakan sekolah dasar berbasis Pendidikan Alquran yang sudah mulaiberoperasi pada tahun 2021. Dari pengkajian masalah dan analisis situasi ditemukan salah satu permasalahan prioritas di sekolah ini adalah masih terbatas dan belum optimalnya media promosi digital yang sudah ada dalam menjangkau orang tua dan calon siswa. Pengabdian ini bertujuan untuk memperkuat eksistensi SDIT Quran Mumtaz Robbani melalui revitalisasi website sekolah sehingga informasi terkait visi, misi, program unggulan, kegiatan siswa, dan keunggulan sekolah dapat tersampaikan dengan lebih luas, efektif, dan menarik kepada Masyarakat. Fokus kegiatan pengabdian yaitu revitalisasi website sekolah sebagai media promosi yang efektif. Metode Pelaksanaan Pengabdian dengan menggunakan metode ADDIE yaitu Analisis, Desain, Develop, Implementasi dan Evaluasi. Hasil dari kegiatan pengabdianini adalah website sekolah yang direvitalisasi secara menyeluruh, baik dari segi tampilan, konten, maupun fungsionalitasnya. Berdasarkan wawancara dengan pihak sekolah dan orang tua siswa, diperoleh hasil bahwa website memiliki kualitas visual yang lebih baik, lebih menarik, professional dan informatif sehingga berpotensi meningkatkan website sebagai sarana promosi sekolah.. Secara keseluruhan, revitalisasi ini terbukti mampu meningkatkan daya tarik dan efektivitas website sebagai media komunikasi dan promosi sekolah.
Sistem Informasi Rancang Bangun Sistem Informasi Berbasis Web di Kantor Induk PTPN XII Blawan nurhasanah, yeni; Fatah, Zaehol; Yunita, Irma
Prosiding Seminar Nasional Inovasi dan Adopsi Teknologi (INOTEK) Vol. 5 No. 1 (2025): Prosiding Seminar Nasional Inovasi dan Adopsi Teknologi (INOTEK)
Publisher : LPPM STMIK Rosma

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

Abstract

Penelitian ini bertujuan untuk merancang dan membangun sistem informasi lowongan kerja berbasis web yang dapat mempermudah masyarakat dalam mencari informasi lowongan pekerjaan, khususnya di kantor PTPN XII Blawan. Metode penelitian yang digunakan adalah pendekatan metode Waterfall, yang meliputi tahapan analisis kebutuhan, desain sistem, implementasi, pengujian, dan pemeliharaan sistem. Data dikumpulkan melalui observasi, wawancara, dan dokumentasi untuk memahami kebutuhan pengguna dan menganalisis masalah yang ada. Hasil penelitian menunjukkan bahwa sistem informasi lowongan kerja berbasis web yang dirancang berhasil mempermudah pencari kerja dalam memperoleh informasi lowongan pekerjaan dan melakukan pendaftaran secara online. Kesimpulan dari penelitian ini adalah bahwa penerapan sistem informasi berbasis web dapat meningkatkan efisiensi dalam pencarian pekerjaan, serta mempermudah pengelolaan data pelamar.
Pengembangan Media Pembelajaran Digital Berbasis Augmented Reality Pada Topik Klasifikasi Hewan Berdasarkan Habitatnya Nurhasanah, Yeni; Putri, Daniah Adjani
MULTINETICS Vol. 6 No. 2 (2020): MULTINETICS Nopember (2020)
Publisher : POLITEKNIK NEGERI JAKARTA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32722/multinetics.v6i2.2794

Abstract

Augmented Reality as one of the developing fields in the Industrial Age 4.0 has been widely used in various fields. Augmented Reality (AR) can be used to deliver theĀ  information that may be very difficult to do directly in the real world. Many fields use augmented reality based media to deliver the information to their target users. Augmented Reality has been developed to help the learning process become more fun and interactive. The learning process aims to provide experience and share information and knowledge in an interesting and meaningful way for students. The process that was previously impossible for students can be helped by using augmented reality-based learning media. One of them is in learning science in elementary schools on the topic of animal recognition based on their habitat. Through this digital learning media based on augmented reality, students can see how the physical shape of the animals in question is 3D by using an Android device. Augmented Reality-based digital learning media created using Unity 3D and Vuforia. This application is capable of displaying 3D models also able to present a video explanation of the 3D model. In this project virtual buttons are also applied so that users are more challenged in using it.
Development of Interactive Digital Learning Multimedia Applications as Independent Learning Module in 2-Dimensional Game Programming Courses Yeni Nurhasanah; Khairunisa, Yuyun; Kuswoyo, Deni
JTP - Jurnal Teknologi Pendidikan Vol. 24 No. 3 (2022): Jurnal Teknologi Pendidikan
Publisher : Lembaga Penelitian dan Pengabdian kepada Masyarakat, Universitas Negeri Jakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21009/jtp.v24i3.29769

Abstract

Learning activities at the Creative Media State Polytechnic after the pandemic period, especially in the design department of the game technology study program, were held in blended learning. Blended learning is the right choice of learning because it needs adaptation from lecturers and students, where previously learning was held fully online, now it is held online and offline. Blended learning activities can be very effective and efficient in their implementation if the learning process is well prepared. One of the learning activities carried out is independent learning activities. Therefore, this study aims to produce a learning application that can be used as an independent learning module so that students can learn without being assisted by anyone just by using this independent learning module. The approach taken is the ADDIE development method. The ADDIE development model consists of five stages, namely analysis, design, development, implementation, and evaluation. Expert response to this learning application is a crucial thing to do. This application is evaluated by an expert with a background in graphic design, learning media, and communication. The independent learning module application was successfully developed and implemented in semester 3 of the 2-dimensional game programming course.
Implementasi Chatbot Interaktif Pada Website PT Berdikari Untuk Meningkatkan Layanan Konsumen Dan Edukasi Agribisnis Eric Wirayudha; Yeni Nurhasanah; Andriyana
Jurnal Komputer, Informasi dan Teknologi Vol. 5 No. 1 (2025): Juni
Publisher : Penerbit Jurnal Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.53697/jkomitek.v5i1.2404

Abstract

Perkembangan teknologi digital menuntut perusahaan untuk memberikan layanan yang cepat, informatif, dan efisien. PT Berdikari, sebagai BUMN di sektor agribisnis, menghadapi tantangan dalam menyampaikan informasi dan edukasi agribisnis secara efektif kepada konsumen. Penelitian ini bertujuan untuk mengimplementasikan dan mengevaluasi chatbot berbasis Botpress pada website PT Berdikari sebagai solusi untuk meningkatkan layanan konsumen dan memberikan edukasi agribisnis berkelanjutan. Penelitian ini menggunakan metode kuantitatif dengan mengumpulkan data melalui survei yang melibatkan 129 responden dari kalangan eksternal. Analisis data dilakukan melalui statistik deskriptif, uji korelasi Pearson, dan regresi linier. Hasil penelitian menunjukkan bahwa chatbot efektif dalam memberikan informasi secara real-time dan tepat sasaran, serta berkontribusi dalam meningkatkan pemahaman pengguna terhadap agribisnis. Nilai adjusted R square menunjukkan bahwa chatbot berkontribusi sebesar 69% terhadap peningkatan layanan konsumen dan 62,6% terhadap efektivitas edukasi agribisnis. Temuan ini menunjukkan bahwa chatbot dapat menjadi alat digital yang efektif untuk meningkatkan efisiensi layanan dan memperkuat peran perusahaan dalam edukasi publik. Kesimpulannya, chatbot merupakan inovasi yang relevan dalam mendukung transformasi digital di sektor agribisnis, khususnya dalam peningkatan kualitas interaksi dengan konsumen.
Perancangan Produk Rak Sepatu dengan Memanfaatkan Limbah Tutup Botol Plastik untuk Mendukung Sustainable Development Goals (SDG 12) Audy Aprillia; Prameswari R.J; Alif Muhammad Shaquille; Yeni Nurhasanah
Mars: Jurnal Teknik Mesin, Industri, Elektro Dan Ilmu Komputer Vol. 4 No. 3 (2026): Juni : Mars: Jurnal Teknik Mesin, Industri, Elektro Dan Ilmu Komputer
Publisher : Asosiasi Riset Teknik Elektro dan Informatika Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61132/mars.v4i3.1672

Abstract

Plastic waste, particularly bottle caps, poses a significant environmental challenge due to its slow degradation rate. This study aims to design a functional shoe rack utilizing plastic bottle cap waste to support Sustainable Development Goals (SDG 12: Responsible Consumption and Production). The product development process employed the Quality Function Deployment (QFD) method to translate consumer needs into measurable technical specifications. Concept selection was evaluated using the Pugh Matrix, while financial feasibility was analyzed through the Break Even Point (BEP) approach. The research resulted in an optimal shoe rack design measuring 53x32x37 cm, weighing 1.5 kg, and featuring additional side hangers for socks. The production process involves shredding, molding with resin, cutting, and assembling, with a total duration of 367.03 minutes. Financial analysis indicates that the business reaches the break-even point at a minimum production of 2 units or a total sales value of Rp227,272. This research demonstrates that integrating industrial engineering methods into plastic waste management can produce functional, durable, and economically viable products.