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INOVASI PROMOSI OBYEK WISATA MENGGUNAKAN TEKNOLOGI AUGMENTED REALITY (AR) MELALUI LAYAR BERBASIS ANDROID Imam Tahyudin; Nur Atikah Fitriyanti; Nur Dewiyanti; Muhammad Syaiful Amin; Muhammad Yanuar Firdaus; Fahmy Putra Nahri Utama
Telematika Vol 8, No 1: Februari (2015)
Publisher : Universitas Amikom Purwokerto

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (781.68 KB) | DOI: 10.35671/telematika.v8i1.259

Abstract

Peningkatan inovasi dan kreativitas pada sebuah produk adalah suatu kewajiban. Salah satunya adalah inovasi media promosi brosur obyek wisata.Inovasi terbaru yang diharapkan dapat menarik perhatian masyarakat adalah penerapan Teknologi Augmented Reality (AR) pada brosur obyek wisata melalui layar. Teknologi AR atau dapat disebut juga sebagai Realitas Tertambah merupakan integrasi elemen digital yang ditambahkan ke dalam dunia nyata dan mengikuti keadaan lingkungan yang ada. Aplikasi ini dapat diterapkan padaperangkat mobile berbasis android. Dengan demikian, pada layar ponsel akan menghadirkan keterangan tentang objek wisata tersebut bahkan menampilkan suara dan video. Media promosi melalui brosur obyek wisata berbasis AR sebagai solusi pintar, mudah, cepat untuk mengetahui objek wisata di Kabupaten Banyumas secara menarik. Melalui sebuah brosur AR, setiap orang dapat mengetahui objek wisata di Kabupaten Banyumas secara nyata
Digitalisasi buku ajar melalui pelatihan menulis buku ajar dengan pemanfaatan teknologi untuk pembelajaran di perguruan tinggi Dani Arifudin; M. Syaiful Amin; Deuis Nur Astrida; Ali Nur Ikhsan
SELAPARANG: Jurnal Pengabdian Masyarakat Berkemajuan Vol 9, No 3 (2025): May
Publisher : Universitas Muhammadiyah Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31764/jpmb.v9i3.31204

Abstract

AbstrakProgram pengabdian ini bertujuan untuk meningkatkan efektivitas pelatihan penulisan buku ajar bagi dosen di perguruan tinggi Purwokerto melalui digitalisasi dan pemanfaatan teknologi. Mitra dalam program ini adalah Zahira Media Publisher, yang telah beberapa kali mengadakan pelatihan, namun masih menghadapi kendala rendahnya tingkat penyelesaian dan penerbitan buku ajar oleh peserta. Solusi yang ditawarkan mencakup penerapan teknologi dalam penulisan, digitalisasi, dan distribusi buku ajar. Dosen akan diberikan pelatihan dalam penggunaan perangkat lunak pengolah kata, manajemen referensi, desain tata letak, serta publikasi digital melalui platform seperti Google Play Books dan repository universitas. Selain itu, sistem pendampingan online dan integrasi dengan Learning Management System (LMS) akan diterapkan untuk memastikan keberlanjutan dan efektivitas program. Kegiatan pelatihan ini diikuti oleh 30 dosen, dengan hasil 3 naskah buku ajar berhasil diterbitkan dalam bentuk digital maupun cetak, dan 25 naskah lainnya telah mencapai tahap akhir penyelesaian. Evaluasi menunjukkan peningkatan signifikan dalam keterampilan menulis akademik dan literasi digital peserta. Program ini terbukti efektif dalam mendukung penguatan bahan ajar di perguruan tinggi serta memperluas akses mahasiswa terhadap buku ajar berkualitas dalam format digital. Kata kunci:. buku ajar; pelatihan menulis; teknologi pendidikan; penerbitan buku. AbstractThis community service program aims to improve the effectiveness of open book writing training for lecturers at Purwokerto universities through digitalization and utilization of technology. The partner in this program is Zahira Media Publisher, which has held several trainings, but still faces the problem of low levels of completion and publication of open books by participants. The solutions offered include the application of technology in writing, digitizing, and distributing open books. Lecturers will be given training on the use of word processing software, reference management, layout design, and digital publication through platforms such as Google Play Books and university repositories. In addition, an online mentoring system and integration with the Learning Management System (LMS) will be implemented to ensure the continuity and effectiveness of the program. This training activity was attended by 30 lecturers, with the results of 3 textbook manuscripts being successfully published in digital and printed form, and 25 other manuscripts having reached the final stage of completion. The evaluation showed a significant increase in the participants' academic writing skills and digital literacy. This program has proven effective in supporting the strengthening of teaching materials in universities and expanding student access to quality textbooks in digital format. Keywords: textbooks; writing training; educational technology; book publishing.
Peningkatan Keterampilan Editing Video melalui Workshop Become Professional Editor Dani Arifudin; Deuis Nur Astrida; M. Syaiful Amin
Jurnal Inovasi Pengabdian Masyarakat Vol 3 No 2 (2026): JIPMAS : Jurnal Inovasi Pengabdian Masyarakat
Publisher : PT. Karya Inovatif Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.65255/jipmas.v3i2.321

Abstract

This community service activity aimed to improve students’ video editing skills through the “Become Professional Editor” workshop. The training was conducted using a hands-on practice approach that integrated creativity development, understanding of video production workflows, and the introduction of professional working standards in the digital creative industry. The workshop materials covered creative idea development, video production and post-production processes, the use of editing platforms and tools, the development of professional work habits, and project management aspects such as timeline preparation, quotations, licensing, work contracts, invoicing, and project handover. The implementation methods included lectures, demonstrations, interactive discussions, and independent video editing practice. The results of the activity indicated an improvement in participants’ understanding of professional video editing processes as well as increased motivation to develop competencies in the digital creative industry. Participants also gained insights into creative economic opportunities through video editing and digital content production skills. Therefore, this workshop served as an effective medium for developing competencies relevant to the current needs of the creative and digital media industries.
Perancangan dan Evaluasi Usability Aplikasi Talentgo Untuk Karier Bidang Informatika Menggunakan Metode Design Thinking Solihatun Havidah; Purwadi; M. Syaiful Amin
Jurnal Algoritma Vol 23 No 1 (2026): Jurnal Algoritma
Publisher : Institut Teknologi Garut

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33364/algoritma/v.23-1.3161

Abstract

This study aims to develop a prototype of the TalentGo application as a career mapping and job search platform specifically for the Informatics field, capable of providing relevant job vacancy recommendations, competency-based career pathways, and a user-friendly interface. The development process uses the Design Thinking approach through the stages of empathize, define, ideate, prototype, and test to ensure that the design aligns with user needs and behavior. The resulting prototype is evaluated using the System Usability Scale (SUS), the User Experience Questionnaire (UEQ), and a five-point Likert scale–based questionnaire to assess interface aspects, user experience, satisfaction, and user loyalty. The results show that the user flow on both the applicant and company sides runs efficiently with minimal obstacles, and key features such as one-click apply and application status tracking are considered helpful in the job search process. Quantitative evaluation produces average scores above 4.00 across all assessment aspects, indicating that the application interface is attractive, navigation is easy to understand, and features are relevant to user needs. Overall, the TalentGo prototype meets modern UI/UX standards and is suitable for further development as a digital recruitment platform for users in the Informatics field.