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PEMROGRAMAN SCRATCH PELATIHAN PEMROGRAMAN SCRATCH BAGI GURU-GURU SD ISLAM AL MADINA SEMARANG : PELATIHAN PEMROGRAMAN SCRATCH BAGI GURU-GURU SD ISLAM AL MADINA SEMARANG Yunus Anis; Artin Bayu Mukti; Sri Mulyani
Jurnal Pengabdian Masyarakat Bumi Raflesia Vol. 6 No. 2 (2023): Agustus : Jurnal Pengabdian Kepada Masyarakat Bumi Raflesia
Publisher : Universitas Muhammadiyah Bengkulu

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36085/jpmbr.v6i2.5292

Abstract

Pelatihan pemrograman Scratch bagi guru-guru SD Islam Al Madina Semarang merupakan sebuah program untuk membantu guru-guru dalam memahami dan mengajar pemrograman menggunakan platform Scratch. Program ini terdiri dari dua tahap pelatihan, yaitu pelatihan dasar dan pelatihan lanjutan. Pelatihan dasar mencakup pengenalan Scratch dan elemen dasar seperti sprite, latar belakang, suara, dan gerakan. Sedangkan pelatihan lanjutan membahas topik yang lebih kompleks seperti variabel, pengulangan, dan percabangan serta bagaimana membuat game dan aplikasi interaktif menggunakan Scratch. Analisis situasi menunjukkan bahwa hanya sedikit guru-guru yang memiliki pengetahuan dan pengalaman dalam mengajar pemrograman, diperkuat juga dengan permasalahan mitra yang masih rendah pengetahuan dan pengalaman dalam mengajar pemrograman. Dengan meningkatnya pemahaman dan keterampilan guru-guru dalam menggunakan Scratch, diharapkan pembelajaran di kelas dapat menjadi lebih interaktif dan menyenangkan. Selain itu juga dapat meningkatkan kualitas pengajaran dan membantu anak-anak memahami konsep-konsep penting seperti logika, kreativitas, dan solusi masalah, serta dapat meningkatkan kepercayaan diri dan rasa memiliki siswa terhadap karya yang dihasilkan. Kata Kunci: Pemrograman Scratch, animasi, game, aplikasi interaktif, kreativitas
Perancangan Game Sederhana Perancangan Game Sederhana Menggunakan Scratch Programming Sebagai Media Pembelajaran Visual Bagi Anak Usia Dini Yunus Yunus Anis; Artin Bayu Mukti; Sri Mulyani
Bulletin of Information Technology (BIT) Vol 4 No 3: September 2023
Publisher : Forum Kerjasama Pendidikan Tinggi (FKPT)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47065/bit.v4i3.769

Abstract

This study aims to design a simple game using Scratch Programming as a visual programming language learning media for early childhood. This article describes the implementation stages of game design and the evaluation of learning media carried out. The literature review reviews the advantages of Scratch Programming as a learning medium for children and previous related research. In the implementation of game design, game concepts are designed using Scratch Programming, and simple game examples are generated. Evaluation of learning media is carried out to collect evaluation data from participants using relevant methods. The results of the evaluation of learning media and the discussion of research findings provide information about the effectiveness of game design using Scratch Programming. The results of this study indicate that designing simple games using Scratch Programming can be an interesting and effective learning medium for young children in learning visual programming languages. The implication of this research is further development in game design and the use of visual programming languages in early childhood education. Suggestions for further research are to involve more participants and explore more complex programming concepts.
PELATIHAN PEMBUATAN APLIKASI BERBASIS KECERDASAN BUATAN BAGI SISWA SMK NEGERI 4 KENDAL Sulastri; Eri Zuliarso; Yohanes Suhari; Yunus Anis
Seminar Nasional Teknologi dan Multidisiplin Ilmu (SEMNASTEKMU) Vol 1 No 2 (2021): SEMNASTEKMU
Publisher : Universitas Sains dan Teknologi Komputer

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51903/semnastekmu.v1i1.121

Abstract

Pembinaan pendidikan kejuruan merupakan salah satu upaya pemerintah dalam pemenuhan sumber daya manusia level menengah yang berkualitas yang siap bekerja dalam bidang tertentu. Kecerdasan buatan merupakan fenomena yang menggabungkan teknologi siber dan teknologi otomatisasi, dimana konsep penerapannya berpusat pada konsep otomatisasi yang dilakukan oleh teknologi tanpa memerlukan tenaga kerja manusia dalam proses pengaplikasiannya. Teknologi kecerdasan buatan sangat perlu diperkenalkan pada Sekolah Menengah Kejuruan yang akan menghasilkan sumber daya manusia yang bekerja pada bidang tertentu secara profesional yaitu otomatisasi. Kegiatan pengabdian bagi siswa SMK Negeri 4 Kendal bertujuan mengenalkan konsep kecerdasan buatan, melakukan pelatihan pembuatan aplikasi yang berbasis kecerdasan buatan dengan menggunakan tool teachable machine. Kegiatan dilakukan secara daring dengan menggunakan google meet. Pelaksanaan kegiatan pengabdian terdiri dari 2 tahap. Tahap pertama pengenalan konsep kecerdasan buatan serta contoh-contoh implementasinya di kehidupan sehari-hari dengan menggunakan metode ceramah. Tahapan kedua yaitu pelatihan mengoperasikan pengolahan citra dengan teknologi kecerdasan buatan dengan contoh-contoh yang riil yaitu membedakan gambar beberapa jenis ikan, membedakan gambar seseorang yang bermasker dan yang tidak bermasker dengan menggunakan Teachable Machine (https://teachablemachine.withgoogle.com/). Hasill survey evaluasi kegiatan didapat bahwa 80 % peserta menyatakan materi pelatihan menarik dan sesuai dengan keinginan peserta pelatihan.
Penerapan Model Waterfall Dalam Pengembangan Sistem Informasi Aset Destinasi Wisata Berbasis Website Yunus Anis; Artin Bayu Mukti; Azis Nur Rosyid
KLIK: Kajian Ilmiah Informatika dan Komputer Vol. 4 No. 2 (2023): Oktober 2023
Publisher : STMIK Budi Darma

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30865/klik.v4i2.1287

Abstract

The development of this asset information system is aimed at a tourist destination. Candirejo is a village in the Borobudur area that holds a variety of tourism potential and assets that are able to provide interesting education and experiences for tourists. Candirejo Tourism Village is managed by the Candirejo Tourism Village Cooperative (KDWC) which is a legal entity. As village village manager, KDWC also has the duty and responsibility of managing member assets and village assets that are used for the benefit of the village village. Asset inventory in the form of data collection, recording and reporting of physical assets, notes and documents, has not been carried out properly, still relying on books, paper, physical files and recording using software such as spreadsheets and word processors which are commonly used in the office world. The waterfall model is used to develop systems that suit these needs. The stages in the waterfall model have proven capable of producing a website-based tourist destination asset information system in the form of a dashboard for asset management, asset form, asset classification, person in charge and asset profile
Mengukur E-Participation Masyarakat di Era Transformasi Digital dengan Metode Multi Factor Evaluation Process (MFEP) Retnowati, Retnowati; Wahyudi, Eko Nur; Anis, Yunus
JUSIFO : Jurnal Sistem Informasi Vol 8 No 2 (2022): JUSIFO (Jurnal Sistem Informasi) | December 2022
Publisher : Program Studi Sistem Informasi, Fakultas Sains dan Teknologi, Universitas Islam Negeri Raden Fatah Palembang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.19109/jusifo.v8i2.13774

Abstract

The digital transformation era provides an opportunity for the public to exercise their right to information, where public agency is required to provide documents and information through Pejabat Pengelola Informasi dan Dokumen (PPID). This openness promises an important role for public participation through electronic access to information (E-Information), access to electronic consultations (E-Consultation), and participation in electronic decision-making (E-Decision Making). These three indicators are referred to as E-Participation. However, their implementation has encountered obstacles, leading to the need for research on E-Participation in the current community environment. This study employs a Soft System Methodology approach, specifically the Multi-Factor Evaluation Process (MFEP) method. The objective is to identify the indicators and criteria used in E-Participation, and to determine the level of E-Participation usage in Central Java based on the indicators used. The criteria used in this study pertain to the willingness of both the government and society, as well as the availability of infrastructure and information. The ranking results of the level of E-Participation indicate that public E-Participation is at an average level, where E-Information is the highest strengthening indicator, followed by E-Consultation, and E-Decision Making is the lowest.
Metode Waterfall dalam Pengembangan Sistem Inventaris Guna Meningkatkan Efisiensi Manajemen Stok Barang Anis, Yunus; Wahyudi, Eko Nur; Kurniawan, Harnanda Cahya
Jurnal Teknologi Dan Sistem Informasi Bisnis Vol 6 No 2 (2024): April 2024
Publisher : Prodi Sistem Informasi Universitas Dharma Andalas

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47233/jteksis.v6i2.1351

Abstract

Mekarsari Minimarket was founded by the owner of the Al Asror Islamic boarding school with the aim of making it easier for Al-Asror Islamic boarding school students and local residents to get the goods they need. To be able to estimate the number of goods that must be provided to consumers, appropriate inventory data is needed for consideration. To obtain this data, an inventory information system is needed that suits your needs. In this research, an inventory information system for the Mekarsari minimarket was developed using the Waterfall method. The stages of the waterfall method are requirements analysis, system design, program writing, and program testing. Needs analysis was carried out by direct observation, interviews with minimarket owners and employees, and literature study. The system is designed based on the analysis results and displayed in the form of use cases and flowcharts. The system was created using the PHP, CSS programming language. The database used for the system is MySQL. After that the system was tested using the black box method. Having an inventory information system can help minimarket owners make the right business decisions based on available data.
ANALISA DAN DESAIN KONTEN INSTAGRAM YANG MENARIK DAN BERDAMPAK POSITIF PADA INTERAKSI PENGGUNA Mulyani, Sri; Purwatiningtyas, Purwatiningtyas; Anis, Yunus
Rabit : Jurnal Teknologi dan Sistem Informasi Univrab Vol 9 No 2 (2024): Juli
Publisher : LPPM Universitas Abdurrab

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36341/rabit.v9i2.4687

Abstract

As one of the most popular social media platforms today, Instagram has more than one billion monthly active users. This is a great opportunity for users to interact with each other, share content, and build rapport. However, to achieve this, the right strategy is needed to create interesting content according to user interests. In line with the aim of this research, to obtain interesting content that has a positive impact on user interaction, researchers use the Design Thinking method which involves users and stakeholders in Instagram accounts. This research was conducted by including three content designs that provide the best insight from more than sixty Instagram content designs posted on accounts in the period 5 June to 6 September 2023 on the Graphic Multimedia Engineering Technology (TRMG) study account @trmg_unisbank which was used as an object. From the analysis and design of Instagram content, it managed to reach 20,275 followers with 80 accounts and 20,195 non-follower accounts. This means that attractive content design can have a positive impact on user engagement. This content is built by exploring the target audience, understanding user interests, using images and design, including interesting captions and relevant hashtags, and conveying useful information (education).
PELATIHAN FOTOGRAFI SEKOLAH GUNA PELATIHAN FOTOGRAFI SEKOLAH GUNA MENCIPTAKAN KARYA VISUAL YANG MENGINSPIRASI BAGI GURU DAN SISWA SMK/SMA DI SEMARANG: PELATIHAN FOTOGRAFI SEKOLAH GUNA MENCIPTAKAN KARYA VISUAL YANG MENGINSPIRASI BAGI GURU DAN SISWA SMK/SMA DI SEMARANG Nur Wahyudi, Eko; Anis, Yunus; Mulyani, Sri
Jurnal Pengabdian Masyarakat Bumi Rafflesia Vol. 7 No. 3 (2024): Desember: Jurnal Pengabdian Kepada Masyarakat Bumi Raflesia
Publisher : Universitas Muhammadiyah Bengkulu

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

Abstract

Pelatihan fotografi di lingkungan sekolah memiliki peran penting dalam mengembangkan kreativitas visual dan keterampilan teknologi bagi guru dan siswa. Artikel ini membahas kegiatan pengabdian kepada masyarakat yang berjudul "Pelatihan Fotografi Sekolah Guna Menciptakan Karya Visual yang Menginspirasi bagi Guru dan Siswa SMK/SMA di Semarang". Tujuan utama dari pelatihan ini adalah untuk memperkenalkan teknik dasar fotografi serta cara memanfaatkan kamera digital atau smartphone dalam menciptakan karya visual yang menarik dan bermakna. Melalui pelatihan ini, guru diharapkan mampu menggunakan fotografi sebagai media pembelajaran interaktif di kelas, sementara siswa dapat mengekspresikan kreativitas mereka melalui gambar yang memiliki nilai estetika dan edukasi. Kegiatan ini dilaksanakan dalam bentuk workshop yang melibatkan teori dan praktik langsung. Hasil dari pelatihan menunjukkan peningkatan pemahaman peserta terhadap teknik dasar fotografi, komposisi gambar, dan editing sederhana. Dampaknya terhadap masyarakat, khususnya lingkungan sekolah, terlihat dari meningkatnya kemampuan guru dan siswa dalam menghasilkan karya visual yang dapat digunakan sebagai media informasi dan promosi sekolah, sehingga menginspirasi dan mempererat hubungan dengan komunitas sekitar. Dengan demikian, program ini tidak hanya membantu meningkatkan keterampilan fotografi di kalangan guru dan siswa, tetapi juga berkontribusi pada pengembangan pembelajaran berbasis visual di sekolah.
Unsupervised Clustering Untuk Pengolahan Data Kemiskinan di Jawa Tengah Dengan Menggunakan Metode Self-Organizing Maps Anis, Yunus; Wahyudi, Eko Nur; Mulyani, Sri
Journal of Information System Research (JOSH) Vol 6 No 2 (2025): Januari 2025
Publisher : Forum Kerjasama Pendidikan Tinggi (FKPT)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47065/josh.v6i2.6439

Abstract

This study aims to analyze and cluster poverty data in Central Java using the Self-Organizing Maps (SOM) method, an approach in unsupervised learning that is efficient in mapping multidimensional data into two-dimensional representations. The poverty data used includes various socio-economic indicators, such as income, education, health access, and housing conditions. By applying SOM, this study attempts to identify hidden patterns and relationships between variables that contribute to poverty in each region in Central Java. The results of this clustering are expected to provide deeper insight into the characteristics and distribution of poverty, as well as assist in making more targeted policies in poverty alleviation efforts. This study shows that the SOM method is able to effectively group areas with similar poverty characteristics, and provide visualizations that facilitate understanding of the complexity of poverty data in Central Java. The implementation of this method is able to produce 4 groups / clusters of poverty levels which are expected to be the basis for further research in socio-economic mapping, as well as a tool in planning and evaluating poverty alleviation programs at the regional level.
OPTIMALISASI PENGGUNAAN SCRIBUS UNTUK DESAIN GRAFIS EDITORIAL MAHASISWA TEKNOLOGI REKAYASA MULTIMEDIA GRAFIS Yunus Anis, Yunus Anis; Hersatoto Listiyono; Sri Mulyani; Sunardi; Vici Tiara Anjarsari
Servis : Jurnal Pengabdian dan Layanan kepada Masyarakat Vol. 3 No. 2 (2025): Juni
Publisher : CV. Nature Creative Innovation

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58641/servis.v3i2.145

Abstract

Editorial graphic design is a vital skill in the creative industry, especially for producing magazines, brochures, and other publication media. However, the high cost of commercial software licenses such as Adobe InDesign poses a major barrier for students of the Multimedia Graphic Engineering Technology (TRMG) study program in developing editorial design competencies. This community service activity aims to optimize the use of Scribus, an open-source desktop publishing (DTP) software, as a legal and functional alternative for editorial design. The program involved an initial needs assessment, module development, a three-day intensive training, hands-on practice, and pre- and post-training evaluations. The results show a significant improvement in students’ understanding and skills in creating digital publication layouts using Scribus. Additionally, the quality of editorial designs produced by participants improved in terms of visual composition and content structure. This initiative also promotes the ethical and professional use of free-license software. It is expected that Scribus can be integrated into editorial design courses within the TRMG curriculum and support the ongoing development of student portfolios.