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MENGENAL DAN MENERAPKAN ECOMMERCE UNTUK MENGAMBIL PELUANG USAHA UNTUK GENERASI MUDA DI SMK BISTEK CIBINONG Diki Rasapta; Syndhe Qumaruw; Septa Septa
Abdi Jurnal Publikasi Vol. 1 No. 1 (2022): September
Publisher : Abdi Jurnal Publikasi

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Abstract

Of all aspects of life affected by the growth of the internet, the business sector is the sector most affected by the development of information and telecommunications technology and the fastest. Now emerging transactions using internet media that connect producers and consumers. Through e-commerce, all humans on earth have the same opportunities and opportunities to compete and succeed in doing business in cyberspace. With the rapid development of e-commerce around the world, online customer segmentation is attracting the attention of business people and academics. The development of online business in Indonesia cannot be separated from the development of cellular and internet users in the last five years. On the other hand, the government continues to encourage cellular operators and internet providers to reduce all transaction fees charged to consumers. So that online business becomes the choice of modern entrepreneurs. E-commerce is usually carried out by business people through websites (sites). The widespread use of websites is closely related to its superiority in conveying information that is not limited by space and time. Through online shopping sites, shopping patterns in people's lives, especially people who are active in using the internet, are now experiencing significant changes. With the internet, consumers no longer need to go directly to the place of shopping, but simply access the sites of online buying and selling providers. In addition, in conducting transactions the buyer can transfer funds to the seller. Not only direct transfers, in order to maintain the security of buyers, they can also use third parties or joint accounts provided by online buying and selling owners [1].
PELATIHAN MEMBUAT MODEL 3D MENGGUNAKAN BLENDER DI SMK BINTANG NUSANTARA Septa; Syndhe Qumaruw Syty; Diki Rasapta
Abdi Jurnal Publikasi Vol. 2 No. 6 (2024): Juni
Publisher : Abdi Jurnal Publikasi

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Abstract

Di era globalisasi dimana teknologi, informasi, dan komunikasi (TIK) sangat cepat berkembang maka dunia pendidikan mengalami perubahan dalam pengelolaannya sebagai dampak dari tuntutan memanfaatkan teknologi. Pelaksanaan pembelajaran tidak hanya berbasis offline/luar jaringan saja, namun dengan dukungan teknologi pembelajaran dapat dilakukan secara online/dalam jaringan internet. Perubahan dalam pembelajaran dan tuntutan melakukan inovasi menjadi hal penting yang harus dilakukan [1]. Animasi merupakan salah satu produk dari Desain Komunikasi Visual yang sekarang dapat dinikmati oleh seluruh audiens, karena Indonesia sudah memproduksi beberapa film animasi. Program Blender merupakan salah satu program yang dibutuhkan oleh para pecinta animasi tiga dimensi. Program Blender digunakan untuk membuat film animasi, efek visual, model cetak 3D, aplikasi 3D interaktif dan permainan video. Objek tiga dimensi dapat dibuat di Blender dan dapat diaplikasikan ke animasi maupun multimedia. Program Blender dapat diunduh secara gratis di http://www.blender.org. Para animator dapat dibentuk sejak dini untuk menumbuhkan calon industri kreatif di bidang animasi tiga dimensi. Salah satu hal yang dapat dilakukan untuk menumbuhkan calon animator adalah dilakukan pelatihan Blender di sekolah, yaitu SMK Bintang Nusantara. SMK Bintang Nusantara adalah sekolah yang mempunyai beberapa jurusan di antaranya adalah Multi Media. SMK Bintang Nusantara mempunyai fasilitas komputer lengkap dengan daya kerja tinggi yang memang ditujukan untuk multimedia SMK Bintang Nusantara sangat tepat untuk melakukan pelatihan P2M khususnya animasi tiga dimensi. Sehubungan dengan hal tersebut, maka kita sebagai tim pelaksana P2M ingin memberikan pelatihan khususnya kepada siswa di SMK Bintang Nusantara untuk membuat objek tiga dimensi menggunakan Blender tingkat pemula.  
PENINGKATAN KETERAMPILAN DIGITAL SISWA SMP ISLAM BAHRUL ULUM MELALUI PELATIHAN WEBSITE BUILDER Septa; Syndhe Qumaruw Syty; Diki Rasapta
Abdi Jurnal Publikasi Vol. 4 No. 1 (2025): September
Publisher : Abdi Jurnal Publikasi

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Abstract

The digital era presents a paradox where the younger generation, despite being adept technology users, often lacks productive digital skills. This gap limits their potential to transition from passive content consumers to active creators. This community service program was designed to address this challenge by enhancing the digital literacy and technical skills of students at SMP Islam Bahrul Ulum through website creation training. The program utilized a workshop method with a Project-Based Learning (PBL) approach, engaging 30 seventh-grade students. To ensure accessibility, the training employed a no-code website builder platform, removing the technical barriers associated with programming. The program's effectiveness was measured using pre-test and post-test evaluations, which demonstrated a significant increase in conceptual understanding, with the average score rising from 42 to 86. Furthermore, practical skill acquisition was evidenced by 93% of participants successfully creating and publishing a functional website. The findings confirm that this structured intervention effectively transformed students into confident digital creators, equipping them with foundational skills for the digital economy. This initiative serves as a replicable model for bridging the digital skills gap in similar educational contexts.
Pengembangan Aplikasi Pembelajaran Berbasis Audio Matakuliah Pengantar Teknologi Informasi Untuk Mahasiswa Tuna Netra: Pengembangan Aplikasi Pembelajaran Berbasis Audio Matakuliah Pengantar Teknologi Informasi Untuk Mahasiswa Tuna Netra Septa; Syndhe Qumaruw Syty; Diki Rasapta
Jurnal Ilmu Komputer Vol 3 No 1 (2025): Jurnal Ilmu Komputer (Edisi Juli 2025)
Publisher : Universitas Pamulang

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Abstract

This study aims to develop an audio-based learning application for visually impaired students in the Introduction to Information Technology course at Pamulang University. Visually impaired students often struggle to access materials that rely on visual elements. This application replaces these visual elements with audio delivery, allowing students to access and understand the material independently. The ADDIE model (Analysis, Design, Development, Implementation, Evaluation) was used as the development framework, encompassing a systematic process from needs analysis and design to development, pilot implementation, and evaluation. Functionality and user experience tests were conducted to assess the application’s effectiveness. The results, validated through black box testing and user questionnaires, show a high level of acceptance, with 95% of users finding the application effective and 85% rating it as easy to use. The primary challenge during development was ensuring the clear translation of complex visual concepts into audio. This research contributes to inclusive learning technologies and recommends future development to include more interactive features.