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Pengabdian pada Masyarakat: Trainer Board Mikrokontroler Berbasis Arduino sebagai Media Pembelajaran di Jurusan Teknik Elektronika SMK Negeri 2 Pamekasan Parama Diptya Widayaka; Novia Restu Windayani; Bonda Sisephaputra; Ayusta Lukita Wardani; Anggi Rahmad Zulfikar
Lumbung Inovasi: Jurnal Pengabdian kepada Masyarakat Vol. 7 No. 4 (2022): December
Publisher : Lembaga Penelitian dan Pemberdayaan Masyarakat (LITPAM)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36312/linov.v7i4.875

Abstract

Sekolah Menengah Kejuruan (SMK) adalah instansi pendidikan formal yang bertujuan untuk dapat mencetak siswa sebagai sumberdaya yang dapat bersaing di dalam bidang keahlian tertentu. Diharapkan dengan adanya SMK dapat mencetak sumberdaya manusia yang siap memasuki dunia kerja atau dunia industri bahkan dunia usaha yang produktif dan dapat menjawab tantangan Revolusi Industri 4.0. Dengan adanya harapan dan tujuan tersebut diharapkan SMK di Indonesia dapat membekali para siswanya untuk memiliki kompetensi yang sesuai dengan jurusan masing-masing sesuai kebutuhan industri. Untuk menumbuhkan serta meningkatkan kompetensi yang dimiliki oleh siswa di SMK, dibutuhkan kegiatan pembelajaran yang optimal. Sebagai sekolah kejuruan, SMK diharapkan memiliki media-media pembelajaran yang lengkap untuk memenuhi kebutuhan pembelajaran dalam mengembangkan dan meningkatkan kompetensi siswa. Sebagai contoh, untuk mencetak sumberdaya yang dapat bersaing di dunia teknologi elektronik, robotika dan otomasi, diharapkan setiap sekolah memiliki media pembelajaran yang lengkap dalam menunjang kegiatan pembelajaran. Salah satu contoh media pembelajaran untuk menunjang kegiatan pembelajaran di bidang elektronik, robotika dan otomasi adalah trainer mikrokontroler berbasis Arduino. Media ini diharapkan dapat meningkatkan dan mengembangkan kompetensi serta kemampuan berbpikir kritis siswa dalam dunia industri. Melalui pengabdian masyarakat ini telah dibuat 6 unit trainer mikrokontroler berbasis Arduino sebagai media pembelajaran untuk menunjang kegiatan pembelajaran di Jurusan Teknik Elektronika SMK Negeri 2 Pamekasan. Community Service: Arduino Based Microcontroller Trainer Board as Learning Media in Department of Electronics Engineering State Vocational High School 2 Pamekasan Vocational High School (SMK) is a formal educational institution that aims to produce students as resources who can compete in certain areas of expertise. It is hoped that the existence of Vocational High Schools can produce human resources who are ready to enter the world of work or the industrial world and even the productive business world and can answer the challenges of the Industrial Revolution 4.0. With these hopes and objectives, it is hoped that Vocational Schools in Indonesia can equip their students to have competencies that are in accordance with their respective majors according to industry needs. To grow and improve the competencies possessed by students in SMK, optimal learning activities are needed. As a vocational school, SMK is expected to have complete learning media to meet learning needs in developing and improving student competencies. For example, to print resources that can compete in the world of electronic technology, robotics and automation, it is hoped that every school has complete learning media to support learning activities. One example of learning media to support learning activities in the fields of electronics, robotics and automation is an Arduino-based microcontroller trainer. This media is expected to improve and develop students' competence and critical thinking skills in the industrial world. Through this community service, 6 Arduino-based microcontroller trainer units have been created as learning media to support learning activities in the Department of Electronics Engineering at SMK Negeri 2 Pamekasan.
Pembuatan Disinfektan sebagai Upaya Pemeliharaan Lingkungan Pasca Pandemi Handini Novita Sari; Parama Diptya Widayaka; Anggi Rahmad Zulfikar; Ronggo Alit; Bonda Sisephaputra
ADMA : Jurnal Pengabdian dan Pemberdayaan Masyarakat Vol 3 No 1 (2022): ADMA: Jurnal Pengabdian dan Pemberdayaan Masyarakat
Publisher : LPPM Universitas Bumigora

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30812/adma.v3i1.2062

Abstract

Covid 19 cases that have begun to decline to the government's policy of loosening the wearing of masks in open spaces, do not mean that Covid 19 has disappeared from Indonesia. A healthy environment is something we still need to maintain in this post-Covid 19 pandemic era. The partner in this activity, namely the An-Nur Mushola Management, needs education about the sterilization of places of worship because the location is right on the edge of the highway which is crowded with activities coupled with the location of the Mushola which is adjacent to the kindergarten (Kindergarten) and elementary school (elementary school) this is clearly related to the health and safety of the pilgrims and also the students in the environment. Currently, the management of the Place of Worship really hopes for assistance in the form of health protocol facilities and education on the implementation of sterilization. Based on the explanation from the partner, the main needs during this pandemic are knowledge about the manufacture of disinfectant liquids, how to implement health protocols, and the disinfection process of the place. Based on the problems faced by the partners, researchers through community service activities entitled "PKM Making Disinfectants as an Effort to Maintain the Post-Pandemic Environment" will help partners provide solutions related to the problems faced. The target to be produced from the implementation of this program is to provide education related to how to make disinfectant liquids in an effort to maintain a healthy environment after the Covid-19 pandemic.
Pemodelan dan Simulasi Prediksi Pendapatan Penjualan Emas Dengan Menggunakan Metode Monte Carlo Muhammad Athoullah Aziman; Muhammad Zildan Faisal; Meidiana Hana Putri; Bonda Sisephaputra
Journal of Vocational and Technical Education (JVTE) Vol. 4 No. 2 (2022): September
Publisher : Fakultas Teknik Universitas Negeri Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26740/jvte.v4n2.p10-17

Abstract

Technology is currently growing rapidly in various fields. One of them is in terms of economics and business. The business of buying and selling gold is timeless and has been able to survive in the industrial sector to this day, but without careful calculations, not a few business people in this field have to go out of business. By utilizing technology, we implement simulations to predict Antam's gold stock for Monogold company using the Monte Carlo simulation method. This simulation aims to predict Antam's gold sales revenue and determine the maximum and minimum profit ranges from the aspect of inventory determination. The monte carlo simulation that was carried out resulted in a prediction of sales profit with the dominance of the emergence of a profit of 1,320,000 with a predicted stock of gold sold of 66 grams. The monte carlo simulation carried out can also determine the minimum profit of Antam's gold sales of 560,000 with 28 grams of gold sold and the maximum profit of antam's gold sales of 3,320,000 with 166 grams of gold sold. Teknologi saat ini semakin berkembang pesat di berbagai bidang. Salah satunya adalah dalam hal bidang ekonomi dan bisnis. Bisnis jual beli emas tak lekang oleh waktu dan mampu bertahan dalam sektor industri hingga saat ini, akan tetapi tanpa perhitungan yang matang tidak sedikit dari pebisnis di bidang ini harus gulung tikar. Dengan memanfaatkan teknologi, kami melakukan penerapan simulasi guna memprediksi persediaan emas antam untuk perusahaan Monogold dengan metode simulasi monte carlo. Simulasi ini bertujuan untuk memprediksi pendapatan penjualan emas antam dan menentukan kisaran keuntungan maksimum dan minimum yang ditinjau dari aspek penentuan persediaan. Simulasi monte carlo yang dilakukan menghasilkan prediksi keuntungan penjualan dengan dominasi kemunculan keuntungan sebesar 1.320.000 dengan stok emas terjual yang diprediksi sebanyak 66 gram. Simulasi monte carlo yang dilakukan juga dapat menentukan besar keuntungan minimal penjualan emas jenis antam sebesar 560.000 dengan jumlah emas yang terjual sebanyak 28 gram dan keuntungan maksimal penjualan emas jenis antam sebesar 3.320.000 dengan emas yang terjual sebanyak 166 gram.
PENGARUH APLIKASI PEMBELAJARAN BERBASIS GAMIFIKASI MELALUI INTERACTIVE FLAT PANEL TERHADAP KOMPETENSI LITERASI DAN NUMERASI ANAK TAMAN KANAK-KANAK Nanda Maratul Husna; Azis Suroni; Bonda Sisephaputra
EDUTECH : Jurnal Inovasi Pendidikan Berbantuan Teknologi Vol. 6 No. 2 (2026)
Publisher : Pusat Pengembangan Pendidikan dan Penelitian Indonesia (P4I)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51878/edutech.v6i2.10918

Abstract

The development of digital technology in early childhood education encourages the use of more interactive learning media to improve children’s literacy and numeracy competencies. However, conventional learning in early childhood education still tends to be teacher-centered and less effective in creating optimal learning engagement. In addition, studies examining the integration of gamification through Interactive Flat Panel (IFP) technology in early childhood learning remain limited, particularly in literacy and numeracy instruction. This study aims to analyze the effect of gamification-based learning applications through Interactive Flat Panel on kindergarten children’s literacy and numeracy competencies. The study employed a quasi-experimental method with a non-equivalent control group design. The participants consisted of 34 children aged 5–6 years who were divided into experimental and control groups. Data were collected through developmental assessments and learning engagement observations and analyzed using an independent sample t-test. The findings revealed that the experimental group showed significantly higher improvement in literacy and numeracy competencies compared to the control group (p < 0.001). In addition, gamification-based learning through IFP increased children’s motivation, attention, and collaborative interaction during the learning process. Therefore, the use of gamification-based Interactive Flat Panel was proven effective in supporting literacy and numeracy learning in early childhood education. ABSTRAK Perkembangan teknologi digital dalam pendidikan anak usia dini mendorong penggunaan media pembelajaran yang lebih interaktif untuk meningkatkan kompetensi literasi dan numerasi anak. Namun, pembelajaran konvensional di PAUD masih cenderung berpusat pada guru dan kurang mampu menciptakan keterlibatan belajar yang optimal. Di sisi lain, penelitian mengenai integrasi gamifikasi melalui Interactive Flat Panel (IFP) pada pembelajaran anak usia dini masih terbatas, khususnya dalam konteks literasi dan numerasi. Penelitian ini bertujuan untuk menganalisis pengaruh aplikasi pembelajaran berbasis gamifikasi melalui Interactive Flat Panel terhadap kompetensi literasi dan numerasi anak taman kanak-kanak. Penelitian menggunakan metode kuasi-eksperimen dengan desain non-equivalent control group. Subjek penelitian terdiri atas 34 anak usia 5–6 tahun yang dibagi ke dalam kelompok eksperimen dan kelompok kontrol. Data dikumpulkan melalui asesmen perkembangan dan observasi keterlibatan belajar, kemudian dianalisis menggunakan independent sample t-test. Hasil penelitian menunjukkan bahwa kelompok eksperimen memperoleh peningkatan kompetensi literasi dan numerasi yang lebih tinggi dibandingkan dengan kelompok kontrol dengan nilai signifikansi p < 0,001. Selain itu, pembelajaran berbasis gamifikasi melalui IFP juga meningkatkan motivasi, perhatian, dan interaksi kolaboratif anak selama proses pembelajaran. Dengan demikian, penggunaan Interactive Flat Panel berbasis gamifikasi terbukti efektif dalam mendukung pembelajaran literasi dan numerasi pada anak usia dini.