Claim Missing Document
Check
Articles

Found 23 Documents
Search

Sosialisasi Pengenalan dan Strategi Pengembangan Usaha Mikro Kecil Menengah (UMKM) Desa Cimaung Popi Dayurni; Kurniati Rahmadani
Batara Wisnu : Indonesian Journal of Community Services Vol. 2 No. 3 (2022): Batara Wisnu | September - Desember 2022
Publisher : Gapenas Publisher

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.53363/bw.v2i3.125

Abstract

Micro, Small and Medium Enterprises (MSMEs) have a very important role in national economic growth. MSMEs are actually nothing new. However, there are still many rural communities who do not know what MSMEs are and what kinds of businesses are categorized as Micro, Small and Medium Enterprises. Besides that. Village communities who have become MSME actors experience several problems in developing MSMEs. This lack of knowledge about MSME development strategies is one of the factors causing MSMEs to be difficult to develop in rural areas. Cimaung Village has one MSME in the form of processed tempe. Where this tempeh is processed into various flavored tempeh chips. This is quite good because there has been innovation in the tempe processing. However, the marketing process is still limited, traditionally done in the physical market. Based on this, it is necessary to disseminate information regarding the introduction and strategies regarding the development of this MSME. This socialization aims to provide a brief introduction to MSMEs to people who are not perpetrators of MSMEs, and also provide information on what strategies can make MSMEs grow
The Impact of Gadgets on Student Learning Outcomes: A Case Study in Indonesia Junior High School Students Fadilla Aprianti; Popi Dayurni; Laksmi Evasufi Widi Fajari; Doni Pernanda; Ranny Meilisa
International Journal of Education, Information Technology, and Others Vol 5 No 5 (2022): International Journal of Education, information technology and others
Publisher : Peneliti.net

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.5281/zenodo.7446724

Abstract

This study aims to determine the effect of gadget the outcomes learning in Indonesia junior high school students. This research is a type of qualitative research using case study method. Data collection techniques using observation, interviews and documentation. Data analysis was consists of data reduction steps, data presentation and drawing conclusions. The results of this research show that : (1) The use of gadgets among junior high school students is not only used as a means of communication but there are some students who often play gadgets instead of studying; 2) The positive effect of using gadgets is that students are able to get information and communication easily while the negative effect of using gadgets is that students forget time to study so that it can have an effect on student outcomes learning. The conclusion is this study is that excessive use of gadgets will have an effect on student outcomes learning.
PENINGKATAN PEMAHAMAN MAHASISWA MENGENAI MAKNA KULIAH DI ABAD 21 DAN STRATEGI AGAR PERKULIAHAN MENJADI MEANINGFULL Popi Dayurni; Umalihayati Umalihayati
Batara Wisnu : Indonesian Journal of Community Services Vol. 3 No. 1 (2023): Batara Wisnu | Januari - April 2023
Publisher : Gapenas Publisher

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.53363/bw.v3i1.172

Abstract

Education has a very broad meaning. The rapid development of technology in the 21st century will change the meaning of education, especially lectures. With the existence of technology such as the internet, knowledge in the form of abstract theories will be very easy to obtain. Then the question arises whether college is important, what is the function of lectures in the 21st century and is college only a requirement for getting a job. However, nowadays there are many successful figures who prove that you don't need to go to college to be successful. College is not a guarantee to be successful in the future. This fact makes lectures no longer have meaning. Where in fact, college is not a requirement to be successful or get a job, college has a broader meaning than that
SOSIALISASI UMKM GO DIGITAL DI DESA CIMAUNG KABUPATEN SERANG Kurniati Rahmadani; Popi Dayurni
JIPAM : Jurnal Ilmiah Pengabdian kepada Masyarakat Vol. 2 No. 1 (2022): JIPAM : Jurnal Ilmiah Pengabdian kepada Masyarakat
Publisher : STAI Darul Qalam Tangerang

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (358.677 KB) | DOI: 10.55883/jipam.v2i1.37

Abstract

The COVID-19 pandemic has had a significant impact on Micro, Small and Medium Enterprises (UMKM), so social media and digital marketing are one of the solutions in promoting and marketing products. Unfortunately, there are still many UMKM that do not yet have these skills. This service activity aims to help Micro, Small and Medium Enterprises (UMKM) in Cimaung village to be able to adapt to the rapid development of technology through UMKM Go Digital . This community service project focuses on socializing UMKM by utilizing information technology and conducting marketing through social media and e-commerce. So that the digitization of UMKM is one of the important keys so that UMKM can survive and expand business and market scale
PENDAMPINGAN DALAM MEMAHAMI INVESTASI HUMAN CAPITAL DORONG PEMBANGUNAN BERKUALITAS MELALUI PENDIDIKAN Umalihayati Umalihayati; Popi Dayurni; Muhammad Hidayat
Jurnal Ilmiah Pengabdian Kepada Masyarakat Vol. 2 No. 2 (2023): JIPAM : Jurnal Ilmiah Pengabdian kepada Masyarakat
Publisher : STAI Darul Qalam Tangerang

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (256.91 KB) | DOI: 10.55883/jipam.v2i2.54

Abstract

Educational investment can be undertaken not only achieved by perfunctory efforts. Education must be in line with good quality, excellent, innovative, and competitive. To achieved a good quality education, students must be reinforced with knowledge in facing competitive global challenges. Universities as providers of higher education system can be firm and clear in charting the direction of education to have an impact on increasing the development in Indonesia, especially the lecturers as the spearhead in the implementation of education. The purpose of mentoring is to gain an increasing in students' understanding in analysing human capital investment to encourage quality development
Kontribusi Computer Anxiety dan Motivasi Terhadap Literasi Teknologi Siswa SMA Negeri 8 Kota Serang Popi Dayurni; Umalihayati Umalihayati
Jurnal Pendidikan Teknologi Informasi dan Vokasional Vol 5, No 1 (2023): Jurnal Pendidikan Teknologi Informasi dan Vokasional
Publisher : Universitas Lampung

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (451.585 KB) | DOI: 10.23960/27715

Abstract

One of the capabilities expected in 21st century education is technological literacy. Technological literacy is the ability to use and utilize technology, especially for learning. However, based on observations made, there are still many students who have low technological literacy. Factors that influence technological literacy are computer anxiety and motivation. The purpose of this study is to explain how much computer anxiety and motivation contribute to students' technological literacy abilities. This study uses a type of correlational quantitative research. This research was conducted at Serang City Public High School where previously researchers conducted instrument trials and then researchers conducted research through questionnaires and tests on 328 students. To test the hypothesis in this study used regression analysis techniques, correlation analysis, and F test analysis. Based on the results of the study, it was found that the data was normal, linear and there was no multicollinearity. The test results obtained rx1y value of 0.629 with rtable 0.1088 because rcount rtable, the first hypothesis was accepted. Then the rx2y value is 0.565 because rcount rtable, the second hypothesis is accepted. And it is supported by the value of Fcount = 146.384 and Ftable = 2.632 so that Fcount Ftable (146.38 2.632). With a significant correlation, it can be concluded that computer anxiety and motivation together make a positive contribution to the technological literacy skills of students at SMA Negeri 8 Kota Serang by 57.5%. Kata kunci: Computer Anxiety, Literasi Teknologi, Motivasi, Pendidikan abad 21 
Meta-Analysis Study: The Effect of Augmented Reality on Student Learning Outcomes Laksmi Evasufi Widi Fajari; Popi Dayurni; Ayu Rahayu
International Journal of Asian Education Vol. 4 No. 1 (2023): IJAE Vol. 04, No. 1, March 2023
Publisher : Research and Education Development (READ) Institute collaborate with Faculty of Education and Teacher Training of IAIN Palopo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.46966/ijae.v4i1.301

Abstract

This study aims to determine the effect of Augmented Reality on student learning outcomes. This study consists of two variables: Augmented Reality as the independent variable and student learning outcomes as the dependent variable using quantitative meta-analysis research. The instrument used is an article coding sheet containing the data needed for meta-analysis in the form of mean data, the number of samples, and the standard deviation of control and experimental groups from articles that have passed the selection based on inclusion and exclusion criteria obtained through Google Scholar search. The results of the meta-analysis on 13 research articles obtained a summary effect (average effect size) of 0.541 which means that augmented Reality has a significant positive effect on student learning outcomes based on the effect size category set by Cohen. The results of the publication bias test show that the conclusion of the meta-analysis is not indicated by publication bias, as evidenced by the results of the funnel plot, egger test, and fail-safe N results. This study concludes that there is an effect of Augmented Reality on student learning outcomes.
Pengembangan Media Pembelajaran Interaktif Berbasis Android Mapel TIK Untuk Kelas 10 di SMK BCA Cilegon Irfan Sulistriyan; Umalihayati Umalihayati; Popi Dayurni
Innovative: Journal Of Social Science Research Vol. 3 No. 4 (2023): Innovative: Journal Of Social Science Research
Publisher : Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/innovative.v3i4.3835

Abstract

Penelitian ini dikategorikan sebagai penelitian dan pengembangan (Research and Development). Menurut Sugiyono (2017: 407) “Metode penelitian dan pengembangan (R&D) ialah metode penelitian yang digunakan untuk menghasilkan sebuah produk dan menguji keefektifan produk tersebut”. Variabel responden yang berkaitan dengan media pembelajaran berbasis android secara mendalam diuraikan dalam deskripsi data ini dan sebanyak 20 siswa dari SMK BCA Cilegon diambil sampelnya. Berdasarkan hasil uji produk secara Validitas, Kepraktikalitas dan Efektivitas secara keseluruhan adalah sebagai berikut: a). Hasil dari penilaian Validasi produk dari Validator didapatkan skor persentase kelayakan Media Pembelajaran Interkatif Berbasis Android dari ke tiga validator didapatkan skor akhir Validitas media sebesar 94% dengan kategori “Sangat Valid”. b). Hasil penilaian Praktikalitas Media Pembelajaran Interkatif Berbasis Android yang diujicobakan kepada 20 siswa sampel didapatkan persentase akhir sebesar 92% dengan kategori “Sangat Praktis”. c). Hasil penilaian Efektifitas Media Media Pembelajaran Interaktif Berbasis Android yang diujicobakan kepada 20 siswa sampel sehingga didapatkan persentase akhir sebesar 95,90% dengan kategori “Sangat Efektif”.
Pengaruh Media Pembelajaran Menggunakan Smart Apps Creator Berbasis Android Pada Pembelajaran TIK Terhadap Minat Belajar Siswa Kelas IX di MTS Negeri 2 Serang Gina Mutiara Rosdalina; Umalihayati Umalihayati; Popi Dayurni
Innovative: Journal Of Social Science Research Vol. 3 No. 4 (2023): Innovative: Journal Of Social Science Research
Publisher : Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/innovative.v3i4.3836

Abstract

Penelitian ini berjudul Pengaruh Media Pembelajaran Menggunakan Smart Apps Creator berbasis Android pada Pembelajaran TIK Terhadap Minat Belajar siswa kelas IX MTS Negeri 2 Serang. Fokus penelitian ini adalah Pengaruh media pembelajaran Smart apps Creator untuk meningkatkan minat belajar siswa pada mata pelajaran TIK di MTS Negeri 2 Serang. Meningkatkan minat belajar pada mata pelajaran TIK melalui Smart Apps Creator. Kendala pengaruh media berbasis Smart Art Crator untuk meningkatkan minat belajar siswa pada mata pelajaran TIK di MTS Negeri 2 Serang. Tujuan dalam penelitian ini yaitu untuk mengetahui pengaruh Smart Apps Creator terhadap minat belajar siswa di MTsN 2 Serang. Lalu untuk mengetahui seberapa besar pengaruh Smart Art Creator terhadap minat belajar siswa di MTsN 2 Serang. Metode penelitian yang digunakan yaitu penelitian kuantitatif dengan mengambil latar di MTS Negeri 2 Serang. Data yang diperoleh dari kuesioner yang telah terkumpul akan dianalisis dengan menggunakan bantuan software SPSS versi26 forwindows dalam pengolahan data. Hasil penelitian menunjukan tentang pengaruh media pembelajaran berbasis Android untuk meningkatkan minat belajar siswa pada mata pelajaran TIK di MTS Negeri 2 serang telah terbukti dapat meningkatkan minat belajar siswa. Kendala yang dihadapi yaitu koneksi dan jaringan internet yang tidak stabil menghambat dalam pembelajaran. Kendala untuk siswa yaitu Sebagian kecil tidak mempunyai fasilitas yang memadai. Berdasarkan hasil penelitian yang diperoleh, peneliti merekomendasikan beberapa hal yaitu sebaiknya media pembelajaran ini dapat digunakan untuk setiap materi Tik maupun mata pelajaran yang lain. Fasilitas jaringan internet harus memadai dan mendukung, serta memberikan inovasi dalam proses pembelajaran Smart Apps Creator berlangsung karena siswa akan akan merasa bosan jika materi monoton. peneliti selanjutnya diharapkan dapat mengatasi keterbatasan tersebut. Persiapan sebelum melakukan penelitian harus diperhatikan untuk menghasilkan output yang baik
Pengaruh Penggunaan Media Interaktif Menggunakan Nearpod Untuk Meningkatkan Motivasi Belajar Siswa Kelas X Pada Mata Pelajaran Tik Di Sma Al-Mubarok Kota Serang Melinda Rochmah; Umalihayati Umalihayati; Popi Dayurni
Innovative: Journal Of Social Science Research Vol. 3 No. 4 (2023): Innovative: Journal Of Social Science Research
Publisher : Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/innovative.v3i4.3863

Abstract

Penelitian ini di latar belakangi dengan adanya masalah pada motivasi belajar siswa para peserta didik ketika dalam proses pembelajaran di karenakan metode pembelajaran yang digunakan pendidik adalah metode konvensional. Tujuan penelitian ini adalah untuk mengetahui apakah pengaruh penggunaan media interaktif menggunakan nearpod di kelas x pada mata pelajaran tik dan untuk mengetahui apakah pengaruh penggunaan media interaktif menggunakan nearpod dapat meningkatkan motivasi belajar siswa kelas x pada mata pelajaran tik. Penelitian ini menggunakan pendekatan kuantitatif dengan metode korelasional kuantitatif dengan siswa kelas X sebagai sampel sebanyak 60. Instrumen yang digunakan adalah kuisioner, dengan uji statistik yaitu uji validasi, uji reliabilitas, uji normalitas dan uji regresi linear sederhana. Hasil penelitian diperoleh adanya pengaruh yang positif dalam penggunaan media nearpod terhadap motivasi siswa dengan nilai signifikasi  0,000 < 0,05, diperoleh ttabel (0,2542) uji koefisien determinasi (R2) menyatakan bahwa minat belajar siswa meningkat sebesar (70,9%) setelah memanfaatkan media pembelajaran menggunakan nearpod. pengaruh penggunaan media interaktif menggunakan nearpod untuk meningkatkan motivasi belajar siswa kelas x pada mata pelajaran tik di sma al-mubarok kota serang (70,9%).