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Analisis Penggunaan Lego dalam Pembelajaran Sejarah Perang Kusamba untuk Anak Usia Dini Putra, I Nyoman Agus Suarya; Nugraha, Putu Gede Surya Cipta; Wardani, Ni Wayan
Jurnal Bahasa Rupa Vol. 7 No. 3 (2024): Jurnal Bahasa Rupa Agustus 2024
Publisher : Institut Bisnis dan Teknologi Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31598/bahasarupa.v7i3.1569

Abstract

There is limited research that combines three things, namely, early childhood, technology and local wisdom. Current conventional education requires digital-based technology with all its advantages. Historical knowledge is best instilled as knowledge in early childhood in the age range of 4-6 years. The knowledge taken in this research is knowledge from a hero statue located in Kusamba village in the form of a woman holding a palm leaf named I Dewa Agung Istri Kanya. This research aims as an educational tool. Through the means of animated films, the Lego game is hoped to be able to provide historical education and be able to become a visual attraction in the educational process. The method in this research is a descriptive qualitative method by visualizing illustrations of historical toy stories of heroes that are close to children's tastes. Next, exploration and experimentation were carried out on the work by designing Lego with Balinese characters and clothing and creating the setting at the scene, namely Goa Lawah and Puri Klungkung. The production technique uses stop motion techniques. The process of making an animated film is carried out in three stages, namely pre-production, production, and post-production. Testing was carried out on material experts and media experts as well as parents who educate children aged 4-6 years. The results of 87% of respondents stated that it was suitable as a learning medium. The results of anecdotal notes on a sample of young children showed an increase in knowledge from not yet developing to developing according to expectations.
Sistem Informasi Laporan Keuangan pada Salon Berbasis Website Dengan Metode SDLC Desmayani, Ni Made Mila Rosa; Wardani, Ni Wayan; Nugraha, Putu Gede Surya Cipta; Mahendra, Gede Surya
Jurnal Sistem Informasi dan Komputer Terapan Indonesia (JSIKTI) Vol 4 No 2 (2021): December
Publisher : INFOTEKS (Information Technology, Computer and Sciences)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33173/jsikti.118

Abstract

Jimmy Salon merupakan salah satu bisnis yang bergerak di bidang jasa tata rias rambut. Jimmy salon beroperasi sudah hampir 37 tahun. Jimmy salon berdiri pada tahun 1983 didirikan oleh Bapak Jimmy Waworuntu. Jimmy Salon terletak di Kompleks Pertokoan Nakula Plaza blok B-3 Jalan Nakula, Kecamatan Kuta, Kabupaten Badung, Provinsi Bali. Pelaporan keuangan di Jimmy Salon sudah terkomputerisasi namun masih menggunakan perangkat lunak microsoft excel sehingga untuk membuat laporan keuangan memakan waktu cukup lama dan laporan keuangan yang dihasilkan belum mampu menghasilkan laporan yang optimal. Tujuan dibangunnya sistem ini adalah untuk membantu administrator dalam menghasilkan laporan keuangan. Metode penelitian yang digunakan adalah metode SDLC. Metode pengujian yang digunakan adalah black box testing. Hasil dari sistem yang telah dibangun yaitu sistem telah berhasil dibuat berdasarkan kebutuhan usaha. Sistem berhasil memberikan laporan arus kas, laporan neraca, laporan laba rugi, dan laporan perubahan modal.
Pelatihan Canva untuk Mendukung Optimalisasi Media Pembelajaran Berbasis Teknologi Informasi dan Komunikasi (TIK) Putu Gede Surya Cipta Nugraha; I Made Anom Mahartha Dinata; I Putu Dody Suarnatha; Ni Ketut Gita Saraswati; I Putu Gede Buda Mardiksa Putra
Jurnal Pelayanan dan Pengabdian Masyarakat Indonesia Vol. 5 No. 2 (2026): Juni : Jurnal Pelayanan dan Pengabdian Masyarakat Indonesia
Publisher : Sekolah Tinggi Ilmu Administrasi Yappi Makassar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55606/jppmi.v5i2.2783

Abstract

At the primary school level, integrating ICT-based learning media is crucial; it not only expands access to learning resources but also fosters digital literacy among students from an early age. The partner for this initiative is Adi Widyalaya Gurukula Bangli Primary School. While teachers there already utilize digital devices to support the learning process, their usage remains largely limited to existing internet materials, videos from sharing platforms, or simple presentations. Such practices indicate that technology integration is still at a basic adoption stage and has not yet fully evolved toward creating more contextual and interactive learning media. This activity aims to enhance teachers' understanding of ICT-based learning media, their proficiency with the Canva application, their skills in designing and developing learning media, and their ability to utilize Canva AI. The implementation method employs a participatory training approach combined with hands-on guidance in creating Canva-based learning media. The results demonstrate that the training successfully strengthened the teachers' knowledge, skills, and readiness to use Canva as an ICT-based learning tool. Teacher acceptance of Canva was also high, as the application is considered user-friendly, engaging, and relevant for developing teaching materials.