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Pelatihan Aplikasi Canva untuk Meningkatkan Kreativitas Desain Promosi Usaha Mikro Kecil dan Menengah Salsa Billa Zulmi Zettira; Nur Asysyifa Febrianti; Zhafira Atika Anggraini; Muhamad Awiet Wiedanto Prasetyo; Eka Tripustikasari
Jurnal Abdimas Prakasa Dakara Vol. 2 No. 2 (2022): Literasi Media dan Promosi Kreatif dalam Kegiatan Kemasyarakatan
Publisher : LPPM STKIP Kusuma Negara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37640/japd.v2i2.1524

Abstract

Promosi menjadi strategi komunikasi kepada calon konsumen agar produk tersampaikan secara tepat sasaran sehingga banyak pihak tertarik. Untuk membuat desain iklan interaktif diperlukan aplikasi Canva platform desain online yang menawarkan berbagai alat untuk presentasi, resume, poster, brosur, booklet, grafik, infografis, banner, dan lain sebagainya. Selain itu, Canva juga memiliki beberapa kelebihan diantaranya desain yang beragam dan menarik, sehingga Usaha Mikro Kecil dan Menengah (UMKM) dapat menentukan dan meningkatkan kreativitas konten promosi yang digunakan. Berdasarkan observasi, Owner sudah membuat branding dan packaging produk namun belum memiliki keterampilan desain yang dapat memberikan informasi produk karena belum memenuhi teori komunikasi penjualan. Solusi yang ditawarkan untuk mengatasi permasalahan adalah mengadakan pelatihan aplikasi Canva. Aplikasi yang digunakna untuk desain grafis sehingga mampu menjembatani pengguna agar mudah dalam mendesain dengan berbagai jenis materi kreatif secara online. Inti kegiatan pelatihan untuk menghasilkan banyak gagasan kemudian menghasilkan desain baru yang menjadi keunikan setiap produk UMKM dengan mengembangkan gagasan produk. Akhir kegiatan menghasilkan fluency, flexibility, originality, dan elaboratif yang berinovasi terkait logo, desain kemasan, sampul media promosi yang lebih menarik dengan kombinasi warna yang tidak terlihat kontras dan memiliki ciri khas produk yang prograsif naik sebelum menggunakan aplikasi Canva dan setelah mengikuti pelatihan minimal 85% sampai dengan 95%.
Model Rencana Pembelajaran Semester (RPS) Menggunakan Konsep Kurikulum Mandiri Pada Mobile Learning Anugerah Bagus Wijaya; Irfan Santiko; Suliswaningsih Suliswaningsih; Aulia Hamdi; Luky Rafi Anuggilarso; Salsa Billa Zulmi Zettira
CogITo Smart Journal Vol. 9 No. 1 (2023): Cogito Smart Journal
Publisher : Fakultas Ilmu Komputer, Universitas Klabat

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31154/cogito.v9i1.446.145-155

Abstract

The curriculum is a guide for all students and students in carrying out the learning process in schools and tertiary institutions. The discussion in this article discusses the curriculum at the tertiary level. The sub-discussion that will be studied is about the Rwncana Pembelajaran Semester (RPS). A tertiary institution certainly has guidelines in curriculum development. This curriculum will be reduced to a standard that influences the teaching and learning process. The problem that occurs is that it is often found that learning plans do not always go according to the guidelines they have. This causes the teaching and learning process to be not in line with the goals to be achieved at the end of the lesson. In this article, we will review how to conceptualize a learning plan with the currently popular model, namely mobile learning or abbreviated as m-learning. In m-learning there is a pattern that is considered in accordance with the 5.0 era of society approach, namely running independently. This solution was provided based on the survey method given to a number of respondents who considered that learning would be more effective if there was an independent curriculum that was easily developed and adapted to current learning conditions.
Gamification Effect of Team Games Tournament in Game-Based Learning on Student Motivation Anugerah Bagus Wijaya; Faridatun Nida; Salsa Billa Zulmi Zettira; Suliswaningsih Suliswaningsih; Fiby Nur Afiana; Zanuar Rifai
Journal of Applied Data Sciences Vol 6, No 1: JANUARY 2025
Publisher : Bright Publisher

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47738/jads.v6i1.450

Abstract

This study examines the impact of gamification elements, specifically the duration of use and level of collaboration, on student motivation in online learning environments. Using the Team Games Tournament model, which combines elements of both competition and collaboration, a web-based Game-Based Learning application was developed to enhance student motivation. The study employed a motivation survey based on the model Attention, Relevance, Confidence, Satisfaction, which was administered to participants before and after using the application. In addition to the survey, interaction data, such as the duration of application use, frequency of participation, points earned, and the level of collaboration, were collected to assess the relationship between these factors and student motivation. The study involved 20 fifth-semester students (12 male, 8 female) enrolled in a digital games course, many of whom had prior gaming experience, which could influence their response to the gamified learning experience. The data collected was analyzed using Decision Tree algorithms, Pearson correlation, and simple linear regression to understand the impact of various gamification elements on motivation. The results showed that both the duration of application use and the level of collaboration were significant factors in increasing student motivation. Specifically, motivation increased by an average of 0.72 points for every 10 minutes of application use, as measured by the difference between pre-test and post-test survey scores. These findings underscore the importance of balancing competitive and collaborative elements within game-based learning environments. By incorporating features that promote collaboration and encouraging sustained application use, educators can significantly enhance student engagement and motivation. The study provides valuable insights for the development of future game-based learning applications, highlighting the need for optimal design in terms of collaboration and duration to create an effective and engaging digital learning experience.