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Multipartite Ramsey numbers for the union of stars I Wayan Palton Anuwiksa; Rinovia Simanjuntak; Edy Tri Baskoro
Electronic Journal of Graph Theory and Applications (EJGTA) Vol 10, No 2 (2022): Electronic Journal of Graph Theory and Applications
Publisher : GTA Research Group, Univ. Newcastle, Indonesian Combinatorics Society and ITB

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.5614/ejgta.2022.10.2.21

Abstract

Let s and k be positive integers with k ≥ 2 and G1, G2, …, Gk be simple graphs. The set multipartite Ramsey number, denoted by Ms(G1, G2, …, Gk), is the smallest positive integer c such that any k-coloring of the edges of Kc × s contains a monochromatic copy of Gi in color i for some i ∈ {1, 2, …, k}. The size multipartite Ramsey number, denoted by mc(G1, G2, …, Gk), is the smallest positive integer s such that any k-coloring of the edges of Kc × s contains a monochromatic copy of Gi in color i for some i ∈ {1, 2, …, k}. In this paper, we establish some lower and upper bounds, and some exact values of multipartite Ramsey numbers for the union of stars.
IMPLEMENTASI APLIKASI WEBSITE SEKOLAH TAMAN KANAK-KANAK DEWI SARTIKA BANDUNG Lukman, Achmad; Fahlena, Hilda; Anuwiksa, I Wayan Palton
Jurnal AbdiMas Nusa Mandiri Vol. 7 No. 1 (2025): Periode April 2025
Publisher : LPPM Universitas Nusa Mandiri

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33480/abdimas.v7i1.5946

Abstract

Community service activities held at Dewi Sartika Bandung Kindergarten School are based on several areas for improvement in publicizing the school's activities to the community. The school only had social media such as Instagram and Facebook during its establishment. Another shortcoming is the documentation of new student registration, which still uses registration forms, hard copies of family cards, and identity cards of prospective students' parents. The effectiveness of document storage could be improved. It is still prone to data loss, so it is necessary to have digital data storage to overcome these shortcomings by creating a website that is integrated with digital prospective student data collection. The method applied to measure success in this community service activity is quantitative method, namely giving a questionnaire which is then calculating to obtain a percentage value of success from this activity.  The results of community service activities carried out at the school are in the form of a website that can be accessed by teachers, parents of students, prospective school students, and public society and is expected to help with administrative work at the Dewi Sartika Bandung Kindergarten. The percentage of success of the website that has been created is in the “sufficient/normal” category, which is represented by a percentage value of 46.5 %.
Stimulasi Berpikir Komputasi untuk Anak melalui Permainan Logika dan Robot Pintar: Pengabdian Putu Harry Gunawan; I Wayan Palton Anuwiksa; Indwiarti Indwiarti; Azziz Abdul Ghofur; Daniandra Prayudisty Ilham; Muhammad Hendika Putra; Billy Marcello; Safira Safira; Muhammad Akhdan Ghifari
Jurnal Pengabdian Masyarakat dan Riset Pendidikan Vol. 4 No. 4 (2026): Jurnal Pengabdian Masyarakat dan Riset Pendidikan Volume 4 Nomor 4 April - Juni
Publisher : Lembaga Penelitian dan Pengabdian Masyarakat

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/jerkin.v4i4.6467

Abstract

Kegiatan pengabdian kepada masyarakat ini bertujuan untuk meningkatkan kemampuan berpikir komputasi siswa sekolah dasar kelas rendah melalui pendekatan pembelajaran berbasis permainan logika dan robotika edukatif. Metode yang digunakan adalah pelatihan partisipatif dengan pendekatan learning by playing yang mengombinasikan aktivitas unplugged dan plugged, meliputi pre-test, permainan logika (hiding blocks), praktikum robotika menggunakan Gigo Kids First Coding and Robotics, serta post-test dan evaluasi. Kegiatan dilaksanakan pada siswa kelas 2 SDN Lebakwangi 02 sebagai mitra sasaran. Hasil kegiatan menunjukkan adanya ketertarikan siswa terhadap konsep dasar berpikir komputasi, khususnya dalam aspek urutan (sequencing), pengenalan pola, dan hubungan sebab–akibat. Selain itu, tingkat partisipasi dan keterlibatan siswa selama kegiatan berlangsung tergolong tinggi, yang mengindikasikan bahwa pendekatan berbasis permainan dan robotika efektif dalam mendukung proses pembelajaran pada usia dini. Sebanyak 89,1% siswa setuju bahwa kegiatan ini berhasil dan sesuai dengan tujuan kegiatan.