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PELATIHAN MICROSOFT OFFICE SPECIALIST (MOS) POWER POINT SEBAGAI MEDIA PEMBELAJARAN UNTUK GURU SMKN 1 CISARUA DALAM ERA INDUSTRI 4.0 Mariya Al Qibtiya; Dadang Lukman Hakim; Bambang Trisno; Budi Mulyanti; Yadi Mulyadi; Tuti Suartini; Elih Mulyana; Wawan Purnama; Aip Saripudin; Silmi At Thahirah Al Azhima; Roer Eka Pawinanto; Nurhidayatulloh Nurhidayatulloh
Jurnal Ilmiah Teknologi Infomasi Terapan Vol. 9 No. 1 (2022)
Publisher : Universitas Widyatama

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33197/jitter.vol9.iss1.2022.957

Abstract

The era of industrial disruption has had many influences on human life, this has also affected the world of education. One way to improve teacher competence in the industrial revolution 4.0 era is to equip teachers with global scale capabilities, namely Microsoft Office Specialists or MOS. From these problems, our training took the initiative to hold Microsoft Office Specialist (MOS) Power Point Activities for vocational/high school teachers in the city of Bandung. This training adapts the Goad training model, namely this model consists of several cycles including: (1) training needs analysis; (2) training approach design; (3) development of training materials; (4) implementation of training; (5) evaluation and updating of training.
Training Advertising Video for Multimedia Teachers in Improving the Quality of Skills Competency Tests Maya Purnama Sari; Nala Nandana Undiana; Fenny Puspitasari; Dian Rinjani; Nurhidayatulloh Nurhidayatulloh; Agus Juhana; Dzulya Istiqomah
REKA ELKOMIKA: Jurnal Pengabdian kepada Masyarakat Vol 4, No 2 (2023): REKA ELKOMIKA
Publisher : Institut Teknologi Nasional, Bandung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26760/rekaelkomika.v4i2.174-182

Abstract

This community service program applied a training method to improve teacher skills as the primary source of learning for students in schools in order to cultivate high-quality of high vocational school students so that they can be absorbed by the business and industrial sectors. The training was carried out within a period of three months covering various topics from basic understanding of videography, utilizing video advertisement ideas, video processing techniques and audio processing techniques. The objective of this training was to equip qualified teachers with the ability to foster high-quality vocational students who possess the skills desired by the business and industrial sectors. The training successfully resulted in six teachers who were able to independently create advertising videos, while the other four teachers still required rfurther training to become more accustomed to video production. As a follow-up to this activity, an electronic book accompanied by a video advertisement production tutorial will be developed to support the professional development needs of the participating teachers at SMKN 14 Bandung.
Pendampingan Pengembangan Keterampilan Riset Mahasiswa PGSD dan Pendidikan Multimedia melalui Model Guided-Research Based Learning Fully Rakhmayanti; Muhammad Zaki Fadilah; Rendi Restiana Sukardi; Nurhidayatulloh Nurhidayatulloh; Winti Ananthia; Dede Trie Kurniawan; Dian Rinjani; Yeni Yuniarti
Prosiding Seminar Nasional Pengabdian Masyarakat Vol. 2 (2024): Prosiding Seminar Nasional Pengabdian Masyarakat
Publisher : CV. Dharma Samakta Edukhatulistiwa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61142/psnpm.v2.221

Abstract

Kemampuan menulis ide kreatif merupakan keterampilan yang penting dan mendesak bagi mahasiswa calon guru dalam menghadapi tantangan akademik dan profesional di dunia pendidikan. Namun, pelatihan dalam bidang ini masih kurang mendapatkan perhatian, karena perkuliahan umumnya lebih berfokus pada teknik penulisan formal. Menanggapi kebutuhan tersebut, kegiatan pengabdian kepada masyarakat dalam lingkungan akademik ini dilaksanakan melalui program pelatihan berbasis Guided Research-Based Learning (GRBL) yang dirancang untuk mengembangkan keterampilan menulis kreatif mahasiswa calon guru. Kegiatan ini dilaksanakan dalam bentuk workshop yang diikuti oleh 50 mahasiswa Universitas Pendidikan Indonesia. Untuk mengevaluasi efektivitas program, dilakukan pengukuran melalui desain pre-eksperimental dengan pendekatan One Group Posttest Only. Hasil evaluasi menunjukkan bahwa program GRBL secara signifikan mampu meningkatkan pemahaman mahasiswa terhadap penulisan ide kreatif (N-Gain = 0,83), kepercayaan diri dalam menulis (N-Gain = 0,73), serta kemampuan mengeksplorasi ide secara kreatif (N-Gain = 0,87). Selain itu, kegiatan ini juga berdampak positif terhadap motivasi dan kapasitas mahasiswa dalam menghasilkan ide-ide orisinal yang relevan dengan konteks pendidikan. Dengan demikian, model GRBL terbukti efektif sebagai alternatif strategis dalam membekali mahasiswa dengan keterampilan menulis kreatif yang aplikatif di dunia pendidikan, serta mendukung penguatan kapasitas akademik komunitas kampus di era pendidikan abad ke-21.
Perilaku dan Preferensi Mahasiswa dalam Memanfaatkan Platform Digital sebagai Media Pembelajaran Ramdani Ramdani; Nurhidayatulloh Nurhidayatulloh; Dian Rinjani
Jurnal Pendidikan dan Pembelajaran Indonesia (JPPI) Vol. 5 No. 2 (2025): Jurnal Pendidikan dan Pembelajaran Indonesia (JPPI), 2025 (2)
Publisher : Yayasan Pendidikan Bima Berilmu

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.53299/jppi.v5i2.1188

Abstract

Penggunaan platform digital dalam pembelajaran semakin meningkat, terutama di kalangan mahasiswa. Namun, belum banyak penelitian yang mengungkap bagaimana perilaku dan preferensi mahasiswa dalam memanfaatkan platform tersebut. Penelitian ini menggunakan metode kuantitatif dengan pendekatan survei untuk memahami kebiasaan mahasiswa dalam menggunakan platform digital sebagai media pembelajaran. Data dikumpulkan melalui kuesioner yang disebarkan secara acak kepada 57 mahasiswa dari berbagai program studi. Hasil menunjukkan bahwa Zoom adalah platform yang paling sering digunakan (26,3%), diikuti oleh Google Classroom (22,8%) dan YouTube (12,3%). Analisis data dilakukan menggunakan statistik deskriptif untuk mengidentifikasi pola penggunaan dan faktor yang memengaruhi preferensi mahasiswa. Faktor utama yang memengaruhi pemilihan platform adalah kemudahan akses, fitur yang tersedia, serta kestabilan koneksi internet. Namun, mahasiswa juga menghadapi kendala, seperti koneksi internet yang tidak stabil (40,4%), fitur yang kurang lengkap (33,3%), dan antarmuka yang sulit dipahami (24,6%). Temuan ini menyoroti pentingnya peningkatan kualitas infrastruktur digital serta pengembangan platform pembelajaran yang lebih interaktif dan relevan dengan kebutuhan mahasiswa. Penelitian ini diharapkan dapat menjadi acuan bagi pengembang platform digital dalam menciptakan solusi pembelajaran yang lebih efektif.
Development of the Android Application for the Landslide Disaster Mitigation Real-time System based on Firebase Server and OneSignal Aif Umar Nawawi; Arjuni Budi Pantjawati; Aip Saripudin; Nurul Fahmi Arief Hakim; Nurhidayatulloh Nurhidayatulloh; Novia Karostiani; Bagaskara Anandayutya; Alvin Dzaki Pratama Darmawan
Jurnal Elektronika dan Telekomunikasi Vol. 24 No. 2 (2024)
Publisher : National Research and Innovation Agency

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55981/jet.674

Abstract

This article presents the development of SIDASIBELO (Landslide Information and Mitigation System), an Android-based application for real-time landslide monitoring and early warning. This system integrates data from several sensors that measure soil moisture, rainfall, slope angle, and ground vibrations at the monitored locations. The Firebase Real-time Database stores and transmits sensor data, while Firebase Cloud Messaging and OneSignal enable push notifications to alert users about potential landslide risks. There are four output status levels: SAFE, ALERT, CAUTION, and WARNING, which are determined based on a comprehensive analysis of the monitored parameters. Mitigation strategies include real-time parameter monitoring, early warnings, evacuation guidance, and user education on landslide preparedness. Testing on several Android devices demonstrated high compatibility, with an average successful server connection rate of 92.86%. Latency tests indicated an average response time of 894 ms from the input device to the database, 1.29 ms from the database to the Android device, and 2725 ms for push notifications. The system's total daily bandwidth usage for real-time data transmission is 27,648 MB, indicating high efficiency without overburdening the server's performance. While the app operates efficiently under ideal conditions, unstable network connections can lead to data retrieval failures or, in worst cases, app malfunctions. This remains a key challenge for our system. This system aims to raise awareness of landslide risks and enable timely evacuation, which could potentially reduce the negative impacts of landslides in vulnerable areas.
Guided Research-Based Learning in Fostering Research Creativity for Biodegradable Plastic among Prospective Primary School Teachers Rendi Restiana Sukardi; Fully Rakhmayanti; Nurhidayatulloh Nurhidayatulloh; Alya Rahmadiyani; Mohd Yahya Fadzli Jusoh; Roel Verdadero Avila; Roseleena Anantanukulwong; Nova Kurnia
Prisma Sains : Jurnal Pengkajian Ilmu dan Pembelajaran Matematika dan IPA IKIP Mataram Vol. 13 No. 2: April 2025
Publisher : Universitas Pendidikan Mandalika

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33394/j-ps.v13i2.15164

Abstract

Indonesia’s position as the world’s second-largest contributor to plastic waste reflects deeply rooted patterns of unsustainable consumption. Addressing this critical issue requires innovative educational strategies to cultivate environmental responsibility and creative problem-solving in future teachers. This study examines how a guided research-based learning (GRBL) model can transform the perceptions of prospective primary school teachers regarding plastic waste management—shifting from conventional 3R (Reduce, Reuse, Recycle) actions to designing environmentally friendly bioplastics. Employing a one-shot case study design, the research was carried out over one semester in a science education course involving 214 fifth-semester students enrolled in a primary teacher education programme. They were divided into 54 groups. Data were collected through observation sheets, student worksheets, and creativity assessment rubrics. The findings suggest that GRBL prompted students to critically engage with sustainability issues by exploring the biodegradability of various natural materials. Most participants selected starch-based substances due to their accessibility and assumed ecological benefits. However, the resulting bioplastic products predominantly exhibited characteristics of modification and imitation rather than originality or innovation. The proportion of students proposing plastic from organic materials increased significantly from 22.2% to 66.7%, with 27.8% suggesting edible straw ideas. While these developments are promising, the ideas lacked originality and were limited to modifications and imitations. This indicates that while GRBL broadened students’ views on waste solutions, their creative outputs remain limited by insufficient scientific exploration and design experience. The study concludes that GRBL has strong potential to foster sustainability-oriented thinking in teacher education, especially when paired with deeper inquiry and iterative practice. These findings highlight the need for science teacher education to embed structured, hands-on research experiences that connect scientific knowledge with real-world environmental issues, preparing future educators to promote both creativity and ecological awareness in the classroom.
Implementasi Project Based Learning Berbasis Pengembangan Game "Bit and Seeds" untuk Konkretisasi Konsep Abstrak Pemrograman Berbasis Objek Muhamad Gaza Rifaldi; Nurhidayatulloh S.Pd. M.T
Educational Technology Journal Vol 6 No 1 (2026): Volume 6, Issue 1, April 2026
Publisher : Universitas Negeri Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

Object-Oriented Programming (OOP) courses are often perceived as difficult by students due to the highlevel of abstraction. This study aims to implement the Project Based Learning (PjBL) method through thedevelopment of a farming simulation game "Bit and Seeds" to concretely visualize OOP concepts. Theresearch method used is Research and Development (R&D) with a simplified software development model,followed by product evaluation through a project showcase. The research subjects involved 46 respondentsconsisting of students and the general public. Data collection was carried out using a digital questionnairecovering ratings and textual feedback. The results showed that the game product successfully implementedClass, Object, and Inheritance concepts effectively. User acceptance was very high, indicated by anaverage satisfaction score of 9.43 (Very Good Category). User feedback highlighted the strengths of thevisual aspects and provided constructive input for feature additions. This study concludes that game-basedPjBL effectively bridges the understanding of OOP theory and produces a viable output product.
Penghasil Energi Listrik Menggunakan Piezoelectric yang Memanfaatkan Hukum Konversi Energi Deva Naufal; Haula Syakira Alfisyahrin; Shiva Aulia Kharami; Febriza Melinda Tiara; Sherly Mutiara Riano; Nurhidayatulloh Nurhidayatulloh
SENTRI: Jurnal Riset Ilmiah Vol. 5 No. 1 (2026): SENTRI : Jurnal Riset Ilmiah, Januari 2026
Publisher : LPPM Institut Pendidikan Nusantara Global

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55681/sentri.v5i1.5536

Abstract

This research aims to design and implement an innovative small-scale power generator prototype that utilizes wasted mechanical energy from daily human activities. The focus of this development is to convert foot pressure into sustainable alternative energy. Technically, this system adopts the concepts of electromagnetic induction and the piezoelectric effect, which can convert the kinetic energy of human body weight into electrical energy based on the principle of the law of conservation of energy, which states that energy cannot be destroyed but only converted from mechanical energy to electrical energy. The average voltage generated by a 45 kg person is 6,93 volts, capable of lighting an LED lamp for 0.5 seconds. This prototype is built using a series of piezoelectric sensors strategically configured under the foot platform. Because the energy output of piezoelectric components is alternating current (AC) with unstable fluctuations, the system is equipped with a bridge rectifier circuit to convert it to direct current (DC). The current is then stabilized and stored in an energy storage capacitor before being distributed to an electronic load. As a demonstration of the system's functionality, the collected energy is used to power an LED lamp. The results of this research are expected to serve as a reference in the development of energy harvesting technology that can be widely applied in public areas with high pedestrian traffic.
Analisis Efektivitas Video Animasi Interaktif Lagu Daerah dalam Meningkatkan Pemahaman Budaya Anak SD Nurhidayatulloh Nurhidayatulloh; Dilla Aryani
Jurnal Pengajaran Sekolah Dasar Vol. 5 No. 3 (2026): Jurnal Pengajaran Sekolah Dasar
Publisher : EDUPEDIA PUBLISHER

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56855/jpsd.v5i3.1910

Abstract

Pembelajaran budaya lokal, termasuk lagu daerah, di sekolah dasar masih sering disampaikan secara konvensional melalui hafalan lirik sehingga makna budaya yang terkandung di dalamnya kurang tersampaikan kepada siswa. Penelitian ini bertujuan untuk menganalisis pemahaman dan respon siswa sekolah dasar terhadap pembelajaran lagu daerah menggunakan media video animasi interaktif. Penelitian menggunakan pendekatan kuantitatif dengan desain pre-eksperimental one group post-test design. Subjek penelitian terdiri dari 51 siswa SDN Percobaan Cibiru yang dipilih menggunakan teknik purposive sampling berdasarkan kesesuaian dengan tujuan penelitian. Data dikumpulkan melalui tes pemahaman dan kuesioner respon berskala Likert yang disebarkan secara daring melalui Google Form, kemudian dianalisis secara deskriptif kuantitatif dengan menghitung skor, persentase, dan nilai rata-rata. Hasil penelitian menunjukkan bahwa pemahaman siswa terhadap makna lirik lagu, pesan moral, dan unsur budaya yang terkandung dalam lagu daerah berada pada kategori baik. Hasil kuesioner juga menunjukkan bahwa mayoritas siswa memberikan respon sangat positif terhadap penggunaan video animasi interaktif, terutama pada aspek semangat belajar, preferensi terhadap media, kemenarikan tampilan, dan keinginan mempelajari lagu daerah lainnya. Karena penelitian ini hanya menggunakan desain post-test tanpa kelompok pembanding, temuan ini lebih menggambarkan kondisi pemahaman dan respon siswa setelah pembelajaran berlangsung dibandingkan membuktikan adanya peningkatan secara kausal. Berdasarkan hasil tersebut, dapat disimpulkan bahwa video animasi interaktif berpotensi menjadi alternatif media pembelajaran budaya lagu daerah yang menarik dan mendukung pemahaman siswa sekolah dasar, serta perlu diuji lebih lanjut melalui desain penelitian yang lebih kuat, misalnya dengan melibatkan kelompok pembanding.