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The PENGENALAN PEMANFAATAN GOOGLE SITES UNTUK PEMBUATAN WEB DI MI HIDAYATULL ATHFAL GUNUNG SINDUR: PENGENALAN PEMANFAATAN GOOGLE SITES UNTUK PEMBUATAN WEB DI MI HIDAYATULL ATHFAL GUNUNG SINDUR Diki Rasapta; Septa; Syndhe Qumaruw Syty; Abdal Jabar
Abdi Jurnal Publikasi Vol. 1 No. 2 (2022): November
Publisher : Abdi Jurnal Publikasi

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In the era of globalization where technology, information and communication (ICT) is developing very rapidly, the world of education has experienced changes in its management as a result of the demands of using technology. The implementation of learning is not only based on offline/off-the-network basis, but with the support of learning technology it can be done online/in the internet network. Changes in learning and demands for innovation are important things to do (Amin, 2017). Computers as learning media have advantages in graphic presentations with an attractive appearance, which can be freely manipulated in the form of visual representations. One type of media that is appropriate in the learning process is the Google Site Application. In this PKM, we share a little knowledge about how to create a simple website using Google Sites. Because in the current era, technological developments are developing rapidly, what's more with the internet we can create websites for various needs such as selling online, creating learning media, creating personal articles and introducing a person's or company's profile. Website is an application that is very fast growing and most widely used. From the information system that is in great demand from an agency or institution is a website which is a facility that displays and searches for information. And the benefit of using Google Sites is to add insight into the use of Google Sites intelligently. The purpose of this training is to introduce the world of the internet, especially the creation and use of websites. Therefore, we students feel we have to introduce the current developments in internet technology, especially regarding websites. We hope that the training that has been carried out can increase the knowledge of the students in terms of using the website for everyday life. One of the products of information and communication technology is a website. Websites are used by many activities related to communication and information that can present information quickly and precisely. Currently, there are many information facilities and means available to make it easier to get information. This website learning aims to provide knowledge to students about the uses and benefits that can be obtained by learning websites. Keywords: Website, GoogleSite, Internet, Computer, Information
A PEMANFAATAN APLIKASI CANVA UNTUK PEMBUATAN CONTENT MARKETING DI SMK YPUI PARUNG Septa; Syndhe Qumaruw Syty
Abdi Jurnal Publikasi Vol. 1 No. 6 (2023): Juni
Publisher : Abdi Jurnal Publikasi

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The development of the internet makes it easy to communicate without limits. Physically, we can communicate in different places. The internet creates many conveniences for users in helping their daily activities. Content Marketing is a marketing activity that involves creating, curating, distributing and amplifying content that is interesting, relevant and useful to specific groups, in order to create talk about the content. One of the many applications that have been present in the world of technology is Canva. Canva is an Application or Web site or application that provides tools for creating graphic designs and online publications. The advantages of the Canva application are that it makes it easier for someone to make the design they want or need, such as; creation of posters, certificates, infographics, video templates and so on provided in the Canva application. The purpose of this PKM is to introduce the Canva application and the creation and use of the Canva application to create marketing content. Therefore we lecturers feel we have to introduce current technological developments, especially regarding the use of the Canva application. We hope that the PKM that has been implemented can increase students' knowledge in terms of using the Canva application to create their own marketing content. The result of this research is that this Community Service provides training to students at SMK YPUI Parung by utilizing the Canva application for content marketing creation. relatively easy.
PELATIHAN MEMBUAT MODEL 3D SEDERHANA MENGGUNAKAN BLENDER DI SMK YAPIA PARUNG Syndhe Qumaruw Syty; Septa; Rasapta, Diki
Abdi Jurnal Publikasi Vol. 2 No. 4 (2024): Maret
Publisher : Abdi Jurnal Publikasi

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Di era globalisasi dimana teknologi, informasi, dan komunikasi (TIK) sangat cepat berkembang maka dunia pendidikan mengalami perubahan dalam pengelolaannya sebagai dampak dari tuntutan memanfaatkan teknologi. Pelaksanaan pembelajaran tidak hanya berbasis offline/luar jaringan saja, namun dengan dukungan teknologi pembelajaran dapat dilakukan secara online/dalam jaringan internet. Perubahan dalam pembelajaran dan tuntutan melakukan inovasi menjadi hal penting yang harus dilakukan (Amin, 2017). Animasi merupakan salah satu produk dari Desain Komunikasi Visual yang sekarang dapat dinikmati oleh seluruh audiens, karena Indonesia sudah memproduksi beberapa film animasi. Program Blender merupakan salah satu progam yang dibutuhkan oleh para pecinta animasi tiga dimensi. Program Blender digunakan untuk membuat film animasi, efek visual, model cetak 3D, aplikasi 3D interaktif dan permainan video. Objek tiga dimensi dapat dibuat di Blender dan dapat diaplikasikan ke animasi maupun multimedia. Program Blender dapat diunduh secara gratis di http://www.blender.org. Para animator dapat dibentuk sejak dini untuk menumbuhkan calon industri kreatif di bidang animasi tiga dimensi. Salah satu hal yang dapat dilakukan untuk menumbuhkan calon animator adalah dilakukan pelatihan Blender di sekolah, yaitu SMK Yapia Parung. SMK Yapia Parung adalah sekolah yang mempunyai beberapa jurusan di antaranya adalah Multi Media. SMK Yapia Parung mempunyai fasilitas komputer lengkap dengan daya kerja tinggi yang memang ditujukan untuk multimedia SMK Yapia Parung sangat tepat untuk melakukan pelatihan P2M khususnya animasi tiga dimensi. Sehubungan dengan hal tersebut, maka kita sebagai tim pelaksana P2M ingin memberikan pelatihan khususnya kepada siswa di SMK Yapia Parung untuk membuat objek tiga dimensi menggunakan Blender tingkat pemula.  
PELATIHAN MEMBUAT MODEL 3D MENGGUNAKAN BLENDER DI SMK BINTANG NUSANTARA Septa; Syndhe Qumaruw Syty; Diki Rasapta
Abdi Jurnal Publikasi Vol. 2 No. 6 (2024): Juni
Publisher : Abdi Jurnal Publikasi

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Abstract

Di era globalisasi dimana teknologi, informasi, dan komunikasi (TIK) sangat cepat berkembang maka dunia pendidikan mengalami perubahan dalam pengelolaannya sebagai dampak dari tuntutan memanfaatkan teknologi. Pelaksanaan pembelajaran tidak hanya berbasis offline/luar jaringan saja, namun dengan dukungan teknologi pembelajaran dapat dilakukan secara online/dalam jaringan internet. Perubahan dalam pembelajaran dan tuntutan melakukan inovasi menjadi hal penting yang harus dilakukan [1]. Animasi merupakan salah satu produk dari Desain Komunikasi Visual yang sekarang dapat dinikmati oleh seluruh audiens, karena Indonesia sudah memproduksi beberapa film animasi. Program Blender merupakan salah satu program yang dibutuhkan oleh para pecinta animasi tiga dimensi. Program Blender digunakan untuk membuat film animasi, efek visual, model cetak 3D, aplikasi 3D interaktif dan permainan video. Objek tiga dimensi dapat dibuat di Blender dan dapat diaplikasikan ke animasi maupun multimedia. Program Blender dapat diunduh secara gratis di http://www.blender.org. Para animator dapat dibentuk sejak dini untuk menumbuhkan calon industri kreatif di bidang animasi tiga dimensi. Salah satu hal yang dapat dilakukan untuk menumbuhkan calon animator adalah dilakukan pelatihan Blender di sekolah, yaitu SMK Bintang Nusantara. SMK Bintang Nusantara adalah sekolah yang mempunyai beberapa jurusan di antaranya adalah Multi Media. SMK Bintang Nusantara mempunyai fasilitas komputer lengkap dengan daya kerja tinggi yang memang ditujukan untuk multimedia SMK Bintang Nusantara sangat tepat untuk melakukan pelatihan P2M khususnya animasi tiga dimensi. Sehubungan dengan hal tersebut, maka kita sebagai tim pelaksana P2M ingin memberikan pelatihan khususnya kepada siswa di SMK Bintang Nusantara untuk membuat objek tiga dimensi menggunakan Blender tingkat pemula.  
Perancangan Sistem Informasi Perpustakaan SMP Islam Terpadu AL-Qosimiyyah Berbasis WEB Syndhe Qumaruw Syty
Journal of Research and Publication Innovation Vol 2 No 1 (2024): JANUARY
Publisher : Journal of Research and Publication Innovation

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Education is the fundamental foundation in shaping human potential, and the integration of information technology has become a key factor in the development of systems. Library service information system emerges as a contemporary solution that not only enhances the administrative efficiency of libraries but also transforms educational services through the utilization of technology. In the world of education, libraries play an integral role in providing learning resources. However, limitations in library service personnel often pose challenges. Therefore, the significant role of the library service information system in improving information accessibility in the educational environment cannot be understated.With a focus on collection management, automation of lending processes, and book search capabilities, this system facilitates user access to literary resources, providing relevant and up-to-date information. The presence of the library service information system not only changes the way libraries operate but also creates a more inclusive and technology-based learning ecosystem. The implementation of the library service information system in educational institutions is not just about administrative efficiency but also about enhancing the learning experience, automating book searches, or borrowing processes. This system illustrates its contribution to achieving better and more adaptive educational services in the digital era.
PENINGKATAN KETERAMPILAN DIGITAL SISWA SMP ISLAM BAHRUL ULUM MELALUI PELATIHAN WEBSITE BUILDER Septa; Syndhe Qumaruw Syty; Diki Rasapta
Abdi Jurnal Publikasi Vol. 4 No. 1 (2025): September
Publisher : Abdi Jurnal Publikasi

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The digital era presents a paradox where the younger generation, despite being adept technology users, often lacks productive digital skills. This gap limits their potential to transition from passive content consumers to active creators. This community service program was designed to address this challenge by enhancing the digital literacy and technical skills of students at SMP Islam Bahrul Ulum through website creation training. The program utilized a workshop method with a Project-Based Learning (PBL) approach, engaging 30 seventh-grade students. To ensure accessibility, the training employed a no-code website builder platform, removing the technical barriers associated with programming. The program's effectiveness was measured using pre-test and post-test evaluations, which demonstrated a significant increase in conceptual understanding, with the average score rising from 42 to 86. Furthermore, practical skill acquisition was evidenced by 93% of participants successfully creating and publishing a functional website. The findings confirm that this structured intervention effectively transformed students into confident digital creators, equipping them with foundational skills for the digital economy. This initiative serves as a replicable model for bridging the digital skills gap in similar educational contexts.
Pengembangan Aplikasi Pembelajaran Berbasis Audio Matakuliah Pengantar Teknologi Informasi Untuk Mahasiswa Tuna Netra: Pengembangan Aplikasi Pembelajaran Berbasis Audio Matakuliah Pengantar Teknologi Informasi Untuk Mahasiswa Tuna Netra Septa; Syndhe Qumaruw Syty; Diki Rasapta
Jurnal Ilmu Komputer Vol 3 No 1 (2025): Jurnal Ilmu Komputer (Edisi Juli 2025)
Publisher : Universitas Pamulang

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This study aims to develop an audio-based learning application for visually impaired students in the Introduction to Information Technology course at Pamulang University. Visually impaired students often struggle to access materials that rely on visual elements. This application replaces these visual elements with audio delivery, allowing students to access and understand the material independently. The ADDIE model (Analysis, Design, Development, Implementation, Evaluation) was used as the development framework, encompassing a systematic process from needs analysis and design to development, pilot implementation, and evaluation. Functionality and user experience tests were conducted to assess the application’s effectiveness. The results, validated through black box testing and user questionnaires, show a high level of acceptance, with 95% of users finding the application effective and 85% rating it as easy to use. The primary challenge during development was ensuring the clear translation of complex visual concepts into audio. This research contributes to inclusive learning technologies and recommends future development to include more interactive features.