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Optimalisasi Keuntungan Usaha melalui Pelatihan Pembudidayaan Varietas Cabai Unggul yang Tahan Organisme Pengganggu Tanaman dan Pengelolaan Pasca Panen: Optimizing Business Profits through Cultivation of Superior Chilli Varieties Resistant to Crop Pests and Post-Harvest Management Jovan Febriantoko; Tri Tunggal; Rian Rahmanda Putra
PengabdianMu: Jurnal Ilmiah Pengabdian kepada Masyarakat Vol. 8 No. 1 (2023): PengabdianMu: Jurnal Ilmiah Pengabdian kepada Masyarakat
Publisher : Institute for Research and Community Services Universitas Muhammadiyah Palangkaraya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33084/pengabdianmu.v8i1.4038

Abstract

Growing vegetables is a support to the family economy for farmers. The living conditions of fellow farmers are still far from good. The purpose of the Community Science and Technology Application in empowering Independent Advanced Farmer Groups is to provide solutions to problems in the aspects of production, management, marketing, management and post-harvest management. Thus, it has an impact in increasing the empowerment of partners. The methodology used in the application of community science and technology is training and direct practice in the field. Pre-Community Service and post Community Service results, Farmers in this activity experience increased knowledge up to 90.34%. The highest increase in knowledge results lies in the knowledge achievement indicator related to Understanding Superior Variety Seeds, while the lowest percentage increase is in the knowledge achievement indicator Understanding Post-Harvest Processing, which is 78.67%. The average level of improvement in the achievement of knowledge indicators is 45.23% of the knowledge previously possessed. The conclusion of this community service is the improvement of partners from various aspects such as the understanding of seeds of superior varieties, knowledge of planting techniques, the ability to install agricultural tools, understanding of post-harvest processing, knowledge of digital promotion and the ability to prepare financial reports.
The Application of Science and Technology for Regional Development of Edutourism Villages Based on Low Cost Ecotourism Integrated with Science Techno Park Riana Mayasari; M.Sang Gumilar Panca Putra; Hendra Hadiwijaya; Alfitriani; Rian Rahmanda Putra
KAIBON ABHINAYA : JURNAL PENGABDIAN MASYARAKAT Vol. 5 No. 2 (2023)
Publisher : Universitas Serang Raya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30656/ka.v5i2.5438

Abstract

Tanjung Pinang II Village is located 10 km from the administrative center of Ogan Ilir Regency, Indralaya. Tanjung Pinang II Village can be developed as a tourist area due to the easy access. The problems of to be tourist village is unproductive of potential land, the emergence of noise pollution from blacksmith activities in residential areas, do not have a tourism management master plan; and The absence of basic infrastructure supporting ecotourism-based Edutourism. The solution of this problem is Counseling on Strengthening Human Resources in Edutourism Villages and Revitalizing Non-Productive Multi Sector Integrated Land as well as Cultivation Technique Training, Relocation of Blacksmiths to Integrated Areas and Planting Sound Barrier Plants, Making a Master Plan for Mapping the Development of Integrated Edutourism Areas in Science Techno Park (STP), Building Edutourism Supporting Facilities Based on Low Cost Ecotourism. The solutions offered are in accordance with the background of the expertise. The purpose of PIPK in Tanjung Pinang-II Village is to provide the solutions in the fields of production, management, marketing, infrastructure and the environment. The method of implementing this PIPK is analyzing the situation and conditions of partners, providing solutions to problems, Making Appropriate Technology (TTG) that will be transferred to partners, Training and Mentoring and Evaluation of Implementation of Activities. The results of the service can be concluded that this activity is a solution for Tanjung Pinang II Village to prepare itself as a tourist village.
Rancang Bangun Media Pembelajaran Interaktif Berbasis Game Edukasi Materi Rukun Sholat Dengan Menggunakan Metode Waterfall Rezi Winda Saputri; Azwardi; Rian Rahmanda Putra
Jurnal Teknologi Informatika Multimedia Digital Vol 1 No 1 (2024): Jurnal Teknologi Informatika Multimedia Digital
Publisher : Teknik Komputer Politeknik Negeri Sriwijaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.5281/zenodo.14233142

Abstract

This study aims to design and build game-based interactive learning media in PAI subjects with pillars of prayer material. This game was created as a learning medium for elementary school students at SD Negeri 07 Pedamaran. This educational game-based learning media application can be used as an alternative to learning media aids for students. The method used in designing and building applications using the waterfall method, consists of five stages, namely needs analysis, design, implementation, testing, and maintenance. Based on the results of application implementation and testing, that the application can run properly according to the required specifications, and can be used as a student learning medium. Quiz features contained in learning applications can be used as material for evaluating student learning
Perancangan Game Edukasi 2D Tentang Keselamatan di Rumah untuk Anak Usia Dini Khansa Farah Kamilah; Slamet Widodo; Rian Rahmanda Putra
Jurnal Teknologi Informatika Multimedia Digital Vol 1 No 1 (2024): Jurnal Teknologi Informatika Multimedia Digital
Publisher : Teknik Komputer Politeknik Negeri Sriwijaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.5281/zenodo.14233590

Abstract

Early childhood is a golden period for children's development to obtain the educational process. This research focuses on designing educational games about safety at home for early childhood. The purpose of this study is to determine the usability feasibility of games based on ISO 9126 standards with indicators namely understandability, learnability, attractiveness and operability. Game development uses the Multimedia Development Life Cycle (MDLC) method which consists of 6 stages, namely: (1) concept, (2) design, (3) material collection, (4) manufacture, (5) testing, (6) distribution. Game testing is done by black box testing techniques. Data analysis in this study used a quantitative analysis method using a questionnaire technique and a Likert scale measurement index. The results of the black box test stated that the game was following expectations because the output reaction was per the input that was carried out. To find out the usability feasibility of the game, a test was conducted on 24 respondents who had siblings or children aged 0 to 6 years who had played educational games. The results of the research that has been done show that game usability is in the very decent category with a percentage of 89.7%. So the educational game about safety at home is made "Very Eligible" in the aspect of usability of the ISO 9126 standard
Rancang Bangun Game Edukasi 2D “ FRUITBLE PUZZLE “ Untuk Anak Usia Dini M Riski Dwi Saputra; Yulian Mirza Jumeilah; Rian Rahmanda Putra
Jurnal Teknologi Informatika Multimedia Digital Vol 1 No 2 (2024): September
Publisher : Teknik Komputer Politeknik Negeri Sriwijaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.5281/zenodo.14235066

Abstract

Game Adalah salah satu media hiburan yang menjadi pilihan anak untuk menghilangkan kejenuhan atau hanya untuk sekedar mengisi waktu luang. Selain menjadi media hiburan, game juga dapat menjadi sebuah media pembelajaran untuk meningkatkan perkembangan otak seseorang dalam daya motorik, afeksi, kognitif, spiritual, dan keseimbangan sehingga mencerdaskan kemampuan otak anak-anak. Dalam meningkatkan proses pendidikan anak, penting untuk memperhatikan Pendidikan anak terhadap makanan yang bergizi dan mengedukasi anak sejak dini untuk memakan makanan yang bergizi seimbang contohnya sayur dan buah. Di Indonesia, Konsumsi sayur dan buah kurang sesuai dengan porsi yang dianjurkan.. Peneliti tertarik mengambil topik masalah ini untuk dijadikan solusi agar anak-anak bisa memiliki pengetahuan baru untuk menaikan minat anak dalam menyukai buah dan sayur dengan menggunakan smartphone. Game Edukasi adalah suatu Software yang sangat cocok untuk sebagai alat ajar mengajar. Mengingat pentingnya sebuah Materi yang akan diTampilkan, peneliti memilih mengunakan Metode Multimedia Development Life Cycle (MDLC), metode yang cocok untuk mengembang sebuah aplikasi design. Dan setealah aplikasi ini selesai akan diuji menggunakan Testing Black Box
Rancang Bangun Game Edukasi 2D Pada Materi Berhitung Kelas 2 di SDN 15 Rambutan Muhammad Rafli Novrizah; Herlambang Saputra; Rian Rahmanda Putra
Jurnal Teknologi Informatika Multimedia Digital Vol 1 No 3 (2024): Desember
Publisher : Teknik Komputer Politeknik Negeri Sriwijaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.5281/zenodo.14277523

Abstract

Mobile application-based games are learning media that can be used to sharpen the brain's thinking and logic and increase children's learning creativity, as well as functioning as a medium of entertainment. Educational games are games that contain educational content and the aim is to stimulate children's interest in learning by absorbing learning material while playing. Games have various characteristics, including Adventure, Action Racing, Arcade, Logic, Board Games, Simulation, and Education. There are several types of tools for playing games, including Arcade games, PC games, console games, handheld games, and mobile games. 2D animation is a type of animation that is visually flat and can be created manually or with the help of a computer. 2D animation can be used in children's learning to increase their comprehension and interest in learning. This research designs and builds a 2D educational game for learning arithmetic in class 2 of SD Negeri 15 Rambutan as an effort to help students' learning development. Development methods are used to organize and manage each stage of development of this educational game.
Multimedia Pembelajaran Interaktif Berbasis Game Edukasi Sebagai Media Pembelajaran Materi Sistem Peredaran Darah Kelas XI SMA Islam Az-Zahrah Palembang Siti Safira; Ema Laila; Rian Rahmanda Putra
Jurnal Teknologi Informatika Multimedia Digital Vol 1 No 3 (2024): Desember
Publisher : Teknik Komputer Politeknik Negeri Sriwijaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.5281/zenodo.14277476

Abstract

The circulatory system is a material that is considered difficult to understand because it is impossible to directly see the organs and processes that make it up. Interactive multimedia acts as a learning tool. This research aims to create interactive multimedia facilities based on educational games that can be used as learning aids. This research uses the Multimedia Development Life Cycle (MDLC) Method. The stages in this research consist of Concept, Design, Material Collecting, Assembly, Testing, and Distribution. To determine its validity, the media is validated by media experts and material experts using an instrument in the form of a media suitability validation questionnaire. Aspects measured for material validity include aspects of suitability of content, aspects of suitability for use, aspects of appearance and language, aspects of presentation, and aspects of benefits. Meanwhile, media validity includes aspects of design layout, typography, illustration images, audio, presentation, use and navigation. The research results show that the average validation score for material experts is 95% to 98% and the average score for media experts is 91% to 93%. Overall the average for both is 91% to 98% and is classified as very good.Meanwhile, the results of testing on student respondents obtained a validity value of 91.48% in the very good category and managed to get a reliability result of 0.737 and can be said to be reliable. So, it is concluded that this interactive multimedia based on educational games is suitable for use as learning media in class XI SMA on the Circulatory System material.
Perancangan Game Puzzle 2D Sebagai Media Edukasi Tentang Pengenalan Hewan Bedasarkan Jenis Makanannya Untuk Anak Usia Dini Menggunakan Metode MDLC Dyah Ratna Zulmi; Ahmad Bahri Joni Malyan; Rian Rahmanda Putra
Jurnal Teknologi Informatika Multimedia Digital Vol 1 No 3 (2024): Desember
Publisher : Teknik Komputer Politeknik Negeri Sriwijaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.5281/zenodo.14277031

Abstract

Penelitian ini berisi perancangan game puzzle 2D sebagai media edukasi untuk mengenalkan hewan berdasarkan jenis makanannya kepada anak usia dini. Yang mana minimnnya pengetahuan anak tentang hewan dan jenis makanannya yang berbeda-beda disebabkan sulitnya akses untuk melihat hewan tersebut secara langsung dihabitatnya dan kurangnya metode pembelajaran yang menarik. Game puzzle 2D dirancang dengan antar muka yang sesuai untuk anak usia dini, menyajikan gambar hewan dan informasi singkat mengenai jenis makanannya. Metode penelitian yang digunakan adalah Multimedia Development Life Cycle (MDLC). MDLC dipilih karena fokus pada pengembangan game multimedia yang tepat sesuai kebutuhan dan karakteristik pengguna akhir, yaitu anak usia dini. Platform aplikasi Construct 2 digunakan sebagai alat pengembangan game. Dalam penelitian ini penguji menggunakan pengujian blackbox testing, yang bertujuan untuk mengetahui apakah game yang dirancang sudah bisa dapat digunakan. Pengujian dilakukan untuk mengevaluasi rancangan game apakah sudah layak dipakai dan sesuai dengan skenario perancangan. Hasil penelitian menunjukkan bahwa game puzzle 2D berhasil menjadi media edukasi untuk anak usia dini dalam mengenalkan hewan berdasarkan jenis makanannya penggunaan metode MDLC dan aplikasi Construct 2 dalam perancangan game terbukti memberikan kontribusi positif pada proses perancangan game puzzle 2D. Hasil penelitian ini diharapkan dapat memberikan kontribusi dalam media pembelajaran yang menyenangkan dan menarik untuk anak.