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Pelatihan Pembuatan Media Pembelajaran dengan Program Autoplay untuk Guru-Guru SMPN 2 Balen Kecamatan Balen Kabupaten Bojonegoro Rosyida, Fatiya; Rohmah Adi, Khofifatu
Jurnal Praksis dan Dedikasi Sosial Vol. 1 No. 1 (2018)
Publisher : Universitas Negeri Malang

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Abstract

Junior high school teachers have a responsibility to improve the quality of learning. Improving the quality of learning is accompanied by the demands of the times. In the 21st century, information technology is growing rapidly. Therefore, they have to foster their knowledge. The problem in SMPN 2 Balen is most teachers have not used the learning media. Though learning media have the power in transferring information. One of the IT-based media that can be used in learning is autoplay. Learning media with autoplay will make the learning process interesting so that students can be motivated in learning. This is because the program can display text, images, sound and video. Seeing the problems described above, it is necessary to do activities that can improve the ability of teachers in developing and utilizing IT-based learning media, through training of making learning media with autoplay program. This devotion activity aims to help teachers SMPN 2 Balen in improving the quality of learning, especially related to the pedagogical competence of teachers about knowledge and skills in developing and applying media learning with Autoplay program. Training is conducted for 6 months divided into three stages: (1) planning stage, (2) stage of implementation, (3) evaluation phase. Results from activities in the form of learning media products with autoplay program. Guru SMP memiliki tanggung jawab untuk meningkatkan kualitas pembelajaran. Peningkatan kualitas pembelajaran disertai dengan tuntutan perkembangan zaman. Pada abad 21 ini, teknologi informasi berkembang secara cepat. Oleh sebab itu, guru sebagai pendidik perlu mengikuti perkembangan zaman. Permasalahan yang muncul di SMPN 2 Balen adalah guru belum sepenuhnya memanfaatkan media pembelajaran. Padahal media pembelajaran memiliki kekuatan dalam mentransfer informasi. Salah satu media berbasis IT yang dapat digunakan dalam pembelajaran adalah autoplay. Media pembelajaran dengan autoplayakan membuat proses pembelajaran menjadi menarik sehingga siswa dapat termotivasi dalam belajar. Hal ini dikarenakan program ini dapat menampilkan teks, gambar, suara dan juga video. Melihat permasalahan yang diuraikan diatas, perlu dilakukan kegiatan yang mampu meningkatkan kemampuan guru dalam mengembangkan dan memanfaatkan media pembelajaran berbasis IT, melalui pelatihan pembuatan media pembelajaran dengan program autoplay. Kegiatan pengabdian ini bertujuan membantu guru-guru SMPN 2 Balen dalam meningkatkan kualitas pembelajaran khususnya terkait dengan kompetensi pedagogik guru tentang pengetahuan dan ketrampilan dalam mengembangkan serta mengaplikasikan media pembelajaran dengan program autoplay. Kegiatan pengabdian ini dilaksanakan selama 6 bulan yang terbagi dalam tiga tahap yaitu: (1) tahap perencanaan, (2) tahap pelaksanaan, (3) tahap refleksi. Hasil dari kegiatan berupa produk media pembelajaran dengan program autoplay
OPTIMALISASI VARIAN DAN BRANDING PRODUK HASIL INDUSTRI TAHU DI KECAMATAN BALEN KABUPATEN BOJONEGORO Adi, Khofifatu Rohmah; Idris, Idris; Rosyida, Fatiya; Rapita, Desinta Dwi
Jurnal Praksis dan Dedikasi Sosial Vol. 6 No. 2 (2023)
Publisher : Universitas Negeri Malang

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OPTIMIZATION OF VARIETY AND BRANDING OF TOFU INDUSTRY PRODUCTS IN BALEN DISTRICT, BOJONEGORO REGENCY Hal penting yang dapat dipetik dari krisis ekonomi 1997 yang menghampiri Indonesia adalahbahwa industri kecil memiliki kemampuan bertahan. Industri kecil juga merupakan wujud dariekonomi kerakyatan. Keunggulan-keunggulan yang dimiliki oleh industri kecil ini mendorongadanya kebijakan yang dapat menguatkannya. Kemampuan pelaku industri kecil dalam bersaingdi era seperti saat ini sangat penting untuk dimiliki. Upaya-upaya untuk pengembangan industrikecil sangat diperlukan. Permasalahan yang sering terjadi adalah pelaku industri kecil memilikipengetahuan yang kurang akan strategi-strategi untuk mengembangkan usaha mereka. salahsatu industri yang banyak digeluti masyarakat di Desa Kabunan adalah industri tahu. Industri tahuyang ada di desa ini masih memiliki jumlah variasi yang terbatas dan belum memliki namadagang. Kegiatan ini bertujuan untuk memberikan pengetahuan tentang variasi produk tahu, danmemperluas wawasan tentang branding produk. Metode pelaksanaan yang dilakukan dalampengabdian ini adalah persiapan yang dilakukan untuk menganalisis situasi dan kebutuhan,pelaksanaan, dan evaluasi program. Kegiatan ini berjalan dengan baik sebagaimana ditunjukkanpada angket bahwa 95 persen peserta merasa senang dengan adanya kegiatan sosialisasi ini,90 persen peserta puas dengan materi yang disampaikan, dan 90 persen peserta menyatakanmateri yang disampaikan menarik. The important thing that can be learned from the 1997 economic crisis that hit Indonesia is thatsmall industries have the ability to survive. Small industries are also a manifestation of theEkonomi Kerakyatan. The advantages possessed by this small industry encourage policies thatcan strengthen it. The ability of small industrial players to compete in this era. Efforts for thedevelopment of small industries are needed. The problem that often occurs is that they have lessknowledge of business development strategies. One of the industries that many people areinvolved in, especially in Kabunan Village, is the tofu industry. The tofu industry in this village stillhas a limited number of variations and does not yet have a brand. The implementation methodcarried out in this service is the preparation made to analyse the situation and needs,implementation, and evaluation of the program. This activity was carried out well. This can beseen from the results of the questionnaire answer that 95 percent of the participants were happywith this socialization, 90 percent were satisfied with the material presented, and 90 percentstated that the material presented was interesting.
Pola Interaksi Guru Dan Peserta Didik Dalam Pembelajaran Jarak Jauh Aliyun Ula Walahum Yahzanun; Khofifatu Rohmah Adi; Agung Wiradimadja
Edueksos: Jurnal Pendidikan Sosial & Ekonomi Vol. 11 No. 1 (2022)
Publisher : Department of Tadris IPS FITK UIN Siber Syekh Nurjati Cirebon

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24235/edueksos.v11i1.9634

Abstract

Abstrak: Artikel ini membahas tentang pola interaksi guru dan peserta didik dalam pembelajaran jarak jauh pada masa pandemi Covid-19 di SMPN 15 Malang. Implementasi pembelajaran jarak jauh mata pelajaran IPS dilakukan secara sinkronus dan asinkronus dengan beragam aplikasi penunjang. Tujuan dari penelitian ini yaitu untuk menjelaskan pelaksanaan pembelajaran jarak jauh di SMPN 15 Malang dan mendeskripsikan pola interaksi  beserta gambaran pelaksanaan interaksi edukatif saat pembelajaran jarak jauh di SMPN 15 Malang. Pendekatan yang digunakan pada penelitian ini yaitu pendekatan kualitatif deskriptif, dengan melalui beberapa teknik pengumpulan data diantaranya observasi, wawancara, dan dokumentasi. Hasil penelitian menunjukkan bahwa pelaksanaan daring sinkronus dilaksanakan dengan cara tatap maya secara langsung menggunakan aplikasi gabungan Google Meet dan Zoom dengan pemberian tugas melalui aplikasi Quipper School.Penggunaan aplikasi Quipper School juga ditujukan untuk pelaksanaan daring asinkronus dengan kegiatan berupa pemberian tugas membaca dan mengerjakan soal secara terstruktur.Dalam proses pembelajaran jarak jauh ini tetap mengakomodir interaksi guru dengan peserta didik. Pola interaksi yang terjadi ada dua pola ialah interaksi satu arah dan dua arah antar guru dengan peserta didik. Pada pelaksanaannya ternyata ditemukan beberapa kelemahan interaksi dalam proses pembelajaran, diantaranya: tidak ada diskusi antar peserta didik selama belajar sinkronus karena keterbatasan aplikasi yang digunakan dan waktu pembelajaran terlalu singkat sehingga tidak memungkinkan aktifitas diskusi antar peserta didik. Kata Kunci: IPS, Pembelajaran Jarak Jauh, Pola Interaksi  Abstract: This article discusses the interaction patterns of teachers and students in distance learning during the Covid-19 pandemic at SMPN 15 Malang. The implementation of distance learning for social studies subjects is carried out synchronously and asynchronously with various supporting applications. The purpose of this study is to explain the implementation of distance learning at SMPN 15 Malang and describe the pattern of interaction along with a description of the implementation of educative interactions during distance learning at SMPN 15 Malang. The approach used in this study is a descriptive qualitative approach, through several data collection techniques including observation, interviews, and documentation. The results showed that the synchronous online implementation was carried out in a virtual face-to-face manner using a combined application of Google Meet and Zoom by giving assignments through the Quipper School application. In this distance learning process, it still accommodates teacher-student interactions. There are two patterns of interaction, namely one-way and two-way interactions between teachers and students. In its implementation, it turned out that several interactions were found in the learning process, including: there was no discussion between students during synchronous learning because of the limitations of the application used and the learning time was too short so that it did not allow discussion activities between students.Keywords: Distance Learning, Interaction Pattern, Social Science
PENINGKATAN KOMPETENSI GURU MELALUI PRODUKSI MEDIA POWERPOINT INTERAKTIF BERBASIS CANVA DI DESA WADUNG KECAMATAN PAKISAJI Desinta Dwi Rapita; Sukma Ulandari; Devi Lestari; Munaisra Tri Tirtaningsih; Surya Desismansyah Eka Putra; Khofifatu Rohmah Adi; Kusnul Mubaroh
Dinamika Sosial: Jurnal Pendidikan Ilmu Pengetahuan Sosial Vol. 4 No. 4 (2025): Dinamika Sosial: Jurnal Pendidikan Ilmu Pengetahuan Sosial
Publisher : Program Studi Pendidikan Ilmu Pengetahuan Sosial, Fakultas Ilmu Tarbiyah dan Keguruan, Universitas Islam Negeri Maulana Malik Ibrahim Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.18860/dsjpips.v4i4.19502

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This community service is motivated by the minimal use of technology in the learning process at educational institutions in Wadung Village. Therefore, training on the use of interactive media Canva is a strategic step in optimizing the use of infrastructure and improving teacher competency in Wadung Village. This community service uses a service learning method with the community as the main target. The community in this case is the teachers in Wadung Village, Pakisaji District, Malang Regency. The implementation of the community service begins with conducting coordination and initial observation, conducting training, implementation and mentoring as well as evaluation. The results of this activity are an increase in teacher competency in Wadung Village in creating interactive powerpoint media based on Canva, the creation of interactive powerpoint media based on Canva as an alternative learning media and the implementation of interactive powerpoint media based on Canva and Heyzine as a learning media in schools. ABSTRAK Pengabdian ini dilatarbelakangi oleh minimnya pemanfaatan teknologi dalam proses pembelajaran di lembaga pendidikan Desa Wadung. Oleh sebab itu pelatihan pemanfaatan media interaktif Canva merupakan langkah strategis dalam mengoptimalkan pemanfaatan sarana prasarana serta meningkatkan kompetensi guru di Desa Wadung. Pengabdian ini menggunakan metode service learning dengan masyarakat sebagai sasaran utama. Masyarakat dalam hal ini adalah guru-guru di Desa Wadung Kecamatan Pakisaji Kabupaten Malang. Pelaksanaan pengabdian dimulai dari melakukan koordinasi dan observasi awal, melaksanakan pelatihan, pengimplementasian dan pendampingan serta evaluasi. Hasil dari kegiatan ini adalah terjadi peningkatan kompetensi guru di Desa Wadung dalam membuat media powerpoint interaktif berbasis Canva, terciptanya media powerpoint interaktif berbasis Canva sebagai salah satu media pembelajaran alternatif serta pengimplementasian media powerpoint interaktif berbasis Canva sebagai media pembelajaran di sekolah.
Dukungan Psikososial Bagi Penyintas Bencana Pasca Erupsi Gunung Semeru Neni Wahyuningtyas; Khofifatu Rohmah Adi; Rahmati Putri Yaniafari; Mochammad Sa'id; M. Gebryna Rizki
Jurnal Pemberdayaan Masyarakat Vol 7 No 2 (2022): November
Publisher : Direktorat Penelitian dan Pengabdian kepada Masyarakat (DPPM)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21067/jpm.v7i2.7553

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The eruption of Mount Semeru did not only have a physical impact. Victims can experience serious long-term psychological effects and affect their psychological well-being. The psychological impact that is allowed to continue will be permanent and disrupt the survival of disaster survivors. Therefore, psychosocial support is carried out to support the psychological recovery of the survivors of the Mount Semeru eruption. Methods of self-motivation and play therapy are used to achieve these goals. The stages of implementing this activity include preparation, program implementation, and evaluation. The preparation phase of the team conducts a needs analysis to identify problems, coordinate with various parties and map out infrastructure. The implementation phase includes socialization, preparation of materials and training programs. The evaluation stage is carried out to measure the success of the service program implementation. The results showed that the activities carried out at SDN 1 and SDN 2 Supiturang on 5-6 August 2022 ran smoothly. Most of the participants were children who followed enthusiastically from the beginning to the end of the activity. At the evaluation stage, it was known that in teaching and learning activities the children were very enthusiastic and emotional expression went well after this service activity was held.
Pelatihan dan Pendampingan Pengelolaan Jurnal Berbasis Online Journal System pada Madrasah Aliyah Negeri 1 Kediri Idris Idris; Agus Purnomo; Khofifatu Rohmah Adi
Jurnal Pemberdayaan Masyarakat Vol 8 No 2 (2023): November
Publisher : Direktorat Penelitian dan Pengabdian kepada Masyarakat (DPPM)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21067/jpm.v8i2.7615

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The development of professional teachers, especially in the field of publications, requires a place that can accommodate their work. The initiation of creating a journal as a medium for teachers to actualize in it is a step forward that can be an inspiration for schools to continue to develop professionally and can be a reference for other schools. MAN I Kota Kediri is one of the public madrasah schools that is committed to developing themselves to the maximum and dares to seize opportunities related to the need to manage a new journal as a forum for the actualization of teachers. However, their lack of ability in journal management and expertise in scientific writing makes it difficult for them to perform the progressive program they have planned. This community service is to increase the capacity of journal managers at MAN 1 Kediri City. The method used in this activity is an in-service training program with training as well as mentoring for teachers as journal managers at MAN 1 Kediri City. The results of this study indicate that teachers can perform the registration process and submit scientific papers to the OJS that has been provided.
Pendampingan Pengelolaan E-Commerce Mitrapurwo.Id untuk Optimalisasi Marketing Produk Usaha Mikro Kecil dan Menengah Desa Purwojati Neni Wahyuningtyas; Khofifatu Rohmah Adi; Idris; Yuniar Rosyidah
Jurnal Pemberdayaan Masyarakat Vol 9 No 2 (2024): November
Publisher : Direktorat Penelitian dan Pengabdian kepada Masyarakat (DPPM)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21067/jpm.v9i2.9289

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Mitrapurwo.id's e-commerce management assistance program is designed as a solution for optimizing the marketing of superior UMKM products in Purwojati Village in Mojokerto Regency. This is a response to the challenges faced by UMKM in the midst of the COVID-19 pandemic and unstable global economic conditions. Mitrapurwo.id e-commerce is a platform developed by Abdimas Team from Universitas Negeri Malang since 2022 to help market Purwojati Village UMKM products. However, UMKM still faces obstacles in operating this platform due to a lack of digital literacy and knowledge about online business management. To overcome this problem, the Universitas Negeri Malang collaborated with the Purwojati Village Government to organize a mentoring program. This program includes six stages, including business analysis, increasing knowledge and skills, and optimizing the use of mitrapurwo.id e-Commerce. The evaluation results show a significant increase in business management knowledge and skills as well as the use of technology, especially e-commerce mitrapurwo.id. All program participants successfully applied the knowledge gained in their businesses. This program is also considered successful in helping develop product innovation, business growth and marketing of Purwojati Village UMKM products. This mentoring program has succeeded in providing broad benefits for Purwojati Village MSMEs by increasing knowledge, skills and utilization of mitrapurwo.id e-commerce. This program also has the potential to be further developed with innovative features in the mitrapurwo.id e-commerce platform to support the growth of Purwojati Village UMKM businesses and increase the involvement of the general public.
IMPLEMENTATION OF THE PJBL (PROJECT-BASED LEARNING) MODEL TO IMPROVE STUDENT CREATIVITY Muhammad Chusaini Alfin; Khofifatu Rohmah Adi; Elly Panca Kurniawati
JURNAL SOCIUS Vol 15, No 1 (2026): JURNAL SOCIUS
Publisher : Universitas Lambung Mangkurat

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20527/js.v15i1.16369

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This research discusses the creativity skills carried out by researchers because they want to improve and increase learning creativity by using  the Project-Based Learning learning model, for this research was carried out at SMP Negeri 1 Bangsal. While the type of research conducted by the researcher is a type of collaborative class action research consisting of 2 learning cycles where each cycle is carried out 2 meetings, while for the structure and stages of this research in accordance with PTK in general, the first is planning, the second is the implementation (action), the third is observation), and the last is reflection and (Evaluation). For the subject of this study, all students of class VII/A totaling 31. Meanwhile, the instruments used by the researcher were in the form of learning observation sheets, questionnaires to determine the increase in creativity, as well as the results of learning assessments and documentation. The results and discussion of this research will be emphasized on the analysis of data processing from the results of the questionnaire, product assessment, and the percentage of completeness of the learning material. From this study, the researcher found an increase in creativity from the indicators that have been made and implemented.
PENERAPAN MODEL COOPERATIVE LEARNING TIPE TEAM GAMES TOURNAMENT (TGT) UNTUK MENINGKATKAN HASIL BELAJAR KOGNITIF IPS Ihsan Sany, Hidayatul; Rohmah Adi, Khofifatu
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 03 (2026): Volume 11 Nomor 03, September 2026 Completed
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v11i03.60546

Abstract

  This research was conducted to determine the effectiveness of implementing the Cooperative Learning model Type Teams Games Tournament in improving the learning outcomes of eighth-grade students at SMP Negeri 3 Malang in Social Studies subjects. This study was motivated by the low learning outcomes and lack of active student engagement in the Social Studies learning process. This model is a strategy that can be used to enhance student participation in the classroom through educational games and intergroup competition activities. This research uses a Classroom Action Research (PTK) approach carried out in two cycles, each consisting of the planning, implementation, observation, and reflection stages. The research subjects were 32 eighth-grade students. The research instruments used were learning outcome tests, observation sheets, questionnaires, and documentation. The results showed that the implementation of the Teams Games Tournament model was able to improve student learning outcomes. The class average score increased from 75.48 (classical mastery 48.39%) to 84.69 in cycle I, and also increased to 91.25 in cycle II with a classical mastery level of 100%. Students’ affective attitudes also increased to the good category with responsibility and teamwork indicators being the most prominent. Student responses through the questionnaire reinforced that the Teams Games Tournament model made learning more enjoyable and active. Thus, the cooperative learning model Type Teams Games Tournament has been proven effective in improving both cognitive and affective learning outcomes in Social Studies, and based on these results, Social Studies teachers are advised to consider the Teams Games Tournament learning model as an alternative in designing interactive lesson plans.