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Literasi dan Sistem Pembelajaran Daring Penunjang Kualitas Belajar Mengajar Sekolah Dasar Inklusi Putri, Dian Rahmani; Waruwu, Dermawan; Suardika, Gede
Jurnal Surya Masyarakat Vol 5, No 2 (2023): Mei 2023
Publisher : Universitas Muhammadiyah Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26714/jsm.5.2.2023.223-235

Abstract

This Community Partnership Program (PKM) answers the problems faced by partner, SDN 2 Inclusion in Bengkala Buleleng Village, Bali. The first problem is the lack of literacy that meets the needs of the Inclusive Elementary School. The second problem there is no online learning system. Moreover, the third, teachers do not have facilities of the literacy and learning system for the inclusive elementary school. The solutions offered to answer the three problems are, first, literacy that supports learning needs. Second, the provision of an integrated website-based learning information system and library-based teaching materials library service. Third, literacy for teachers about the application of learning systems and the manufacture of teaching materials that facilitate the teaching and learning process. The method of implementing this PKM is community participation by developing into a number of activities such as: participatory mentoring, workshops, simulations and substitution of science and technology, creation of learning information systems and library services for integrated web-based teaching materials as well as literacy and socialization processes. The evaluation of this activity uses the CIPP method, namely context, input, process, and product tailored to the needs of literacy and teaching and learning processes. The target of this program is the availability of online learning support facilities, increasing the ability of teaching teachers in online teaching and creating digital learning media, as well as the availability of a Learning System and Teaching Material Library Service.
Rancang Bangun Ruang Baca Digital Berbasis Web Pada Perpustakaan Desa Mengwi Putra, I Putu Gede Andika; Adnyana, I Made Budi; Putri, Dian Rahmani
Jurnal SUTASOMA (Science Teknologi Sosial Humaniora) Vol 2 No 2 (2024): Juni 2024
Publisher : Universitas Tabanan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58878/sutasoma.v2i2.286

Abstract

One innovation that can be done to increase people's interest in reading is by utilizing technology, namely by creating a digital reading room information system. This system was designed using Data Flow Diagrams, Entity Relationship Diagrams, Table Structure, and Interface Design. The programming language uses HTML, PHP, CSS, Laravel Framework and Laravel Admin as its framework. The system built has the function of managing book and user data and has the main function of making it easier to read books in the Mengwi Village library. The black box testing results show valid results from 23 test items from 3 existing user accesses. The results of the SUS questionnaire gave a score of 82.75, which is classified as Acceptable, has Grade B and is Excellent. Users feel they can accept the system and get a grade on the B scale with a good adjective rating. In future, features can be developed that can make it easier for users to read books and share the books they own, and the system can also be implemented into a mobile application.
Pengadaan Branding dan Marketing Digital Produk Makanan Industri Rumah Tangga Pawon Noya Healthy Foods Putri, Dian Rahmani; Deniari, Ni Ketut; Yusadara, I Gede Putra Mas; Cahyani, Ni Made Junia; Santika, Kadek Dwi; Wicaksana, Gede Hendri Mahardika
Bhakti Persada Jurnal Aplikasi IPTEKS Vol. 8 No. 1 (2022): Bhakti Persada Jurnal Aplikasi IPTEKS
Publisher : Unit Publikasi Ilmiah, P3M, Politeknik Negeri Bali

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31940/bp.v8i1.9-17

Abstract

Mitra Usaha Mikro Kecil dan Menengah (UMKM) dalam pengabdian ini adalah industri rumah tangga Pawon Noya Healthy Foods. Fungsi manajemen bisnis yang diimplementasikan ke dalam branding dan metode pemasaran yang baik dapat membantu UMKM dalam mengelola dan menjalankan usahanya. Permasalahan yang dihadapi mitra adalah belum adanya branding dan label produk serta belum memahami tentang teknologi digital marketing. Permasalahan kedua berkaitan dengan Ilmu Bahasa dan Komunikasi, yaitu yang berkaitan dengan komunikasi pemasaran produk (marketing communication). Tim Pengabdian Masyarakat STIKOM Bali telah melaksanakan kegiatan PKM ke lokasi Mitra UMKM PAWON NOYA Healthy Foods yang berlokasi di Batubulan, Gianyar, Bali. Tujuan dari PKM ini adalah pertama, untuk membantu Mitra dalam membuat branding dan label kemasan untuk produknya serta membantu Mitra dalam melakukan pemasaran dengan teknologi digital marketing dan kedua, komunikasi pemasaran produk. Tim Pengabdian Masyarakat STIKOM Bali mendampingi UMKM selama masa pengabdian untuk mencari solusi yang efektif, efisien dan memiliki nilai tambah dalam mengelola usahanya, selain itu juga membantu UMKM menemukan solusi yang efektif dan efisien serta memiliki nilai tambah dalam mengelola usaha.
Evaluasi Penggunaan SLiMS pada E-Library dengan Menggunakan User Experience Question (EUQ) Maricar, M. Azman; Pramana, Dian; Putri, Dian Rahmani
Jurnal Teknologi Informasi dan Ilmu Komputer Vol 8 No 2: April 2021
Publisher : Fakultas Ilmu Komputer, Universitas Brawijaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25126/jtiik.2021824443

Abstract

Pembuatan produk harus didasari oleh kebutuhan dan dievaluasi untuk memperoleh data yang baik dari pengalaman pengguna. User Experience Questionnaire (UEQ) sebagai metode evaluasi memiliki enam skala penilaian yaitu daya tarik, kejelasan, efisiensi, ketepatan, stimulasi, dan kebaruan. Selain itu metode evaluasi ini memiliki 26 pertanyaan berupa pasangan atribut yang bertolak belakang. E-library Institut Teknologi dan Bisnis STIKOM Bali menggunakan sistem otomasi perpustakaan SLiMS (Senayan Library Management System) yang penggunaannya belum dilakukan evaluasi. Hal ini penting guna mengetahui user experience dari produk tersebut serta memberikan saran perbaikan yang diperlukan. Secara rata-rata telah didapatkan hasil yang positif dari 75 responden. Berdasarkan nilai daya tarik (0,85), efisiensi (0,96), ketepatan (0,85), dan stimulasi (1,08), memiliki nilai rata-rata impresi di atas 0,8. Nilai kejelasan (0,71) dan kebaruan (0,71) memiliki hasil netral karena memiliki nilai rata-rata impresi yang berada diantara -0,8 hingga 0,8. Hasil perbandingan benchmark dengan data 246 produk dari UEQ, yang dinilai berdasarkan daya tarik, efisiensi, ketepatan, dan stimulasi, menunjukkan produk tersebut berada di antara 25% produk dengan penilaian lebih baik dan 50% produk dengan penilaian yang menurun. Sudut pandang lainnya, nilai kejelasan dan kebaruan berada di antara 50% produk dengan penilaian lebih baik dan 25% produk dengan penilaian yang menurun. Perbaikan yang disarankan pada nilai kebaruan untuk meningkatkan kreativitas dan inovasi guna menghasilkan sesuatu yang berbeda dari produk sejenis namun tetap menghasilkan user experience yang baik. Kejelasan tampilan dinilai sudah cukup baik namun disarankan untuk lebih ditingkatkan dan perbaikan pada kata-kata petunjuk yang terdapat pada interface. Tampilan diupayakan lebih sederhana sehingga produk mudah untuk dipahami dan dipelajari serta dapat lebih memudahkan pengguna dalam penggunaannya. AbstractProduct manufacture must be based on needs and evaluated to obtain appropriate data from the user experience. The User Experience Questionnaire (UEQ) as an evaluation method has six rating scales: attractiveness, clarity, efficiency, accuracy, stimulation, and novelty. Besides, this evaluation method has 26 questions in the form of pairs of different attributes. E-library InstitutTeknologi dan Bisnis STIKOM Bali uses the SLiMS (Senayan Library Management System) library automation system, of which the users have not evaluated. The evaluation is necessary to obtain data about the user experience and provide suggestions for improvements. On average, there have been positive results from 75 respondents. Based on the value of attraction (0.85), efficiency (0.96), accuracy (0.85), and stimulation (1.08), it has an average impression value above 0.8. The value of clarity (0.71) and novelty (0.71) has a neutral result because it has an average impression value, between -0.8 to 0.8. The benchmark comparison results consist of 246 data products UEQ, based on attractiveness, efficiency, accuracy, and stimulation were among the 25% products with better ratings and 50% products with lower ratings. On the other points of view, clarity and novelty scores range from 50% of products with a better rating and 25% of the products with a lower rating. The suggested improvements to the novelty value are to increase creativity and innovation to produce something different from similar products but still produce a good user experience. The clarity of the display is acceptable. However, improvement is recommended, especially on the wording instructions contained in the interface. A simple appearance is necessary so that the product is easy to understand and learn and can make it easier for users to use it.
QR CODE IN GRAMMY87 GAME AS NEW TECHNIQUES FOR MASTERING GRAMMAR Dilia, Dilia Dewi; Hermawan, Dadang; Putri, Dian Rahmani
Yavana Bhasha : Journal of English Language Education Vol. 7 No. 2 (2024): Volume 7, Issue 2 (2024)
Publisher : Universitas Hindu Negeri I Gusti Bagus Sugriwa Denpasar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25078/yb.v7i2.3900

Abstract

The Challenges in Traditional Grammar Teaching grammar often rely on rote memorization and repetitive exercises, which can lead to student disengagement and boredom. Without context or interactive elements, students may find it hard to retain grammar rules and apply them correctly in their writing and speaking. Research in educational psychology emphasizes the benefits of active learning, where students participate actively in the learning process, rather than passively receiving information. Incorporating game elements in education can increase motivation, engagement, and retention. Games provide a dynamic and enjoyable way to learn complex concepts like grammar. The primary goal of Grammy87 is to be creative learning tools to improve students' grammar skills through a board game that is both educational and entertaining. The game aims to transform the learning experience from a mundane task into an exciting adventure by the use of technology of QR code scanning barcode to make easier for everybody to play without the assistance of a teacher. Techniques for gathering data that involve both direct observation and interviews. Data are analyzed using a descriptive qualitative approach, and they are then presented in a narrative format. The R&D procedures were modified from Borg and Gall's (1983) ten-cycle method of creating The Grammy87 Card game. Leveraging the principles of game design and educational research, Grammy87 significantly enhance grammar skills in a fun and motivating way. Integrating technology, providing clear learning paths, and ensuring the game is adaptable to various learning environments are key factors in its success.
Sufiks Infleksional dalam Bahasa Uab Meto Rumpun L: Kajian Morfologis Loe, Efron Erwin Yohanis; Putri, Dian Rahmani
Sasdaya: Gadjah Mada Journal of Humanities Vol 9 No 2 (2025): 2025 Nomor 1
Publisher : Humanities Studies, Post-Graduate Program, Faculty of Cultural Sciences, Universitas Gadjah Mada

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22146/sasdaya.22796

Abstract

The title of this article is Inflectional Suffix in Uab Meto Language Cluster L: Morphological Approach. The aim of this research is to find out and to describe the types of inflectional morphology and the grammatical meaning in Uab Meto language cluster L. Uab Meto Language consist of two types namely Uab Meto cluster L andUab Meto cluster R with their area speakers. The focus of this research is Uab Meto language clusters L, used in Bijaepunu Village, North Molo District, South Central Timor Regency, East Nusa Tenggara Province. Theoretical approach is used in thisresearch is morphology by Aronoff and Fudeman 2011 to solve the research problems. The research method used is descriptive qualitative. The research data is obtained used the observation and interlocution method. The data collected are interviewing and recording from informants as the native speaker of Uab Meto language cluster L. The researcher find out three types of inflectional morphology in Uab Meto language cluster L, theyare suffix /-n/, /-in/ and /-sin/. These suffixusing in noun and verb. The using of suffix /-n/, /-in/, and /-sin/ that follows with deletion and displacement of phoneme. The result analysis of the third suffixes /-n/, /-in/ and /-sin/ shows that, the grammatical meaning of these suffix is plural meaning when added to lexeme base and it is to describe the object more then one and the action is doing more then a times.