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PELATIHAN KOLABORASI MEMBUAT LOGO KEMASAN PRODUK MENGGUNAKAN APLIKASI CANVA Dwi Novitasari; Ni Luh Putu Mery Marlinda; Ni Luh Putu Agetania; Emmy Febriani Thalib; Luh Putu Rara Ayu Ratnaningrum
Seminar Nasional Aplikasi Iptek (SINAPTEK) Vol 5 (2022): PROSIDING SINAPTEK
Publisher : LPPM Universitas Dhyana Pura

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Abstract

ABSTRAKSMA Negeri 5 Denpasar merupakan salah satu sekolah yang memiliki mata pelajaran kewirausahaan khususnya di kelas X. Mata pelajaran kewirausahaan ini bertujuan untuk membentuk manusia secara utuh (holistik), sebagai insan yang memiliki karakter, pemahaman dan ketrampilan sebagai wirausaha. Tujuan ini sejalan dengan Undang-undang Nomor 20 Tahun 2003. Salah satu indikator capaian materi pembelajaran dalam mata pelajaran kewirausahaan di kelas X yaitu membuat desain logo kemasan suatu produk. Untuk mencapai indikator tersebut maka diperlukan suatu pelatihan bagi siswa yang bertujuan agar siswa memiliki pengetahuan dan keterampilan dalam membuat desain logo kemasan suatu produk. Pembuatan desain logo kemasan suatu produk yang tepat merupakan salah satu hal yang sangat penting karena logo kemasan produk sebagai salah satu media promosi yang baik untuk dilakukan. Logo di kemasan produk pun mampu mengenalkan brand usaha kepada para konsumen dan calon konsumen. Aplikasi canva merupakan salah satu aplikasi online gratis yang dapat digunakan untuk membuat desain logo kemasan suatu produk. Metode pelaksanaan kegiatan ini menggunakan metode tes dan kuesioner. Setelah dilakukan pelatihan didapat hasil dari 5 pertanyaan terkait pelatihan kolaborasi membuat logo kemasan produk menggunakan aplikasi canva yang diajukan yaitu, rata-rata 84% dari 48 peserta mampu menjawab pertanyaan dengan benar dan peserta mengaku semakin bertambah pengetahuan, ketertarikan serta keterampilannyanya terhadap desain dan aplikasi canva. Selain itu, berdasarkan hasil kuesioner pelaksanaan kegiatan ini, didapatkan hasil bahwa rata-rata 76.6% dari 48 peserta aktif mengikuti kegiatan dan mengekspresikan sikap senang dan puas terhadap kegiatan pengabdian dan mengaku semakin bertambah pengetahuan, keterampilan dan ketertarikannya terhadap desain serta pemanfaatan aplikasi berbasis teknologi.Kata kunci: canva, logo kemasan, pelatihan
PELATIHAN MEMBUAT POWERPOINT PEMBELAJARAN BERBANTUAN MEDIA CANVA PADA SISWA SMA N 5 DENPASAR Ni Luh Putu Agetania; Santi Ika Murpratiwi; Ni Luh Putu Mery Marlinda; Dwi Novitasari; Emmy Febriani Thalib
Seminar Nasional Aplikasi Iptek (SINAPTEK) Vol. 6 (2023): PROSIDING SINAPTEK
Publisher : LPPM Universitas Dhyana Pura

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Abstract

Pembelajaran pada umumnya dilakukan dengan berbagai metode yang menyenangkan dandiselingi dengan penugasan untuk mempresentasikan hasil pemikiran dari siswa bersamakelompoknya. SMA Negeri 5 Denpasar pada pembelajaran tertentu menerapkan presentasipada proses pembelajarannya, salah satunya pada pembelajaran Fisika, PPKN, dan TeknologiInformasi. Agar pembuatan powerpoint tidak monoton, tim P2M melakukan sosialisasipembuatan powerpoint berbasis CANVA dan menjelaskan vitur-vitur aplikasi untuk membuatpresentasi menjadi lebih menarik. Aplikasi canva merupakan salah satu aplikasi online gratisyang dapat digunakan untuk membuat desain presentasi suatu produk. Metode pelaksanaankegiatan ini menggunakan metode tes dan kuesioner. Setelah dilakukan pelatihan didapat hasildari 5 pertanyaan terkait pelatihan kolaborasi membuat powerpoint menggunakan aplikasicanva yang diajukan yaitu, rata-rata 84% dari 48 peserta mampu menjawab pertanyaandengan benar dan peserta mengaku semakin bertambah pengetahuan, ketertarikan sertaketerampilannyanya terhadap desain powerpoint dan aplikasi canva. Selain itu, berdasarkanhasil kuesioner pelaksanaan kegiatan ini, didapatkan hasil bahwa rata-rata 76.6% dari 48peserta aktif mengikuti kegiatan dan mengekspresikan sikap senang dan puas terhadapkegiatan pengabdian dan mengaku semakin bertambah pengetahuan, keterampilan danketertarikannya terhadap desain serta pemanfaatan aplikasi berbasis teknologi.
Android Educational Game for Pancasila and Civic Education Learning Haris Abdullah Fasha; Santi Ika Murpratiwi; Moh. Ali Albar; Ni Luh Putu Agetania
Journal of Computer Science and Informatics Engineering (J-Cosine) Vol 8 No 2 (2024): Desember 2024
Publisher : Informatics Engineering Dept., Faculty of Engineering, University of Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/jcosine.v8i2.615

Abstract

In the digital era, traditional teaching methods often fail to engage students, especially in Pancasila and Civic Education. Lack of understanding of Pancasila values leads to declines in religious, humanitarian, and unity values among students, evidenced by frequent fights and bullying. To address this, an interactive Android-based game, "Cerdas Pancasila," was developed with quizzes and puzzles to enhance students' understanding of Pancasila values. Using the Digital Game-Based Learning (DGBL) method, the study included five phases: analysis, design, development, quality assurance, and implementation. The analysis phase identified the need for engaging educational media for students aged 9 to 12. The design phase outlined instructional goals, and the development phase used Android Studio with Kotlin and Java to create the game prototype, which was distributed as a .apk file in the implementation phase. Quality assurance involved alpha and beta testing, resulting in a 90.2% acceptance rate, with 17 out of 18 students stating the game increased their knowledge about Pancasila.
Pengaruh Strategi Pembelajaran The Influence of Multicultural Education Learning Strategies on Tolerance Attitudes Widiastini, Ni Wayan Eka; Ni Luh Putu Agetania
Jurnal Pendidikan Multikultural Indonesia Vol. 7 No. 2 (2024): September
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jpmu.v7i2.86618

Abstract

Intolerance and bullying are still pressing problems in the education system in Indonesia, which have an impact on the creation of a harmonious and inclusive learning environment. This problem requires an innovative educational approach to foster an attitude of tolerance and understanding between students. This study aims to explore the effect of multicultural education learning strategies on improving the attitude of tolerance of elementary school students. This study used a quasi-experimental design involving two groups, namely the experimental group that received multicultural-based learning and the control group that underwent conventional learning methods. The research instrument was a tolerance attitude questionnaire that was analyzed using inferential statistics. The results showed that the group that received the multicultural learning strategy showed a significant increase in tolerance attitudes compared to the control group. These findings indicate that multicultural education can be an effective tool in creating a more inclusive and tolerant learning environment. This study contributes to the development of multicultural education in Indonesia, especially in the context of elementary education, and provides practical recommendations for teachers and schools in implementing learning strategies that support tolerance attitudes. The output of this study is expected to be published in an indexed national journal and provide a reference for the development of multicultural education policies in the future.
Social Attitudes in Fourth Grade Students: The Role of Augmented Reality (AR)-Assisted Bamboo Dance Cooperative Learning I Komang Sukma Adi Winata; I Gusti Agung Ayu Wulandari; Ni Luh Putu Agetania
Jurnal Pedagogi dan Pembelajaran Vol. 8 No. 2 (2025): July
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jp2.v8i2.96492

Abstract

The rapid development of the modern era has influenced elementary school students’ interaction patterns, which tend to show indifference toward their surroundings. This condition may hinder the formation of essential social attitudes needed for their development in society. This study aims to critically examine the effect of the Cooperative Learning Model of the Bamboo Dance Type assisted by Augmented Reality (AR) media in enhancing students’ social attitudes. Employing a quasi-experimental design with a non-equivalent control group post-test only, the research involved 163 fourth-grade students selected through cluster random sampling from five elementary schools. Social attitude data were collected using a non-test instrument in the form of an observation rubric designed to capture students’ ability to interact, collaborate, and demonstrate tolerance during the learning process. Data were analyzed using the t-test at a 0.05 significance level. The results indicated that the t-value of 2.0416 exceeded the t-table value of 1.688, suggesting a positive and significant effect of the Cooperative Learning Model of the Bamboo Dance Type assisted by AR on students’ social attitudes. The findings highlight that integrating cooperative learning with AR technology fosters an active, collaborative, and tolerant learning environment, effectively promoting students’ understanding and internalization of social values. This study implies that such an innovative learning model provides a relevant strategy to support 21st-century educational needs.
Media Pembelajaran Interaktif “SIBUDAYA” (Keragaman Budaya) Berbasis Self Instructional pada Muatan IPAS Kelas IV Sekolah Dasar Aprilia, Ni Wayan Yeni; I Gusti Agung Ayu Wulandari; Ni Luh Putu Agetania
Jurnal Media dan Teknologi Pendidikan Vol. 5 No. 1 (2025): January
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jmt.v5i1.92712

Abstract

This research is motivated by the issue that the topic of cultural diversity in the IPAS subject at the elementary school level has a broad and complex scope, making it difficult for students to understand. This study aims to develop and test the effectiveness of an interactive learning media based on Self-Instructional principles. The development model used in this research is the ADDIE model, which consists of five stages. The research trial subjects comprised 32 fourth-grade elementary school students. The data analysis methods used include qualitative analysis, quantitative analysis, and inferential statistics to measure the effectiveness of the product. The feasibility test results of the interactive media "SIBUDAYA" received an excellent rating, with a feasibility percentage of 93.75% from material experts, 91.66% from design experts, and 97.22% from practitioners. The individual trial among students obtained a score of 88.13%, while the small group trial reached 87.03%, indicating that this media is highly suitable for use in learning. The effectiveness of this interactive media was tested through a post-test, where the t-test calculation results showed that the tvalue = -149.59 was significantly greater than the ttable value = 2.04. Therefore, it can be concluded that this learning media is effective in helping students understand the topic of cultural diversity in IPAS and improving their learning outcomes.
The Role-Playing Type of Cooperative Learning Model Assisted by Digital Comic Media on the Social Attitudes of Grade IV Elementary School Students I Gede Bagus Markandeya; I Gusti Agung Ayu Wulandari; Ni Luh Putu Agetania
Jurnal Media dan Teknologi Pendidikan Vol. 5 No. 1 (2025): January
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jmt.v5i1.93794

Abstract

Low social attitudes among students in learning activities pose a significant issue, as it affects their ability to interact, collaborate, and empathize within the school environment. One contributing factor is the lack of innovative learning models that can optimally foster students' social attitudes. This study aims to examine the effect of the cooperative learning model of the role playing type assisted by digital comic media on students' social attitudes. This research employed a quasi-experimental design with a non-equivalent post-test only control group design. The study involved 56 fourth-grade elementary school students selected through cluster random sampling and divided into an experimental group and a control group. Data were collected using a non-test method in the form of social attitude observation sheets and analyzed using an independent sample t-test. The results showed that the tvalue = 4.276 > ttable = 1.670 at a 5% significance level, indicating a significant effect of the cooperative role playing model assisted by digital comics on students' social attitudes. It can be concluded that this learning model effectively improves students' social attitudes. The findings imply that the cooperative role playing model with digital comic media is a feasible and effective alternative strategy for developing students’ social attitudes in elementary education.