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Menggali Potensi Wisata Pantai Laguna melalui Pendekatan Kuliah Kerja Nyata Tematik Wisata di Kabupaten Barru Abdillah SAS; Indra Farman; Supriyadi Syam
Jurnal Pengabdian Masyarakat Bangsa Vol. 1 No. 6 (2023): Agustus
Publisher : Amirul Bangun Bangsa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59837/jpmba.v1i6.214

Abstract

Artikel ini membahas tentang pengembangan wisata pantai Laguna di Desa Pao-Pao, Kabupaten Barru, Provinsi Sulawesi Selatan melalui program Kuliah Kerja Nyata Tematik Desa Wisata. Kabupaten Barru memiliki potensi dan sumber daya yang dapat dikembangkan sebagai destinasi wisata yang berpotensi meningkatkan pendapatan masyarakat setempat. Artikel ini menguraikan tentang proses pelaksanaan KKN-T, dimulai dari tahap persiapan, identifikasi masalah, analisis masalah, hingga tahap solusi dan pelaksanaan di lapangan. Kegiatan KKN-T meliputi pembersihan pantai, pembuatan fasilitas penunjang, pembenahan aksesibilitas, dan sosialisasi sadar wisata untuk memicu terbentuknya kelompok sadar wisata. Selanjutnya, artikel ini menyajikan hasil dan pembahasan dari kegiatan KKN-T, termasuk luaran yang direncanakan untuk publikasi artikel ilmiah di jurnal dan peningkatan potensi wisata daerah. Melalui pengembangan dan pelestarian desa wisata, diharapkan masyarakat lokal dapat merasakan manfaat dari pariwisata yang berkelanjutan, baik dari sisi lingkungan, sosial, budaya, maupun ekonomi. Artikel ini merupakan kontribusi pengabdian masyarakat dalam menggali potensi wisata pantai Laguna dan meningkatkan kesejahteraan masyarakat di Kabupaten Barru.
EXPLORING THE POTENTIAL OF INTERACTIVE STORYTELLING IN E-LEARNING: ENHANCING STUDENT ENGAGEMENT AND LEARNING OUTCOMES Hermila A; Rahmat Taufik R. L Bau; Indra Farman
Jurnal Review Pendidikan dan Pengajaran (JRPP) Vol. 6 No. 4 (2023): Volume 6 No 4 Tahun 2023
Publisher : LPPM Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/jrpp.v6i4.22955

Abstract

Artikel ini mengusulkan penggunaan interactive storytelling dalam e-learning melalui Learning Management System (LMS) untuk memberikan hasil pembelajaran yang lebih menarik dan efektif bagi siswa sebagai bentuk dampak dari transformasi digitalisasi. Interactive storytelling dapat menciptakan lingkungan belajar yang menyenangkan, interaktif, dan menarik secara visual, yang dapat membantu siswa tetap tertarik dan termotivasi selama proses pembelajaran. Selain itu, cerita interaktif dapat membantu mengembangkan kemampuan berpikir kritis dan pemecahan masalah, mempersonalisasi pengalaman belajar untuk setiap siswa, dan meningkatkan kualitas pendidikan secara keseluruhan. Untuk mencapai hal ini, kami menetapkan prinsip-prinsip desain instruksional untuk merancang dan mengembangkan program mendongeng interaktif yang efektif yang terstruktur dengan baik dan selaras dengan tujuan pembelajaran. Penggunaan cerita interaktif dalam penyampaian konten di E-learning sangat direkomendasikan dan dinilai lebih menarik dan menarik. Dengan memanfaatkan hal ini, para pendidik dapat menciptakan pengalaman belajar yang lebih menarik dan efektif bagi para siswa, yang mengarah pada peningkatan hasil belajar dan peningkatan keterlibatan siswa.
SEMINAR DAN SOSIALISASI TEKNOLOGI DIGITAL DAN KEARIFAN LOKAL: MENCIPTAKAN HUBUNGAN BARU ANTARA SENI DAN TEKNOLOGI KOLABORASI BERSAMA HUNTU ART DISTRIK GORONTALO Rahmat Taufik R.L Bau Bau; Hermila A.; Indra Farman; Hendrayanto Hendrayanto
Community Development Journal : Jurnal Pengabdian Masyarakat Vol. 4 No. 5 (2023): Volume 4 Nomor 5 Tahun 2023
Publisher : Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/cdj.v4i5.21626

Abstract

Tujuan utama kegiatan seminar dan sosialisasi integrasi seni dan teknologi diharapkan mampu memberikan wawasan kepada mahasiswa tentang peran penting teknologi dalam dunia seni, menunjukkan bagaimana integrasi seni dapat meningkatkan nilai estetika, daya tarik, dan user experience dalam produk dan solusi teknologi, terakhir merangsang kreativitas mahasiswa dengan menunjukkan bagaimana seni dapat menjadi sumber inspirasi dalam desain dan pengembangan perangkat lunak, situs web, atau aplikasi. Pada kegiatan pengabdian ini mengadopsi metode service learning (SL). Secara keseluruhan kegiatan pengabdian seminar dan sosialisasi teknologi digital dan kearifan lokal, menciptakan hubungan baru antara seni dan teknologi kolaborasi bersama Huntu Art Distrik Gorontalo memberikan hasil positif. Hal ini dibuktikan dengan 69% peserta mendapat nilai yang tinggi pada posttest setelah mengikuti seminar.
PERANCANGAN SISTEM PENUNJANG KEPUTUSAN PEMBERIAN KREDIT PADA KOPERASI BERKAH MAKASSAR Indra Farman
Jurnal Publikasi Teknik Informatika Vol 2 No 1 (2023): Januari: Jurnal Publikasi Teknik Informatika
Publisher : Pusat Riset dan Inovasi Nasional

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55606/jupti.v2i1.1207

Abstract

System design support lending decisions on the cooperative Berkah Makassar.. the cooperative is one of the non-bank financial institutions in charge of providing public services in the form of loans and storage for the community. The aim of this study Designing and building decision support system application program lending cooperative Makassar blessing. Test program data processing applications using black box testing approach. These results indicate that this application can help the staff cooperative in lending to the applicant
Analisis Kemampuan Literasi Digital Siswa Dalam Pembelajaran Hybrid di Sekolah Menengah Kejuruan SAS, Abdillah; Andi Muh Akbar Saputra; Farman, Indra
Jurnal Pekommas Vol 8 No 2 (2023): December 2023
Publisher : Sekolah Tinggi Multi Media “MMTC” Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56873/jpkm.v8i2.5111

Abstract

The COVID-19 pandemic has shifted all learning patterns from offline to online to hybrid, in which hybrid learning pattern is a combination of offline learning and online learning. The hybrid learning process is closely related to digital literacy skills, therefore research is needed to determine the digital literacy level of vocational high school students when studying online or offline. The digital competency tested in this research is the Digital Literacy Competency of the Ministry of Communications and Informatics, SiBerkreasi & Deloitte (2020) where digital literacy competency is divided into 4 competencies, namely digital skills, digital culture, digital ethics, and digital safety. The summary of research results collected from 108 students through a questionnaire with 30 indicators to measure all students' digital literacy abilities is that empirical descriptive data shows students with digital literacy skills in the low category of 18.5%, the medium category of 65.7% and the high category of 15.7%, which can be concluded that that on average students have moderate literacy skills which are shown at 65.7%. This is of course good, but must still be improved.
Analisis Penggunaan Aplikasi Canva dalam Peningkatan Kemampuan Desain Grafis Mahasiswa Farman, Indra; L, Muhammad Hidayat; Ade Marela; Yusniati
TEKNOS: Jurnal Pendidikan dan Teknologi Vol. 2 No. 1 (2024): April
Publisher : Program Studi Pendidikan Teknologi Informasi Fakultas Keguruan dan Ilmu Pendidikan Universitas Islam Makassar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59638/teknos.v1i1.207

Abstract

Education is one of the main pillars in producing a generation that is competent and ready to face various challenges in the future. In the era of globalization and industrial revolution 4.0, education is one of the main pillars in forming a generation that is competent and ready to face various challenges in the future. In the era of globalization and industrial revolution 4.0, this research aims to determine the increase in student creativity by using the Canva application. The research method used is descriptive qualitative. The research subjects are students of the Information Technology Education Study Program Class of 2023. Data collection techniques were carried out using interviews, observation and documentation. The results of the research carried out increase their efficiency and productivity in completing graphic design tasks. Compare with other editor applications
Effectiveness of Use of Ecdis on Navigation Safety: A Qualitative Study in Kl. Sultan Hasanuddin Masrupah, Masrupah; Lestari, Endang; Yusuf, Dzakiyah Ulya; Farman, Indra; Pakadang, Grace Liku; Pratama, Andika Putra
MSJ : Majority Science Journal Vol. 2 No. 3 (2024): MSJ-AUGUST
Publisher : PT. Hafasy Dwi Nawasena

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61942/msj.v2i3.226

Abstract

Maritime is a dynamic, ever-evolving world that demands innovative technology to improve shipping safety. The maritime world is facing significant changes rapidly, especially in the development and implementation of navigation technology. ECDIS or “Electronic Chart Display and Information System” is a tool whose function and system can provide information about navigation. The type of research carried out is descriptive qualitative research. This method is used to find knowledge about the research object. The type of research used is field research (field research), that is, researchers go directly into the field to search for and collect data. research location in KL. Sultan Hasanuddin. Determining the subjects of this research was purposive, and the data source chosen was the crew of the Kl ship. Sultan Hasanuddin PIP Makassar. The research results significantly increase shipping safety because digital maps have been prepared and reduced the workload of ship crews in making shipping routes. It is recommended that ships routinely update software and digital maps to ensure system accuracy and function, as well as provide training to ship crews every time there is a feature update on ECDIS
Pelatihan E-Learning Google Classroom (Gcr) Sebagai Platform Pembelajaran Di Dalam Kelas Di Sma N 1 Pinogaluman Hermila A; Rahmat Taufik R.L Bau; Sri Ayu Ashari; Indra Farman; Romanda Hippy; Fatma Hasan; Winda Olivia Pakaya; Desy Shintia H Kiding
Jurnal Pengabdian Masyarakat Waradin Vol. 3 No. 2 (2023): Mei : Jurnal Pengabdian Masyarakat Waradin
Publisher : Sekolah Tinggi Ilmu Ekonomi Pariwisata Indonesia Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56910/wrd.v3i2.301

Abstract

Tujuan dari pengabdian ini adalah untuk menambah pengetahuan dan wawasan tentang inovasi pembelajaran berbasis E-learning bagi siswa-siswi SMA N 1 Pinogaluman dengan melalui kegiatan pelatihan penggunaan ClassRoom. Kegiatan ini dihadiri oleh siswa, guru pamong, dengan metode implementasi pengabdian menggunakan metode ceramah, pertanyaan dan jawaban, serta simulasi. Setelah kegiatan pelatihan tersebut semua siswa SMA N 1Pinogaluman dapat memahami dan akan menggunakan google ClassRoom dalam proses pembelajaran jarak jauh.
PENGARUH BAHAN AJAR POWERPOINT BERBASIS 3D TERHADAP PENINGKATAN MINAT BELAJAR MAHASISWA Farman, Indra; Yusniati; Ade Marela
TEKNOS: Jurnal Pendidikan dan Teknologi Vol. 1 No. 1 (2023): April
Publisher : Program Studi Pendidikan Teknologi Informasi Fakultas Keguruan dan Ilmu Pendidikan Universitas Islam Makassar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59638/teknos.v1i1.44

Abstract

The development of the times is increasing every year so that it requires educators to be able to use the latest technology. The existence of the Covid-19 pandemic requires that the learning system be implemented in a hybrid manner, but the constraints of using ordinary teaching media cannot improve the quality of learning. This research aims to find out whether teaching media 3D-based can significantly increase students' interest in learning. This research uses an experimental method using One Group retest-Posttest. the results of the study showed that there were differences in the level of knowledge before and after being given treatment. shows that the use of PPT 3D which has been implemented in the Information Technology Study Program class gets a positive response from students, has an influence on student learning outcomes and is proven to be more effectively used in learning. The effect on learning outcomes has been proven by increasing the value of student learning outcomes significantly. So it can be concluded that the results of research on the influence of 3D-based PowerPoint teaching materials on increasing student learning interest. results. Abstract should end with a comment about the importance of the results or conclusions brief.
Analisis Persepsi Mahasiswa Terhadap Pembelajaran Praktikum Dengan Menggunakan Metode Hybrid Learning pada Program Studi Pendidikan Teknologi Informasi Farman, Indra; Ismail; Putri, Septi Malinda
TEKNOS: Jurnal Pendidikan dan Teknologi Vol. 1 No. 2 (2023): Desember
Publisher : Program Studi Pendidikan Teknologi Informasi Fakultas Keguruan dan Ilmu Pendidikan Universitas Islam Makassar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59638/teknos.v1i2.145

Abstract

Higher education is experiencing a significant transformation with the development of information technology. Since the Covid 19 situation hit the whole world, it has also had a direct impact on the learning process, so it is necessary to implement learning using the hybrid learning method. The COVID-19 pandemic has drastically changed the educational landscape around the world, forcing educational institutions to evaluate and adapt their learning methods. Physical restrictions, school closures, campus closures. This research uses a qualitative descriptive method. The research subjects were determined purposively and the data sources chosen were information technology study program students and the data analysis technique used was qualitative descriptive. The results of this research show a positive response from students but there are still many shortcomings and obstacles in implementing learning using the Hybrid Learning method. This research aims to conduct an in-depth analysis of how students respond to and understand the use of hybrid learning methods in the context of practical learning.