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PELATIHAN PEMBUATAN DESIGN POSTER MENGGUNAKAN CANVA PADA ANAK SEKOLAH DASAR Tullah, Rahmat; Saputri, Fiqih Hana; Kurniawan, Aang; Maharani, Adinda Ayu; Gina, Ahmad Afifil; Nurmansyah, Muhamad Luthfi
JURNAL PENGABDIAN GLOBAL Vol 3, No 1 (2024): Jurnal Pengabdian Global (JPEG)
Publisher : JURNAL PENGABDIAN GLOBAL

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.38101/jpeg.v3i1.10842

Abstract

Penelitian ini merupakan sebuah upaya pengabdian kepada masyarakat dengan fokus pada pelatihan pembuatan desain poster menggunakan platform Canva bagi anak-anak sekolah dasar. Tujuan dari kegiatan ini adalah untuk meningkatkan literasi visual dan keterampilan desain grafis anak-anak dalam rangka memberikan kontribusi positif pada perkembangan kreativitas mereka. Metode pelatihan yang diusulkan dirancang dengan mempertimbangkan aspek- aspek pendidikan dan pengembangan keterampilan, sekaligus memanfaatkan teknologi Canva yang user-friendly. Evaluasi efektivitas pelatihan melibatkan penilaian terhadap kemajuan keterampilan desain, kreativitas, dan kepercayaan diri peserta. Dengan demikian, penelitian ini tidak hanya mendukung peningkatan keterampilan individu, tetapi juga berkontribusi pada pengembangan masyarakat melalui pemberdayaan anak-anak sekolah dasar dalam bidang desain grafis.
Game Based Learning Using Construct for Basic English Vocabulary at Elementary School Students Akmal Perdana; Auzil Mustaqim Herman; Fiqih Hana Saputri; Eka Uliyanti Putri Br Bangun
G-Tech: Jurnal Teknologi Terapan Vol 9 No 2 (2025): G-Tech, Vol. 9 No. 2 April 2025
Publisher : Universitas Islam Raden Rahmat, Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.70609/gtech.v9i2.6784

Abstract

English basic vocabulary learning plays a very important role for elementary school students, as it serves as the main foundation in mastering language skills, including reading, writing, listening, and speaking.  Thus, this research is focused on development.  Basic English Vocabulary Education Based on Construct, which is an interactive learning method utilizing digital technology of educational games to increase the effectiveness for learning.  Construct, as a platform for developing educational games for students can understand basic English vocabulary in a more enjoyable and non-monotonous way.  This study applies the Multimedia Development Life Cycle (MDLC) method with a constructivist approach, which allows students not only to receive information passively but also to actively build their understanding through exploration, experimentation, and direct interaction with various elements in educational games.  Based on the feasibility assessment results, the satisfaction level of respondents obtained from the questionnaire reached 93% out of a total of 10 respondents. The construct based educational game is an effective tool for improving students' grasp of basic English vocabulary through educational game-based learning.
Analysis of Customer Sentiment towards Wardah Beauty Products on Instagram Using K-Nearest Neighbors (KNN) and Naïve Bayes Algorithms Aghniya Aulia Nisa; Nur Hafidzah Safitri; Lilis Stianingsih; Fiqih Hana Saputri
G-Tech: Jurnal Teknologi Terapan Vol 9 No 2 (2025): G-Tech, Vol. 9 No. 2 April 2025
Publisher : Universitas Islam Raden Rahmat, Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.70609/gtech.v9i2.6804

Abstract

The beauty industry in Indonesia continues to grow rapidly, with Wardah emerging as a leading local brand that garners numerous customer reviews on Instagram. Understanding these customer opinions is crucial, as they significantly influence brand perception and purchasing decisions. This study aims to compare the performance of K-Nearest Neighbors (KNN) and Naïve Bayes algorithms in classifying customer sentiment toward Wardah’s products on Instagram. The research follows the CRISP-DM methodology, involving data collection through web scraping, data preprocessing, and classification using both algorithms. The results show that KNN achieves higher accuracy (78.23%) than Naïve Bayes (74.56%), making it more effective in sentiment classification. KNN is advantageous in identifying distance-based patterns, while Naïve Bayes offers faster processing and easier implementation. These findings suggest that KNN is more suitable for accurate sentiment prediction. Wardah can implement a KNN-based sentiment monitoring system to track public feedback on product launches and campaigns, thereby enhancing marketing strategies and customer engagement
Educational Games and Learning Management Quality as Predictors of Digital Literacy in Mathematics Ferawati; Refi Nabillah Royadi; Fiqih Hana Saputri
Information Technology Education Journal Vol. 4, No. 4, November (2025)
Publisher : Jurusan Teknik Informatika dan Komputer

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59562/intec.v4i4.9908

Abstract

This study aims to analyze the influence of educational game integration and learning management quality on students’ digital literacy competence in mathematics at SMK Bina Mandiri. The research is motivated by the growing need to strengthen digital literacy skills in technology-based learning, particularly in mathematics, which many students perceive as abstract and challenging. The study adopts a quantitative approach with an explanatory correlational design involving 60 eleventh-grade students. Data were collected using a closed-ended Likert-scale questionnaire (1–5) that had been tested for validity and reliability. Data were analyzed using SPSS with multiple regression, supported by classical assumption tests to ensure the suitability of the model. The results show that all measurement instruments meet the required validity and reliability criteria. The regression model fulfills the assumptions of normality, linearity, multicollinearity, and heteroscedasticity, indicating that the data are appropriate for further analysis. Both partially and simultaneously, educational game integration (X₁) and learning management quality (X₂) positively and significantly affect digital literacy competence in mathematics (Y). The coefficient of determination (R²) of 0.611 indicates that 61.1% of the variance in students’ digital literacy competence is explained by the two independent variables, while the remaining 38.9% is influenced by other factors such as student motivation, technological infrastructure, and the broader learning environment. These findings highlight the importance of structured game-based learning and effective learning management in supporting students’ digital skills. Findings suggest that integrating educational games with strong learning management enhances vocational students’ digital literacy.
The Role of Learning Website Integration, Teacher Support, and Student Independence in Enhancing Mathematics Competence at Vocational Schools Lilis Stianingsih; Ferawati; Fiqih Hana Saputri; Detin Sofia
Information Technology Education Journal Vol. 4, No. 4, November (2025)
Publisher : Jurusan Teknik Informatika dan Komputer

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59562/intec.v4i4.9909

Abstract

Mathematics competence is essential for developing students’ analytical and problem-solving abilities in vocational education. However, many students still face challenges in mastering mathematical concepts effectively. This study aims to examine the influence of Learning Website Integration, Teacher Support, and Student Independence on students’ mathematics competence using a quantitative ex post facto design. The research involved 100 respondents from SMK Bina Mandiri. Data were collected through questionnaires and mathematics competency tests, then analyzed using descriptive statistics and multiple linear regression. The results show that the regression model meets all classical assumption tests and is statistically appropriate for explaining the relationships among variables. Simultaneous testing indicates that all three independent variables significantly influence students’ mathematics competence. Partial testing reveals that each variable has a significant positive effect, with Teacher Support identified as the most dominant factor. The coefficient of determination (R²) is 0.572, meaning that 57.2% of the variation in mathematics competence can be explained by the three variables, while the remaining 42.8% is influenced by other factors outside the model. These findings highlight the importance of integrating technology, strengthening teacher support, and fostering student independence to improve mathematics learning outcomes in vocational education. The results of this study provide guidance for implementing technology-based pedagogy in vocational education.
Implementation of the GDLC Method in Developing RPG Educational Games to Improve Student Learning Outcomes in the Introduction of the 25 Prophets Makmun ZA; Ronal Yulyanto Suladi; Neng Linda Badratul Laela; Fiqih Hana Saputri; Rudi Setiyanto
G-Tech: Jurnal Teknologi Terapan Vol 10 No 2 (2026): G-Tech, Vol. 10 No. 2 April 2026
Publisher : Universitas Islam Raden Rahmat, Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.70609/g-tech.v10i2.9559

Abstract

Learning media innovation is rapidly evolving alongside digital technology, particularly through the use of educational games. This study aims to develop and evaluate an interactive RPG-based educational game to introduce the 25 Prophets to primary school students. The research employs the Game Development Life Cycle (GDLC) method, which systematically covers six phases: initiation, pre-production, production, testing, beta, and release. During these stages, the game was designed to integrate short stories, educational resources, and comprehension tests into an immersive RPG environment. The application was tested with students at SDN 3 Jati to measure its effectiveness. The results indicate a significant improvement in student learning outcomes; the average pre-test score of 55% rose to 85% in the post-test, reflecting a 30% increase in comprehension. Furthermore, user satisfaction surveys rated the application's usability and interface design as "Excellent." Consequently, this educational game serves as an innovative and effective alternative medium, providing a dynamic approach to religious education and character building in the digital age.
Implementasi Pengenalan 25 Nabi Melalui Game Edukasi dalam Pembelajaran Agama Islam di SDN 3 Jati Kota Tangerang Fiqih Hana Saputri; Rudi Setiyanto; Ronal Yulyanto Suladi; Neng Linda Badratul Laela; Makmun ZA
I-Com: Indonesian Community Journal Vol 6 No 2 (2026): I-Com: Indonesian Community Journal (Juni 2026)
Publisher : Fakultas Sains Dan Teknologi, Universitas Raden Rahmat Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.70609/i-com.v6i2.9536

Abstract

Pengabdian kepada Masyarakat (PKM) ini bertujuan mengatasi permasalahan dalam pembelajaran materi 25 Nabi di SDN 3 Jati Kota Tangerang yang masih menggunakan metode konvensional, sehingga mengurangi minat dan efektivitas pemahaman siswa. Sebagai solusi, dikembangkan dan diimplementasikan aplikasi game edukasi berbasis Android yang dirancang untuk memberikan pengalaman pembelajaran interaktif yang menarik. Metode pelaksanaan mencakup analisis kebutuhan, pengembangan aplikasi, pelatihan penggunaan kepada guru dan siswa, serta evaluasi efektivitas melalui pre-test dan post-test. Melalui kegiatan ini, terlihat jelas pemahaman siswa terhadap kisah 25 Nabi berkembang pesat, seiring dengan meningkatnya gairah dan keterlibatan di dalam kelas. Pihak sekolah pun menyambut baik inovasi ini dengan memberikan tanggapan yang sangat suportif. Kebahagiaan belajar ini berbanding lurus dengan kecerdasan kognitif siswa, terlihat dari kenaikan skor rata-rata dari 55% menjadi 85% yang menunjukkan bahwa teknologi menjadi rekan terbaik dalam menumbuhkan kecintaan terhadap nilai-nilai PAI di kelas. Pemanfaatan aplikasi ini diharapkan sebagai solusi edukasi yang kreatif dalam pengajaran PAI.
Evaluating Mobile Mathematics Learning Application Success Using the DeLone–McLean Information Systems Success Model Ferawati Ferawati; Lilis Stianingsih; Fiqih Hana Saputri; Rudi Setiyanto
Jurnal Info Sains : Informatika dan Sains Vol. 16 No. 02 (2026): Info sains, 2026
Publisher : SEAN Institute

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

This study evaluates the success of the Math World mobile mathematics learning application implemented at SKh YKDW Tangerang using the DeLone and McLean Information Systems Success Model. A quantitative descriptive approach was employed involving 25 special education teachers as respondents. Data were collected through a questionnaire measuring six dimensions of information system success: System Quality, Information Quality, Service Quality, System Use, User Satisfaction, and Net Benefits. The data were analyzed using descriptive statistics based on percentage scores. The results indicate that the overall success level of the application reached 78.9%, which falls into the Good category. Among the six dimensions, User Satisfaction obtained the highest score (82.9%), followed by Information Quality (82.4%), while System Use recorded the lowest score (74.1%). The findings suggest that teachers perceive the Math World application as easy to use, providing accurate and relevant learning content that supports mathematics instruction for students with intellectual disabilities. However, improvements are still needed in system reliability, technical support responsiveness, and the integration of the application into regular classroom practice to maximize its educational benefits. Overall, the study concludes that Math World is an effective learning application with considerable potential to support inclusive mathematics education.