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Peran Praktik Kerja Lapangan Mahasiswa Jurusan Ilmu Perpustakaan dalam Pengelolaan Informasi di Perpustakaan Bj. Habibie MAN 1 Kota Makassar Hanifa, Siti Nurul; Triwulan, Aulia; Rajamuddin, Rezki Apriani; Musytari, Ahmad Awwab; Ningsih, Putri Ayu; Nuraini, Sri; Trysnawati, Ayu; Umar, Touku; Abidin, Saenal
Jurnal Pengabdian Masyarakat Bangsa Vol. 2 No. 10 (2024): Desember
Publisher : Amirul Bangun Bangsa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59837/jpmba.v2i10.1696

Abstract

Perpustakaan memiliki peran penting dalam mendukung kegiatan pembelajaran dan pengembangan ilmu pengetahuan, terutama dalam konteks lembaga pendidikan. Madrasah Aliyah Negeri (MAN) sebagai salah satu lembaga pendidikan, memiliki perpustakaan yang berfungsi sebagai pusat informasi untuk meningkatkan minat baca dan kemampuan literasi siswa. Pengelolaan perpustakaan yang profesional diperlukan agar layanan informasi dapat memenuhi kebutuhan siswa dan guru secara optimal. Dalam rangka menerapkan konsep yang telah dipelajari, mahasiswa jurusan Ilmu Perpustakaan diwajibkan mengikuti Praktik Kerja Lapangan (PKL) untuk memperoleh pengalaman praktis dalam pengelolaan perpustakaan. Pelaksanaan (PKL) di Perpustakaan B.J Habibie MAN 1 Kota Makassar memberikan kesempatan bagi penulis untuk memahami pengelolaan perpustakaan secara profesional dan terlibat langsung dalam kegiatan operasional, termasuk pengembangan koleksi dan pemanfaatan teknologi informasi. Melalui kegiatan ini, penulis diharapkan dapat mengaplikasikan pengetahuan yang diperoleh di perkuliahan serta memberikan kontribusi nyata bagi peningkatan kualitas layanan perpustakaan.
ADVENTURE FORMULA STORYLINE IN MAD MAX: FURY ROAD (2015) MOVIE DIRECTED BY GEORGE MILLER Nuraini, Sri; Sudarisman, Yoga; Hkikmat, Mahi M
Saksama: Jurnal Sastra Vol 3, No 2 (2024): Saksama
Publisher : Fakultas Adab dan Humaniora UIN Sunan Gunung Djati Bandung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15575/sksm.v3i2.33594

Abstract

This research attempts to examine the adventure aspect that focuses on the storyline in the popular movie "Mad Max: Fury Road" directed by George Miller, released in 2015. The film shows a hero successfully completing a dangerous mission with fairly short but effective dialog to convey the intended message while advancing the story. Therefore, the researcher poses an analysis question which is how the adventure storyline is built in the movie of Mad Max: Fury Road (2015). To achieve the outcome of the question, this research identifies the adventure aspects that build the story by using the main formula theory by Sarick (2009). The method used in this research is qualitative method. The researcher uses dialog and character scenes as data to get results. From the results of the study, the researcher found 3 data which are the boundaries between the beginning of the movie, the middle of the movie, and the end of the storyline of the movie. The conclusion of the movie Mad Max: Fury Road can be understood that the adventure plot is very simple but gives a tense impression and although various obstacles are encountered during the travel process, the adventure narrative includes the ability to successfully survive and overcome dangerous circumstances involving physical, human, and animal risks, as well as the need to escape and pass through dangerous predicaments.
Socialization of Literacies Assessment in the Covid-19 Pandemic Era for Elementary School Teachers in Jakarta MS, Zulela; Marini, Arita; Safitri, Desy; Lestari, Ika; Zahari, Musril; Iskandar, Rossi; Sudrajat, Ajat; Nuraini, Sri; Rihatno, Taufik; Suntari, Yustia; Nafiah, Maratun; Rosinar, Rosinar
International Journal of Community Service Learning Vol. 6 No. 1 (2022): February 2022
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (342.825 KB) | DOI: 10.23887/ijcsl.v6i1.39566

Abstract

Saat ini kompetensi guru SD di Jakarta terkait penilaian keaksaraan efektif selama ini belum dikelola dengan baik. Masalah ini juga dihadapi oleh guru sekolah dasar di provinsi Jakarta di Indonesia. Mereka memiliki masalah untuk menghadapi penilaian literasi yang efektif di era pandemi covid-19. Solusinya adalah sosialisasi penilaian literasi yang efektif di era pandemi covid-19 kepada mereka. Metode yang digunakan dalam melakukan kerjasama internasional pengabdian masyarakat ini adalah pembelajaran kooperatif, pembelajaran berbasis masalah, dan pemberian tugas. Sosialisasi ini dilakukan melalui video conference dalam bentuk kegiatan pembelajaran untuk meningkatkan kompetensi dalam menghadapi penilaian literasi yang efektif di era pandemi covid-19 untuk mencapai kualitas pembelajaran yang optimal bagi guru sekolah dasar di provinsi Jakarta di Indonesia. Kerjasama internasional pengabdian masyarakat ini dilakukan di sekolah-sekolah dasar di Provinsi Jakarta di Indonesia karena sekolah dasar tersebut secara rutin dibina oleh Universitas Negeri Jakarta. Kerja sama pengabdian masyarakat internasional ini diawali dengan pre-test dan diakhiri dengan post-test setelah sosialisasi selesai untuk mengetahui keberhasilan pelaksanaan kegiatan ini. Implikasi dari pengabdian masyarakat ini, para guru dapat menerapkan berbagai macam teknik penilaian literasi yang disesuaikan dengan kebutuhan siswa.
How "influence" do media, facilities, and learning interests influence students' economic learning outcomes? Nursaid, Nursaid; Nuraini, Sri; Novitasari, Dwi Rizki
Assyfa Journal of Multidisciplinary Education Vol. 1 No. 1 (2023): Assyfa Journal of Multidisciplinary Education (March)
Publisher : CV. Bimbingan Belajar Assyfa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61650/ajme.v1i1.350

Abstract

Providing ample facilities encourages active student participation and enhances learning outcomes. Evaluating the adequacy of educational resources is crucial for maximizing student achievement. Student performance is influenced by available resources and other factors, including family economics, peer influence, and societal factors. Adequate facilities are linked to higher academic achievement, while their lack can impede learning and reduce student performance. This research employs a quantitative methodology to analyze the impact of media usage, facilities, and student learning interests on their motivation and outcomes in economics. Data was collected from primary and secondary sources, involving a sample of 124 participants, including 31 class XI students from a private high school in East Java. Results indicate a positive relationship between media usage and learning facilities with learning motivation. However, there is no significant relationship between Learning Interest and Learning Motivation nor a direct relationship between media, facilities, and learning outcomes. A unidirectional relationship exists between learning interest, motivation, and outcomes. Additionally, a significant correlation is found between students' learning preferences and exposure to learning media, whereas facilities do not show a positive correlation with academic interests.
Bridging Theory and Practice: Implementation of Audio-Visual Media in Physical Education Classes Nuraini, Sri; Mas’odi, Mas’odi
Assyfa Journal of Multidisciplinary Education Vol. 1 No. 1 (2023): Assyfa Journal of Multidisciplinary Education (March)
Publisher : CV. Bimbingan Belajar Assyfa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61650/ajme.v1i1.528

Abstract

This research focuses on efforts to bridge the gap between physical education theory and teaching practice by implementing audio-visual media in the classroom. This study is a systematic literature review that evaluates the effectiveness of using audio-visual media in physical education teaching from 2020 to 2024. The theories bridged include visual learning theory and learning motivation theory, which are integrated into teaching practice through instructional videos, animations, and multimedia presentations. This research examined 21 studies involving secondary school students from various regions and countries, with a total of 1789 students participating. The study results show that using audio-visual media in physical education can significantly increase student motivation and involvement. However, implementing this media still faces various challenges, such as teachers' lack of understanding of technology, limited access to audio-visual devices, and inadequate training. To address this, the research recommends increasing specific teacher training on using audio-visual media, providing more comprehensive access to such technology, and supporting policies that encourage technology integration in physical education curricula. Thus, this research emphasizes integrating audio-visual media in physical education to bridge theory and practice and improve the quality of learning and student learning outcomes. This research also suggests concrete steps for implementation, such as ongoing training programs for teachers and regular evaluation of the effectiveness of using audio-visual media in the classroom.
KKN-PkM Berdampak: Transformasi Pembelajaran SD melalui Game-Based Learning Nuraini, Sri; Arum, Wahyu Sri Ambar; Rihatno, Taufik; Zakaria, Muhammad Iqro; Saleh, Muhammad Rasyied; Laksono, Arif Teguh; Rianto, Dede; Irawan, Rizki; Marini, Arita
Amaliah: Jurnal Pengabdian Kepada Masyarakat Vol 9 No 1 (2025): Amaliah Jurnal: Pengabdian kepada Masyarakat
Publisher : LPPI UMN AL WASHLIYAH

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32696/ajpkm.v9i1.5158

Abstract

The urgency of empowering the teachers at SDN Tanah Tinggi 03, Central Jakarta, through a Community Service (PkM) activity integrated with the Student Community Service Program (KKN), lies in the implementation of game-based learning aimed at enhancing learning effectiveness and student engagement. The main objective of this teacher empowerment program is to improve the pedagogical skills and creativity of SDN Tanah Tinggi 03 teachers in managing physical education learning through game-based learning. The approach taken to address the challenges faced by the school involved providing training and guidance on the application of game-based learning in classroom instruction. The PkM KKN activity was conducted on Monday, July 21, 2025, at SDN Tanah Tinggi 03. As a result of the program, teachers at SDN Tanah Tinggi 03 demonstrated improved competencies in applying game-based learning, enabling them to integrate educational games effectively into their physical education teaching strategies.
Inovasi Teknologi Wearable Gaming dalam PkM KKN: Upaya Peningkatan Kualitas Pembelajaran di Sekolah Dasar Rihatno, Taufik; Nuraini, Sri; Wahyudiana, Endang; Akbar, Zidane; Al Furqon, Rozaqi; Asy-Syamiil, Grandy Jiddan; Nugraha, Daffa Setyo; Bowoleksono, Tegar; Dewiyani, Leola; Marini, Arita
Amaliah: Jurnal Pengabdian Kepada Masyarakat Vol 9 No 1 (2025): Amaliah Jurnal: Pengabdian kepada Masyarakat
Publisher : LPPI UMN AL WASHLIYAH

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32696/ajpkm.v9i1.5163

Abstract

The strategic need to implement a teacher empowerment program at SDN Tanah Tinggi 05 Pagi through the utilization of Wearable Gaming Technology as an innovative approach to enhance students’ learning interest is driven by the demand for a more interactive, contextual, and technology-integrated learning process. This technology offers opportunities for teachers to create more engaging, immersive, and enjoyable learning experiences, thereby encouraging active student participation in classroom activities. Moreover, the appropriate implementation of wearable gaming supports the development of critical thinking, communication, collaboration, and creativity—key 21st-century skills. This initiative aims to improve teachers' digital literacy and professional capacity in designing and integrating technology effectively into the learning process. Through a Community Service (PkM) program integrated with the Student Community Service Program (KKN), the initiative has shown positive outcomes, including enhanced teacher understanding of wearable technology and the ability to design gamified learning strategies that are interactive, collaborative, and capable of boosting student motivation and conceptual understanding. This competency enhancement is expected to transform teachers into innovative, responsive, and adaptive learning facilitators in line with the rapid technological advancements in education.
Digital Leadership and Organizational Transformation: A Literature Review Nuraini, Sri
Jurnal Ilmiah WUNY Vol. 7 No. 2 (2025): Jurnal Ilmiah WUNY
Publisher : Universitas Negeri Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21831/jwuny.v7i2.85286

Abstract

This article aims to systematically review literature related to the role of digital leadership in driving organizational transformation in the era of technological disruption. This research employs a literature review method by collecting and analyzing scientific articles from various indexed databases, such as Scopus, Web of Science, and Google Scholar, published between 2019-2024. The inclusion criteria encompass articles relevant to digital leadership and organizational transformation themes in both public and private sectors. The review findings indicate that digital leadership significantly contributes to the success of organizational transformation by strengthening digital vision, enhancing change management, and increasing innovation capacity. Digital leaders are required to possess competencies in technology, collaborative communication, and adaptive change management. However, digital leadership implementation also faces challenges such as organizational culture resistance, digital infrastructure limitations, and a lack of technological literacy at leadership levels. This study recommends the need for developing digital leadership models that align with local contexts and sectoral characteristics to comprehensively enhance digital transformation effectiveness.
ADVENTURE FORMULA STORYLINE IN MAD MAX: FURY ROAD (2015) MOVIE DIRECTED BY GEORGE MILLER Nuraini, Sri; Sudarisman, Yoga; Hkikmat, Mahi M
Saksama: Jurnal Sastra Vol. 3 No. 2 (2024): Saksama
Publisher : Fakultas Adab dan Humaniora UIN Sunan Gunung Djati Bandung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15575/sksm.v3i2.33594

Abstract

This research attempts to examine the adventure aspect that focuses on the storyline in the popular movie "Mad Max: Fury Road" directed by George Miller, released in 2015. The film shows a hero successfully completing a dangerous mission with fairly short but effective dialog to convey the intended message while advancing the story. Therefore, the researcher poses an analysis question which is how the adventure storyline is built in the movie of Mad Max: Fury Road (2015). To achieve the outcome of the question, this research identifies the adventure aspects that build the story by using the main formula theory by Sarick (2009). The method used in this research is qualitative method. The researcher uses dialog and character scenes as data to get results. From the results of the study, the researcher found 3 data which are the boundaries between the beginning of the movie, the middle of the movie, and the end of the storyline of the movie. The conclusion of the movie Mad Max: Fury Road can be understood that the adventure plot is very simple but gives a tense impression and although various obstacles are encountered during the travel process, the adventure narrative includes the ability to successfully survive and overcome dangerous circumstances involving physical, human, and animal risks, as well as the need to escape and pass through dangerous predicaments.
PELATIHAN KELOMPOK GURU DALAM MEMBUAT PEMBELAJARAN BERBASIS PROYEK Rihatno, Taufik; Sujarwo; Nuraini, Sri; Kurnianti, Endang M.; Marini, Arita; Safitri, Desy; Ibrahim, Nurzengky; Zahari, Musril
BESIRU : Jurnal Pengabdian Masyarakat Vol. 1 No. 8 (2024): BESIRU : Jurnal Pengabdian Masyarakat, Agustus 2024
Publisher : Lembaga Pendidikan dan Penelitian Manggala Institute

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62335/gffnqk14

Abstract

Pelatihan kelompok guru dalam membuat pembelajaran berbasis proyek merupakan langkah penting dalam meningkatkan keaktifan siswa dalam kelas.  Dalam melaksanakan pembelajaran guru menjadi fasilitator, yang memberikan permasalahan berupa studi kasus yang nantinya akan diselesaikan pada siswa dalam bentuk proyek. Melalui pembelajaran berbasis proyek berarti memberikan siswa kesempatan untuk belajar melalui pengalaman langsung dan menerapkan pengetahuannya dalam situasi yang kontekstual. Dalam rangka menerapkan pembelajaran berbasis proyek, maka dilakukan pelatihan pada kelompok guru yang berimplikasi dalam membantu mengembangkan ketrampilan kritis, analisis, dan meningkatkan motivasi siswa.