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PELATIHAN KETERAMPILAN MEMBUAT SLIDE PERSENTASI EFEKTIF DENGAN EFEK GRADASI PADA MAHASISWA FAKULTAS ILMU BUDAYA UNILAK Loneli Costaner; Guntoro Guntoro; Lisnawita Lisnawita
Dinamisia : Jurnal Pengabdian Kepada Masyarakat Vol. 2 No. 2 (2018): Dinamisia : Jurnal Pengabdian Kepada Masyarakat
Publisher : Universitas Lancang Kuning

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (283.767 KB) | DOI: 10.31849/dinamisia.v2i2.1469

Abstract

Teaching and learning process is an integral in the achievement of human resources who have the skills in the field in accordance with the goals of a college. Students who undergo the study other than he get the knowledge in the field that he studied, will also be given the learning experience given the task by the lecturer supervisor of the course and then the results are feasible for the percentage of campus forums with tools and complete electronic media. Nowadays, the percentage becomes the obstacle by students to get the perfect score, because the percentage is related to the presentation slide which is interesting and easy to understand by the audience. The percentage slide also becomes an assessment at the moment of presentation in front of the class forum, the student is not yet understand how to make an interesting and effective presentation so that the idea is well conveyed. In addition, students also difficult to make a presentation with a combination of images and writing because it has not got the skills to design the slide so much the results of the presentation of what is with a fairly satisfactory percentage value. In today's digital age, it can be said that any profession of someone in the world of organization, both business world and academic world can not be separated from the necessity to do the exposure to explain the purpose of a problem or information. Ability to present good information with an attractive means is necessary to get the ideas and ideas to the person who received the information. Good presentation skills, interesting and informative is needed everyone so that ideas or ideas can be easily understood. One of the media presentations to make the ideas submitted so more informative and interesting is to use Ms. Power point.
PELATIHAN BRANDING SEKOLAH PADA SOSIAL MEDIA DI SMP IT MADANI Wenni Syafitri; Loneli Costaner
Dinamisia : Jurnal Pengabdian Kepada Masyarakat Vol. 3 No. 1 (2019): Dinamisia: Jurnal Pengabdian Kepada Masyarakat
Publisher : Universitas Lancang Kuning

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31849/dinamisia.v3i1.2804

Abstract

SMP IT Madani has 10 teachers and 99 students till now. To improve the promotion of SMP IT Madani, various promotional activities have been carried out, one of which is the expo. Evaluation mechanism is not done optimally for promotion. Inappropriate promotion mechanism and evaluation that is not optimal, so that it will impact on school branding. Branding is a mechanism to highlight what is characteristic of the school as well as being a place for school promotion. The target of community service is to realize the school branding training for teachers and school management using information technology to the fullest. This activity has been successfully implemented, step by step carried out carefully. This activity also succeeded in carrying out knowledge transfer activities to our partners, namely SMP IT Madani. Knowledge transferred is how to do effective school branding. The evaluation of this activity is a measurement using the Guttman scale. The evaluation results show success by obtaining a value of 1 for each CS and CR scale.
Penerapan Sistem Sirkulasi Perpustakaan Berbasis Slims Pada SMA IT Al Fityah Pekanbaru Loneli Costaner; Guntoro; Yuhelmi
Dinamisia : Jurnal Pengabdian Kepada Masyarakat Vol. 4 No. 2 (2020): Dinamisia: Jurnal Pengabdian Kepada Masyarakat
Publisher : Universitas Lancang Kuning

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (346.264 KB) | DOI: 10.31849/dinamisia.v4i2.3926

Abstract

In the world of education there is now an electronic-based learning system that can be used for distance learning. The change in learning from the manual base to electronic precisely the internet indicates a global change to make it easier for humans to interact without having to meet. In the field of computers today we also find many companies in the company, the market and the world of education, including schools, have used information systems based on automation. With the aim of facilitating the processing of data and information can be obtained quickly and accurately. One way to provide good, fast and safe service is a trusted and proven system that is able to provide librarian officers with an open source SLIMS application. SLIMS is an application library that is almost perfect for organizing data data and information needed.
Pelatihan Dasar Membuat Aplikasi Android App Inventor Pada Sekolah Menengah Atas Saint Siak Sri Indrapura Loneli Costaner; Bayu Febriadi; Guntoro
Dinamisia : Jurnal Pengabdian Kepada Masyarakat Vol. 4 No. 3 (2020): Dinamisia: Jurnal Pengabdian Kepada Masyarakat
Publisher : Universitas Lancang Kuning

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31849/dinamisia.v4i3.4351

Abstract

Today's technology continues to grow rapidly which can be used to facilitate and support human activities, starting from the homework, business, marketing and office processes. So it takes knowledge to use technology-based facilities to improve human resources that are efficient for life independence. With the development of the world of digitalization technology is becoming evident before humans of this era, where in the past people for shopping and learning must come to the intended destination, but now people only stay at home or anywhere they can do their activities with just the touch of a finger. The ease of this facility is inseparable from the many Android-based applications to market products to be sold, both changing services, goods, and personnel. The condition of changing activities hard to soft activities is because the development of the digital era is very important for students to understand the development and training of Android-based applications in order to gain skills in designing Android-based applications open souce namely with an inventor app that can be used free of charge, its form visuals that make it easier for students to design and create android-based applications.
Pelatihan Editing Gambar dan Text menggunakan Photoshop sebagai bentuk Ekspresi Kreatifitas Lisnawita Lisnawita; Lucky Lhaura Van FC; Loneli Costaner
Dinamisia : Jurnal Pengabdian Kepada Masyarakat Vol. 5 No. 5 (2021): Dinamisia: Jurnal Pengabdian Kepada Masyarakat
Publisher : Universitas Lancang Kuning

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31849/dinamisia.v5i5.5355

Abstract

Abstract- Graphic design is a form of work produced by art workers, with the development of increasingly advanced technology now can also be done by everyone, as long as they want to learn, because there are so many applications that can help someone to produce an interesting work. one of them is by using the photoshop application. Photoshop itself is one of the most popular applications today. So that the community service team provides training in the use of Photoshop applications. This service was carried out by providing video tutorials for the participants to practice directly. After this training was able to increase students' understanding by 53.72%, and students are able to express their creative ideas in editing images and text. Keywords — Photoshop, Student, Creatifity Abstrak- Desain grafis adalah satu bentuk hasil karya yang dihasilkan oleh para pekerja seni, dengan perkembangan zaman teknologi yang maju saat ini, hal itupun juga bisa dilakukan oleh setiap orang, selama mau belajar, karena sudah banyak aplikasi yang bisa membantu seseorang untuk menghasilkan sebuah karya yang menarik salah satunya menggunakan aplikasi photoshop. Photoshop sendiri adalah salah satu aplikasi yang populer saat ini. Sehingga tima pengabdian memberikan pelatihan penggunaan aplikasi photoshop. pada pengabdian ini dilakukan dengan memberikan video tutorial untuk bisa di praktekkan langsung oleh peserta.Setelah dilakukan pelatihan ini mampu meningkatkan pemahanaman siswa sebesar 53,72%, dan siswa mampu menuangkan ide-ide kreatif nya dalam editing gambar dan text. Kata kunci—Photoshop, Siswa, Kreatifitas
Pelatihan Keterampilan Membuat Informasi Berbasis Video Digital Pada Ikatan Remaja Masjid Loneli Costaner; Guntoro; Lisnawita
Dinamisia : Jurnal Pengabdian Kepada Masyarakat Vol. 5 No. 4 (2021): Dinamisia: Jurnal Pengabdian Kepada Masyarakat
Publisher : Universitas Lancang Kuning

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31849/dinamisia.v5i4.7253

Abstract

Activities in mosques are not only carrying out ritual worship activities, more than that mosques can also print young generations to grow the spirit of organization and creativity. One way to foster the spirit of youth organization is the existence of theMosque Youth Association (IRMAS). Every IRMAS activity will always prepare information, both for event information and useful information to attract the attention of the public, youth and youth to gain knowledge, the information provided can also be a means of da'wah by optimizing on Instagram and YouTube social media. The problems and obstacles for partners are that they do not yet have the ability to create digital video-based information, both for making community profiles, story activities and media promotion of IRMAS activities as well as interesting da'wah facilities so that social media cannot be improved properly. So the solution that can be done is to train partners' skills in making digital video-based information with the kine master android application and training to optimize their social media as a means of information, promotion and da'wah. The method used in this training is lecture and practice, where training participants will be given an understanding of digital video-based information, how to create digital video-based information and applications used to create digital information, such as text processing, image processing, video processing, animation processing. , create community profile lines, create activity storylines, and promotions. The success of the participants can be seen from the results of the training that participants were able to create community profiles and promote IRMAS events, where the level of understanding of participants before training was only 19% and after training participants' understanding increased to 100%. The activities carried out in this community are very much training to help mass organizations in making digital-based information with a success rate of understanding 81%, this percentage is already above 50% which is said to be increasing
IMPLEMENTASI SIMULASI ELEKTRONIKA DAN ARDUINO VIRTUAL DENGAN CIRCUIT TINKERCAD Loneli Costaner; Guntoro; Lisnawita; Ahmad Zamsuri; Pandu Pratama Putra
J-COSCIS : Journal of Computer Science Community Service Vol. 2 No. 2 (2022): J-COSCIS : Journal of Computer Science Community Service
Publisher : Fakultas Ilmu Komputer

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (569.166 KB) | DOI: 10.31849/jcoscis.v2i2.9139

Abstract

Ekrakurikuler merupakan kegiatan non-pelajaran formal yang dilakukan peserta didik Sekolah atau universitas, umumnya di luar jam belajar kurikulum standar. Kegiatan-kegiatan ini ada pada setiap jenjang pendidikan dari sekolah dasar sampai universitas. Kegiatan ekstrakurikuler ditujukan agar siswa dapat mengembangkan kepribadian, bakat, dan kemampuannya di berbagai bidang di luar bidang akademik. Kegiatan ini disebut ekstrakurikuler dapat berbentuk kegiatan pada seni, olahraga, pengembangan kepribadian, dan kegiatan lain yang bertujuan positif untuk kemajuan dari siswa-siswi itu sendiri. Sekolah Smart Indonesia memiliki kegiatan ekrakurikuler berbasis saint teknologi yang dilaksanakan untuk menumbuhkan semangat dan kreatifitas belajar. Adapun kendala dalam mengimplementasikan kegaitan ekrakurikuler yang dilaksanakan berupa intruktur yang mampu memberikan berbagai pembaharuan kegiatan berbasi teknologi, agar menambah pengetahuan peserta didik. Hal lain yang juga hadapai oleh mitra, dimana peserta didik belum mengembangkan kegiatan ekrakurikuler berbasis saint teknologi. Dengan demikian solusi yang dapat diambil guna mengakomodir kendala tersebut dengan memberikan pelatihan circuits tinkercad dengan tahapan dan prosedur pelatihan yang intraktif dan fasilitas yang memadai, kemudian memberikan pelatihan teknologi berbasis simulasi tinkercad guna menumbuhkan semangat dan kreatifitas peserta didik. Adapun metode yang digunakan untuk meningkatkan semangat dan kreatifitas peserta didik yaitu dengan menyiapkan tempat pelatihan, sarana modul, komputer dan smartphone android, diawali dengan ceramah dan kemudian praktek kepada peserta. Harapanya dengan pelatihan ini peserta didik akan mendapatkan mengalaman baru dan pengembangan diri untuk melanjutkan pendidikan yang akan datang.
SISTEM PENDUKUNG KEPUTUSAN PEMILIHAN WISMA DENGAN MENGGUNAKAN METODE FUZZY TSUKAMOTO (STUDI KASUS: WISMA WILAYAH TEMBILAHAN-INDRAGIRI HILIR) Loneli Costaner
SISTEMASI Vol 4, No 1 (2015): Sistemasi: Jurnal Sistem Informasi
Publisher : Program Studi Sistem Informasi Fakultas Teknik dan Ilmu Komputer

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (678.482 KB) | DOI: 10.32520/stmsi.v4i1.272

Abstract

Kualitas Wisma pada setiap daerah merupakan suatu permasalahan yang sangat penting. Dengan adanya wisma-wisma yang berkualitas daerah inhil akan menunjukan kualitas daerahnya melalui penginapan khususnya wisma. Proses pemilihan wisma terbaik tersebut bukan merupakan hal yang mudah, selama ini di daerah Inhil, pemilihannya dilakukan dengan cara memilih salah satu wisma yang di rekomendasikan oleh wisma itu sendiri, cara pemilihan tersebut tentu memiliki banyak kekurangan terutama dari segi objektifitas serta belum adanya kriteria yang terukur yang digunakan untuk menentukan wisma mana yang akan menjadi wisma terbaik. Berdasarkan hal tersebut diatas Logika fuzzy dapat digunakan untuk memodelkan suatu permasalahan yang matematis, dimana konsep matematis yang mendasari penalaran fuzzy sangat sederhana dan mudah dimengerti. Logika fuzzy merupakan generalisasi dari logika klasik (Crisp Set) yang hanya memiliki dua nilai keanggotaan yaitu 0 dan 1. Kata kunci: Wisma, Logika, Fuzzy
Pengembangan dan Pendampingan Web Profil Pondok Pesantren Ibnu Al-Mubarok Pekanbaru Guntoro Guntoro; Lisnawita Lisnawita; Loneli Costaner
Dinamisia : Jurnal Pengabdian Kepada Masyarakat Vol. 6 No. 6 (2022): Dinamisia: Jurnal Pengabdian Kepada Masyarakat
Publisher : Universitas Lancang Kuning

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31849/dinamisia.v6i6.12020

Abstract

Pondok Pesantren Ibnu Al-Mubarok is an Islamic Education Institution located on Jl. Sri Palas, Rumbai Hill, Kec. Rumbai, Pekanbaru City, Riau. The Islamic boarding school has been running for about 3 years and there are more than 100 students participating in the activities of this Islamic boarding school. This Islamic boarding school is not only engaged in education, but also in agriculture, animal husbandry and the economy. The website is a digital page that can be used to share information, documents, and various other things through the internet. The partner problem at the Ibnu Al-Mubarok Islamic Boarding School is that there is no website that can be used as a medium for delivering information and promotions. Therefore, it is necessary to develop and assist the web profile of the Ibnu Al-Mubarok Islamic Boarding School. The methods for implementing this service are preparation and planning, field surveys and interviews, data collection, website design and development, implementation of mentoring and website handover, evaluation and final reporting. The results of the service activities are in the form of a web profile of the Ibnu Al-Mubarok Islamic Boarding School that can be accessed online.
PELATIHAN EKTRAKURIKULER SISWA DENGAN MULTIMEDIA SPARKOL VIDEOSCRIBE Loneli Costaner; Guntoro; Lisnawita
J-COSCIS : Journal of Computer Science Community Service Vol. 3 No. 1 (2023): J-COSCIS : Journal of Computer Science Community Service
Publisher : Fakultas Ilmu Komputer

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31849/jcoscis.v3i1.10761

Abstract

Kegiatan-kegiatan dalam dunia pendidikan ada secara formal dan juga non formal, kegiatakan non fomal misalkan dengan adanya kegaitan ektrakulikuler. Kegiatan ekstrakurikuler ditujukan agar siswa dapat mengembangkan kepribadian, bakat, dan kemampuannya di berbagai bidang di luar bidang akademik. Kegiatan ini diadakan secara swadaya dari pihak sekolah maupun siswa-siswi itu sendiri untuk merintis kegiatan di luar jam pelajaran Sekolah. Kegiatan dari ekstrakurikuler ini sendiri dapat berbentuk kegiatan pada seni, olahraga, pengembangan kepribadian, dan kegiatan lain yang bertujuan positif untuk kemajuan dari siswa-siswi itu sendiri. Sekolah Smart Indonesia memiliki kegiatan ekrakurikuler berbasis saint teknologi yang dilaksanakan untuk menumbuhkan semangat dan kreatifitas belajar. Adapun salah satu kendala pada mitra, dimana mitra belum memahami peran multimedia yang mengakibatkan kurang nya minat dalam belajar saint teknologi. Hal lain yang juga hadapai oleh mitra, dimana peserta didik belum mampu mengembangkan kegaitan ekrakurikuler berbasis saint teknologi yang mengikuti perkembangan dunia digital. Dengan demikian solusi yang dapat diambil guna mengakomodir kendala tersebut dengan memberikan pelatihan dengan tahapan dan prosedur pelatihan yang intraktif dan fasilitas yang memadai, kemudian memberikan pelatihan multimedia sparkol videoscribe guna menumbuhkan semangat dan kreatifitas peserta didik. Adapun metode yang digunakan untuk meningkatkan semangat dan kreatifitas peserta didik yaitu dengan menyiapkan tempat pelatihan, sarana modul, komputer dan smartphone android, diawali dengan ceramah dan kemudian praktek kepada peserta. Hasil dari pengabdian masyarakat ini berupa peningkatkan pemahaman dan kreatifias siswa dan siswi dalam dunia teknologi multimedia sparkol videoscribe, hal ini dapat dilihat pada saat seebelum pelatihan pemahaman peserta pelatihan dan setelah melaksanakan pelatihan pemahaman peserta akan dievaluasi. Harapannya dengan pelatihan ini peserta didik akan mendapatkan mengalaman baru dan pengembangan diri untuk melanjutkan pendidirkan yang akan datang