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PKM MEDIA PEMBELAJARAN BERBASIS ANIMASI (POWER POINT) PADA SMKN 1 JENEPONTO Cucut Susanto; Asrul Syam; Sunardi Sunardi; Marsa Marsa
Indonesian Collaboration Journal of Community Services Vol. 3 No. 2 (2023): Indonesian Collaboration Journal of Community Services
Publisher : Yayasan Education and Social Center

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.53067/icjcs.v3i2.117

Abstract

This Community Service Research, which was funded by the Makassar Dipa University Foundation, is intended as a form of approach offered to overcome the problems that exist in the UMKM assisted group of Vena Energi. The problem that is often faced by MSMEs is in the process of introducing and marketing their products. MSME actors have taken several ways to introduce their products to the public, namely by posting their products to social media such as Facebook, Instagram or via WhatsApp status. However, this did not have an impact on increasing sales of their MSME products, this was because the posts of MSME actors on social media had not yet targeted social media user criteria such as age criteria, location, hobbies, and many other criteria. This can only be done when MSME actors post it in the form of advertisements known as Facebook ads and Instagram ads. For this reason, we, from the team implementing the community service program activities at Dipa Makassar University, have held community service in the form of training for MSME actors in the Vena Energi Jeneponto fostered group, so that they have the skills and ability to advertise and target potential buyers based on criteria that match their MSME products in facebook ads and also Instagram Ads.The result is the creation of MSME actors who are able to utilize Adsense social media to optimize MSME product advertisements so that they are more targeted and able to increase the number of MSME product sales for the Vena Energi Jeneponto fostered group
LITERASI DIGITAL DALAM PENGEMBANGAN MEDIA PEMBELAJARAN GURU SMKN 1 GOWA BERBASIS AI Suryani Suryani; Hasriani Hasriani; Nurlindasari Tamsir; Husain T; Herlinda Herlinda; Thabrani Thabrani; Abdul Rauf; Muh. Syahlan Natsir; Nirwana Nirwana; Marsa Marsa; Asrul Syam
Community Development Journal : Jurnal Pengabdian Masyarakat Vol. 4 No. 2 (2023): Volume 4 Nomor 2 Tahun 2023
Publisher : Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/cdj.v4i2.15888

Abstract

Mayoritas Guru SMK Negeri 1 Gowa menggunakan Power Point sebagai media pembelajaran dalam menunjang proses belajar mengajar di kelas. Seiring dengan perkembangan teknologi, upgrade pengetahuan dan penguasaan teknologi menjadi suatu tuntutan kewajiban khususnya bagi guru agar tidak mengalami ketertinggalan teknologi. Media pembelajaran semakin beragam dan menyajikan berbagai fitur menarik dan kemudahan bagi pengguna. Hal tersebut memotivasi tim pengabdi untuk melakukan edukasi dan juga pelatihan IT menggunakan aplikasi Artificial Intelligence (AI) yaitu Pictory AI dan ChatGPT agar dapat mendukung pengembangan media pembelajaran Guru SMK Negeri 1 Gowa. Metode yang digunakan adalah anailisis data dengan cara melakukan wawancara langsung dengan Kepala Sekolah dan pretest bagi Guru, yang kedua metode problem solving yang dilakukan dengan presentasi, pelatihan sekaligus pendampingan, yang ketiga adalah evaluasi yaitu memberikan posttest bagi Guru. Hasil kegiatan pengabdian masyarakat adalah peningkatan pengetahuan sebesar 93,84615 % tentang google drive sebagai media penyimpanan digital dan pengembangan media pembelajaran melalui penguasaan penggunaan aplikasi AI dalam membuat video pembelajaran yang lebih menarik, cerdas dan responsif. 
PEMBELAJARAN DARING BERBASIS E-LEARNING (DEMIA) PADA SISWA SMKS AHLU SUFFAH MUHAMMADIYAH BANTAENG Andi Asvin Mahersatillah Suradi; Mushaf; Muhammad Syukri Mustafa; Salmiati; Marsa
RAMBIDEUN : Jurnal Pengabdian Kepada Masyarakat Vol. 6 No. 2 (2023): Rambideun: Jurnal Pengabdian Kepada Masyarakat
Publisher : LPPM Universitas Al Muslim

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51179/pkm.v6i2.1868

Abstract

E-learning based learning is a method using information and communication technology (ICT) as a learning tool. This method allows students to study independently, without being bound by limited time and space. E-learning-based learning requires students to access learning materials via the internet, do assignments, and interact directly with teachers or fellow students through discussion forums or video conferencing. E-learning increases learning effectiveness and provides easier and more flexible access to education for students and teaching staff. In addition, teachers can provide feedback and assess student learning outcomes in real time through the available system. This PKM activity was carried out at SMKS Ahlu Suffah Muhammadiyah Kab. Bantaeng on November 30 2022 at 08.00-16.00 WITA with 32 participants. The target audience were the students and teachers of SMKS Ahlu Suffah Muhammadiyah Kab. Bantaeng. The resource persons for this activity were UNDIPA Makassar lecturers. The assistance run smoothly since it applied alternative problem-solving methods, especially assistance through a classic individual approach, which is applied when delivering material related to LMS "Demia". Methods of implementing activities were carried out through varied lectures, demonstrations and evaluation of activities. The findings of this PKM activity revealed that e-learning is an effective and efficient learning technique, because students can learn whenever and wherever they are. In addition, e-learning offers convenience and flexibility in learning. In fact, teachers have anytime access to resources and can complete assignments from anywhere. This allows teachers to better manage their time and modify schedules according to student needs.
UI/UX Design Of Mobile-Based Pharmacy Application Using Design Thinking Method Suryani Suryani; Nurdiansah Nurdiansah; Faizal Faizal; Nirwana Nirwana; Andrew Ridow Johanis; Marsa Marsa; Arkjun Yudistira Pratama
Journal of Computer Networks, Architecture and High Performance Computing Vol. 5 No. 2 (2023): Article Research Volume 5 Issue 2, July 2023
Publisher : Information Technology and Science (ITScience)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47709/cnahpc.v5i2.2811

Abstract

Pharmacy is a public facility that supplies, distributes, and serves medicine needs. Based on observations, Rania Farma Pharmacy is one of the pharmacies that still uses conventional methods of medicine management. The Pharmacist Assistant has to write down medicine stocks and transactions in a book, calculate sales with the help of a calculator, and monthly reporting by inputting daily sales in the Microsoft Office Excel application which takes quite a long time. This process is prone to human error, such as calculation and recording errors, which can harm pharmacies and consumers. This research uses the Design Thinking method to design a mobile-based pharmacy application based on the User Interface (UI) and User Experience (UX). Then perform prototype analysis using the System Usability Scale (SUS). Design Thinking includes software development methods focusing on solving human-centered problems. Pharmacy information needs are collected through observation, interviews, and literature study. In designing this information system, it is hoped that it can help medicine management at the Rania Farma Pharmacy. In testing the prototype, the analysis used is the System Usability Scale (SUS). The results of the SUS value were 79.5, which was included in the Good category. Therefore the design of the Pharmacy application can be used and developed to become a better and more useful system for pharmacies.