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PKM Pelatihan E-Commerce bagi Komunitas Warga Pakintelan Gunungpati Semarang Theodora Indriati Wardani; Arif Wibisono; Wijonarko Wijonarko
E-Dimas: Jurnal Pengabdian kepada Masyarakat Vol 14, No 2 (2023): E-DIMAS
Publisher : Universitas PGRI Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26877/e-dimas.v14i2.12608

Abstract

Seiring dengan makin berkembangnya Kota Semarang sebagai kota terbesar nomor lima di Indonesia, bermunculan usaha bisnis berskala besar, sehingga mendongkrak pendapatan pelaku usaha bisnis. Tetapi pada saat pandemi covid 19, maka banyak pelaku usaha bisnis yakni pemilik usaha bisnis masyarakat kecil di Kelurahan Pakintelan Gunungpati Semarang terkena imbas pendemi, sehingga pelaku usaha bisnis warga Kelurahan Pakintelan Gunungpati banyak yang merugi, bahkan menutup usaha bisnisnya. Salah satu komunitas yang berada di Kelurahan Pakintelan Gunungpati Semarang yakni komunitas warga Pakintelan Kelurahan Pakintelan beberapa warganya telah mempunyai usaha bisnis dan masih memasarkan usaha bisnisnya secara konvensional, sehingga belum mampu mendongkrak hasil pemasaran dan belum dapat menambah penghasilan disebabkan masih kurangnya penggunaan teknologi informasi dan science kaitannya dalam perubahan sosial dalam masyarakat. Perkembangan era teknologi digital yakni digital e-commerce khususnya membutuhkan keahlian dan keterampilan di bidang pemasaran dengan menggunakan teknologi informasi khususnya internet, sehingga terpikirkan bagaimana anggota komunitas warga Pakintelan Gunungpati Semarang secara mandiri dapat memanfaatkan aplikasi perangkat lunak Google Sites digunakan sebagai e-commerce untuk mempromosikan dan memasarkan usaha bisnisnya secara digital, sehingga produk bisnisnya dapat dikenal di dunia maya secara luas. Maka diadakan kegiatan pelatihan keterampilan membuat website e-commerce, sehingga pada akhir pelatihan menghasilkan website e-commerce berbasis aplikasi Google Sites. Setelah diadakan pelatihan e-commerce bagi komunitas warga Pakintelan Gunungpati Semarang, seluruh peserta pelatihan e-commerce akan terampil dan paham serta mampu bagaimana cara membuat website e-commerce berbasis aplikasi Google Sites, pada akhirnya website e-commerce akan digunakan untuk mempromosikan dan memasarkan hasil usaha produksi secara digital, sehingga pemasaran secara digital dengan menggunakan website e-commerce berbasis Google Sites mampu meningkatkan pendapatan dan mendukung usaha bisnis mitra yakni warga Pakintelan yang tergabung dalam komunitas warga Pakintelan Gunungpati Semarang dalam menjalankan usaha bisnisnya di Pakintelan Gunungpati Semarang.
Pengembangan E-Book Pembelajaran Kreatif Materi Analisis Kompleks untuk Peserta Didik Semester V FX. Didik Purwosetiyono; M. Saifuddin Zuhri; Theodora Indriati Wardani; Maya Rini Rubowo
Jurnal Kualita Pendidikan Vol. 4 No. 2 (2023): Jurnal Kualita Pendidikan
Publisher : Perkumpulan Kualitama Edukatika Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51651/jkp.v4i2.385

Abstract

The aim of the research was to find out how the development of e-book media for creative learning of complex analysis material for students in the fifth semester of Mathematics Education students at PGRI Semarang University was feasible according to expert judgment, knowing the development of e-books for creative learning of complex analysis material for practical fifth semester students used in learning and knowing effective e-book learning creative learning on complex analysis material in fifth semester students in Mathematics Education students at PGRI University Semarang. Research development using the 4-D Thiagarajan model. The defining and planning stages were carried out so that draft I was obtained. Then at the development stage validation was carried out by two experts/experts using the learning tool validation sheet, so that suggestions were obtained to revise draft I to draft II so that it was feasible and could be used in learning. Furthermore, a limited trial was carried out to obtain input that was used to revise draft II to draft III. The research instrument is a test instrument. From the development of creative learning e-books on complex analysis material it was declared feasible, and from data analysis using the right-sided t test, it was found that learning outcomes using creative e-books on complex analysis material for fifth semester students were better than conventional classes.
PERANAN PEMAHAMAN PETUNJUK OPERASIONAL DALAM MOTHERBOARD KOMPUTER DAN KESERINGAN BERLATIH TERHADAP KEMAMPUAN MERAKIT MOTHERBOARD KOMPUTER Theodora Indriati Wardani; Arif Wibisono
JIPETIK:Jurnal Ilmiah Penelitian Teknologi Informasi & Komputer Vol 2, No 1 (2021): JIPETIK: Jurnal Ilmiah Pendidikan Teknologi Informasi & Komputer
Publisher : Universitas PGRI Semarang

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Abstract

Peranan Pemahaman Petunjuk Operasional Dalam Motherboard Komputer Dan Keseringan Berlatih Terhadap Kemampuan Merakit Motherboard Komputer Mata kuliah mikroprosesor terdiri atas teori dan praktek. Jadi, mahasiswa harus menguasai teori sebelum mereka berpraktek. Teori ini diperoleh mahasiswa dari kuliah dilengkapi petunjuk tentang mikroprosesor. Di dalam mikroprosesor terdapat petunjuk pengoperasian berbahasa Inggris. Jadi, untuk bisa merakit motherboard, mahasiswa harus bisa memahami petunjuk berbahasa Inggris. Dengan memahami petunjuk itu diharapkan mahasiswa bisa berpraktek mengoperasikan motherboard untuk memproduk sesuatu yang  berupa motherboard. Untuk sampai kepada keterampilan itu, mahasiswa perlu berlatih. Masalahnya ialah variabel mana yang lebih signifikan menentukan keterampilan merakit motherboard, kemampuan memahami petunjuk berbahasa Inggris dalam sistem motherboard tentang pengoperasian motherboard atau keseringan berlatih. Untuk memecahkan masalah itu dilakukan penelitian ex post facto di Universitas PGRI Semarang, khususnya mahasiswa jurusan S1 Pendidikan Teknologi Informasi, Fakultas PMIPATI semester 5 yang sedang menempuh mata kuliah mikroprosesor. Mereka terdapat 2 kelas, setiap kelas rata-rata 57 orang mahasiswa. Untuk sasaran penelitian ini diambil 38 mahasiswa dari 3 kelompok multimedia, rekayasa perangkat lunak, jaringan komputer, sehingga jumlah mereka 114 orang. Dalam penelitian ini ada 3 jenis data, yaitu: (1) data tentang kemampuan memahami petunjuk operasional berbahasa Inggris yang ada dalam motherboard, (2) data tentang keseringan berlatih, dan (3) data tentang kemampuan merakit motherboard. Data tentang kemampuan merakit  motherboard dan data kemampuan memahami petunjuk operasional berbahasa Inggris dalam motherboard diperoleh dengan tes, sedangkan data tentang keseringan berlatih diperoleh dengan kuesioner.Hasil uji lanjut, uji keberartian koefisien korelasi parsial, diketahui bahwa kemampuan memahami petunjuk operasional berbahasa Inggris dalam sistem motherboard mempunyai peranan yang signifikan terhadap kemampuan merakit motherboard. Hal itu terbukti dari hasil uji lanjut bahwa t1=1,0041>tsig.5%=1,9816. Sebabnya ialah mahasiswa telah mempelajari buku/diktat mata kuliah mikroprosesor berbahasa Indonesia tentang motherboard serta tetap memperhatikan petunjuk merakit motherboard yang berbahasa Inggris, mereka bisa merakitkannya. Sebaliknya keseringan berlatih tidak memberikan peranan signifikan terhadap kemampuan merakit motherboard. Hal ini terbukti dari hasil uji lanjut bahwa t2=3,2044<tsig.5%=1,9816. Ini berarti bahwa semakin tidak banyak berlatih, semakin tidak terampil merakit Motherboard dan kurang memahami petunjuk berbahasa Inggris yang ada dalam motherboard.  Kata kunci: Peranan, Pemahaman, Berlatih, Kemampuan, Motherboard
DEVELOPMENT OF JAVANESE SCRIPT APPLICATION TO INCREASE LEARNING MOTIVATION OF ELEMENTARY SCHOOL STUDENTS Shofiyatul Muna; Achmad Buchori; Theodora Indriati Wardani
Schola Vol. 1 No. 2 (2023): November
Publisher : Universitas PGRI Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26877/schola.v1i2.326

Abstract

This research, which aims to increase the learning motivation of elementary school students, was conducted at Loireng State Elementary School. Research and Development (R&D) method were used to develop this Javanese script application. The subjects in this study were grade 5 (five) students at SDN Loireng. The results of motivation before and after using the Javanese script application amounted to 65% and 98%, it was concluded that the learning motivation questionnaire obtained the results of 46% of students in the moderate category. In normality testing, the results of the Asymp.Sig. (2-tailed) significance value of 0.000 < 0.05, so the data is not normally distributed. In the Wilcoxon Signed Rank Test test, it is known that Asymp.Sig. (2-tailed) is 0.000 because the value of 0.000 < 0.05. So it can be concluded that there is an influence on increasing the learning motivation of grade 5 (five) students of Loireng State Elementary School.
Pelatihan Blended Learning Sistem Informasi Mata Pelajaran bagi Guru SMK Islamic Center Baiturrahman Semarang Theodora Indriati Wardani; Wijayanto Wijayanto; F X Didik Purwosetiyono; Riyanto Riyanto
Pelita: Jurnal Pengabdian kepada Masyarakat Vol. 5 No. 4 (2025): Pelita: Jurnal Pengabdian kepada Masyarakat
Publisher : Perkumpulan Kualitama Edukatika Indonesia

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

Abstract

The development of technology in the education sector has encouraged the emergence of various innovations in the learning process, one of which is the Blended Learning model that combines face-to-face learning with digital technology. Therefore, the importance of implementing the Blended Learning SIMPEL (Subject Information System) based on Moodle in supporting the learning process in Vocational High Schools. The aim is to analyze, identify, and evaluate the impact of using SIMPEL on the readiness of teachers and schools to conduct technology-based learning sustainably. Therefore, the implementation of Blended Learning SIMPEL training uses a workshop approach that combines theory with direct practice, this approach is designed to equip vocational school teachers with skills in managing digital learning using the Moodle platform as part of the SIMPEL system. To assess the success of the training, an evaluation is conducted comprehensively, based on the level of interactivity, learning structure, and the collaborative potential developed in the classroom.
Pelatihan Media Pembelajaran Komik Sains Berbasis Web Bagi Guru SMK Islamic Center Baiturrahman Semarang Theodora Indriati Wardani; F X Didik Purwosetiyono; Rina Dwi Setyawati; Wahyuni Wahyuni
Pelita: Jurnal Pengabdian kepada Masyarakat Vol. 6 No. 3 (2026): Pelita: Jurnal Pengabdian kepada Masyarakat
Publisher : Perkumpulan Kualitama Edukatika Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51651/pjpm.v6i3.579

Abstract

SMK Islamic Center Baiturrahman Semarang has implemented a Moodle-based Subject Information System (SIMPEL) integrated with the internet network to support the learning process. However, teachers' utilization of information and communication technology in developing digital learning media remains suboptimal. Most teachers still rely on printed textbooks and lecture-based teaching methods, resulting in monotonous learning experiences that are less engaging for students. In addition, science comics as instructional media are still produced manually, requiring considerable costs, time, and effort. To address these issues, a Community Partnership Program was conducted in the form of training on the development of web-based science comic learning media for teachers at SMK Islamic Center Baiturrahman Semarang. The training aimed to enhance teachers' competencies in developing creative, innovative, and accessible digital learning media. The activities included providing materials on the concept of digital science comics, hands-on practice in designing science comics using the Canva application, developing learning websites through Google Sites, and integrating the resulting media into the Moodle-based SIMPEL. Through this training, teachers are expected to be able to independently design and develop web-based science comics to support more engaging and interactive learning delivery. The use of digital media can also reduce dependence on printed materials, making the learning process more efficient in terms of cost, time, and effort. In addition to improving teachers' digital competencies, the developed media can be easily accessed by both teachers and students through the internet. Therefore, this program is expected to promote more effective, innovative, and technology-oriented learning practices in accordance with the demands of the digital era.
Design and Development of an Interactive Scouting Educational Game Using the MDLC Approach Achmad Buchori; Prasetio Zidan Cahya; Theodora Indriati Wardani; Nur Khoiri; Sharifah Osman
Advance Sustainable Science Engineering and Technology Vol. 7 No. 2 (2025): February-April
Publisher : Science and Technology Research Centre Universitas PGRI Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26877/z305gx28

Abstract

This research aims to develop an Android-based educational game that can increase students' understanding of the concept of solving. The development method used is the Multimedia Development Life Cycle (MDLC) with a heuristic approach. This heuristic approach involves a user-oriented design process, prioritizing ease of use and compatibility with scouting materials. This game is designed with an attractive and interactive appearance, and is equipped with games that are tailored to students' abilities. The trial results show that this educational game is effective in increasing students' understanding of the concept of fractions. A part from that, students also gave positive responses to the use of games as a learning medium. This year's Scout extracurricular is indeed a non-compulsory extracurricular but schools are obliged to organize scout extracurricular activities, in the current digital era, learning media applications and educational games are really needed in schools from elementary school to high school. Therefore, this research aims to apply the basics of scouting by using articulate storyline 3 software as a learning medium for students and can be implemented during the activity.