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Improving Understanding of Intellectual Property Legal Protection Irawaty Irawaty; Sunyoto Sunyoto; Wara Dyah Pita Rengga; Aldias Bahatmaka; Godham Eko Saputro
Jurnal Panjar: Pengabdian Bidang Pembelajaran Vol. 5 No. 2 (2025)
Publisher : Universitas Negeri Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15294/panjar.v5i2.35692

Abstract

After Indonesia became a signatory to the General Agreement on Tariffs and Trade (GATT) in 1994, Indonesia already had regulations that became the legal basis for the protection of patents, copyrights, trademarks, trade secrets, integrated circuit layout designs, industrial designs, plant variety protection, and geographical indications. In Indonesia, of all the types of IP that have been written, only a few types of IP are quite popular, namely patents, copyrights, and trademarks. Based on the theory of legal awareness stated by Soerjono Soekamto, if someone knows a regulation then it is included in the category of having knowledge only. In fact, for each regulation, the community does not only stop at the level of knowledge but also the level of understanding, attitudes, and behavior to be able to know their legal awareness. In relation to IP regulations, the community (in relation to this community service activity, those who have the potential to own IP, namely Teachers and Students) is expected not only to stop at the level of knowledge but also at the level of behavior (in this case the expected behavior is, at least to record and/or register the IP they own). With the three pillars of IP stipulated, namely registration/recording, commercialization, and protection. IP regulations in Indonesia stipulate that IP that can be protected is IP that has been registered with the DJKI. In connection with the relative lack of understanding of high school/vocational school teachers and students in Semarang City related to the focus and three pillars of IP, it is urgent for the UNNES academic community to contribute significantly as a facilitator to improve the understanding of IP protection with a focus on Copyright for high school and vocational school teachers in Semarang City by conducting workshops and facilitating IP recording/registration. 
Increasing Business Revenue of Student Entrepreneurs of Faculty of Engineering of UNNES through IT-Based Marketing Media Creation Training Rina Rachmawati; Wulansari Prasetyaningtyas; Godham Eko Saputro; Ifa Nurhayati
Jurnal Panjar: Pengabdian Bidang Pembelajaran Vol. 5 No. 2 (2025)
Publisher : Universitas Negeri Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15294/panjar.v5i2.37252

Abstract

Several problems that arise from the Entrepreneurship Education program at UNNES: 1) inadequate knowledge and understanding of student entrepreneurs of FT Unnes in the area of Digital Marketing, 2) only 50% of student entrepreneurs of FT Unnes were knowledgeable in product marketing technology . Based on the above-mentioned descriptions, the community services being conducted were: 1) Introduction of several media related to social media and marketplaces. 2) Demonstrating simulations in the use of digital business marketing applications. The program was attended by student entrepreneurs of FT Unnes who had a business for at least 1 year; a total of 48 persons. This program was held on July 18, 2023, at Building E7 FT UNNES. The resource person in this occasion was the owner of CV Bapak Pucung. The program outcome indicated an increase in students’ knowledge from the average pre-test score of 68 to 82 in the post-test. The assessment illustrated that 40% of students’ works were in the very good category, 40% were in good category, and 20% were in quite good category. 
AI-Assisted Scientific Writing Training to Enhance the Professional Competence of Madrasah Teachers Sita Nurmasitah; Adhi Kusumastuti; Samsudin Anis; Aryo Baskoro Utomo; Godham Eko Saputro
Jurnal Puruhita Vol. 7 No. 1 (2025)
Publisher : Universitas Negeri Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15294/puruhita.v7i1.37390

Abstract

The AI-assisted scientific writing training was implemented as a community service program to enhance the professional competence of madrasah teachers in the digital era. This activity aimed to equip teachers with the skills to write scientific articles, classroom action research reports, and best practice papers using artificial intelligence (AI) applications such as ChatGPT, Grammarly, QuillBot, and Mendeley. The training was conducted through hands-on practice and online mentoring using an experiential learning approach that emphasized real-world writing experiences. A total of 30 madrasah teachers participated in the program, which consisted of a pre-test, training sessions, writing practice, and a post-test. The results showed an average score improvement of 37%, particularly in aspects of writing structure, paragraph cohesion, academic language use, and reference management. Participants also demonstrated high enthusiasm and began developing independent scientific works for publication purposes. This activity proved that AI-based writing training effectively enhances teachers’ academic productivity and strengthens digital literacy as part of continuous professional development. 
Monopoly Game Design Krealand As a Learning Media in PKWU Subjects Dyah Ayu Ratna Dewi; Godham Eko Saputro
Jurnal Penelitian Pendidikan Vol. 43 No. 1 (2026): April 2026
Publisher : Universitas Negeri Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15294/jpp.v43i1.46126

Abstract

Craft and Entrepreneurship (PKWU) learning still uses conventional approaches and does not utilize interactive learning media, so that student engagement in the learning process is not optimal. This study aims to develop a game-based learning media in the form of Monopoly Krealand in the PKWU subject. The study used the Research and Development (R&D) method with the ADDIE development model limited to the development stage. Data collection was carried out through observation, interviews with PKWU teachers, student needs analysis questionnaires, and expert validation questionnaires. The research respondents consisted of 35 grade X students and two expert validators. The data were analyzed quantitatively using a four-level Likert scale and descriptively qualitatively. The results of the needs analysis showed that 85% of students really needed interactive learning media. The results of the material expert validation obtained a feasibility level of 100% with a very feasible category, while the media expert validation obtained a percentage of 75% with a suitable category for use with revisions. Thus, Monopoly Krealand is declared to meet the feasibility criteria as a PKWU learning media and has the potential to support more interactive and contextual learning.
Peningkatan Daya Saing UMKM Anyaman Bambu Melalui Pelatihan Decoupage Di Desa Tawang, Kabupaten Semarang Roudlotus Sholikhah; Widowati; Atika; Godham Eko Saputro
Jurnal Pengabdian Kepada Masyarakat Multi Disiplin Vol. 2 No. 3 (2025): JUPENGEN - Agustus
Publisher : CV. SINAR HOWUHOWU

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.70134/jupengen.v2i3.564

Abstract

Anang Sya’rani Street in Martapura Timur Subdistrict, Banjar Regency, serves as a vital access route for community activities in the areas of economy, social interaction, and religious tourism, particularly for pilgrims visiting local religious sites. However, this road frequently experiences flooding during the rainy season due to its low elevation, which disrupts mobility and accelerates road surface damage. To address these issues, a community service initiative was carried out involving the elevation and improvement of the road using a technical approach. This included the installation of a Lower Base Course (LPB), Upper Base Course (LPA), asphalt paving using Hot Rolled Sheet–Wearing Course (HRS-WC), and concrete casting of road shoulders to ensure structural stability. The activity was conducted over a two-month period, with strict supervision on material quality, final elevation levels, and occupational safety compliance. Evaluation results indicate a significant improvement in the road’s resistance to water inundation, along with positive feedback from local residents. This road elevation effort has proven to be an effective solution in enhancing public mobility and improving the sustainability of local infrastructure.
REALITAS PENGUNJUNG DAN RESPON MUSEUM SOEGARDA PURBALINGGA: PEMBANGUNAN DESAIN EDUTAINMENT MEDIA AUGMENTED REALITY SEBAGAI INOVASI KONSERVASI BUDAYA : VISITORS' REALITY AND RESPONSE OF SOEGARDA MUSEUM PURBALINGGA: DEVELOPMENT OF AUGMENTED REALITY MEDIA EDUTAINMENT DESIGN AS A CULTURAL CONSERVATION INNOVATION Godham Eko Saputro; Muhammad Wildan Khunaefi; Muh Fakhrihun Na’am; Siti Nurrohmah; Ifa Nurhayati
ANDHARUPA: Jurnal Desain Komunikasi Visual & Multimedia Vol. 11 No. 1 (2025): Maret 2025
Publisher : Dian Nuswantoro University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33633/andharupa.v11i1.11184

Abstract

Era globalisasi telah memberikan normalisasi digital dan perubahan selera belajar pada berbagai aspek, termasuk museum. Museum Soegarda Purbalingga mengalami tantangan dalam adaptasi digital dan selera belajar pengunjung. Tujuan studi ini adalah meningkatkan minat belajar pengunjung dan adaptasi digital museum melalui Augmented Reality (AR). Studi ini menggunakan pendekatan research and development (R&D) dengan model ADDIE (Analysis, Design, Development, Implementation, Evaluation) dan triangulasi data untuk validitas. Hasil studi menunjukkan bahwa penggunaan AR di Museum memiliki dampak signifikan dan positif terhadap minat pengunjung untuk belajar lebih banyak tentang artefak dan budaya lokal. Nilai korelasi (r) sebesar 0.86 menunjukkan hubungan yang sangat kuat antara efektivitas AR dan motivasi pengunjung. Analisis statistik menunjukkan nilai t sebesar 4.89 dengan derajat kebebasan 9, menunjukkan signifikansi statistik tinggi (p < 0.05). Secara keseluruhan, hasil studi ini mendukung bahwa AR dapat menciptakan pengalaman belajar yang efektif dan menyenangkan, memberikan dasar kuat untuk penggunaan teknologi AR dalam strategi konservasi dan edukasi museum.
Keluarga, Babad Wayang Banyumasan dan Layar Digital: Strategi Augmented Reality untuk Revitalisasi Budaya Banyumas Godham Eko Saputro; Muhammad Wildan Khunaefi; Muh Fakhrihun Naam; Maria Krisnawati; Anik Maghfiroh
Jurnal Desain Komunikasi Visual Nirmana Vol. 26 No. 1 (2026): JANUARY 2026
Publisher : Institute of Research and Community Outreach - Petra Christian University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.9744/nirmana.26.1.22-36

Abstract

Revitalisasi budaya lokal dalam lanskap digital menuntut strategi visual yang kontekstual dan lintas generasi. Artikel ini mengkaji produksi augmented reality Babad Wayang Banyumasan sebagai medium edukatif dan interaktif untuk keluarga digital native. Fokus utama terletak pada tiga peran keluarga: sebagai agen transmisi budaya, sebagai target audiens lintas generasi, dan sebagai sumber nilai dalam narasi pewayangan. Kisah babad wayang Banyumasan yang sarat nilai kesetiaan, tanggung jawab, serta konflik anak dan orang tua menjadi landasan naratif yang relevan dengan dinamika keluarga modern. Penelitian menggunakan pendekatan desain tiga tahap: inspirasi (eksplorasi nilai lokal dan audiens), konsepsi (perumusan konsep narasi visual), dan implementasi (produksi augmented reality berbasis karakter lokal dan prinsip sinematik adaptif). Alih-alih memakai pola dramatik Barat, narasi dikembangkan berbasis nilai dan ritme budaya Banyumas. Hasilnya menunjukkan bahwa augmented reality ini berfungsi ganda: sebagai alat revitalisasi budaya dan jembatan komunikasi antar generasi dalam keluarga. Dengan menyematkan nilai-nilai lokal ke dalam medium visual kontemporer, Babad Wayang Banyumasan menawarkan model desain komunikasi yang relevan, etis, dan edukatif bagi keluarga Indonesia masa kini.
The Feasibility of Video Tutorial Learning Media for Batik in Arts and Culture Subjects in Vocational High Schools (SMK) Yulia Khoirun Nisa; Godham Eko Saputro
Jurnal Penelitian Pendidikan Vol. 43 No. 1 (2026): April 2026
Publisher : Universitas Negeri Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15294/jpp.v43i1.42387

Abstract

Learning batik in the Arts and Culture subject in Vocational High Schools (SMK) still faces the problem of low student understanding, which is caused by limited media and methods of delivering material orally so that the learning practice process is less effective. This study aims to test the feasibility of learning media in the form of a batik tutorial video for arts and culture subjects. This study uses a research and development method with a 4-D model that includes the stages of defining, designing, developing, and disseminating. The subjects of this study consisted of three media experts and three material experts who served as validators. The data collection technique for this study used a feasibility assessment sheet, while data analysis was carried out using a quantitative descriptive approach through calculating the average score. The validation results by media experts showed an average score of 3.62 which is included in the "feasible" category, while the validation results by material experts showed an average chord of 3.50 which also indicates the "feasible" category. Thus, the learning media for batik tutorial videos created is declared suitable for use in the arts and culture learning process in vocational schools.