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Sosialisasi dan Serah Terima Tanaman Cepat Panen Guna Mendukung Ketahanan Pangan Keluarga di Desa Tegal Kunir Kidul Mauk Tangerang Kamar, Karnawi; Winanti; Suseno, Bayu; Suhartono, Bambang; Azhari; Rizfie, Muhammad Dala; isnaini, Sri Wahyuni; Simorangkir, Yosua; Napitupulu, Bonar Bangun Jeppri; Sudiyono, Rachma Nadila; Fauji, Ahmad; Nurasiah; Oktarina, Thina; Radita, Fatrilia Rasyi; Nuryanti, Yulis; Hulu, Paolinus; Sanjaya, Andi; Jayanti, Indah
Proletarian : Community Service Development Journal Vol 2 No 2 (2024): November 2024
Publisher : PT. BERBAGI TEKNOLOGI SEMESTA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61098/proletariancomdev.v2i2.161

Abstract

Desa Tegal Kunir Kidul merupakan salah satu desa yang ada di wilayah kecamatan Mauk Kabupaten Tangerang di tahun 2023 menjadi daerah nomor dua yang mengalami tingkat stunting paling tinggi di Kabupaten Tangerang. Hal tersebut salah satu dampak dari ketahanan pangan yang tidak tercukupi dalam setiap rumah tangga. Tujuan kegiatan PkM ini untuk memberikan pemahaman dan pengetahuan mengetahui pemanfaatan lahan untuk penanaman tanaman cepat panen guna menambah kebutuhan pangan rumah tangga. Metode yang digunakan dengan ceramah yang dilakukan oleh narasumber dan dipandu oleh seorang moderator. Setelah narasumber menyampaikan materi dilakukan diskusi dan tanya jawab serta penyerahan tanaman cepat panen. Tanaman tersebut dapat dibawa pulang dan ditanam di rumah masing-masing guna membantu penambahan ketahanan pangan keluarga. Monitoring dan evaluasi dilakukan dengan wawancara langsung kepada beberapa peserta sebagai sampel dan hasilnya peserta yang diwawancarai menjawab dengan puas dan kegaitan PkM ini sangat bermanfaat bagi masyarakat. Akan dilakukan kegiatan yang serupa dengan tema yang berbeda di semester berikutnya terutama dengan topic strategi pemasaran digital bagi para pelaku UMKM di desa ini
Culinary Learning Using Virtual Reality Based on Gamification Method Winanti, Winanti; Nurasiah; Tiara, Beby; Fernando, Erick; Basuki, Sucipto; Riyanto
TEPIAN Vol. 5 No. 3 (2024): September 2024
Publisher : Politeknik Pertanian Negeri Samarinda

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51967/tepian.v5i3.3119

Abstract

Culinary is a promising business and food is a basic need for human life. Many people fall ill due to improper diet. Since the emergence of Covid-19 a few years ago, most people tend to be careful in maintaining their diet, and awareness of healthy food has increased. Significantly, learning with virtual reality-based gamification in post-pandemic conditions, many people prefer digital learning. To increase creativity, motivation, innovation, and student involvement and ultimately open many businesses in the food sector, fun learning is needed with interesting content with virtual reality-based gamification scenarios. Ease of learning will have an impact on improving culinary learning outcomes. The purpose of this study is to learn using virtual reality-based gamification methods to increase student creativity in determining recipes, choosing the right ingredients, and using the right cooking utensils. Increase student learning motivation, and create innovation in the culinary field, from combining recipes to attractive presentations. Student involvement and its output is the creation of technopreneurs in the culinary field, considering that culinary is the backbone of a country's economy and is a promising business
Information and Communication Technology in the Learning Process Azis, Abdul; Nurasiah; Teuku Kusnafizal; Sakdiyah; Alfian
JTP - Jurnal Teknologi Pendidikan Vol. 26 No. 1 (2024): Jurnal Teknologi Pendidikan
Publisher : Lembaga Penelitian dan Pengabdian kepada Masyarakat, Universitas Negeri Jakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21009/jtp.v26i1.33561

Abstract

During the COVID-19 pandemic, the Indonesian Government issued a policy to implement Distance Learning (PJJ) or Online Learning. This applies to all levels of education, elementary, junior high, high school and university. During online learning, students are not only required to have learning independence but also self-regulation and social support to meet the expected learning outcomes. This study aims to describe the utilization of information and communication technology in learning history class X SMA Negeri 1 Banda Aceh. This research uses qualitative research methods with a case study approach. Data collection in this study used observation, interview, questionnaire, and document methods to obtain data on the utilization of information and communication technology in history learning. The results showed that: first, the utilization of information and communication technology in the history learning process of class has been implemented well. Second, there are advantages in the use of information and communication technology during the history learning process in the COVID-19 era, namely: (1) more flexible schedule; (2) easier assessment; (3) students do not need to go to school; (4) parents can accompany students during the learning process, and (5) students can access the internet to answer questions given by the teacher.