Claim Missing Document
Check
Articles

Found 2 Documents
Search

EMPOWERMENT OF KEDUNGDOWO VILLAGE YOUTH THROUGH TRAINING IN MAKING BOUQET SNACKS AND DIGITAL MARKETING TO INCREASE SKILLS AND REDUCE UNEMPLOYMENT Yana, Indah; Amriani, Siti Dwi; Sabella, Peggy Ayu; Mathori, Mathori
Jurnal Pemberdayaan Masyarakat dan Inovasi Vol 3 No 1 (2024)
Publisher : STKIP PGRI SITUBONDO

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47668/join.v3i1.1231

Abstract

Bouquet snack merupakan rangkaian makanan ringan yang dihias dan dirangkai lebih menarik dan menyerupai seperti bouquet bunga pada umumnya. Kurangnya kemampuan dalam membuat kerajinan bouquet yang memiliki nilai jual serta pemasaran produknya, menjadi kendala yang dihadapi. Selain itu, pemanfaatan limbah kertas di lingkungan Desa Kedungdowo juga belum maksimal. Kegiatan pemberdayaan dan pelatihan pembuatan bouquet snack kepada remaja putri desa Kedungdowo yang selaras dengan tujuan desa yakni desa digital menjadi salah satu solusi atas permasalahan yang dihadapi sehingga diharapkan dapat menjadi peluang usaha yang dapat menambah pendapatan keluarga. Metode pada pelaksanaan kegiatan ini adalah dengan pemaparan materi tentang kewirausahaan, pemasaran di era digital serta praktek langsung pembuatan bouquet snack. Hasil dari kegiatan ini adalah, adanya peningkatan kemampuan dalam membuat kerajinan bouquet snack, inovasi baru serta bertambahnya kemampuan dalam pemilihan media digital untuk memasarkan produk.
Development of Educational Game-Based E-Modules to Improve Autonomous Learning Skills Yana, Indah; Surur, Miftahus; Rakhman, Fathor; Sri Darmawati, Lusi Endang
JURNAL PENDIDIKAN DAN KEWIRAUSAHAAN Vol 12 No 3 (2024)
Publisher : STKIP PGRI SITUBONDO

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47668/pkwu.v12i3.1757

Abstract

The purpose of this project is to create learning materials in the form of e-modules based on instructional games, as well as to assess the viability of the materials through expert testing and evaluate their efficacy in enhancing self-directed learning skills. The creation of this medium is predicated on the findings of an examination of the traits of pupils who depend more on teacher explanations and are less engaged in their learning. The five steps of the ADDIE model—analysis, design, development, implementation, and evaluation—make up the employed development process. Based on the media and material experts' validity test findings, the results of developing educational game-based e-module goods in economic disciplines revealed a 95% and 91% feasibility percentage in the very good and practicable to be used in learning categories, respectively. According to the findings of the examination of the responses from students who gave a favorable answer of ≥80%, which came to 88%, there were several excellent categories. Based on the analysis's findings, it can be said that the e-module does a good job of enhancing students' ability to study independently.