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Designing Interactive Multimedia Computer Graphics Using The 4D Method as Self-Directed Learning for Students Rusyada, Gozin Najah; Switrayana, I Nyoman; Mahfuzi Ardiyati, Syafira
Indo-MathEdu Intellectuals Journal Vol. 4 No. 3 (2023): Indo-MathEdu Intellectuals Journal
Publisher : Lembaga Intelektual Muda (LIM) Maluku

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54373/imeij.v4i3.514

Abstract

The process of Self-directed learning of students using modules or consulting by asking for online explana-tions to lecturers is still not effective, especially for Computer Graphics courses that prioritize psychomotor aspects, namely skills. This research aims to develop learning media in the form of interactive multimedia to support Self-directed learning of Computer Graphics course students. This research uses the type of develop-ment research or Research and Development. The development procedure used adopted Thiagarajan's 4D model. This research produces multimedia products consisting of an initial page, the main menu page includes introduction, material, developer profile and quiz or evaluation. The multimedia developed effectively improves student learning outcomes through Self-directed learning in terms of an increase in the average score of pre-test and post-test results from 67.22 to 82.41, which means that there is an increase in student learning out-comes by 15.19%.
Penyusunan E-Modul Dasar Seni Rupa Untuk Mata Kuliah Pendidikan Seni Rupa SD (Development of the Basic Visual Arts E-Module for the Elementary School Visual Arts Education Course) Hidayat, Irfan; Rusyada, Gozin Najah
Indonesia Berdaya Vol 6, No 1 (2025)
Publisher : UKInstitute

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47679/ib.20251027

Abstract

Dasar seni rupa sangat penting karena merupakan fondasi yang mendasari pemahaman dan pengembangan keterampilan dalam berkarya seni. Penelitian ini bertujuan untuk Menyusun e-modul dasar seni rupa yang sesuai untuk mahasiswa program studi PGSD di mata kuliah Pendidikan Seni Rupa SD, mengetahui dan mendeskripsikan penerapan e-modul dasar seni rupa untuk pembelajaran di kelas, mengetahui dan mendeskripsikan kelayakan e-modul dasar seni rupa yang disusun untuk mahasiswa program studi PGSD Universitas Mataram. Hasil penilaian e-modul didapatkan melalui validasi ahli media, juga penilaian dari mahasiswa. Berdasarkan rata-rata hasil penilaian, e-modul dasar seni rupa termasuk dalam kategori yang “sangat layak” digunakan sebagai media pembelajaran di kelas.Abstract. The foundation of visual arts is very important as it serves as the basis for understanding and developing skills in creating art. This study aims to develop an e-module on the basics of visual arts that is suitable for students in the PGSD program (Primary School Teacher Education) in the course of Visual Arts Education for Elementary School. It also aims to assess and describe the application of the e-module for classroom learning, as well as evaluate the feasibility of the e-module designed for PGSD students at the University of Mataram. The evaluation of the e-module was obtained through media expert validation and student assessments. Based on the average evaluation results, the e-module on the basics of visual arts falls into the category of "very feasible" to be used as a teaching media in the classroom.
Multimedia Pembelajaran Motif Kembang Dangar Khas Lombok Utara Berbasis Android (Android-Based Learning Multimedia for Dangar Flower Motifs Typical of North Lombok) Rusyada, Gozin Najah; Prihadi, Bambang
Indonesia Berdaya Vol 6, No 1 (2025)
Publisher : UKInstitute

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47679/ib.20251013

Abstract

Motif Kembang Dangar merupakan motif batik khas Kabupaten Lombok Utara yang kaya akan sejarah kuno. Akan tetapi, motif ini kurang dikenal oleh masyarakat, terutama di kalangan generasi muda karena kurangnya sosialisasi. Salah satu solusi yang dapat dilakukan adalah dengan mengenalkan motif Kembang Dangar melalui penerapan materi motif Kembang Dangar ke dalam kegiatan pembelajaran, khususnya ke dalam pelajaran Seni Budaya. Penelitian ini bertujuan untuk mengembangkan multimedia pembelajaran motif Kembang Dangar berbasis android. Penelitian ini menggunakan pendekatan penelitian dan pengembangan. Prosedur pengembangan mengadopsi model 4D dari Thiagarajan. Analisis data terdiri dari analisis data hasil penilaian produk dan analisis data hasil belajar. Hasil pengembangan menghasilkan produk berupa multimedia pembelajaran motif Kembang Dangar yang terdiri dari halaman awal, halaman menu, halaman materi dan halaman kuis. Produk yang dikembangkan layak digunakan, hal ini dibuktikan dengan hasil penilaian kelayakan oleh ahli materi dan ahli media yang memperoleh nilai dalam kategori “Sangat Layak”. Media pembelajaran motif Kembang Dangar dapat meningkatkan hasil belajar Seni Budaya pada ranah kognitif dan membantu menambah pengetahuan terkait motif Kembang Dangar, hal ini dibuktikan dengan hasil analisis hasil belajar yang menyatakan bahwa terdapat peningkatan yang signifikan pada ranah kognitif sebelum dan sesudah penggunaan multimedia pembelajaran motif Kembang Dangar berbasis android.Abstract: The Kembang Dangar motif is a typical batik motif of North Lombok Regency which is rich in ancient history. However, this motif is less well known to the public, especially among the younger generation due to lack of socialization. One solution that can be done is to introduce the Kembang Dangar motif through the application of Kembang Dangar motif material into learning activities, especially into Cultural Arts lessons. This study aims to develop an android-based multimedia learning of Kembang Dangar motifs. The research used a research and development approach. The development procedure adopted Thiagarajan's 4D model. Data analysis consists of data analysis of product assessment results and data analysis of learning outcomes. The results of the development produced a product in the form of multimedia learning motif Kembang Dangar which consists of an initial page, menu page, material page and quiz page. The product developed is feasible to use, this is evidenced by the results of the feasibility assessment by material experts and media experts who scored in the “Very Feasible” category. Learning media for Kembang Dangar motif can improve Cultural Arts learning outcomes in the cognitive domain and help increase knowledge related to Kembang Dangar motif, this is evidenced by the analysis of learning outcomes which states that there is a significant increase in the cognitive domain before and after the use of android-based Kembang Dangar motif learning multimedia.
Pendampingan Dan Pembuatan Video Profil Sebagai Pengabdian Kepada Masyarakat Desa Wisata Sama Guna Kabupaten Lombok Utara Rusyada, Gozin Najah; Hidayat, Irfan; Gunalan, Sasih
Jurnal Pengabdian kepada Masyarakat IPTEKS Vol. 2 No. 1 (2024)
Publisher : Rajawali Media Utama

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

Abstract

Sama Guna tourist village in North Lombok Regency has great natural and cultural tourism potential. However, limitations in promotion are a major challenge for the village to attract more tourists. One solution that can be done is to make an informative and interesting village profile video. This community service activity is in the form of mentoring and making a video profile of Sama Guna Tourism Village. This activity actively involves the local community to explore the potential of the village, build promotional narratives, and produce profile videos that authentically represent the village identity. The service method adopts the Participatory Action Research (PAR) service model, with stages including preparation, implementation, and evaluation. The results of the activity show an increase in community understanding of the importance of digital promotional media, as well as producing profile videos that are ready to be used to promote tourist villages on various platforms.
Pendampingan Dan Pembuatan Video Profil Sebagai Pengabdian Kepada Masyarakat Desa Wisata Sama Guna Kabupaten Lombok Utara Rusyada, Gozin Najah; Hidayat, Irfan; Gunalan, Sasih
Jurnal Pengabdian Pada Masyarakat IPTEKS Vol. 2 No. 1: Jurnal Pengabdian Pada Masyarakat IPTEKS, Desember 2024
Publisher : CV. Global Cendekia Inti

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.71094/jppmi.v2i1.74

Abstract

Sama Guna tourist village in North Lombok Regency has great natural and cultural tourism potential. However, limitations in promotion are a major challenge for the village to attract more tourists. One solution that can be done is to make an informative and interesting village profile video. This community service activity is in the form of mentoring and making a video profile of Sama Guna Tourism Village. This activity actively involves the local community to explore the potential of the village, build promotional narratives, and produce profile videos that authentically represent the village identity. The service method adopts the Participatory Action Research (PAR) service model, with stages including preparation, implementation, and evaluation. The results of the activity show an increase in community understanding of the importance of digital promotional media, as well as producing profile videos that are ready to be used to promote tourist villages on various platforms.
Penyelenggaran Kegiatan Pengabdian Kepada Masyarakat; Diskusi Budaya Kaum Muda Dengan Tema Menuju Kebudayaan Lombok Utara yang Berkelanjutan Putra, Sandi; Mandini, Denda Devi Sarah; Audina, Pin Kharisma; Zulhadi, Zulhadi; Rusyada, Gozin Najah
Bakti Sekawan : Jurnal Pengabdian Masyarakat Vol. 5 No. 1 (2025): Juni
Publisher : Puslitbang Sekawan Institute Nusa Tenggara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35746/bakwan.v5i1.723

Abstract

Local culture is a collective identity that is an important foundation for development based on local wisdom. However, the flow of globalization and modernization has caused the erosion of cultural values, especially among the younger generation. This community service activity aims to increase awareness and active participation of the younger generation in preserving local culture in North Lombok Regency. The method used was holding a cultural discussion forum which was held on February 11, 2025 in the Hall of the North Lombok Regent's Office, involving 100 participants from youth elements, policy makers, cultural figures, and the arts community. The results of the activity showed high enthusiasm and active involvement of youth in the discussion, as well as the emergence of a number of strategic recommendations, such as the integration of cultural values ????in the education curriculum, strengthening the role of women and indigenous communities, and utilizing digital technology for cultural promotion. The conclusion of this activity shows that cross-sector and generation forums are able to encourage the formation of a sustainable cultural ecosystem, adaptive to developments in the times, but still based on local values ????that are the main strength of the North Lombok community.
Model Role Playing Berorientasi Kearifan Lokal Cupak Gerantang Berbantuan AI Sebagai Upaya Revitalisasi Nilai Karakter di Sekolah Dasar Rusyada, Gozin Najah; Dewi, Nurul Kemala; Tahir, Muhammad; Hidayat, Irfan
Indo-MathEdu Intellectuals Journal Vol. 6 No. 7 (2025): Indo-MathEdu Intellectuals Journal
Publisher : Lembaga Intelektual Muda (LIM) Maluku

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54373/imeij.v6i7.4491

Abstract

This study aims to develop a Cupak Gerantang-based learning model utilizing Role Playing and Artificial Intelligence (AI) as a medium to strengthen character education based on Sasak local wisdom. This development is expected to become a pedagogical innovation that integrates cultural values, technology, and active learning methods. This study uses a Research and Development (R&D) approach with three main stages: (1) preliminary stage, (2) prototyping stage, and (3) assessment. The research subjects consist of two experts, one classroom teacher, and 20 students from SD Negeri 1 Jenggala, North Lombok Regency. Data were collected through observation, interviews, expert validation, and student response questionnaires, which were analyzed descriptively both qualitatively and quantitatively. The results of the study indicate that the learning model has a very high validity level, with an average score of 3.65 from media experts and 3.66 from learning experts. Limited trials showed practical categorization, with an average score of 3.45, covering aspects of ease of implementation, clarity of learning steps, and the attractiveness of AI-based animated media. Teachers and students gave a positive response to the integration of Cupak Gerantang digital animation equipped with AI voice-over features, as it was considered to enhance interactivity and understanding of moral values.  
PENYELENGGARAN WORKSHOP STRATEGI MENGELOLA TAMAN BACA MASYARAKAT (TBM) DAN KOMUNITAS LITERASI PADA KEGIATAN SASAK LITERATIF 2025 (TEMA: MENYULAM CERDAS, MENULIS KRITIS, MEMBACA DUNIA): Implementation Of A Workshop On Strategies For Managing Community Reading Parks (TBM) And Literacy Communities In The 2025 Literature Sasak Activities (Themes: Smart Embroidery, Critical Writing, Reading The World) Putra, Sandi Justitia; Mandini, Denda Devi Sarah; Audina, Pin Kharisma; Zulhadi, Zulhadi; Rusyada, Gozin Najah; Husbuyanti, Irma El-Mira; Rahmandari, Ismi Arifiana; Brajamusti, Fendi; Susanto, Agus; Himadila, Sukmarani; Febian, Rosa
Al-Amal: Jurnal Pengabdian Masyarakat Vol. 3 No. 2 (2025): Desember 2025
Publisher : Yayasan Al-Amin Qalbu

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59896/amal.v3i2.466

Abstract

This community service activity was carried out to address various challenges faced by Community Reading Parks (TBM) and literacy communities in North Lombok Regency, particularly related to weak managerial capacity, lack of program innovation, and minimal partnership networks. The main objective of this service is to improve the capabilities of TBM managers and literacy communities in institutional management, sustainable program development, and the use of digital media to promote literacy. The implementation method was carried out through a participatory approach that included interactive lectures, group discussions, experiential learning, work plan preparation simulations, and evaluation through pre- and post-tests. The activity, attended by 40 participants, resulted in increased competency in understanding the principles of TBM governance, developing needs-based programs, and strategies for strengthening collaboration between institutions. In addition, participants successfully developed a simple work plan as an initial step in strengthening the village literacy ecosystem. The results of theservice demonstrate that the participatory mentoring model is effective in encouraging the independence of literacy communities and strengthening the grassroots literacy movement in North Lombok.