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Integrasi Text-to-Image dan Generative Pre-Trained Transformer dalam Pengembangan Wisata Edukasi Ramah Anak Usia Dini Aruna, Alby; Surya, Eka Putri; Prasetyo, Abdul Rahman; Marcelliantika, Adinda; Wijaya, Ginanjar Atma
VISA: Journal of Vision and Ideas Vol. 4 No. 3 (2024): VISA: Journal of Vision and Ideas
Publisher : IAI Nasional Laa Roiba Bogor

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47467/visa.v4i3.3940

Abstract

The integration of Text-to-Image and Generative Pre-Trained Transformer (GPT) technologies in developing child-friendly educational tourism aims to create interactive and engaging learning experiences. This program combines artificial intelligence and digital visualization to produce educational materials tailored to children's developmental needs. The methods used include technical training for tourism managers, development of AI-based interactive content, and evaluation of program effectiveness through observation and user feedback. Results indicate that the use of this technology enhances children's learning interest and makes the educational process more enjoyable. The implementation of AI technology is expected to support innovative educational tourism development and promote cognitive development in early childhood.
Implementasi Ecogreen Packaging dalam Pengembangan Packaging Unggulan Kampung Industri Tempe Sanan Surya, Eka Putri; Ningrum, Linda Agustin; Aruna, Alby; Prasetyo, Abdul Rahman; Marcelliantika, Adinda; Wijaya, Ginanjar Atma
VISA: Journal of Vision and Ideas Vol. 4 No. 3 (2024): VISA: Journal of Vision and Ideas
Publisher : IAI Nasional Laa Roiba Bogor

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47467/visa.v4i3.3941

Abstract

The implementation of Ecogreen Packaging in the development of premium packaging at the Sanan Tempe Industrial Village aims to enhance the value of tempe products through the use of environmentally friendly packaging. This program combines modern packaging technology with sustainability principles to produce packaging that is both attractive and sustainable. Methods include research and development of packaging design, technical training for tempe producers, and evaluation of packaging effectiveness through consumer feedback. The results show increased consumer satisfaction and reduced environmental impact from traditional packaging use. The implementation of Ecogreen Packaging is expected to support the sustainability of the tempe industry and enhance the competitiveness of products in the global market.
Optimalisasi Manajemen Komunitas melalui Sistem Informasi Terintegrasi Cloud Komunitas Pacitan Cerdas Kabupaten Pacitan Roziqin, Mohamad Firzon Ainur; Qolbi, Muhammad Syifa'ul; Aruna, Alby; Iriaji, Iriaji; Surya, Eka Putri; Marcelliantika, Adinda; Wijaya, Ginanjar Atma
VISA: Journal of Vision and Ideas Vol. 4 No. 3 (2024): VISA: Journal of Vision and Ideas
Publisher : IAI Nasional Laa Roiba Bogor

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47467/visa.v4i3.3942

Abstract

The optimization of community management through the Integrated Cloud Information System for the Pacitan Cerdas Community in Pacitan Regency aims to enhance the efficiency and effectiveness of data management and activity coordination. This program implements cloud technology to store, access, and manage community information in real-time and centrally. Methods include the development and implementation of a cloud-based information system, technical training for community members, and performance evaluation through usage data analysis. Results show significant improvements in data management, activity coordination, and member engagement. The implementation of this system is expected to support better sustainability and development of the community in Pacitan Regency.
Pengembangan Game Eco-Tech Gamified Tours sebagai Akselerasi Aset Wisata Industri Ramah Anak Kampung Industri Tempe Sanan Qolbi, Muhammad Syifa'ul; Roziqin, Mohamad Firzon Ainur; Surya, Eka Putri; Prasetyo, Abdul Rahman; Aruna, Alby; Marcelliantika, Adinda; Wijaya, Ginanjar Atma
VISA: Journal of Vision and Ideas Vol. 4 No. 3 (2024): VISA: Journal of Vision and Ideas
Publisher : IAI Nasional Laa Roiba Bogor

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47467/visa.v4i3.3943

Abstract

The development of Eco-Tech Gamified Tours as an acceleration of child-friendly industrial tourism assets in the Sanan Tempe Industrial Village aims to enhance the appeal and educational value of tourism for children. This program integrates gaming technology with interactive tours that educate visitors about the tempe production process and the importance of environmental sustainability. Methods include game design and development, integration of educational elements, training for tour guides, and effectiveness evaluation through user feedback. Results indicate a significant increase in children's interest and engagement during tours. The implementation of this program is expected to support the development of innovative and sustainable industrial tourism in the Sanan Tempe Industrial Village.
Pelatihan dan Pengembangan Manajemen Limbah Organik Ketela sebagai Diversifikasi Produk Layak Hilirisasi Industri Tape Desa Banjarsari Hidayat, Rachmad; Suharsono, Naswan; Hari, Mohammad; Salsabila, Annisa Ayu; Surya, Eka Putri; Ningrum, Linda Agustin; Aruna, Alby; Marcelliantika, Adinda
VISA: Journal of Vision and Ideas Vol. 4 No. 3 (2024): VISA: Journal of Vision and Ideas
Publisher : IAI Nasional Laa Roiba Bogor

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47467/visa.v4i3.4009

Abstract

Training and development in organic cassava waste management is a strategic step towards product diversification and downstreaming of the tape industry in Banjarsari Village. This program aims to increase the added value of organic cassava waste through environmentally friendly and marketable product innovations. The methods used include practical training, technical assistance, and business sustainability evaluation. The results of this activity indicate an improvement in the community's skills and knowledge in managing cassava waste, as well as the creation of diversified products with potential for further development. Thus, this program is expected to support the sustainability of the tape industry in Banjarsari Village while enhancing the welfare of the local community.
Pola Penerapan STEAM dalam Produksi Playmat Interaktif untuk Pendidikan Muatan Lokal di Sekolah Pinggiran Kabupaten Pacitan Prasetyo, Abdul Rahman; Wulandari, Dwi; Ratnawati, Ike; Rahmawati, Nila; Aruna, Alby; Marcelliantika, Adinda; Surya, Eka Putri
VISA: Journal of Vision and Ideas Vol. 4 No. 3 (2024): VISA: Journal of Vision and Ideas
Publisher : IAI Nasional Laa Roiba Bogor

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47467/visa.v4i3.5204

Abstract

The implementation pattern of this community service aims to understand how to implement the STEAM method (Science, Technology, Engineering, Arts, Mathematics) in the production of interactive playmats intended to enhance local content education in schools on the outskirts of Pacitan Regency. Through a participatory approach, this activity involves teachers and students in the design and production process of playmats, which are designed to facilitate interactive and enjoyable learning. The results of the implementation show that the application of the STEAM method not only enhances students' creativity and technical skills but also strengthens their understanding of local culture. The evaluation of playmat usage indicates a significant increase in students' interest and engagement in learning. Therefore, this activity recommends that integrating the STEAM method into local educational products can be an effective model for developing education in remote areas.  
Pola Implementasi Pelatihan Batik Cap Interaktif Motif Khas Pacitan untuk Anak Usia Sekolah Dasar Ratnawati, Ike; Prasetyo, Abdul Rahman; Iriaji, Iriaji; Wardhana, Mitra Istiar; Aruna, Alby; Surya, Eka Putri; Marcelliantika, Adinda
VISA: Journal of Vision and Ideas Vol. 4 No. 3 (2024): VISA: Journal of Vision and Ideas
Publisher : IAI Nasional Laa Roiba Bogor

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47467/visa.v4i3.5281

Abstract

The implementation pattern of interactive stamp batik training with typical motifs of Pacitan Regency for elementary school children is designed based on adaptive learning and digital technopreneurship. The purpose of this training is to introduce batik skills from an early age and equip children with technological and entrepreneurial skills. Using a qualitative descriptive approach, data was collected through observation, interviews, and document analysis. The results showed a significant increase in children's understanding and skills in making batik stamps, as well as a greater appreciation of local cultural heritage. Training also contributes to the development of technology-based entrepreneurial skills. Challenges related to limited access to technology and training materials have been successfully overcome with an adaptive and collaborative approach.
XR SKETCH ASSISTANTS FOR EARLY CHILDHOOD ON ART EDUCATION ENHANCING 4C Iriaji, Iriaji; Rakhmat Taufani, Agusta; Ratnawati, Ike; Aruna, Alby; Marcelliantika, Adinda; Putri Surya, Eka; Atma Wijaya, Ginanjar
Martabe : Jurnal Pengabdian Kepada Masyarakat Vol 7, No 7 (2024): MARTABE : JURNAL PENGABDIAN MASYARAKAT
Publisher : Universitas Muhammadiyah Tapanuli Selatan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31604/jpm.v7i7.2410-2425

Abstract

This research focuses on the evaluation and integration of Extended Reality (XR) Sketch Assistants technology in arts education for early childhood, specifically reviewing its effect on the development of 4C skills (Critical Thinking, Communication, Collaboration, and Creativity). Through quantitative and qualitative experimental designs with the ADDIE Model instructional stages, this study implements an observation, interview and content analysis method approach to collect comprehensive data regarding the application and impact of XR technology in the context of arts education. Preliminary results show that XR Sketch Assistants substantially improve critical thinking, communication, collaboration, and creativity skills in young children. The implementation of this technology in arts teaching and learning provides an interactive platform that encourages visual exploration of sketches, creative problem solving, and innovative artistic expression. The children involved in the study demonstrated enhanced abilities to interpret, analyze, and create works of art with deeper understanding and greater creativity.
INOVASI PEMBELAJARAN INTERAKTIF DENGAN KONTEN LMS DAN DESAIN AUDIO VISUAL BOOK BERBASIS HYPER CONTENT UNTUK MAHASISWA PPG SENI BUDAYA Ratnawati, Ike; Habiddin, Habiddin; Tien Irafahmi, Diana; Yolla Wulansari, Anna; Septyana, Risa; Putri Surya, Eka; Aruna, Alby; Marcelliantika, Adinda
Martabe : Jurnal Pengabdian Kepada Masyarakat Vol 7, No 8 (2024): MARTABE : JURNAL PENGABDIAN MASYARAKAT
Publisher : Universitas Muhammadiyah Tapanuli Selatan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31604/jpm.v7i8.3074-3091

Abstract

Pengembangan inovasi pembelajaran interaktif melalui konten Learning Management System (LMS) yang transformatif serta desain buku audio visual berbasis hyper content untuk mahasiswa PPG Seni Budaya bertujuan meningkatkan keterlibatan dan pemahaman mahasiswa melalui penggunaan teknologi modern dan metode pembelajaran yang adaptif. Proses pengembangan ini mencakup analisis kebutuhan, pengembangan konten, serta evaluasi efektivitas melalui uji coba kepada mahasiswa. Temuan menunjukkan bahwa penggunaan LMS transformatif dan buku audio visual berbasis hyper content mampu meningkatkan motivasi belajar, pemahaman materi, dan keterampilan teknis mahasiswa secara signifikan. Evaluasi yang dilakukan memperlihatkan adanya peningkatan yang nyata dalam berbagai aspek pembelajaran, termasuk peningkatan partisipasi aktif mahasiswa dalam proses belajar mengajar. Dengan hasil yang positif ini, inovasi pembelajaran ini diharapkan dapat diadopsi secara luas untuk meningkatkan kualitas pendidikan di bidang seni budaya. Selain itu, penggunaan teknologi canggih dalam pembelajaran diyakini dapat membuat materi pembelajaran menjadi lebih menarik dan dinamis, serta mampu memenuhi kebutuhan belajar mahasiswa yang beragam dan terus berkembang. Implementasi ini menunjukkan potensi besar dalam mengubah cara pengajaran seni budaya menjadi lebih interaktif dan efektif, sekaligus mempersiapkan mahasiswa untuk menghadapi tantangan di masa depan dengan keterampilan yang lebih baik.
OPTIMALISASI PEMBELAJARAN LUKIS BERBASIS PROBLEM BASE LEARNING MELALUI KONTEN SIPEJAR TERINTEGRASI DENGAN VIRTUAL LABORATORIUM UNTUK PEMBELAJARAN HYBRID ADAPTIF MAHASISWA Rahman Prasetyo, Abdul; Ratnawati, Ike; Rai Arimbawa, Anak Agung Gde; Firzon Ainur Roziqin, Mohamad; Aruna, Alby; Putri Surya, Eka; Marcelliantika, Adinda; Rahmawati, Nila; Atma Wijaya, Ginanjar
Martabe : Jurnal Pengabdian Kepada Masyarakat Vol 7, No 8 (2024): MARTABE : JURNAL PENGABDIAN MASYARAKAT
Publisher : Universitas Muhammadiyah Tapanuli Selatan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31604/jpm.v7i8.3092-3107

Abstract

Optimalisasi pembelajaran lukis berbasis Problem Based Learning (PBL) dilakukan melalui integrasi konten SIPEJAR dengan Virtual Laboratorium dalam pembelajaran hybrid adaptif bagi mahasiswa, bertujuan untuk meningkatkan keterampilan kritis dan kreatif dalam seni lukis. Metode PBL ini memungkinkan simulasi praktik yang realistis dan interaktif dengan mengintegrasikan SIPEJAR dan Virtual Laboratorium, sehingga mahasiswa dapat mengalami pembelajaran yang lebih mendalam dan praktis. Pelaksanaan ini melibatkan pengembangan konten terstruktur, pelatihan bagi dosen, dan evaluasi berkelanjutan guna memastikan efektivitas pembelajaran. Dari hasil yang didapat, terjadi peningkatan signifikan dalam keterlibatan, pemahaman, dan keterampilan teknis mahasiswa dalam seni lukis. Evaluasi lebih lanjut menunjukkan bahwa pembelajaran hybrid adaptif yang memanfaatkan teknologi virtual serta PBL mampu meningkatkan kualitas pembelajaran secara keseluruhan. Integrasi ini tidak hanya membuat proses pembelajaran lebih menarik tetapi juga memastikan bahwa mahasiswa memperoleh keterampilan yang relevan dan aplikatif dalam bidang seni lukis, sehingga meningkatkan kompetensi mereka secara komprehensif.