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Inovasi Pemuda Dalam Mengembangkan Ekonomi Kreatif Melalui Produksi Sirup Markisa Di Desa Pattongko Kecamatan Sinjai Tengah Anisa, Andi; Ulfayanti; Nurvaika, Nurvaika; Aminah, Sitti
Proceedings of Universitas Muhammadiyah Yogyakarta Graduate Conference Vol. 2 No. 1 (2022): Strengthening Youth Potentials for Sustainable Innovation
Publisher : Universitas Muhammadiyah Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.18196/umygrace.v2i1.475

Abstract

Youth innovation is an important thing in the implementation of a village development program, one of which is in the creative economy development program. This study aims to determine Youth Innovation in Developing Creative Economy through Passion Fruit Syrup Production in Pattongko Village, Central Sinjai District. The research, which was conducted in Pattongko Village, Central Sinjai District, Sinjai Regency, used qualitative methods in collecting data. The data collection techniques used were observation, interviews, and documentation. The data analysis technique used the theory of Miles and Huberman which includes data collection, data reduction, and data presentation. Through this research, researchers found the fact that in Pattongko Village there are many things that can be done by youth in developing the village. One of them was pioneered by Asmar Anugrah, an inspiring young man who became an entrepreneur from passion fruit plantations. Therefore, the existing passion fruit is processed into syrup and labeled "Anugrah Markisa". This business was born from the desire to add value to passion fruit which was originally considered to have no market. In addition, this effort is expected to motivate farmers so that the fruit can be a source of income by processing it into syrup. Another benefit that can be provided is that it can help the government overcome the poverty level through the creation of business opportunities. Based on the findings above, it can be said that Anugrah Markisa, an innovation pioneered by youth provides a real contribution to the development of the creative economy by showing that youth provide an innovation or new idea in the production of passion fruit syrup and also provides job opportunities for farmers by buying their crops to be processed into syrup.
Kegiatan Fun English untuk Meningkatkan Kosakata Siswa Anisa, Andi; Harmilawati; Sabaruddin
PENDIMAS: Jurnal Pengabdian Masyarakat Vol 2 No 2 (2023): PENDIMAS: Jurnal Pengabdian Masyarakat
Publisher : Fakultas Tarbiyah dan Ilmu Keguruan (FTIK) IAIM Sinjai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47435/pendimas.v2i2.2029

Abstract

Tujuan dari kegiatan pengabdian kepada masyarakat ini untuk memperkenalkan pembelajaran kosakata bahasa Inggris pada anak usia dini atau anak-anak di SDN 227 Balang. Metode pengajaran yang digunakan dalam kegiatan ini yaitu melalui metode Fun English dimana pengajaran bahasa Inggris untuk anak-anak dengan konsep pembelajaran bahasa Inggris yang menyenangkan. Didalamnya terdapat kegiatan pembelajaran menggunakan song dan games. Hasil dari kegiatan ini menunjukkan bahwa perserta didik sudah mulai merasa fun (senang) dalam belajar bahasa Inggris serta perbendaharaan dan pemahaman kosakata bahasa Inggris siswa meningkat dibandingkan dengan awal pertemuan. Walau masih ada kesalahan, namun mereka sudah mulai percaya diri dan tidak merasa malu.
The Effect of Internet Gaming Disorder on Learning Motivation of Students at Sman 21 Medan Anisa, Andi; Akbar, Surya; Lestari, Ira Cinta; Darungan, Tezar Samekto
Jurnal Health Sains Vol. 6 No. 11 (2025): Journal Health Sains
Publisher : Syntax Corporation Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.46799/jhs.v6i11.2739

Abstract

Online gaming behavior can increase excitement and reduce stress in students. However, uncontrolled online gaming behavior will lead to addiction which is then called Internet Gaming Disorder. Students with Internet Gamig Disorder tend to spend their time playing online games rather than their daily activities and this will have an impact on students' tasks as students by neglecting the levers so that they will lose their motivation to learn. This study aims to analyze the influence of Internet Gaming Disorder on the learning motivation of high school students. The design of this research is case control. The sample used in this study was 1:2 ratio, namely 27 students as case subjects and 54 students as control subjects. Data collection was carried out using IDGS-SF9 and AMS questionnaires. The results of this research data were analyzed using the Chi Square test. The results of the study found that the learning motivation of the case subjects was in the average category, namely 26 students (96.3%). Meanwhile, the control subjects of student learning motivation were relatively high, namely 34 students (63%). Based on the results of the Chi Square test, the influence of Internet Gaming Disorde on learning motivation (p<0.05) with an odd ratio of 44.2. Suggestions for further researchers could examine the influence of Internet Gaming Disorder on learning motivation in high school students with a larger population.