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Aksawatra: Inovasi Media Pengenalan Aksara Braile Berbasis Teknologi Touchpad Untuk Meningkatkan Pengetahuan Aksara Jawa Tunanetra di SLBN Semarang Nagara, Thahta Ardhika Prabu; Salsabila, Sava Aurellia; Ariyanto, Rifki Rochman; Sayfanah, Zalfaulislam; Mahardika, Arya; Sam’an, Muhammad
Jurnal Surya Masyarakat Vol 7, No 1 (2024): November 2024
Publisher : Universitas Muhammadiyah Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26714/jsm.7.1.2024.1-7

Abstract

SLBN Semarang, an inclusive school in Semarang City, faces challenges in teaching Javanese script to visually impaired students. The available braille learning media is unable to visualize the original form of Javanese script, resulting in a lack of student motivation. The Aksawatra PKM-PM program offers an innovative solution by introducing Javanese Braille teaching aids based on touchpad technology and 3D models. This innovation allows visually impaired students to experience the script shapes in real time and get audio feedback that helps them understand and remember the script shapes more effectively. The implementation method of this program involves thorough preparation, intensive training for teachers, and implementation of Aksawatra technology learning to blind students. Evaluation results showed significant improvement in students' ability to recognize Javanese script forms and their increased interest in learning. In addition, teachers found it easy to teach Javanese script with this new tool. The Aksawatra PKM-PM program proves that interactive technology can be an effective solution to overcome learning obstacles for visually impaired students, improve literacy skills, and preserve cultural heritage. This success provides a sustainable positive impact for inclusive education and can serve as a model for future learning innovations. 
Si-Bookie: flip book berbantuan Augmented Reality guna meningkatkan kemampuan Komunikasi Siswa TK Pangudi Luhur Kartini Semarang Kade, Monika Evanya; Dewi, Rinanta; Pradana, Diva Ari; Anala, Nabilah Dian Avie; Pinasti, Anggita Aura; Sam’an, Muhammad
Jurnal Surya Masyarakat Vol 7, No 1 (2024): November 2024
Publisher : Universitas Muhammadiyah Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26714/jsm.7.1.2024.88-93

Abstract

The PKM-PM Si-Bookie program at TK Pangudi Luhur Kartini Semarang aims to enhance children's communication skills through interactive Augmented Reality (AR) and Virtual Reality (VR) technology. The activities began with surveys and problem identification, coordination with the school, program development, as well as teacher socialization and training. The results showed a significant improvement in students' communication abilities; before the program, only 23 out of 33 students dared to speak in front of the class, whereas after the program, this number increased to 30 out of 33 students. Learning enthusiasm and student engagement also increased, with students becoming more excited about using AR and VR technology. Students' confidence in social interactions rose from 23 to 30 students feeling confident after the program. The program also enhanced teachers' technological skills; before the program, only 1 out of 6 teachers understood AR and VR, whereas after the program, 5 out of 6 teachers mastered it. The effectiveness of teaching also improved, with the number of teachers feeling effective rising from 2 to 5. Overall, Si-Bookie successfully improved communication skills and technological abilities at TK Pangudi Luhur Kartini, providing sustainable benefits in education and the community.
Aksawatra: Inovasi Media Pengenalan Aksara Braile Berbasis Teknologi Touchpad Untuk Meningkatkan Pengetahuan Aksara Jawa Tunanetra di SLBN Semarang Nagara, Thahta Ardhika Prabu; Salsabila, Sava Aurellia; Ariyanto, Rifki Rochman; Sayfanah, Zalfaulislam; Mahardika, Arya; Sam’an, Muhammad
Jurnal Surya Masyarakat Vol 7, No 1 (2024): November 2024
Publisher : Universitas Muhammadiyah Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26714/jsm.7.1.2024.1-7

Abstract

SLBN Semarang, an inclusive school in Semarang City, faces challenges in teaching Javanese script to visually impaired students. The available braille learning media is unable to visualize the original form of Javanese script, resulting in a lack of student motivation. The Aksawatra PKM-PM program offers an innovative solution by introducing Javanese Braille teaching aids based on touchpad technology and 3D models. This innovation allows visually impaired students to experience the script shapes in real time and get audio feedback that helps them understand and remember the script shapes more effectively. The implementation method of this program involves thorough preparation, intensive training for teachers, and implementation of Aksawatra technology learning to blind students. Evaluation results showed significant improvement in students' ability to recognize Javanese script forms and their increased interest in learning. In addition, teachers found it easy to teach Javanese script with this new tool. The Aksawatra PKM-PM program proves that interactive technology can be an effective solution to overcome learning obstacles for visually impaired students, improve literacy skills, and preserve cultural heritage. This success provides a sustainable positive impact for inclusive education and can serve as a model for future learning innovations. 
Si-Bookie: flip book berbantuan Augmented Reality guna meningkatkan kemampuan Komunikasi Siswa TK Pangudi Luhur Kartini Semarang Kade, Monika Evanya; Dewi, Rinanta; Pradana, Diva Ari; Anala, Nabilah Dian Avie; Pinasti, Anggita Aura; Sam’an, Muhammad
Jurnal Surya Masyarakat Vol 7, No 1 (2024): November 2024
Publisher : Universitas Muhammadiyah Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26714/jsm.7.1.2024.88-93

Abstract

The PKM-PM Si-Bookie program at TK Pangudi Luhur Kartini Semarang aims to enhance children's communication skills through interactive Augmented Reality (AR) and Virtual Reality (VR) technology. The activities began with surveys and problem identification, coordination with the school, program development, as well as teacher socialization and training. The results showed a significant improvement in students' communication abilities; before the program, only 23 out of 33 students dared to speak in front of the class, whereas after the program, this number increased to 30 out of 33 students. Learning enthusiasm and student engagement also increased, with students becoming more excited about using AR and VR technology. Students' confidence in social interactions rose from 23 to 30 students feeling confident after the program. The program also enhanced teachers' technological skills; before the program, only 1 out of 6 teachers understood AR and VR, whereas after the program, 5 out of 6 teachers mastered it. The effectiveness of teaching also improved, with the number of teachers feeling effective rising from 2 to 5. Overall, Si-Bookie successfully improved communication skills and technological abilities at TK Pangudi Luhur Kartini, providing sustainable benefits in education and the community.
Peningkatan Kompetensi Guru di Sekolah Menengah Islam Ihsanul Fikri melalui Pelatihan Pengembangan Media Pembelajaran Berbasis Kecerdasan Buatan: Sebuah Studi Mixed-Methods Ramadhani, Rima Dias; Ilham, Ahmad; Sam’an, Muhammad; Fathurohman, Akhmad; Safuan, Safuan; Munsarif, Muhammad; Assaffat, Lukman; Kindarto, Asdani; Anggana, Muhammad Wahyu; Firmasyah, Teguh; Syaifani, M. Amin; Ahyana, Afan Arga; Nugroho, Adi; Kurnia, Janu Yogi
Jurnal Surya Masyarakat Vol 7, No 2 (2025): Mei 2025
Publisher : Universitas Muhammadiyah Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26714/jsm.7.2.2025.207-214

Abstract

The training program on Artificial Intelligence-based Learning Media Development (P3MP-AI) represents a strategic initiative to enhance the quality of education at the Ihsanul Fikri Integrated Islamic High School. In the rapidly evolving landscape of information technology, the integration of Artificial Intelligence (AI) technology into education has become an urgent necessity. This endeavor aims to address the personalized learning needs, overcome human resource and time constraints, and enhance the overall quality of education in achieving educational goals. Through the Active and Interactive Learning Method (MPB-AI) approach, educators engage in various practical and interactive activities, enabling them to comprehend and applykecerdasan buatanconcepts practically. Evaluation of this training program demonstrates significant achievements in enhancing participants' understanding and skills, as well as a high level of creativity and diversity in AI-based learning media development practices. Thus, this training program has successfully achieved its objectives in improving the quality of education at the Ihsanul Fikri Integrated Islamic High School. Recommendations for future activities include extending the duration of implementation for optimal goal attainment and developing similar activities periodically to continually enhance educators' abilities in delivering more effective and efficient learning experiences.
Implementasi Penguatan Literasi Ziswaf Digital Berbasis Quick Response Code Indonesian Standard (QRIS) Sebagai Strategi Pembayaran Pada Lembaga Amil Zakat (LAZ) Ifriza, Yahya Nur; Jayanto, Prabowo Yudo; Jumanto, Jumanto; Sam’an, Muhammad
Jurnal Abdi Negeri Vol 1 No 1 (2023): Januari 2023
Publisher : Informa Science

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.63350/jan.v1i1.1

Abstract

Permasalahan prioritas utama yang dihadapi mitra adalah kurangnya pengetahuan pengelolaan zakat digital dan belum adanya Quick Response Code Indonesian Standard (QRIS) yang dapat ditawarkan kepada masyarakat. Sehingga solusi yang ditawarkan adalah Peningkatan kapasitas pengelolaan zakat digital berbasis QRIS di LAZ CB Zakat. Solusi tersebut dilaksanakan dalam bentuk workshop Pengembangan QRIS LAZ CB Zakat, workshop Fasilitator zakat digital, pembuatan QRIS LAZ CB Zakat dan pembuatan Video Simulasi zakat digital berbasis QRIS. Secara umum pelaksanaan kegiatan menggunakan pendekatan Model zakat digital berbasis QRIS terbagi menjadi empat tahapan, yaitu tahap persiapan, tahap pelaksanaan, dan tahap evaluasi dan monitoring. Adapun upaya untuk keberlanjutan program adalah melalui penempatan mahasiswa penggerak. Keberlanjutan program juga diupayakan dengan membangung kemitraan antara Lembaga amil zakat dengan berbagai pihak yang ada di kota semarang, seperti LAZ CB Zakat, LAZ Bank Muammalat, dan berbagai pihak yang bergerak dalam bidang pengelolaan zakat. Berdasarkan evaluasi setelah kegiatan ditemukan bahwa ada peningkatan pengetahuan sebesar 86% tentang penggunaan QRIS.