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Pemanfaatan Canva dalam Pembelajaran Interaktif: Kajian Kualitatif Netti Herawati; Nuryani Nuryani; Abiyasa Eka Saputra
Jurnal Penelitian Rumpun Ilmu Teknik Vol. 4 No. 1 (2025): Jurnal Penelitian Rumpun Ilmu Teknik
Publisher : Pusat Riset dan Inovasi Nasional

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55606/juprit.v4i1.4694

Abstract

This research aims to explore the use of Canva as an interactive learning medium at the elementary school level. Canva, an easy-to-use graphic design platform, offers great potential to create engaging, creative, and visual learning experiences for students. This study uses a qualitative approach with a case study method involving grade IV students in an elementary school as research subjects. Data collection techniques include observations, interviews with teachers and students, and documentation of student work using Canva. The results of the study show that the use of Canva can increase student interactivity, creativity, and motivation to learn. Students actively participate in learning, mainly when creating posters, infographics, or presentations describing the concepts being taught. Material comprehension has also improved, especially on topics that require visual representation. While several obstacles are related to device access and student adaptation time, the benefits of using Canva in learning are significant. This study suggests that teachers should regularly integrate Canva into their learning to improve the student learning experience and provide training on how to use Canva to maximize its use. Further research is needed to examine the long-term impact and compare it with other interactive learning media
Digitalization of MSMEs In Palembang City: Development of A Web-Based Cash Recording Application With Multitenancy Architecture Abiyasa Eka Saputra
Journal of Embedded Systems, Security and Intelligent Systems Vol 5, No 3 (2024): November 2024
Publisher : Program Studi Teknik Komputer

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59562/jessi.v5i3.6935

Abstract

Micro, Small, and Medium Enterprises (MSMEs) in Palembang City face challenges in recording financial transactions, which are generally still done manually with books and papers or often not recorded at all. This leads to a lack of transparency in financial management, making it difficult for MSMEs to know the available cash balance as well as their real-time income and expenditures. This research aims to develop a web-based cash recording application that can be accessed through smartphones, utilizing Laravel and React.js technology with a multitenancy architecture. The multitenancy architecture allows one application to be used by multiple MSMEs with secure and efficient data isolation. The research results indicate that the developed application can enhance the efficiency of transaction recording and provide better visibility of the financial condition of MSMEs. With this implementation, MSMEs can record transactions in real-time, improve the accuracy of financial data, and support better business decision-making.
Optimalisasi Potensi Remaja Desa melalui Workshop Digital Storytelling dan Video Editing Edukatif: Pengabdian Abiyasa Eka Saputra; Erwin Agus; Muttorik Alil Abasir
Jurnal Pengabdian Masyarakat dan Riset Pendidikan Vol. 4 No. 3 (2026): Jurnal Pengabdian Masyarakat dan Riset Pendidikan Volume 4 Nomor 3 (Januari 202
Publisher : Lembaga Penelitian dan Pengabdian Masyarakat

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/jerkin.v4i3.5527

Abstract

Pengabdian ini bertujuan mengoptimalkan potensi remaja dan pemuda melalui workshop digital storytelling dan video editing edukatif yang dilaksanakan sepenuhnya secara daring serta terbuka untuk umum di seluruh Indonesia. Program menggunakan pendekatan berbasis proyek dengan kombinasi sesi sinkron untuk demonstrasi, penyamaan standar, dan diskusi, serta sesi asinkron untuk praktik produksi, pendampingan, dan pengumpulan karya. Peserta bekerja dalam kelompok kecil dengan pembagian peran yang jelas, lalu mengikuti tahapan terstruktur: orientasi dan baseline, penyusunan tema–naskah–storyboard, produksi video berbasis smartphone, editing dan klinik proyek, serta publikasi dan evaluasi. Mekanisme kendali mutu diterapkan melalui checkpoint wajib (naskah/storyboard, footage+audio, rough cut, final cut) dan penilaian rubrik yang mencakup ketepatan pesan edukatif, struktur cerita, kualitas visual dan audio, kerapian editing, keterbacaan subtitle, serta kepatuhan etika/hak cipta. Hasil pelaksanaan menunjukkan jangkauan peserta lintas wilayah, keterlaksanaan tahapan program yang baik, serta peningkatan kompetensi peserta pada literasi digital, storytelling, dan editing dasar berdasarkan perbandingan pre-test dan post-test. Program juga menghasilkan luaran video edukatif yang siap dipublikasikan dengan kualitas umumnya baik, sementara kendala daring seperti jaringan, kuota, dan variasi perangkat dimitigasi melalui rekaman sesi, modul ringkas, konsultasi via kanal ringan, dan pengumpulan file versi rendah untuk review. Program ini menunjukkan bahwa pelatihan daring terbuka dapat meningkatkan literasi digital dan kreativitas remaja secara terukur sekaligus menghasilkan konten edukatif yang etis dan bermanfaat bagi masyarakat luas.