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Kreatif Tanpa Gadget: Pelatihan Kerajinan Tangan dari Barang Bekas Dewi, Ika Parma; Hutagalung, Juli Elprida; Naufal, Kms Muhammad; Muslimah, Farhatun; Yeni, Nia Febrima; Melinda, Sari; Hasali, Ivan; Anwar, Artesia; Analismi, Wenti Julia
Jurnal Pengembangan dan Pengabdian Masyarakat Multikultural Vol 3 No 1: BATIK April 2025
Publisher : Institut Riset dan Publikasi Indonesia (IRPI)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.57152/batik.v3i1.1672

Abstract

Industry 4.0 marks a significant transformation in production processes through the use of digital technologies such as the Internet of Things (IoT) and big data analysis, which enables high efficiency and communication between devices. However, this progress also affects Generation Z, who is very connected to digital technology, presenting challenges in the form of dependence on gadgets. To overcome this problem, it is important to create activities that divert attention from technology, while encouraging creativity. One of the proposed solutions is training in handicrafts from used goods. Through a program carried out at the Darul Ma'arif Al-Karimiyah Orphanage, Padang, this training aims to increase children's creativity by recycling inorganic waste into valuable products. The 3R (Reduce, Reuse, Recycle) approach is used to teach environmentally sound waste management. As a result, children are expected to be able to produce useful work and improve the quality of life without relying on digital technology. The methods used are observation, outreach and practical training, with material covering the dangers of gadget addiction and waste recycling techniques. The results of the training showed an increase in children's creativity, who were able to produce products such as tissue holders, wall hangings and photo frames. The results of the feedback given to orphanage children showed that 90% of respondents stated that they strongly agreed with the training activities that had been carried out.
PENGEMBANGAN E-MODUL PADA MATA PELAJARAN DESAIN GRAFIS PERCETAKAN SISWA KELAS XI MULTIMEDIA DI SMKN 1 KERINCI Analismi, Wenti Julia; Mulyono, Heri; Novita, Rini
PeTeKa (Jurnal Penelitian Tindakan Kelas dan Pengembangan Pembelajaran) Vol 6, No 4 (2023): PeTeKa (Jurnal Penelitian Tindakan Kelas dan Pengembangan Pembelajaran)
Publisher : Universitas Muhammadiyah Tapanuli Selatan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31604/ptk.v6i4.1009-1017

Abstract

There are obstacles experienced in the learning process, such as a shortage of teaching materials in the form of textbooks and limited use of computer media to convey material, and the development of learning resources such as modules has not been carried out. To create a learning atmosphere that is not boring, it is necessary to carry out the latest innovations, namely the development of E-Module learning media. The type of research used is Research and Development (RD) by adopting the ADDIE model which consists of 5 stages namely (Analyze, Design, Development, Implementation, Evaluation). Data collection methods are taken from observation, questionnaires and documentation. This study aims to determine the practicality and validity of the product being developed. The average percentage (%) of the validity of the E-Module using the Canva application is 92.89% with a very valid category. This can be confirmed from all aspects that have been assessed by the validator. While the practicality of the percentage of E-Module Development using the Canva application is 88.67% in the very practical category. In other words, E-Module development using the Canva application is very practical in learning Printing Graphic Design.