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Pengembangan potensi siswa SMK Pandawa Bali Global sebagai technopreneur muda dengan pendekatan Business Model Canvas (BMC) Jauzaa Maylia Suhendro; Ni Wayan Nanik Suaryani Taro Putri; Ni Putu Noviyanti Kusuma
SELAPARANG: Jurnal Pengabdian Masyarakat Berkemajuan Vol 9, No 3 (2025): May
Publisher : Universitas Muhammadiyah Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31764/jpmb.v9i3.30825

Abstract

AbstrakEra Revolusi Industri 4.0 telah mendorong pentingnya penguatan kompetensi technopreneurship di kalangan generasi muda, khususnya siswa Sekolah Menengah Kejuruan (SMK). Kegiatan Pengabdian kepada Masyarakat (PKM) ini bertujuan untuk meningkatkan pemahaman dan keterampilan siswa SMK Pandawa Bali Global dalam menyusun model bisnis berbasis Business Model Canvas (BMC) sebagai alat bantu visual yang efektif dalam merancang dan mengembangkan ide usaha. Metode pelaksanaan terdiri dari tujuh tahapan, yakni Pre-test, pemaparan materi technopreneurship dan BMC, praktik penyusunan ide bisnis, presentasi ide bisnis kelompok, diskusi dan tanya jawab, Post-test, serta sesi penutupan. Kegiatan ini diikuti oleh 50 siswa dari berbagai jurusan dan dilaksanakan di Aula SMK Pandawa Bali Global. Hasil evaluasi menunjukkan adanya peningkatan signifikan pada pemahaman siswa, dengan rata-rata nilai Pre-test dan Post-test masing-masing meningkat sebesar 52 poin untuk kategori technopreneurship dan 60 poin untuk kategori BMC. Selain itu, seluruh kelompok peserta berhasil menyusun dan mempresentasikan model bisnis secara sistematis dan inovatif. Kegiatan ini membuktikan bahwa pendekatan pembelajaran visual dan aplikatif seperti BMC dapat menjadi strategi efektif dalam menanamkan mindset kewirausahaan yang kreatif, sistematis, dan adaptif di lingkungan pendidikan vokasi. Kata kunci: business model canvas; SMK; technopreneurship. Abstract The Fourth Industrial Revolution has emphasized the importance of strengthening technopreneurship competencies among the younger generation, particularly students in Vocational High Schools (SMK). This Community Service Program (PKM) aimed to enhance the understanding and skills of students at SMK Pandawa Bali Global in developing business models using the Business Model Canvas (BMC), a visual tool effective for designing and structuring entrepreneurial ideas. The program was implemented through seven stages: Pre-test, delivery of technopreneurship and BMC materials, business idea development practice, group business idea presentations, discussions and Q&A sessions, Post-test, and a closing session. The activity involved 50 students from various majors and was conducted in the main hall of SMK Pandawa Bali Global. Evaluation results demonstrated a significant improvement in student comprehension, with average Pre-test and Post-test scores increasing by 52 points in the technopreneurship category and 60 points in the BMC category. Furthermore, all student groups successfully developed and presented their business models in a structured and innovative manner. This program indicates that visual and applicative learning approaches such as BMC are effective strategies for instilling an entrepreneurial mindset that is creative, systematic, and adaptive within vocational education settings. Keywords: business model canvas; technopreneurship, vocational high school.
SOSIALISASI LITERASI DIGITAL GUNA MENINGKATKAN PEMAHAMAN DIGITAL PADA SISWA MA KALIFA NUSANTARA NI Wayan Nanik Suaryani Taro Putri; Eka Grana Aristyana Dewi; Riszki Indika Pratama; Antonius Aston Delfan; wayan farrel ichiro; Gusti Ayu Komang Tari Kusuma Wardani; Tiara Kartini
Amaliah: Jurnal Pengabdian Kepada Masyarakat Vol 10 No 1 (2026): Amaliah: Jurnal Pengabdian kepada Masyarakat
Publisher : LPPI UMN AL WASHLIYAH

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32696/ajpkm.v10i1.6480

Abstract

This community service study was conducted because students’ digital literacy was still low, which could lead to hoaxes, cyberbullying, misuse of personal data, and irresponsible social media behavior. The activity aimed to improve MA Kalifa Nusantara students’ understanding of data security, digital ethics, and the productive use of technology. The implementation was carried out offline through interviews with the school and the delivery of interactive materials, including lectures, demonstrations, videos, posters, and active discussion. It was then evaluated by comparing pre-test results from students who did not receive the socialization with post-test results from students who did. The results showed a significant improvement in understanding, indicated by an increase in the average score from 76.17% in the pre-test group to 93.36% in the post-test group, reflecting a real positive change in students’ daily digital literacy practices. The greatest improvement was found in the ability to distinguish true and suspicious news, with an increase of 24.74%. Therefore, a structured and interactive digital literacy program proved effective in improving students’ knowledge, awareness, and wise attitudes in using the internet and social media.
PENERAPAN METODE DESIGN THINKING UNTUK MENINGKATKAN KEMAMPUAN KREATIVITAS DAN KEMAMPUAN PEMECAHAN MASALAH SISWA SEKOLAH DASAR Eka Grana Aristyana Dewi; Ni Wayan Nanik Suaryani Taro Putri; I Wayan Pasek Bagus Adi Wijaya; Muhammad Assegaf; Sydney Metaliana Dos Santos Narciso; Muhamad Iqbal Ar’rayyan
Amaliah: Jurnal Pengabdian Kepada Masyarakat Vol 10 No 1 (2026): Amaliah: Jurnal Pengabdian kepada Masyarakat
Publisher : LPPI UMN AL WASHLIYAH

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32696/ajpkm.v10i1.6481

Abstract

This community service activity aims to enhance the creativity of students at SD Negeri 3 Renon, Denpasar, with the implementation of the Design Thinking framework. The background of this activity is based on the limited ability of students to think creatively and develop solutions to learning-related problems. The activity involved 50 fifth-grade students and was conducted over four learning sessions. The method used was a participatory approach, in which students were actively engaged in the five stages of Design Thinking: empathize, define, ideate, prototype, and test. The implementation was carried out through structured learning activities that encouraged students to identify problems, generate ideas, and design as well as test simple solutions. Evaluation was conducted using observation sheets and a creativity assessment rubric. The results showed an improvement in the average creativity score from 62 (moderate category) to 81 (good category). In addition, 85% of students demonstrated increased confidence in expressing their ideas and the ability to produce innovative solutions.In conclusion, the application of Design Thinking has proven to be effective in enhancing students’ creativity and critical thinking skills at the elementary school level, and it has the potential to serve as an innovative learning approach