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Pelatihan Bisnis Model Canvas Nurul Hikmah; Agus Supandi; Mailizar; Retno Nengsih
AMMA : Jurnal Pengabdian Masyarakat Vol. 2 No. 11 : Desember (2023): AMMA : Jurnal Pengabdian Masyarakat
Publisher : CV. Multi Kreasi Media

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Abstract

The development of creative ideas in small forms is growing very rapidly in the current era of technological globalization. The development of technology-based MSMEs is growing rapidly. The emergence of hundreds of start-up companies currently requires young entrepreneurs to rack their brains in competing with other competitors. A good innovation management pattern is the key to success in starting a business. Preparing knowledgeable young entrepreneurs is very important nowadays. We are required not only to be ready to work but also expected to be able to create jobs, namely to become entrepreneurs. Currently, business development in Indonesia is experiencing a very rapid increase, this can be seen from the large number of developments in small and large businesses from online and offline businesses. A business model is very important for companies because several advantages can be seen, namely: first, having a business model can help companies or business actors to get information about how, where and when the product functions well. second, designing a good business model can weaken competitors. These advantages can help companies gain competitiveness in the market. The concept of the business model canvas (BMC) is a way to describe, visualize, assess and change business models. With this business model canvas training, it is hoped that teaching staff will have sufficient knowledge in analyzing business situations and innovation management in the future.
Workshop Guru Pembelajaran Berbasis STEAM Seruni; Indah Lestari; Nurul Hikmah
AMMA : Jurnal Pengabdian Masyarakat Vol. 4 No. 5 : Juni (2025): AMMA : Jurnal Pengabdian Masyarakat
Publisher : CV. Multi Kreasi Media

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Abstract

Community Partnership Program (PKM) activities were carried out at SMP Negeri 210 Jakarta as a partner in the implementation of the program. The participants involved in this activity were all teaching staff at SMP Negeri 210. The purpose of this activity is to: a) Improve the knowledge and skills of partners in designing STEAM-based learning; b) Deepen partners' understanding of STEAM learning design. Some of the challenges faced by partners include: a) low literacy about STEAM knowledge, b) lack of understanding of the importance and benefits of implementing STEAM in the learning process, c) limited training or workshops that discuss innovations in learning, especially related to STEAM. The methods used include preparation, implementation, and evaluation between implementers and partners, as well as the organization of workshops on the implementation of STEAM. This method was applied to a partner group of 40 people. The results achieved from this activity are: 1) Skill improvement and change of partner perspective in STEAM learning; 2) Partners are able to design STEAM-based learning.