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Peningkatan Kemandirian Remaja Di Desa Kaduara Barat Melalui Pelatihan Keterampilan Wirausaha dan Digital Untuk Mengurangi Pengangguran Hozairi Hozairi; Moh. Badri Tamam; Achmad Baihaqi
NEAR: Jurnal Pengabdian kepada Masyarakat Vol. 5 No. 1 (2025): NEAR
Publisher : Komunitas Dosen Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32877/nr.v5i1.3103

Abstract

ujuan dari pengabdian masyarakat ini adalah untuk membantu remaja Desa Kaduara Barat menjadi lebih mandiri finansial melalui pelatihan kewirausahaan dan keterampilan digital. Permasalahan mitra meliputi rendahnya keterampilan wirausaha, minimnya literasi digital, serta belum adanya usaha produktif yang berkelanjutan. Program dilaksanakan melalui empat tahapan, yaitu sosialisasi dan pembentukan Kelompok Usaha Remaja (KUR), workshop kewirausahaan dan keterampilan digital, pendampingan produksi dan pemasaran produk lokal, serta evaluasi melalui monitoring dan evaluasi (monev). Hasil kegiatan menunjukkan peningkatan signifikan, dengan rata-rata 65% pada soft skill (kepemimpinan, komunikasi, mindset entrepreneur, manajemen usaha) dan 70% pada hard skill (produksi, branding, pembuatan katalog, pemasaran digital, dan pencatatan transaksi). Dampak kegiatan ditunjukkan oleh terbentuknya empat KUR yang memiliki nama usaha, logo, BMC, katalog, dan media pemasaran digital. Usaha berbasis potensi lokal yang dikembangkan meliputi kripik pisang, rengginang, gula aren, dan jagung kriuk. Rata-rata penghasilan kelompok usaha mencapai Rp3–7 juta per bulan, sementara pendapatan individu remaja meningkat Rp50.000–100.000 per hari. Selain itu, kegiatan ini menghasilkan website desa, profil potensi desa, dan buku potensi desa, serta terjalinnya kemitraan berkelanjutan antara desa dan Universitas Islam Madura. Dengan demikian, program ini terbukti mendorong kemandirian ekonomi remaja sekaligus memperkuat pembangunan ekonomi lokal berbasis keterampilan digital dan potensi desa.
EduCode: Development of a Mobile-based Coding Educational Game for Children Taufiqurrohman Taufiqurrohman; Hoiriyah Hoiriyah; Moh. Badri Tamam; Rofiuddin Rofiuddin
SISTEMASI Vol 15, No 7 (2026): Sistemasi: Jurnal Sistem Informasi
Publisher : Universitas Islam Indragiri

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32520/stmsi.v15i7.6617

Abstract

The rapid advancement of digital technology has significantly transformed the educational landscape. However, its utilization as an interactive learning medium for children remains limited. At the same time, the integration of Computational Thinking into Indonesia's Merdeka Curriculum highlights the importance of introducing coding at an early age. Nevertheless, many children continue to face difficulties in understanding fundamental programming logic due to the limited availability of engaging and effective learning media. This study aims to develop and evaluate EduCode, an educational game designed to provide an interactive and enjoyable coding learning experience for children. The game was developed using the Game Development Life Cycle (GDLC) methodology, which consists of six phases: initiation, pre-production, production, testing, beta, and release. EduCode was implemented using the Flutter framework and the Dart programming language. System functionality was evaluated through Black-Box Testing, while usability was assessed using a Likert-scale questionnaire administered to elementary school students as the end users. The usability evaluation yielded an average score of 89.80%, which falls into the "Very Good" category. These findings indicate that EduCode demonstrates a high level of usability in terms of ease of use, user comfort, and interface design. Therefore, EduCode is considered a highly suitable alternative learning medium for enhancing children's engagement and motivation in learning coding while improving their Computational Thinking skills at the elementary school level.