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adi santoso
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INDONESIA
Society: Jurnal Pengabdian Masyarakat
ISSN : -     EISSN : 2827878X     DOI : -
Society: Jurnal Pengabdian Masyarakat diterbitkan oleh Lembaga Edumedia Solution adalah peer-reviewed journal yang memuat artikel-artikel ilmiah dari berbagai disiplin ilmu yang diadopsi dalam berbagai aktivitas pengabdian kepada masyarakat dan penelitian terapan lainnya. Artikel-artikel yang dipublikasikan di Society: Jurnal Pengabdian Masyarakat meliputi hasil-hasil kegiatan pengabdian pada masyarakat, artikel ulasan ilmiah yang bersifat baru, atau komentar atau kritik terhadap tulisan yang ada dimuat di Society: Jurnal Pengabdian Masyarakat maupun dalam terbitan berkala ilmiah lainnya. Society: Jurnal Pengabdian Masyarakat terbit 6 (enam) kali setahun, setiap bulan Januari, Maret, Mei, Juli, September, dan November. Artikel yang telah publish dapat didownload secara gratis, dibaca dan disebarluaskan sebagai rujukan artikel selanjutnya.
Arjuna Subject : Umum - Umum
Articles 428 Documents
Increasing the Capacity of Teachers and Educational Personnel of Muhammadiyah Susukan Vocational School, Semarang Regency Through Electrical K3 Trainin Muntasiroh, Laily; Kiswanto, Aris; Hendriansyah, Hendriansyah; Ahdi, Muhammad
Society : Jurnal Pengabdian Masyarakat Vol. 4 No. 3 (2025): Mei
Publisher : Edumedia Solution

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55824/jpm.v4i3.529

Abstract

SMK Muhammadiyah Susukan is a vocational high school offering specialized training programs in three key technical disciplines: electronics engineering, automotive mechanics for light vehicles, and computer networking technologies. The results of observations and interviews with the school, it was found that the understanding and application of electrical K3 at SMK Muhammadiyah Susukan is still far from optimal. The importance of K3 in the field of electricity cannot be underestimated. Based on data from the National Disaster Management Agency (BNPB) and the Ministry of Manpower, incidents related to electricity, including fires and electric shocks, are still one of the main causes of accidents in the workplace and educational institutions. These incidents result in not only financial damages but also create significant safety and health risks for students, educators, and school personnel. Utilizing a pre-experimental one-group pretest-posttest research design, the training involved an initial pretest, theoretical instruction, and a concluding post-test. By applying the Gain test formula to analyze pre- and post-test results, researchers discovered an average N-Gain of 0.68. According to N-Gain assessment criteria, this value signifies a notable improvement in participants' comprehension following the training. The findings demonstrate that the training activity effectively enhanced the knowledge and skills of educational staff and personnel to a moderate degree.
Assistance in Creating Nutrition Fact Labels and Packaging for Cassava Chips Products at CV. Eka Pratama Sejahtera Cirebon Khoiriyah, Nur; Fazdilah, Ayu Cindy; Hartati, Wiwi; Maharani, Puja
Society : Jurnal Pengabdian Masyarakat Vol. 4 No. 2 (2025): Maret
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Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55824/jpm.v4i2.532

Abstract

Micro, small, and medium enterprises (MSMEs) frequently encounter numerous challenges, including the incorporation of nutrition fact labels and product packaging—this community service aimed to facilitate the creation of nutrition fact labels and new packaging for MSME products. The partner of this program was CV Eka Pratama Sejahtera in Cirebon Regency, focusing on cassava chip products. This program included observation, problem identification, activity implementation, and evaluation. Observations and problem identification indicated a necessity for new flavor varieties, nutritional fact labels, and updated packaging for cassava chip products. The results showed that CV Eka Pratama Sejahtera provided positive feedback during this assistance program. This program successfully generated a nutrition facts table for a new flavor variant of cassava chips using the BPOM format. Additionally, this program developed a new packaging design for the product. The result of this program was the redesigned packaging, which included nutritional information for the latest flavor variants of cassava chip products at CV Eka Pratama Sejahtera.
Organizational Management Training at the Student Association (HMPS) at UNIDA Gontor Wicaksana, Febrian Arif; Ardiani, Yana Elita; Sa'adah, Yaumi; Rachmawati, Andini; Cahyani, Meitria
Society : Jurnal Pengabdian Masyarakat Vol. 4 No. 3 (2025): Mei
Publisher : Edumedia Solution

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55824/jpm.v4i3.533

Abstract

Improving the quality of human resources in an organization is divided into two aspects, the first is the physical aspect, and the second is the non-physical aspect. The Prodi Student Association (HMP) organization is a study program student organization at Darussalam Gontor University. This student organization, which is in the realm of study programs under the faculty and senate, is a forum for students to improve reasoning, interests and talents, and student welfare in student life in higher education. This student organization is organized from, by, and for students under the guidance of study programs at Darussalam Gontor University. With this student organization, they are expected to have soft skills. HMP itself was formed to prepare students to have organizational skills, develop their interests and talents, become good leaders. And have adequate managerial skills.  Organizational training is held as an effort to equip organization members with the knowledge and skills needed to carry out their duties and responsibilities.
The Culture of Gotong Royal Work as a Manifestation of Collective Citizenship with Social Concern Hajuan, Muhammad Akbar; Retta, Lensi Megah; Mansur, Ali
Society : Jurnal Pengabdian Masyarakat Vol. 4 No. 3 (2025): Mei
Publisher : Edumedia Solution

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55824/jpm.v4i3.535

Abstract

The culture of mutual cooperation can foster social attitudes that are manifested in the form of actions or behavior in groups. With the culture of mutual cooperation, people are able to work together in solving various problems and also lightening the burden of fellow citizens. Through the phenomenological research method, researchers will know and easily understand the object of research. Researchers use data collection techniques by means of interviews, observations, and documentation. Interviews are data collection techniques by asking questions to informants or submitting a number of questions verbally to research subjects. The results of the study indicate that the culture of mutual cooperation marriage requires thought, energy, space and time to build moral values in society. The elements of mutual cooperation culture are very urgently expressed in social systems and traditions. The culture of mutual cooperation can process interactions and build moral values of the younger generation by adhering to the basic values of Pancasila as a manifestation of equality of fate.
Utilization of Machine Learning for Property Price Segmentation and Prediction Andriansyah, Akbar; Dzulkarnain, Mulki Djenfik; Afkarinah, Afni Izzah; Amili, Fadel; Ramadhika, Gilang; rosanti, Nurvelly; Ambo, Siti Nurbaya; Andharani, Yana; Sutrisno, Mirza
Society : Jurnal Pengabdian Masyarakat Vol. 4 No. 2 (2025): Maret
Publisher : Edumedia Solution

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55824/jpm.v4i2.537

Abstract

Advances in digital technology have encouraged the utilization of artificial intelligence, especially machine learning, in various sectors, including property price analysis. However, there are still many people who do not understand the basic concepts of this technology, so structured and applicable education is needed. To answer this challenge, an activity entitled “Utilization of Machine Learning for Property Price Segmentation and Prediction” was held which aimed to introduce and train participants in the application of machine learning to predict property prices. This activity consists of two main parts, namely webinars and workshops. The webinar focused on introducing the concepts of artificial intelligence, machine learning, and AI Project Cycle as the main method in analyzing house prices. Meanwhile, the workshop provided hands-on training to participants in building prediction models using Google Colab. This activity was carried out through a series of stages, starting from socialization, preparation of materials, pre-test to measure initial understanding, educational and practical sessions, to evaluation through post-test and filling in participant feedback. A total of 39 participants from various backgrounds participated in this activity. The evaluation showed that 38.7% of participants were satisfied, while 51.6% were very satisfied with the program. In addition, the post-test results showed a significant increase in understanding compared to the pre-test results. Based on these results, this activity proved to be successful in providing new insights into the application of machine learning in property price prediction and equipping participants with practical skills that can be applied in the real world.
Economic Care Day: Training Leadership, Creativity, Collaboration, and Sociopreneur at Smk Negeri 1 Merangin 2024 Sarinah, Sarinah; Mardalena, Mardalena; Melina, Angra; Andriani, Diyan; Utami, Sri; Afika, Tya
Society : Jurnal Pengabdian Masyarakat Vol. 4 No. 2 (2025): Maret
Publisher : Edumedia Solution

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55824/jpm.v4i2.538

Abstract

The purpose of the Economic Care Day 2024 program at SMK Negeri 1 Merangin is to foster student leadership, creativity, teamwork, and sociopreneurship. Utilizing several interactive training sessions, practical exercises, and realistic business simulations, this program seeks to equip students to become creative and socially conscious entrepreneurs. Four major areas are the program's focus: The first is Leadership Development, which teaches students how to make decisions, solve problems, and manage a team; the second is Creativity Enhancement, which promotes creative thinking and solution-based entrepreneurship; the third is Collaboration Training, which stresses teamwork and good communication; and the fourth is Sociopreneurship Education, which introduces the idea of business models that put profit and social.  Economic Care Day 2024 reaches 146 students as participants aim to equip students with strong social entrepreneurship knowledge, enhanced leadership, teamwork abilities, and an expanded entrepreneurial attitude. Through experiential learning, workshops, case studies, and mentorship, students are equipped to contribute to their communities and the global economy
Getting Started with Machine Learning in Game Development Hakim, Taufiq Rahman; Muhammad Zaki, Dimas Aufa; Utami, Mirsanda Amelia; Syahri, Nur Alfi; Ardika, Sadin Yusuf; Risanty, Rita Dewi; Mujiastuti, Rully; Meilina, Popy; Amri, Nurul; Nurbaya, Sitti; Ardharani, Yana
Society : Jurnal Pengabdian Masyarakat Vol. 4 No. 2 (2025): Maret
Publisher : Edumedia Solution

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55824/jpm.v4i2.539

Abstract

The The webinar and workshop titled "Getting Started with Machine Learning in Game Development", held on January 18, 2025, aimed to deliver foundational knowledge on Machine Learning (ML), with a specialized focus on Reinforcement Learning (RL) and its applications in game development, featuring two main sessions: a public webinar for theoretical education and a hands-on technical workshop. The webinar introduced core ML concepts, including Supervised Learning, Unsupervised Learning, and Reinforcement Learning, while the workshop emphasized the practical implementation of RL using Unity ML-Agents, PyTorch, Anaconda, and the C# programming language, attracting 45–56 participants from diverse institutions and highlighting significant interest in ML applications within the creative industry, particularly game development. Pre-test results (administered prior to the sessions) yielded an average score of 64.68 and a median of 60, while post-test scores (conducted after the sessions) showed marked improvement, with an average of 81.22 and a median of 90, and participant feedback was overwhelmingly positive, with attendees expressing satisfaction regarding the quality of content, expertise of speakers, and overall event organization, underscoring the effective reception of Machine Learning education and its potential to enhance skill development across sectors, including the creative and technology industries.Webinar dan Workshop "Getting Started with Machine Learning in Game Development", yang diselenggarakan pada 18 Januari 2025, bertujuan memberikan pengetahuan dasar tentang Machine Learning (ML) dengan fokus khusus pada Reinforcement Learning (RL) dan penerapannya dalam pengembangan game. Acara terdiri dari dua sesi utama: edukasi publik melalui webinar dan pelatihan teknis melalui Workshop. Webinar membahas dasar-dasar Machine Learning, Supervised Learning, Unsupervised Learning, dan Reinforcement Learning, sementara Workshop berfokus pada penerapan RL menggunakan Unity ML-Agents, PyTorch, dan Anaconda dengan bahasa pemrograman C#. Acara ini berhasil menarik 45–56 peserta dari berbagai institusi, menunjukkan minat besar terhadap penerapan Machine Learning di industri kreatif, khususnya pengembangan game. Hasil dari Pre-test yang di mana peserta mengerjakan tes tersebut sebelum pemaparan materi memiliki nilai rata rata sebanyak 64,68 poin dan median sebanyak 60 poin, sedangkan di Post-Test, yang di mana peserta mengerjakan tes tersebut setelah mendengarkan paparan materi yang diberikan, memiliki rata-rata sebanyak 81,22 poin dan median sebanyak 90 poin. Selain itu, mayoritas peserta memberikan umpan balik positif, menyatakan kepuasan terhadap kualitas materi, narasumber, dan penyelenggaraan acara. Kegiatan ini menegaskan bahwa edukasi teknologi Machine Learning diterima dengan baik dan berpotensi mendukung pengembangan keterampilan di berbagai sektor, termasuk industri kreatif dan teknologi.
Digital Transformation for MSMES: From Local to Global Priadi, Aryaguna Fadlurrahman; Alghifari, Abdul Hafizd; Fachrudin, Tedy; Amanullah, Muhammad Faiz; Mujiastuti, Rully; Sutrisno, Mirza; Meilina, Popy; Nurbaya Ambo, Sitti; Ardharani, Yana
Society : Jurnal Pengabdian Masyarakat Vol. 4 No. 2 (2025): Maret
Publisher : Edumedia Solution

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55824/jpm.v4i2.542

Abstract

In the digital era, Micro, Small and Medium Enterprises (MSMEs) are required to adapt to technology to improve competitiveness in the global market. One effective strategy is the utilization of digital platforms for online product promotion. This webinar and workshop activity aims to provide MSME players with an understanding of the use of CapCut, Canva, and TikTok Shop as digital marketing tools. The webinar discussed the basic theory of digital marketing strategies, while the workshop provided hands-on practice in creating promotional content using the three platforms. Evaluation was conducted through pre-test and post-test to measure the improvement of participants' understanding. The results showed that 70% of participants experienced an increase in understanding, and 85% of participants were satisfied and very satisfied with the material presented. This activity proves that the utilization of digital technology can help MSMEs in increasing their visibility and market reach more broadly.
Assistance in Learning the Quran Using Snake and Ladder Game Media at LPQ Keblukan Village, Kaloran District, Temanggung Regency Fatijroh, Ibif; Sholehah, Ida Hidayatu; Nurrahma, Mita Amelia; Fadhir, Ahmad Al; Triana, Jupit; Pratama, Bagas Yoga; Fatchudin, Achmad; Ramadhani, Ekawati; Santika, Elsa Sopia; Nona, Nadya Noermala; Kwee, Saniayuen; Akbar, Givo Al; Aqil, Mukhamad Sa'id; Adi, Nugraho Prasetya
Society : Jurnal Pengabdian Masyarakat Vol. 4 No. 2 (2025): Maret
Publisher : Edumedia Solution

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55824/jpm.v4i2.543

Abstract

This study aims to describe the Qur'an learning assistance program using snake and ladder game media in LPQ Keblukan Village, Kaloran District, Temanggung Regency. This assistance was held to increase the understanding of the Qur'an and tajweed for LPQ students in Keblukan Village. This study uses a descriptive qualitative method. The researcher will collect qualitative data on existing mentoring practices, as well as contextual factors that affect Qur'an learning in the area.The Qur'an learning assistance program with the Iqra method and snake and ladder game media at LPQ Keblukan Village has proven to be effective in improving the ability to read and understand the Qur'an in children. This activity lasted for 2 weeks and involved students of the Community Service Lecture (KPM) of the University of Qur'an Sciences (UNSIQ). The results of the evaluation showed that this program succeeded in increasing children's learning motivation and participation in learning the Qur'an. Therefore, this program can be an example of the development of an effective and attractive Qur'an literacy program for children.
Educating on the Application of Tensorflow in Artificial Intelligence, Machine Learning and Deep Learning Santoso, Ilham Budi; Aji, Irfan Pandu; Franskusuma, Sutio; Putri, Khansa Aqila; Ardharani, Yana; Mujiastuti, Rully; Nurbaya Ambo, Sitti; Meilina, Popy; Rosanti, Nurvelly; Amri, Nurul
Society : Jurnal Pengabdian Masyarakat Vol. 4 No. 2 (2025): Maret
Publisher : Edumedia Solution

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55824/jpm.v4i2.547

Abstract

In addition to bringing positive impacts, technological developments also provide new challenges in improving people's technological literacy, especially related to Artificial Intelligence (AI), Machine Learning (ML), and Deep Learning (DL). One of the main challenges is the low public understanding of these technologies, which are increasingly relevant in the era of digital transformation. On the other hand, Google developed a library with the name TensorFlow which is widely used for data processing in Artificial Intelligence, Machine Learning, and Deep Learning. Based on this, educational activities were carried out in the form of introducing and training the use of TensorFlow to the general public in the form of webinars and workshops with the theme ‘Introduction to TensorFlow for Artificial Intelligence, Machine Learning, and Deep Learning’. The activity was carried out in two stages, namely webinars for delivering basic material and workshops for hands-on practice. Based on evaluation through a Likert scale questionnaire, the majority of participants stated that they were very satisfied with the quality of the material, presenters, and implementation of activities. The post-test results also showed an increase in participants' understanding of the material, as evidenced by correct answers on topics such as TensorFlow functions, supervised learning, and neural networks. The participation of 52 participants from various institutions shows the success of this activity in achieving its goals.