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Building D5 Level 2, Campus Sekaran, Gunungpati, Semarang, Central Java Indonesia - 50229
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INDONESIA
Berdaya Indonesian Journal of Community Empowerment
ISSN : -     EISSN : 28082133     DOI : https://doi.org/10.15294/berdaya
Core Subject : Social,
BERDAYA Indonesian Journal of Community Empowerment merupakan jurnal pengabdian masyarakat yang diterbitkan 2 kali dalam satu tahun
Articles 15 Documents
Eskalasi Usaha dan Penyuluhan Pemasaran Berbasis E-Commerce sebagai Representasi Program Wira Desa di Desa Sumowono
BERDAYA Indonesian Journal of Community Empowerment Vol 2 No 1 (2022): Vol 2 No 1
Publisher : Fakultas Matematika dan Ilmu Pengetahuan Alam

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15294/berdaya.v2i1.51461

Abstract

Escalation is an increase the business escalation of the product representing the Wira Desa program aims to increase sales value and expand e-commerce based markets. Wira Desa activity is located in Sumowono Village, Kaligesing District, Purworejo Regency, Central Java. The representative products of the Wira Desa program are besek crafts, the production of palm sugar, as well as traditional medicine for the dried Mahkota Dewa. The method of implementing the Wira Desa activity program consists of 6 stages. First, we conducted a site survey, then socialized the program, then formed an association, continued with marketing training, then purchased equipment and product marketing, and evaluated the program. Based on the research conducted, it was found that 54% of participants thought that Wira Desa activities were useful, then 67% of participants answered that Wira Desa activities were clear and easy to understand, 60% of participants felt the benefits of Wira Desa activities, and the last 53 % of participants were satisfied with this Wira Desa activity.
Pelatihan Pengembangan Praktikum Digital Fisika pada MGMP Fisika SMA Kabupaten Pati
BERDAYA Indonesian Journal of Community Empowerment Vol 2 No 1 (2022): Vol 2 No 1
Publisher : Fakultas Matematika dan Ilmu Pengetahuan Alam

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15294/berdaya.v2i1.59564

Abstract

The 21st century learning paradigm demands the ability to think critically, creatively, and master information and communication technology. One of the characteristics of the Independent Curriculum is the existence of project-based learning that involves the activeness of students in solving problems, but is often not in line with the availability of practicum facilities in the laboratory. As an alternative to overcome this problem, this community service activity aims to introduce computational thinking skills through digital practicum using Scratch. The activities are packaged in a training and carried out offline, then there is an assignment to make a simple physics case simulation followed by an evaluation. The distributed questionnaire data informed that this activity was very useful for teachers, especially new knowledge about Scratch simulation as a means of digital practicum and its use in learning physics. Paradigma pembelajaran abad 21 menuntut menuntut kemampuan berpikir kritis, kreatif, serta menguasai teknologi informasi dan komunikasi. Salah satu karakteristik Kurikulum Merdeka yaitu adanya pembelajaran berbasis proyek yang melibatkan keaktifan peserta didik dalam memecahkan masalah, namun sering tidak selaras dengan tersedianya fasilitas praktikum di laboratorium. Sebagai salah satu alternatif mengatasi masalah tersebut, kegiatan pengabdian kepada masyarakat ini bertujuan mengenalkan kemampuan berpikir komputasional melalui praktikum digital menggunakan Scratch. Kegiatan dikemas dalam suatu pelatihan dan dilaksanakan secara luring, kemudian ada penugasan pembuatan simulasi kasus fisika sederhana dilanjutkan dengan evaluasi. Data angket yang disebarkan memperoleh informasi bahwa kegiatan ini sangat bermanfaat bagi guru terutama pengetahuan baru tentang simulasi Scratch sebagai sarana praktikum digital dan pemanfaatannya dalam pembelajaran fisika
Pengabdian Masyarakat Pemanfaatan Plugin AutoProctor Google Form Sebagai Solusi Evaluasi Pembelajaran Online di Masa Pandemi
BERDAYA Indonesian Journal of Community Empowerment Vol 2 No 1 (2022): Vol 2 No 1
Publisher : Fakultas Matematika dan Ilmu Pengetahuan Alam

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15294/berdaya.v2i1.60032

Abstract

Pandemi COVID 19 mengubah proses belajar mengajar di seluruh dunia dari yang awalnya tatap muka menjadi online. Di masa pandemi, pembelajaran online memberikan suasana dan pengalaman baru bagi guru maupun siswa. Banyak aplikasi pembelajaran yang dapat digunakan, namun belum semuanya memiliki fitur dan kapasitas yang sesuai dan menarik untuk digunakan sebagai media evaluasi online pembelajaran siswa. Kelemahan utama dari aplikasi evaluasi yang umum diterapkan yakni pada model pengawasannya, siswa mengerjakan evaluasi secara mandiri di rumah dan hal ini memungkinkan mereka untuk mengerjakan ujian secara kerjasama. Bentuk kerjasama yang dapat dilakukan siswa bisa berbentuk saling berbagi jawaban dengan teman maupun keluarga. Plugin AutoProctor dalam Google Form dipilih karena mampu mengatasi berbagai kelemahan yang terjadi dalam pengawasan. Plugin AutoProctor yang dibekali dengan kemampuan menilai kecurangan secara otomatis berbasis kecerdasan buatan juga mempermudah guru dalam pengawasan ujian. Penelitian ini menerapkan pendekatan deskriptif dengan metode kuantitatif dan kualitatif. Serta didapat hasil penerapan auto proctoring yang efektif digunakan sebagai alat bantu pengawasan oleh guru dimasa pandemi ini.
Penyuluhan Gema Cermat Obat dan Edukasi “Tanya 5 O” di Kalisegoro
BERDAYA Indonesian Journal of Community Empowerment Vol 2 No 1 (2022): Vol 2 No 1
Publisher : Fakultas Matematika dan Ilmu Pengetahuan Alam

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15294/berdaya.v2i1.60155

Abstract

Indonesia is currently battling the Covid-19 pandemic, which has also been declared by the WHO as a global pandemic. One way to prevent the transmission of COVID-19 can be anticipated through the mechanism of increasing the immune system (immune) by consuming health supplements. Health Supplements are part of pharmaceutical preparations whose use must still be controlled so that the desired benefits are as expected. Knowledge of the correct medicine or health supplement is an important thing. Therefore, community service activities are carried out which aim to provide correct information related to medicines. This activity is con- veyed through the tagline “Gema Cermat” and educates the public to actively seek information about drugs consumed by “Tanya 5 O”. The target in this implementation is the Kalisegoro sub-district community, which is represented by members of PKK community as family members who have a big role in maintaining the health of family members. This program was conducted in several steps, which were 1) observation of service partners and preparation of evaluation questionnaires; 2) preparation of facilities and infrastructure; 3) preparation of learning materials and media that will be delivered; and 4) conducting of education. The re- sults achieved from these activities was the statistically significant improvement of participants’ knowledge on how to obtain, use, prepare, and dispose of drugs (p-value 0.0002).
Analisis Evaluasi Pembelajaran Digital Berbasis Game Edukasi Quizizz Bagi Guru Sekolah Menengah Pertama Karimunjawa
BERDAYA Indonesian Journal of Community Empowerment Vol 2 No 1 (2022): Vol 2 No 1
Publisher : Fakultas Matematika dan Ilmu Pengetahuan Alam

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15294/berdaya.v2i1.60597

Abstract

The main priority problems faced by partners are the lack of knowledge of digital learning evaluation and the absence of Quizizz that can be offered to the community. So that the solution offered is to increase the evaluation capacity of Quizizz-based digital learning at SMPN 1 Karimunja-wa. The solution was implemented in the form of a Quizizz Development workshop for SMPN 1 Karimunjawa, a digital learning evaluation facilitator workshop, Quizizz development for SMPN 1 Karimunjawa; and making Quizizz-based digital learning evaluation simulation videos. In general, the implementation of activities using the Quizizz-based digital learning evaluation model approach is divided into four stages, namely the preparation stage, the implementation stage, and the evaluation and monitoring stage. The effort for program sustainability is through implementation assistance to students. Program sustainability is also pursued by building partnerships between SMP/MTs with various parties in the Karimunjawa District, such as SMPN 2 Karimunjawa, MTs Safinatul Huda 2 Karimunjawa, and various parties engaged in learning evaluation. Based on the evaluation analysis after the activity, it was found that there was an increase in knowledge of 86% about the use of Quizizz Educational Games in learning evaluation.

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