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AMMA : Jurnal Pengabdian Masyarakat
Published by CV. Multi Kreasi Media
ISSN : -     EISSN : 28286634     DOI : -
- Ilmu Komputer - Kemasyarakatan - Manajemen - Ekonomi - Manajemen - Agama - Ilmu Hukum - Pendidikan - Pertanian - Sastra - Teknik - Dan Bidang Ilmu Lainnya
Arjuna Subject : Umum - Umum
Articles 967 Documents
Workshop Guru Pembelajaran Berbasis STEAM Seruni1; Lestari, Indah; Hikmah, Nurul
AMMA : Jurnal Pengabdian Masyarakat Vol. 4 No. 5 : Juni (2025): AMMA : Jurnal Pengabdian Masyarakat
Publisher : CV. Multi Kreasi Media

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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.
Pemanfaatan Media Interaktif Sebagai Sarana Pembelajaran Efektif Di Era Digital Mailizar; Annisa, Ghina; Andinny, Yuan
AMMA : Jurnal Pengabdian Masyarakat Vol. 4 No. 5 : Juni (2025): AMMA : Jurnal Pengabdian Masyarakat
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The rapid development of digital technology has a significant impact on various aspects of life, including the world of education. In this digital era, conventional learning methods that only rely on face-to-face delivery of materials and the use of textbooks as the main source are considered less effective to meet the increasingly dynamic learning needs of students. The current generation, often referred to as "digital natives," has different learning tendencies than previous generations. They are more familiar with technology, prefer visualization, and have shorter attention spans. Therefore, innovation in learning methods is needed to increase student interest, understanding, and participation. One of the innovations that can be implemented is the use of interactive media in learning. Interactive media such as learning applications, educational videos, digital simulations, and educational games have proven to be able to provide a more engaging and effective learning experience. This medium not only helps in the delivery of material in a more visual and interactive manner but also allows students to learn independently according to their own pace. In addition, interactive media allows collaboration between students as well as access to wider information, which can enhance students' understanding and creativity.
Edukasi Laboratorium Teknik Mesin ITERA Bagi Siswa SMKN 1 Raman Utara Dalam Meningkatkan Literasi Teknologi Paundra, Fajar; Muhyi, Abdul; Perdana Nurullah, Fajar; Pujiyulianto, Eko; Gahana Cindi Alfian, Devia; Syaukani, Muhammad; Rajagukguk, Kardo; Januarizky Silitonga, Dicky; Andi Kolala, Putra; Nanda Syanur, Farid; Aditia Prahmana, Rico
AMMA : Jurnal Pengabdian Masyarakat Vol. 4 No. 5 : Juni (2025): AMMA : Jurnal Pengabdian Masyarakat
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This community service activity aims to introduce the laboratory environment and facilities of the Mechanical Engineering Study Program at Institut Teknologi Sumatera (ITERA) to students of SMKN 1 Raman Utara, East Lampung. The activity was conducted in the form of a campus visit involving 62 12th-grade students from the Light Vehicle Engineering Department. The agenda included a presentation on higher education opportunities, interactive discussions, a Q&A session, and a direct tour of ITERA’s Mechanical Engineering laboratories, including the Materials Engineering, Energy Conversion, Fabrication, Manufacturing, Internal Combustion Engines, and Foundry laboratories. This activity was designed to inspire students to pursue higher education and broaden their understanding of engineering fields. The outcome showed a high level of enthusiasm among the students and successfully achieved the goal of introducing campus life and technological exposure. This initiative is expected to serve as an initial step in strengthening synergy between vocational high schools and higher education institutions.
Peningkatan Kompetensi Guru Dalam Penyusunan Soal Literasi Berbasis Hots Berbasis Aplikasi Diffit Di SMA Negeri 4 Purwokerto Nurlina, Laily; Aji Saputra, Wildan; Sri Israhayu, Eko
AMMA : Jurnal Pengabdian Masyarakat Vol. 4 No. 5 : Juni (2025): AMMA : Jurnal Pengabdian Masyarakat
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The compilation of literacy questions based on higher-order thinking skill or HOTS is one of the important components in improving the quality of learning. This technical guidance activity aims to improve the understanding and skills of SMA Negeri 4 Purwokerto teachers in compiling HOTS based literacy questions by introducing the use of the Diffit for Teachers application. The methods used in this activity include lectures, discussions, practises, and presentations on compiling questions according to subjects. The results of the activity showed an increase in teachers' understanding of the concept of literacy, the application of Bloom's Taxonomy and the use of the Diffit application in making questions. In addition to Diffit for Teachers, teachers were introduced to other supporting digital platforms in compiling questions. This activity has a positive impact on the development of teacher professionalism and is expected to be implemented sustainably in schools.
Pengembangan HRIS Berbasis Web Menggunakan HTML Dan Laravel Di RKP Manajemen Abdillah, Muhammad; Bidayatul Hidayah, Fitri; Rizal Kholiq, Abdul; Haryono, Wasis
AMMA : Jurnal Pengabdian Masyarakat Vol. 4 No. 5 : Juni (2025): AMMA : Jurnal Pengabdian Masyarakat
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Efficient human resource (HR) management is the key to organizational success. However, manual processes that are still widely applied are often a source of inefficiency and data inaccuracy. This research aims to describe the process of developing a web-based Human Resource Information System (HRIS) at RKP Management. This system is designed to solve HR administration problems through integrated digital solutions. The development of this system uses the Laravel framework as a backend foundation and HTML/CSS/JavaScript for user interface design. The development method used is a structured waterfall model. The main features designed include employee data management, innovative attendance based on face detection and location validation, management of tardiness and leave quotas, and a centralized reporting dashboard for the CEO. Although the system is still under development, a prototype interface has been created to visualize the expected functionality. The system design is expected to provide a solid framework for full implementation, which will ultimately improve data accuracy, operational efficiency, and support strategic decision-making at RKP Management.
Pengenalan Dasar Game Development Dengan Scratch: Upaya Peningkatan Kompetensi Digital Siswa SMA PGRI 22 Serpong Daffa, Muhammad; Anta Maulana, Achmad; Ranlam Hidayat, Adi; Saputra, Aril; Agung, Dimas; Rafian Syafiq, Fawwaz; Liong Ghozaly, Muhammad; Khairul Anwar, Rizki; Ramadhani, Rizki; Solahudin; Prasetyo, Tri
AMMA : Jurnal Pengabdian Masyarakat Vol. 4 No. 5 : Juni (2025): AMMA : Jurnal Pengabdian Masyarakat
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This community service activity aims to enhance digital literacy of SMA PGRI 22 Serpong students through game development training using Scratch platform. The implementation method consisted of three stages: (1) introduction to Scratch interface, (2) hands-on practice in creating simple games, and (3) project presentation. Evaluation results showed 100% of participants (20 students) successfully created their first game prototypes within 3 hours of training. This activity not only improved understanding of basic programming concepts by 40% (based on pre-test and post-test) but also fostered students' interest in creative technology fields. The outputs including training modules, 20 simple game projects, and this publication article are expected to become a digital learning model for schools.
Pelatihan Pemanfaatan Media Sosial Untuk Pemasaran Produk UMKM Di Kelurahan Pancoran Mas, Depok Darmastuti, Shanti; Juned, Mansur; Tri Saputra, Danis; Indah Siti Aysha , Faradilla; Adi Nugroho , Yulan; Ksatria, Nofa
AMMA : Jurnal Pengabdian Masyarakat Vol. 4 No. 5 : Juni (2025): AMMA : Jurnal Pengabdian Masyarakat
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Using social media in product marketing is an innovative way to expand the market. Through social media, business actors, including Micro, Small, and Medium Enterprises (MSMEs), have the convenience of marketing products online. Understanding the correct utilization of social media is essential for MSMEs. Therefore, community service activities carried out in Pancoran Mas Village, Depok, aim to provide training on the use of social media for marketing MSME products. This training was attended by representatives of MSME players in Pancoran Mas Village who are engaged in various fields, including fashion, food, and crafts. The training activities also invited resource persons who have successfully run their businesses in the fashion sector. The training activities were carried out in several stages starting from coordination, filling in the pre-test, training on the use of social media, and filling in the post-test. Through training and sharing sessions, participants gained insights to strengthen their capacity to market their products through social media. The participants  well-received training on the utilization of social media.
Sosialisasi Program Pendampingan Kelompok Tani Desa Sidomulyo Di Mojokerto Jawa Timur Rijanto, Achmad; Rahayuningsih, Suesthi
AMMA : Jurnal Pengabdian Masyarakat Vol. 4 No. 6 : Juli (2025): AMMA : Jurnal Pengabdian Masyarakat
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This community service activity was carried out in Seno hamlet, Sidomulyo village, Mojokerto district, East Java province. This activity is in partnership with the Margo Rukun farmer group. The purpose of this community service activity is to provide information to members of the farmer group about several mentoring program activities carried out for the Margo Rukun farmer group in Sidomulyo village in the fields of production and marketing. The method of this activity is a community education method in the form of socialization in the form of direct face-to-face meetings between the community service implementation team and members of the farmer group. This socialization is the delivery of mentoring programs in the fields of production and marketing. Mentoring in the field of production is mentoring in the use of hand tractors to cultivate agricultural land and the use of electric pest sprayers. While mentoring in the field of marketing is the use of digital marketing for marketing agricultural products. The results achieved in this community service activity are that members of the farmer group know and understand the various mentoring activity programs that will be applied to the farmer group. The farmer group strongly supports the mentoring activities in the use of hand tractors to cultivate agricultural land, mentoring in the use of electric pest sprayers and mentoring in the use of digital marketing for marketing agricultural products.
Pembuatan Cerita Interaktif Menggunakan Scratch Untuk Meningkatkan Kreativitas Siswa MTs Pembangunan Nurul Islam Sianipar, Ronald; Ramdani, Dani; Slamet; Lesmana, Denni; Amin, Nurul; Pajri, Ari; Irfan, Muhammad; Ramadhan, Genta
AMMA : Jurnal Pengabdian Masyarakat Vol. 4 No. 6 : Juli (2025): AMMA : Jurnal Pengabdian Masyarakat
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Scratch is a block-based visual programming language that is very suitable for beginners to create animations, games, and interactive stories. This community service program (PKM) aims to introduce interactive story making to students of MTs Pembangunan Nurul Islam. Activities are carried out through training, mentoring, and direct practice with a creative and fun approach. The results of the activities show an increase in student interest and creativity in using Scratch as a medium for digital expression. Interactive stories have also proven effective in fostering digital literacy, logical thinking, and problem-solving skills.
Pemanfaatan Microsoft Excel Sebagai Sarana Pembelajaran Digital Dalam Meningkatkan Pemahaman Pengolahan Data Mahmudin Ais, Fiko; Cakra Diningrat, Sobur; Firmansyah, Azrial; Tanjung, Yudistira; Anandika Yanuar Rahman, Hendi; Pendianus Halawa, Gregorius; Priatama, Yogi; Rusdiyanto; Jidan Ramdani, Muhammad; Muhammad Fakhri, Luthfi; Rahayu, Santi
AMMA : Jurnal Pengabdian Masyarakat Vol. 4 No. 6 : Juli (2025): AMMA : Jurnal Pengabdian Masyarakat
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The rapid development of information technology requires the education sector to adapt by implementing digital-based learning methods. Microsoft Excel is a powerful data processing software with great potential as a learning tool. However, at SMKS Yadika 10 Kosambi, its utilization has not been optimal, leading many students to struggle with understanding data processing concepts. Through this Community Service Program (PKM), training on the use of Microsoft Excel was provided to Grade X students to improve their digital literacy and data processing skills. The training was conducted interactively, covering topics such as introduction to Excel, basic formulas, and creating charts. The results showed an improvement in students’ understanding of data processing concepts and their ability to use basic Excel features, which are expected to support their readiness for the technology-driven job market.

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