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Ade Trisnawati; Churnia Sari; Kelik Sussolaikah

jurnal ABDIMAS Indonesia 2023 STIKes Ibnu Sina Ajibarang

Occupational Health and Safety (K3) training aims to increase students' knowledge of working in the laboratory, identify potential hazards, and take early action if a hazard occurs in the laboratory. The target audience for this activity is class X students majoring in multimedia at SMK Cendekia, Madiun. This training was conducted in the Chemical Engineering Laboratory, Departemen of Chemical Engineering, Faculty of Engineering, Universitas PGRI Madiun. The methods used in the training are lectures, discussions, and practice in the chemistry laboratory. The data obtained from the K3 knowledge questionnaire before and after the training were analyzed descriptively. The results obtained show an increase in the average score of students from 46 to 67, which means that there is an increase in knowledge about OSH in the chemistry laboratory.

Zilfa Amalia Tsany; Deti Rostika; Muh. Husen Arifin

Jurnal Bintang Pendidikan Indonesia 2023 Pusat Riset dan Inovasi Nasional

This research is about the design and development of interactive multimedia to introduce types of businesses and economic activities. This research is motivated by the problem of learning media which at the moment is still fixated on teachers and books. Another problem is the lack of knowledge and ability of teachers in introducing types of businesses and economic activities and the condition of students who have a great interest in using digital technology-based learning media. Thus, this research aims to create an Interactive Multimedia as a facilitator for students in learning the material of business types and economic activities.  This research uses the Design and Development (D&D) research model, with Analyze, Design, Development, Implementation, and Evaluation (ADDIE) research procedures. This research involved experts and users. The results of the assessment from the expert's point of view for the feasibility of interactive multimedia is very feasible to be implemented in learning.

Handoko Fiadi Prayitno; Riyan Abdul Aziz; Hadis Turmudi

JURNAL PENELITIAN SISTEM INFORMASI 2023 Institut Teknologi dan Bisnis (ITB) Semarang

Early natural resource education can help improve individual attitudes in preserving the environment. The author develops learning media focusing on understanding natural resource material. The goal is to provide students with effective and efficient skills in understanding the types, distribution, and process of natural resource formation through visualization, not just memorizing. The development of this interactive media uses Adobe Animate CC 2023 with the hope of attracting students' interest and supporting teacher teaching. The ADDIE method is used to develop interactive multimedia products. This media consists of learning materials and interactive quizzes, supports the teacher's role and provides students with an understanding of Social Sciences (IPS) lessons about natural resources. Interactive multimedia learning media has a positive impact on social studies natural resources learning. This approach motivates students, provides independence, and introduces alternative methods. Thus, the interactive multimedia approach contributes to the effectiveness and interactivity of learning natural resources.

Andreas Tigor Oktaga; Ika Susanti

JURNAL PENELITIAN SISTEM INFORMASI 2023 Institut Teknologi dan Bisnis (ITB) Semarang

Multimedia content has now become an integral element in the digital industry which continues to grow rapidly. Due to technological advances and the widespread spread of the internet, the way people interact with digital content, such as video, audio, images, and all of them combined, has undergone significant changes. Multimedia content plays a key role in influencing consumer behavior, building brands and creating engaging user experiences. Although technological advances have enabled the production of better quality multimedia content, competitive challenges remain. Content producers need to continue to innovate to produce works that are unique and interesting to their audience and stay abreast of the latest technological developments. In addition to fierce competition, there are various other problems that can hinder the positive impact of multimedia content, such as fragmented information, improper dissemination of content, difficulties in attracting audience attention, and lack of creativity in content development. Therefore, in this digital industry era, multimedia content producers must also consider the needs and preferences of an increasingly diverse audience.

Miftahul Rifa Sabtina; Rani Kurniasari

Jurnal Nuansa : Publikasi Ilmu Manajemen dan Ekonomi Syariah 2023 Asosiasi Riset Ilmu Manajemen Kewirausahaan dan Bisnis Indonesia

This study aims to determine how the influence of influence and work discipline on the performance of employees at PT. Markasia Communications. PT. Markasia Communication is a full services marketing communication founded in 2008 with a company that has a proven track record of delivering the best results to its clients. PT services Markasia Communication consists of events, designs, and multimedia presented in a creative, unique and integrated approach to meet client needs. This research focuses on employees. PT. Markasia Communication located in South Jakarta. A company in achieving good performance and employee discipline to always be orderly, one of which can be influenced by compensation. This research method uses a quantitative. The sampling technique used was saturated sampling technique. Data collection techniques in this study used observation and questionnaire techniques. The data obtained from the questionnaire with the number of respondents as many as 35 employees. The research obtained is based on the simultaneous test (F) that the variables of pressure and work discipline simultaneously have a significant effect on employee performance, where the calculated F value is greater than F table (45.050 > 3.290 , with a significance value smaller than the significance level (0.00 Based on the t test for the coercion and work discipline variables, it has a significant positive effect on the acquisition of a positive beta value of  0.375 and a significance value of 0.006 which is less than 0.05 (0.005 < 0.05), and the t test results for the work discipline variable obtain a positive beta value of 0.553 and a significance value of 0.000 is less than 0.05 (0.000 <0.05).    

Duta Anggoro; Muhammad Sulaiman Khudori; Muhammad Saufi; Muhammad Indra; Kasful Anwar

Journal of Student Research 2023 Pusat Riset dan Inovasi Nasional

 Tulisan ini bertujuan menggambarkan penggunaan media dalam pandangan Islam. Pada dunia pendidikan, guru dituntut agar mampu menggunakan media pembelajaran, yang mengikuti perkembangan zaman, dan sesuai dengan kondisi siswa. Menggunakan metode deskriptif tulisan ini berusaha menggambarkan kesesuaian teori tentang media pembelajaran dengan penggunaan media dalam Alquran dan Hadis. Dalam pembahasan ditemukan banyak ayat-ayat Alquran dan hadis nabi yang sejalan dengan teori tentang penggunaan media di zaman sekarang seperti penggunan media audio, visual, sampai kepada media pembelajaran berbasis teknologi multimedia. Diharapkan setelah membaca tulisan ini, guru semakin memahami betapa pentingnya penggunaan media dalam pandangan Islam. Karena dengan menggunakan media yang tepat, tujuan pembelajaran dapat tercapai dengan baik pula

Agus Priyadi; Ahmad Zainudin; Andik Prakasa Hadi; Rudjiono Rudjiono; Setiyo Adi Nugroho +3 more

Pandawa : Pusat Publikasi Hasil Pengabdian Masyarakat 2023 Asosiasi Riset Ilmu Pendidikan Indonesia

The results of observations, efforts to improve the quality of education, SDIP Haji Muhammad Subandi need tools or media to convey lessons as a substitute for teaching aids, describe an incident, and provide examples. Computers and projectors are only used to display text using Microsoft Word and Power Point application software. Animation, sound and video are never used. Multimedia has many variations in appearance so that learning activities become more interesting, effective and efficient. The development of multimedia technology, one of which is the website, provides many tools for making various media such as images, converters, sound, animation, and video, which can be used to facilitate the creation of multimedia-based learning media. Canva on its website mentions its mission so that people can design and publish anywhere and anytime. This training was held for teachers at SDIP Haji Muhammad Subandi so that teachers have additional knowledge and alternative options for teaching students using Canva's easy-to-use and complete tools..

Asep Soegiarto; Abdul Kholik

Pandawa : Pusat Publikasi Hasil Pengabdian Masyarakat 2023 Asosiasi Riset Ilmu Pendidikan Indonesia

In this article, we are introducing a new community engagement initiative that aims to train vocational school teachers in creating impactful learning podcasts. The goal of this training is to equip educators with the necessary skills to develop dynamic audio content that combines visual and textual elements, resulting in interactive learning experiences. Throughout the program, participants will explore scriptwriting, recording techniques, and post-production editing, all while learning how to effectively integrate multimedia components to enhance student engagement and comprehension. By offering practical exercises and expert feedback, this initiative empowers educators to adapt their teaching methods to the digital age, ultimately enhancing the quality of vocational education. This training bridges the gap between traditional teaching methods and modern learning preferences, and promotes an enriched educational environment while nurturing the growth of educators as innovative pedagogical influencers.

Mickhael P Hutagalung; Glory Indira D Purba

Jurnal Riset Rumpun Ilmu Pendidikan 2023 Lembaga Pengembangan Kinerja Dosen

This study aims to develop and produce interactive multimedia-based mathematics learning media using Adobe Flash CS 6 software that is valid, practical, and effective. This type of research is development research which refers to the ADDIE development model. This study used research instruments, the instruments used were material validation questionnaires, media, student and teacher responses regarding practicality and regarding the effectiveness of the learning media used. This study's findings indicate that: 1) The learning media's validity score of 3.245 places it in the valid category, while the media's validity score of 3.30 places it in the very valid category. 2) In the very practical category, the practicality of learning media received a score of 3.81, and in the very practical category, student assessments received a score of 3.49. 3) Learning media have a moderate or effective effectiveness score of 0.5.

Fitro Nur Hakim; Eko Wahyu Wibowo

JURNAL ILMIAH KOMPUTER GRAFIS 2023 UNIVERSITAS STEKOM

The development of information technology brought a lot of impact on education, both positive and negative impacts. One positive impact is involved the development of instructional media for school students. This study takes a case study at SMK Grafika Bakti Nusantara Semarang.Proses data collection using interviews, observation and literature study. Dsesign in this study using ADDIE method approach. Results of this research is an interactive multimedia used by students to study the structure of earth and rock interactively. The animation and music will help the students to reduce boredom in the learning process. In learning media earth and rock structure is also equipped with a quiz that can be accessed directly by students to measure the level of students' understanding of the material structure of the earth and rocks are studied. Material quiz built using database that allows administrators to update the material question.

Lia Anggiani; Hendrika Rika; Nengsi Nengsi; Dian Dian; Maria Apriana

JURNAL PENELITIAN TEKNOLOGI INFORMASI DAN SAINS (JPTIS) 2023 Institut Teknologi dan Bisnis (ITB) Semarang

Programming is one of the fundamental subjects in the field of expertise in Technology, Information, and Communication (ICT). These topics must be mastered by all fields of study. Programming fundamentals remain alien to novices, such as the students in Class X. Basic programming subjects require a comprehensive understanding in order to be mastered. This study was carried out at SMK Negeri 1 Memperiwah Hulu. This investigation is a class action study with 35 class X TKJ 3 students as subjects. The data utilized in this investigation are learning outcomes. Indicators of research performance are based on the completion of learning outcomes for 75% of the student population. It can be seen from the image above that 30 students' learning outcomes fall into the decent category, with a percentage of 86%, and that 4 students fall into the sufficient category, with a percentage of 11%. Moreover, the percentage of students in the category of fewer learning outcomes amounted to one, with a percentage of 3%. Overall, the use of multimedia as a learning medium can enhance programming-related student learning outcomes. As an indicator of research success, in the first cycle it did not meet the set criteria for completeness, but in the second cycle it has increased and met the criteria. Increased activity and student learning outcomes are facilitated by the incorporation of multimedia skills and abilities into the activities of teachers.    

Yusup Miftahuddin; Marisa Premitasari; Daniel Barus; Fakhrudin Rizky Husaini; Noer Fadillah

Jurnal Pelayanan Hubungan Masyarakat 2023 International Forum of Researchers and Lecturers

The development of music from the past until now continues to grow, from traditional musical instruments to modern musical instruments that are currently widely used. However, today's children or adolescents are more interested in modern musical instruments such as guitars, saxophones, violins and other modern musical instruments than traditional musical instruments such as suling, gendang and other traditional musical instruments. So it is necessary to teach from an early age by introducing both traditional and modern musical instruments. By taking advantage of technological developments, especially in multimedia technology, we need a system that can facilitate teaching through computers or commonly called CAI (Computer Assisted Instruction). This was done because the Mekar Arum Kindergarten children were still not interested in musical instruments. So we need an application to introduce musical instruments that can be used in learning while playing to attract children's attention. With this application, it can make it easier for teachers to teach introduction to musical instruments for young children without having to meet children at kindergartens and make it easier for children to recognize musical instruments and be more interested in traditional and musical instruments modern.

Fransiskus Dwi Anggoro

This study aims to describe the stages of developing E-LKPD based on the Wizer.me Website on fantasy story text material for class VII and the form of E-LKPD based on the Wizer.me Website on fantasy story text material for class VII. This research uses the Research and Development (R&D) method with the Borg and Gall model, which uses 6 stages according to the needs, abilities and scope of the research. The results of the study show that 1) the stages of developing E-LKPD based on the Wizer.me Website for fantasy story text material start from the potential and problem analysis stages with unstructured interviews with teachers and analysis of the LKPD used by the teacher during learning. The next stage is needs analysis, product design stage, product validation stage carried out by material expert validators and media design expert validators. The score obtained was 86.11% from the material expert validator, and 83.33% from the media design expert validator. Based on the results of this assessment, it can be concluded that the E-LKPD based on the Wizer.me Website, fantasy story text material for class VII "very feasible." ” is used in learning. The next stage is product revision, and finally the final product. The final product produced is in the form of an E-LKPD which is included on the Wizer.me Website which can be accessed using a device, laptop or computer via the link provided. 2) the form of this E-LKPD is in the form of an interactive multimedia LKPD which can be accessed via a link and will be transferred to the Wizer.me Website, this form of E-LKPD consists of the cover of the E-LKPD, KD and IPK, completion time, brief materials, work instructions -LKPD, and tasks that must be done.

Wahyuning, Sri Wahyuning; Anif Maghfiroh; Haryo Kusumo; Eko Siswanto

Jurnal Ilmiah Komputerisasi Akuntansi 2023 Universitas Sains dan Teknologi Komputer

Financial management is an administrative activity related to budget planning, storing, using, recording and monitoring the entry and exit of money or organizational funds. Inventory analysis is an activity to examine an asset issue that includes goods. Turn over inventory is the ratio between the total cost of goods sold and the average value of inventory owned by the company. in the process of managing finances and inventories, it is still carried out using a recording system in a ledger, so it is less effective. Therefore the author will develop a form of information system by selecting CV. Arris AC as research object. Based on the problems that occur in CV. Arris AC, the authors provide a solution that can overcome weaknesses by creating an Accounting Information System for Financial Management and Inventory Analysis using the inventory turnover ratio method which can be accessed via the web. In other words, this ratio describes how fast inventory rotates. web is an application that contains multimedia documents (text, images, sound, animation, video) in it that uses the HTTP protocol with database support for MySQL, Xampp and Adobe Dreamweaver CS6..   Keywords:Accounting, Financial Management, Inventory Analysis, Ratio, Web

Musyarrafah Sulaiman Kurdi

Jurnal Bintang Pendidikan Indonesia 2023 Pusat Riset dan Inovasi Nasional

This research aims to explore the implementation of e-learning strategies for enhancing second language acquisition in Madrasah Ibtidaiyah through a library research approach. The study investigates the key e-learning strategies employed in Madrasah Ibtidaiyah and explores their differences from traditional classroom approaches. It exploress the effectiveness of e-learning in enhancing second language acquisition for students, considering factors such as age, gender, and language proficiency level. Additionally, the role of interactive multimedia tools in supporting second language acquisition and its engagement with students in the learning process is explored. The extent to which e-learning platforms in Madrasah Ibtidaiyah offer personalized learning experiences tailored to individual students' needs and learning styles, and its impact on second language acquisition outcomes are studied. Finally, the challenges faced by teachers in implementing e-learning strategies for second language acquisition and the measures taken to address these challenges effectively are discussed. This research provides valuable insights into the use of e-learning strategies to enhance second language acquisition in Madrasah Ibtidaiyah, offering practical implications for educators and policymakers in the field of language education.  

Alfonsus Ryan Jati Atmaja; Anselmus Joko Prayitno; Sugiyana Sugiyana

SIMPATI: Jurnal Penelitian Pendidikan dan Bahasa 2023 CV. Alim's Publishing

There..are..several..factors that cause the.low skills and learning achievement of PAK students in class XI Multimedia 1 SMK Marsudirini St. Francis Semarang. One of these factors is the way the teacher teaches, which is still teacher-centered and uses the lecture method, which makes students less proficient in PAK learning. so that learning tends to be monotonous, and the resulting formulation..of..the..problem..is as follows: Is learning with the Concept Map method assisted by Canva media effective for increasing students' skills and learning achievement in PAK learning, to discuss this problem, quantitative research is carried out using independent variables: process skills which will be marked X and the dependent variable: learning achievement marked Y with the instruments of observation sheets, tests, and questionnaires, with research subjects being students of class XI Multimedia 1 as the experimental class and class XI Multimedia 2 as the control class. The results of this study were as many as 70.8% of experimental class students achieved a higher mastery score than the control, there was an increase in the average learning achievement in class XI Multimedia 1 by 9.5% before and after learning, and showed the effect of skills on learning achievement of 38.9%, although these results were not dominant, the results were positively distributed so that the use of the Canva media-assisted Concept Map learning method was effective in increasing PAK learning achievement in class XI Multimedia 1.

Umbu Ndapa Kahali; Jonidius Illu

Jurnal Teologi Injili dan Pendidikan Agama 2023 Sekolah Tinggi Pastoral Kateketik Santo Fransiskus Assisi

The electronic media discussed in this paper are temporarily only focused on the use of internet media and professions which are currently trending. This is because it is the use of the internet that is currently the most popularly used by many people, apart from being something that can be categorized as something that is 'booming'. It should be underlined, with the existence of technological developments in the future, it is possible to use other network media besides the internet in e-commerce. So our thinking should not only be fixated on the mere use of internet media. Community service this time is to provide training/debriefing for students aged 13-17 years. The negative impact arising from the effectiveness of TikTok's social media has also made it impossible for them to play TikTok. Teenagers often lose track of time and neglect other work or become obsessed with the TikTok application itself. There is still a lot of content on the TikTok application that is not appropriate for teenagers to see. The positive impacts of using social media are as follows: a. Can make social media a means or media used to communicate with other users. Through this communication individuals can have a motivation to develop themselves to be better. For example, having a desire to study hard is obtained from the results of interpersonal communication with other users. b. Develop yourself by honing capacity through videos watched on social media. For example, by watching a video that has a moral message for the lives of teenagers, they should not give up in carrying out the educational process they are facing and continue to be enthusiastic and persistent in achieving all their desires. c. Can express emotions owned by teenagers through a post on social media. Apart from that, the existence of positive content on social media makes individuals have positive reinforcement to form better character or self-development. Meanwhile, the negative impact obtained from the use of social media which is used as a medium for strengthening character for adolescents can be seen through accessing the negative content chosen by teenagers. In this research, the writer or researcher uses qualitative researchers in order to get the right sources to develop hypotheses related to the subject or research topic. A proper qualitative approach involves analyzing and describing every source, information, and data in the literature. Qualitative research emphasizes the depth of data obtained by researchers. The deeper and more detailed the data obtained, the better the quality of this qualitative research. So, qualitative research is a research approach used by the author to describe information and data analysis that is relevant to the topic of discussion.

Sisca Wendi Harisa; Riri Okra; Hari Antoni Musril; Sarwo Derta

JURNAL TEKNIK MESIN, INDUSTRI, ELEKTRO DAN INFORMATIKA 2023 Pusat Riset dan Inovasi Nasional

This research is based on the problems found based on the results of interviews with mathematics teachers and students at SMPN 1 Lareh Sago Halaban that the media used in the learning process only uses the blackboard with lecture and discussion methods, there is no technology-based learning media, especially educational games that are used by teachers to students related to mathematics lessons caused a lack of interest and activeness of students in mathematics subjects. Based on this, the solution given is to design a learning media. The purpose of this research is to produce learning media products in the form of educational games with the help of software Building 2 mathematics subjects at SMPN 1 Lareh Sago Halaban. The design of mathematics education games uses the construct 2 design application at SMPN 1 Lareh Sago Halaban with the Research and Development (R&D) research method using the MDLC (Multimedia Development Life Cycle) development model from Luther Sutopo the development model is explained in 6 stages, namely Concept, Design, Materials Collection, Assembly, Testing and Distribution. The product test used in the research is the validity test, practicality test, and effectiveness test. The product test results show that the educational games designed are valid, practical and effective. For the results of the validity test of three validators, the score was 0.88, the practical test by 3 practi- tators was 0.97, and the effectiveness test of twenty people was 0.92.

Olivia Devi Yulian P; Astriwati Biringkanae; Stefani Marina Palimbong

ARDHI : Jurnal Pengabdian Dalam Negri 2023 Asosiasi Riset Pendidikan Agama dan Filsafat Indonesia

Digital marketing in the current era has become very important in marketing its products, no exception to tourism. Social Media allows everyone to create and spread their own content on various social networking platforms. But in the promotion of tourism, there needs to be a briefing on the strategy of using and preparing content, including social media ethics for managers and other stakeholders. Based on this, the PKM team conducted digital marketing introduction and training activities to be able to promote Pinus Buntu datu Forest Tourism and what potential it has and can be introduced to tourists. This training is aimed at tourism managers of Pinus Buntu datu Forest and the interest of the participants is quite high and they also feel the benefits of this digital marketing introduction training can be applied in digital marketing on social media. Further training is still needed on how to create messages in multimedia (photos and videos) that are attractive to potential tourists.

Fahmi Romisa

JURNAL ILMIAH SAINS TEKNOLOGI DAN INFORMASI (JITI) 2023 CV. ALIM'SPUBLISHING

Technology-based learning media has become an important part of modern education. In the context of teaching informatics subjects, the use of android-based learning media can increase the effectiveness of learning. This study aims to develop learning media based on Android using iSpring Suite in informatics subjects, with a focus on computer hardware material. This study uses a multimedia development method which consists of five stages: needs analysis, design, development, evaluation, and implementation.   The results showed that the android-based learning media using the iSpring Suite in informatics subjects received positive responses from media experts who were involved in the development process. In conclusion, the development of Android-based learning media using the iSpring Suite in informatics subjects, especially in computer hardware material, can be used as a learning tool for students..