Publication Search

66,773 articles from 556 journals · 1,699 citations tracked

Showing 1901-1916 of 1,916

Analytics

Daniel Rudjiono; Setyo Adi Nugroho; Kharolina Arifianti

JURNAL ILMIAH KOMPUTER GRAFIS 2021 UNIVERSITAS STEKOM

Mathematics is an applicable science and very close to human life, so mathematics is very important to learn from elementary school. However, the mathematics competence of elementary school students in Indonesia is relatively low. One of them is SD IT Cahaya Ummat which is located in Karangjati, Kecamatan Bergas, Kabupaten Semarang, the grade 6 students' average mathematics score is lower than other subjects. So far, learning is still conventional in nature with learning resources in the form of printed books, thus it is necessary to have learning innovations to increase students' interest in learning mathematics.The design of interactive media as a learning aid can be a solution to attract students' attention to be more focused when the teacher explains math material in class. When students feel interested and focused on learning, learning will be more effective so that students' understanding of the material presented by the teacher will also increase.Interactive learning media made with Adobe Flash CS5.5 to combine text, images, sound, and animation will make the application more attractive, so that students are more interested in learning mathematics with statistics material. The results of the validation score obtained from media experts are 34, material experts 39, and users 35, so this learning media product is classified as a very good category, so it is valid to be used.  

Setiyo Prihatmoko; Setiyo Prihatmoko; Sumaryanto; Daniel Novianto

JURNAL ILMIAH KOMPUTER GRAFIS 2021 UNIVERSITAS STEKOM

ABSTRACT The use of mobile devices with the Android operating system which are used as supporting media and supplements in improving learning outcomes combined with demonstration methods and discovery learning or demon-disco learning is needed to help students improve learning outcomes in hydroponic plant cultivation vocational competency subjects at SMK. Kristen Terang Bangsa, because the use of android-based applications can provide new experiences regarding the use of information and communication technology, as well as provide opportunities for students to be able to learn more independently. The concept chosen as a learning medium is to present material about understanding, introduction to parts, types, and quizzes containing questions about hydroponic cultivation of plants. This research uses the Research and Development (RnD) product development method, using 6 out of 10 research stages, namely potentials and problems, data collection, product design, design validation, design improvement, product testing. The result of this research is to produce learning media in the form of android-based applications. The validity value of the media expert is 2.6 which is declared feasible, while the validity value of the material expert is 3.6 which is declared feasible, and is able to increase the average value in the hydroponic plant cultivation vocational competency subject at the Terang Bangsa Christian Vocational School which Initially 67 (with 13 students who had not reached the KKM) to 80 (with 4 students who had not reached the KKM).

Darianto Darianto; Arfiana Dewi; Ninin Nike Pebriyati; Yuliana Tri Ratnasari

Nusantara: Jurnal Pengabdian kepada Masyarakat 2021 Pusat Riset dan Inovasi Nasional

This article discusses social media content design training organized by the Lamongan Aisyiyah Regional Leadership (PDA), in collaboration with the Ahmad Dahlan Lamongan Institute of Technology and Business. The focus of utilization training is managing Instagram feeds and color choices. Participants, the majority of whom are women aged 30-45 years, act as contributors to the PDA Lamongan Instagram account. Material includes feed management, use of color pallette. The results of this training show an increased understanding of Instagram. The enthusiasm of the participants reflects the success of the training on utilizing PDA Lamongan social media by applying the knowledge gained, opening up the potential for similar activities in the future

Andik Prakasa Hadi; Fandy Achmad Faizal

JURNAL ILMIAH KOMPUTER GRAFIS 2020 UNIVERSITAS STEKOM

Smartphone retail sales in Indonesia are currently growing very rapidly. Point of Sales Material (POSM) is used to provide information about products to consumers, using displays to stimulate impulsive buying behavior. This study designed a 3D planogram visual media, which can visualize real-time with text, images, and videos. Media that has been developed by researchers is in the very good category with a percentage of 78% for the promoter segment that is more than 1 year and 77% for the new promoter segment who has worked at Samsung retail for less than 1 year. From the results of experalidation and user validation, for the aspect of video visualization and the 3D planogram module that has been developed, the category average AB score is 81-85. The display arrangement process can be done more quickly and precisely because the understanding of the planogram increases.

Handini, Oktiana; Mustofa, Mukhlis

Adi Widya: Jurnal Pengabdian Masyarakat 2020 Lembaga Penelitian dan Pengabdian Masyarakat

This community service is in the form of delivering material exposure to the Implementation of 4C in the 21st Century Era in Integrative Thematic Learning to Teachers of SD Mojosongo III Surakarta. Community service by presenting teachers, school principals and in material presentation and interactive question and answer events to the level of mastery of SD Mojosongo III Surakarta teachers regarding the Implementation of 4C in the 21st Century Era in Integrative Thematic Learning for SD Mojosongo III Surakarta Teachers is intended to be able understand the essence of 4C in learning to support the smoothness of the learning process as well as theoretical clarity and a better understanding of learning, learning objects and learning situations and conditions in elementary schools. The delivery of this material to all teachers at SD Mojosongo III Surakarta, school principals and school supervisors totaling 25 teachers, both classroom and sports teachers, religion teachers and art teachers from parallel classes at the school. With the hope of teachers in the learning process in the classroom so that aspects of teacher knowledge and skills can further improve the abilities and professionalism of primary school teachers. Providing a scientific basis for elementary school teachers in understanding the essence of 4C Implementation in the 21st Century Era in Integrative Thematic Learning which consists of Communication, Collaboration, Critical Thinking and Creativity, and provide theoretical clarity and understanding better about learning, learning objects and learning situations and conditions in Primary Schools. The implementation will be held on Monday, July 15 2020 in the SD Mojosongo III Surakarta classroom with a 6 hour implementation time pattern, starting at 8.00 WIB until 15.00 WIB. The objectives of this community service are (1). Provide a scientific basis for elementary school teachers in understanding learning in the 21st Century Era in Integrative Thematic Learning (2). Provide theoretical clarity and better understanding of 4C communication, collaboration, critical thinking, creativity in learning in the 21st Century Era Keywords: 4C in the 21st century, communication, collaboration, critical thinking,

Sitoresmi, Ulupi; Sumardiono, Sumardiono

Adi Widya: Jurnal Pengabdian Masyarakat 2020 Lembaga Penelitian dan Pengabdian Masyarakat

This community service was conducted for Karang Taruna, a youth organnization, at Perum Graha Kencana RT 01 RW 27 Kadipiro Surakarta. The focus was a training of using Rosetta Stone and Google Translation to improve English skills. The materials were delivered using three phases namely presentation, practise, and production. The training was beneficial for the participants specifically to improve their listening, speaking, reading, and writing skills as well as translation. Having adequate understanding of using Rosetta Stone and Google Translation, the participants were able to develop their English especially when completing school assignments.Keywords: Rosetta Stone, Google TranslationÂ

Harini, Setyasih; Widhiyoga, Ganjar

Adi Widya: Jurnal Pengabdian Masyarakat 2019 Lembaga Penelitian dan Pengabdian Masyarakat

Female teachers of SMK Negeri 4 Surakarta have not been able to fill sustainable development, especially in increasing their professionalism in making scientific work. This work is very important in addition to measuring the success of learning as well as to improve the analytical skills of teachers in dealing with problems in the classroom. The problems faced by partners are: (1) lack of understanding and insight into the importance of other libraries that can be used to add teaching material in the teaching and learning process; (2) female teachers are not yet motivated to arrange scientific work as demands that must be met as professionals; (3) not many female teachers take advantage of opportunities and opportunities to develop themselves and increase their creativity as educators to support sustainable development practices; (4) there are still teachers who have not utilized the existence of mass media as partners that can be used to accommodate scientific work to meet the requirements as certified teachers. The targets of the Community Service are as follows: (1) socializing the importance of scientific work as a manifestation of professionalism; (2) holding a meeting to increase the motivation of female teachers in making work of innovation and creativity in order to improve the learning process; (3) provide training in the formulation of opinions based on scientific articles to be uploaded to online mass media. Outputs that can be given through community service are as follows: (1) report on the results of service; (2) making articles for scientific publications that are submitted to the journal of the results of the service; (3) submitting articles to mass media. The method of implementation is through socialization, training, mentoring and motivation. The results of the implementation of the activity showed the enthusiasm and great interest of the female teachers in the socialization and training of the preparation of scientific publications including articles produced to be published in print and online mass media.

Widyahening, Evy Tri; Ma’fiah, Imroatul

Adi Widya: Jurnal Pengabdian Masyarakat 2019 Lembaga Penelitian dan Pengabdian Masyarakat

English learning for children called English for Young Learners (TEYL) is developing in various parts of the world, especially in developing countries including Indonesia. This policy began in Indonesia since the enactment of the 1994 Curriculum, and its implementation continues to be increasingly necessary. This is related to the government's efforts to prepare reliable and quality students, who will be able to compete at the national and international levels. English has become a very important language in the international community. Therefore, everyone is expected to be able to learn, master and understand English well. In Indonesia, English occupies an important priority as the first foreign language that must be studied and mastered by students and has been taught in schools ranging from kindergarten to university level. In learning English, there are four (4) language skills that must be learned by students, namely listening, speaking, reading, and writing. One of the important language skills to be learned by students is speaking. One element of language that needs to be improved to support speaking skills is vocabulary. Vocabulary plays an important role in word recognition. The more English vocabulary that is owned and mastered by students, the better they are at understanding various learning materials delivered in English. Mastery of a large and extensive English vocabulary can also improve students' ability to communicate using English. The introduction of English vocabulary in SDN 01 Suruh Tasikmadu Karanganyar can use learning media that is fun, easy and effective. The learning media is Word Webs. The Word Webs media has the benefit of increasing students' knowledge of English vocabulary and strongly supports speaking skills. Word Webs learning media is a learning media that can be used in the teaching and learning process of English especially Vocabulary. Through this Community Service Activity or Pengabdian Kepada Masyarakat, learning English using Word Webs media at SDN 01 Suruh Karanganyar feels more fun and memorable. This will make students feel enthusiastic and happy in learning English provided by using Word Webs media. This media can also help teachers in teaching English vocabulary to support students' speaking skills with fun.

Ningsih, dwi -; Handayani, Sri Rejeki; Rahmawati, Ismi -; Ekowati, Dewi -; Purwaningsih, Desi -

Adi Widya: Jurnal Pengabdian Masyarakat 2019 Lembaga Penelitian dan Pengabdian Masyarakat

Balm, a pharmaceutical product that is no stranger to the community, therefore, this product is one of the most potential commodities developed into a home industry that can improve the economy of the community. relatively simple balm formulation and easy in material, is very possible to be applied in the community. This article is a form of publication of community service that has been carried out on Tuesday, February 6, 2018,at RW XXII Bibis Luhur Kel. Nusukan Kec. Banjarsari Surakarta Central Java. This community service is entitled "training of sticks from herbal and pioneering industry as a home industry" which aims to provide understanding and skill through counseling, training, and application of herbal balsam in the form of sticks, and utilization in health by empowering natural resources optimally, produce new products, besides can be made for self-use, sticks balm is a product that is very much needed by the community, so it is possible to develop its production in the scale of home industry to improve the economy of the community.

Nofa Trifanto

JURNAL ILMIAH KOMPUTER GRAFIS 2019 UNIVERSITAS STEKOM

This research is motivated by the problem of lack of understanding and attention export drivers in carrying out work in the factory area because of the facilities used still using conventional methods, so that export drivers experience difficulty in understanding work processes in terms of stuffing and resulting procedures losses in terms of time, energy and financial. The way to overcome this in this study is the use of use outreach media as a tool for export officers who display 2D images and interesting explanations as well as music, using the Demonstration delivery method so that export drivers get better performance and easily understand the material delivered by the export officer. This research uses the Research and Development product development method (RnD), using 6 out of 10 stages of research namely potential and problems, gathering data, product design, design validation, design improvements and product trials. The results of this study are to produce aids for export officers by using Adobe Flash CS3 software with validity values ​​from media experts 3.0 where it is declared feasible, the validity value of the material expert is 3.3 where stated very feasible, and increase the understanding of export drivers from 65% to start upto 87.50%

Eka Maleka Hayati

JURNAL ILMIAH KOMPUTER GRAFIS 2018 UNIVERSITAS STEKOM

This study aims to design learning media that can increase enthusiasm, motivation and understanding of students towards Javanese script material, as well as media that can be used by teachers in learning Javanese language learning activities by reading Javanese characters and their partners. The method used by researchers is the R&D (Research and Development) method while the method used in the development of instructional media is the waterfall method. The material presented in the Javanese script learning media are (1) Introduction of Javanese script, (2) Sandhangan, (3) Couples, (4) Swara script, (5) Wilangan. In making learning media researchers used Adobe Flash CS6 software, CorelDraw X5, Adobe Photoshop CS6 and Adobe audition CS6, with the final product being an interactive CD (Compact Disk). Validation test from material experts and media experts got the criteria of "good" - "very good", while the results of the final product trial evaluation with 52 students stated "agreeing" - "strongly agreeing" with the use of Javanese script learning media. thus the Javanese alphabet learning media on elementary students of Muhammadiyah Weleri was declared feasible to be used in learning activities to read and understand Javanese script.

Rifky Hadi Ihsan; Efendi Efendi

JURNAL ILMIAH KOMPUTER GRAFIS 2018 UNIVERSITAS STEKOM

Multimedia-based learning media is a method of learning that can interact with its users besides having animated explanations of material. The problem at SMK Wisudha Karya Kudus about learning mechanical engineering drawings using AutoCAD is the difficulty of understanding the tools in the AutoCAD application, it becomes unattractive and difficult to understand the material in the teaching and learning process. The purpose of this research is to create an interactive learning media for machine engineering drawings using AutoCAD semesters I and II as media to assist student learning processes, providing alternative learning media to help teachers choose the right learning model for students. This type of research method uses the R&D method, the methods used include descriptive, evaluative and experimental methods. Descriptive method is used to collect data about existing conditions, evaluative methods are used to evaluate the trial process of developing a product and the experimental method is used to test the efficacy of the product produced. The results of this study are application programs, applications that have been designed can be used as an alternative to solving problems in SMK Wisudha Karya Kudus. By using electronic media in learning media, the benefits of creating alternative solutions from existing problems, namely in the form of Machine Engineering Image Learning Application, are able to provide complete video tutorials according to the basic competencies that the authors take from the source of mechanical engineering drawing books.

Ary Setiaji

JURNAL ILMIAH KOMPUTER GRAFIS 2017 UNIVERSITAS STEKOM

This study aims to design learning media that can increase enthusiasm, motivation, and understanding of students, and can facilitate teachers in learning Javanese subjects with material listening to the Werkudara puppet story. The method used in research is R&D (Research and Development) while the method used in the development of instructional media is the waterfall method. The story developed is a story with the title (1) Butcher Bilawa, (2) Bima Bungkus, and (3) Bima Suci. To produce a learning media researchers use a design processing program including; Adobe Photoshop CC, Adobe After Effects CS6, Adobe Audition CS6, Pinnacle Studio 16, Adobe Flash CS6 with the final product in the form of an interactive CD. The results of the assessment by media experts and material experts, get the criteria value "quite good" - "very good" and tend to approach the criteria of "very good", while the results of the final product trial evaluation by students shows that all students totaling 23 children "agree" - "strongly agree" and approach the "strongly agree" category with the use of developed learning media. Thus the learning media for puppet story animation was declared feasible to facilitate learning activities in Javanese subjects to listen to the Werkudara puppet story in fifth grade students of Kutosari 02 State Elementary School.

Adi Riyadi

JURNAL ILMIAH KOMPUTER GRAFIS 2017 UNIVERSITAS STEKOM

In order to increase student interest in learning, increase grades and facilitate the understanding of biology subjects on the material of the human excretion system class XI Science. From a number of smarphone users in Indonesia, it turns out that most of the people are only intended for telephone, short message service (SMS), playing songs / videos, accessing social networks (facebook, twiter, BBM, Line, WhatsApp) and many playing games including students in high school. Negeri 2 Mranggen. The author uses data collection research methods including observation, interviews, questionnaires, R&D product development methods, prototype methods and object-oriented approaches. The equipment used in designing this system uses UML modeling. Use Case Diagrams include, Activity Diagrams, Class Diagrams, and Sequence Diagrams and the software used by the author is Android Development Tools (ADT) and MySQL as a database. Mobile learning media application is expected to help facilitate the needs of students to learn the material of the human excretion system online at any time without any place and time restrictions.

Yuli Fitrianto; Toni Samkhaji

JURNAL ILMIAH KOMPUTER GRAFIS 2016 UNIVERSITAS STEKOM

Sector The development of information and communication technology is very fast resulting in changes in various aspects. 3D technology is now widely used in various ways, for example in making films, games, educational media and also promotional media. This type of 3D media promotion is very necessary to promote tourist attractions of historic buildings such as Lawang Sewu in Semarang which has beautiful architectural buildings. In addition to offline promotions using 2D media, 3D media are also considered quite effective if used as promotional media to eliminate the mystical and horror impressions of the people at Lawang Sewu. The solution offered in this study is the use of 3D Virtual Reality as a promotional tool that displays a virtual feel, where 3D promotions will be more interesting and look more real so that people will get a pleasant impression in visiting these tourist attractions. This research uses Research product development methods and Development (RnD), using 6 out of 10 stages of research namely potential and problems, data collection, product design, design validation, design improvement and product trials. The results of this study are to produce promotional aids by utilizing 3D VR technology. The validity value of media experts is 3.4 which is declared feasible, while the validity value of material experts is 3.2 which is declared feasible, and increases the audience's understanding and interest as a user from 33% up to 67%.

Much Rifqi Maulana

JURNAL ILMIAH KOMPUTER GRAFIS 2016 UNIVERSITAS STEKOM

Freshwater fish farming extension activity is one of the activities at UPT Karanganyar Fish Seed Center (BBI). In freshwater fish farming extension activities at the exposure session at UPT Balai Balai Ikan Ikan (BBI), they still used the lecture model and did not use other extension media. This resulted in extension participants becoming less familiar with the exposure material they obtained. Participants had difficulty in describing counseling materials. This has become an obstacle for the extension team in delivering the counseling material. Utilization of Simulated Multimedia as a 3D Animation-Based Counseling Media, can facilitate the counseling team in providing material exposure explanation on how to cultivate freshwater fish. By utilizing 3D Animation-based Mutlimedia Simulation can help extension participants in understanding the depiction of extension material to be implemented at the practice stage of freshwater fish farming. This is evidenced by using a user test, 40% of 25 respondents who stated that by utilizing multimedia simulation based on 3D assimilation, it is feasible to be used as an extension media for freshwater fish farming.