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Pelatihan Konten Digital Interaktif Berbasis Cloud untuk Meningkatkan Kompetensi Guru SMP dalam Implementasi Pembelajaran Mendalam (Deep Learning)
Anjariyah, Deka
; Mardiana, Wiwik
; Syaifuddin, Ahmad
; Putri, Nova Amelia
; Aziz, Muhammad Ilyas Nur
Educate: Journal of Community Service in Education
Vol 5
, No 2
(2025)
Kegiatan pengabdian kepada masyarakat ini bertujuan untuk meningkatkan kompetensi guru SMP dalam memahami konsep pembelajaran mendalam (deep learning), mengembangkan konten digital interaktif berbasis cloud, serta mengimplementasikannya dalam pembelajaran. Pelatihan yang dilaksanakan di SMPN 2 Mojosari ini melibatkan 36 guru dan menggunakan model IN–ON–IN, yang mencakup penguatan konsep pembelajaran mendalam berbasis digital, produksi video pembelajaran, pengembangan konten digital interaktif, i...
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Implementation of Testing of Automatic Light Control Tools Using Arduino Uno-Based Sound Sensors
Mutia, Dian
; Jimmie, Jimmie
; Hidayat, Kemas Muhammad Wahyu
; Mutia, Dian
; Jimmie, Jimmie
; Hidayat, Kemas Muhammad Wahyu
JUISI : Jurnal Ilmiah Sistem Informasi
Vol 3
, No 1
(2025)
Penelitian ini bertujuan untuk merancang dan menguji sistem kendali lampu otomatis menggunakan sensor suara berbasis Arduino Uno sebagai solusi untuk mengatasi pemborosan energi listrik akibat lampu yang tetap menyala tanpa aktivitas. Penelitian ini bertujuan untuk merancang dan menguji sistem kendali lampu otomatis sensor suara berbasis Arduino uno sebagai solusi terhadap pemborosan energi listrik yang hidup tanpa ada aktivitas. Penelitian ini terletak pada penerapan dilingkungan rumah tangga,...
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Pendampingan Pembelajaran Kelas Rangkap melalui Pemanfaatan Game Edukatif Blooket di Sanggar Bimbingan Malaysia
Buletin KKN Pendidikan
Vol 7
, No 2
(2025)
Pemanfaatan media pembelajaran berbasis game edukatif merupakan salah satu inovasi yang relevan untuk menjawab tantangan pembelajaran di era digital, khususnya pada kondisi kelas rangkap dengan keterbatasan sumber daya. Media game edukatif berfungsi sebagai alat pedagogis yang mampu meningkatkan motivasi belajar dan keefektifan proses pembelajaran. Kegiatan pengabdian kepada masyarakat ini bertujuan untuk mendeskripsikan penerapan media pembelajaran game edukatif Blooket dalam meningkatkan motiv...
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The Influence of animated videos using plotagon and canva on quadratic function materialon students' conceptual understanding
AKSIOMA : Jurnal Matematika dan Pendidikan Matematika
Vol 16
, No 3
(2025)
The main problem in mathematics learning at the high school level, especially in quadratic function material, is the low level of students' conceptual understanding. The purpose of this scientific study is to determine the significant effect of using animatestudy used a quantitative approach using an experimental method with a pretest-posttest cd video media created with the help of Plotagon and Canva on quadratic function material on high school students' conceptual understanding abilities. Thi...
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Pengaruh Kelengkapan Produk, Harga dan Kualitas Pelayanan Terhadap Keputusan Pembelian di Toko Serba Ada Sahabat Ilmu Gringging Kediri
Wawasan : Jurnal Ilmu Manajemen, Ekonomi dan Kewirausahan
Vol 3
, No 3
(2025)
This study aims to analyze the effect of product completeness, price, and service quality on purchasing decisions at Sahabat Ilmu Department Store in Gringging Kediri. The research employs a quantitative approach with a causal associative design. Data were collected through questionnaires distributed to 99 respondents selected using accidental sampling. Data analysis was conducted using SPSS, including validity testing, reliability testing, classical assumption tests, multiple linear regression...
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Peran Keamanan Transaksi Online Terhadap Keputusan Pembelian Melalui Aplikasi Shopee
Asih, Rusmini
; Kamelia, Sara Egyta
; Hafiedz, Febbyana Pedro
; Nabila, Nuri Dian
; Rahmawati, Jennysa
Jurnal Ekonomi, Bisnis dan Manajemen (EBISMEN)
Vol 5
, No 1
(2025)
This research has a purpose to determine the effect of online transaction security on purchasing decisions through the Shopee application. The respondents consisted of 74 students from the Digital Business Study Program at Universitas Amikom Purwokerto who actively use Shopee. This research employed a quantitative descriptive method with simple linear regression analysis. The results indicate that online transaction security has a positive and significant effect on purchasing decisions, with a r...
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Reconstruction Strategies for Mental Health Services in Post-Conflict Middle Eastern Regions: (A Policy Synthesis)
Helsa Nasution
; M. Agung Rahmadi
; Nazwa Aqela Saragih
; Isnaini Fajarwati
; Riska Wahyuni Hasibuan
; Luthfiah Mawar
; Nurzahara Sihombing
; Annisa Ardianti Br Tarigan
Jurnal Ventilator: Jurnal riset ilmu kesehatan dan Keperawatan
Vol 3
, No 4
(2025)
This study presents a comprehensive analysis of reconstruction strategies for mental health services in post-conflict regions of the Middle East, based on a meta-synthesis of 87 policies and intervention programs issued between 2010 and 2023. The findings indicate that 73.4 percent of initiatives did not meet their intended targets due to infrastructural limitations, resulting in a service dropout rate of 62.8 percent. The implementation of the Stepped Care Model shows a 47.2 percent improvement...
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AR-MUSCLE Mobile Augmented Reality Innovation for Interactive Learning of Musculoskeletal Anatomy and Physiology in Health Science Students
Abiyasa, Maulana Tomy
; Syah, Riska Muzakki
; Ernawati, Dyah
; Utami, Rinta Martha
; Mustaqim, Nurudin Wafiq
; Ardiansyah, Muhammad Fauzi
VISIKES
Vol 24
, No 2
(2025)
The implementation of clinical coding for musculoskeletal disorders requires comprehensive knowledge of human anatomy and physiology. The advancement of Augmented Reality (AR) technology provides an effective approach to addressing students’ learning difficulties in health sciences, particularly in understanding the musculoskeletal system. This study aims to develop a mobile-based Augmented Reality application called AR-MUSCLE, designed as an interactive learning medium for health science studen...
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Perancangan Video Animasi 2D tentang Mengenal Realfood untuk Pembelajaran Anak Usia Dini
Krisna Fatichal Septiandra
; Krisna Fatichal Septiandra
; Diana Aqidatun Nisa
; Aileena Solicitor.C.R.E.C
JURNAL ILMIAH KOMPUTER GRAFIS
Vol 18
, No 2
(2025)
Abstract. This study originates from the low awareness among early childhood learners regarding the importance of consuming nutritious and minimally processed Real Food. The purpose of this design project is to create an engaging educational medium in the form of a 2D animation titled “Kebun Imajinasi: Teman Realfoodku” to introduce the concept of Real Food to five-year-old children. A mixed-method approach (qualitative and quantitative) was applied through observation, interviews, and questionn...
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Perancangan Aplikasi Antrian Pendaftaran Pasien Puskesmas Selindung Berbasis Android
Jurnal Elektronika dan Komputer
Vol 18
, No 2
(2025)
The advancement of information technology has had a significant impact across various sectors, including healthcare. The digitalization of healthcare services has become a solution to improve efficiency, effectiveness, and accessibility for the public. Puskesmas Selindung still uses a manual patient registration system, which leads to several issues such as long queues, extended waiting times, and the risk of lost or damaged patient records. Based on visit data, the number of patients coming to...
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