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Analisis Penyebab Terjadinya Blackout pada KM. Dharma Kartika IX saat Bermanuver

Saputra, Muhammad Sa’id Agil, Wiweko, Albert, Siregar, Muhammad Sapril
Abstract: A blackout on a ship is a condition where the main propulsion power source on the ship does not operate due to the lack of electrical supply from the diesel generator, which serves as the primary source of electricity on… the ship. Ship maneuvering, on the other hand, refers to the ability to turn and pivot while sailing. This ability is crucial for the safety of the ship, especially when operating in restricted waters or near ports. The blackout occurs as a result of generator overload or the inability of an electrical voltage and current to flow too high or too large. The load is too high because the bow thruster consumes too much electrical voltage. In fact, on KM. Dharma Kartika IX, the generator has already supplied a significant amount of electricity to various parts of the ship, including the lighting system throughout the ship, from the mast to deck 3, the cooling system, and several navigation systems. The aim of this research is to understand and explain the causes of blackouts in the electrical system of KM Dharma Kartika IX during maneuvering and to find solutions that should be implemented in case of problems with the generator unit. The method I used to gather this data is through direct observation during seagoing service on the subjects under examination.

Analisis Experiential Marketing, Kepercayaan Merek dan Harga Terhadap Keputusan Pembelian Produk Cat Jotun pada CV. Asia Maju Rantauprapat

Ritonga, Mulkan, Rahma Muti'ah
Abstract: The purchase decision is the main goal or purpose of selling a product. This study aims to analyze the influence of marketing experience, price and brand trust on purchasing decisions. This study was conducted using a descriptive… scriptive quantitative research method with data collection using a research tool in the form of questionnaires distributed directly to respondents. The subjects of this study include consumers who purchased Jotun brand paint products from CV. Asia Maju Rantauprapat during the period specified by the author. Determining the sample size used the purposive sampling technique with a total of 65 consumers. To analyze and analyze the research data, it was carried out using the computer program SPSS version 20 with instrumental testing, classical hypothesis testing, multiple regression analysis and hypothesis testing. Research results show that marketing experience, price and brand trust have a positive and significant impact on purchasing decisions. At the same time, marketing experience, price and brand trust have a positive and significant impact on purchase decisions with a contribution of 0.888 or 88.80% and the remaining 11.20% is influenced by other factors. Other factors were not considered in this study.

Pengaruh Model Pembelajaran Problem Based Learning Terhadap Hasil Belajar Siswa Pada Materi Perbandingan Di SD Swasta  Al-Washliyah 80

Ananda Revalina, Elfira Ramadhani, Nur Winda Dewi, Ayu Lestari, Evita Tri Handayani, Nanda Aryanti Nasution, Nurlia Ningsih
Abstract: Penelitian ini dilakukan untuk mengkaji dampak penerapan model Pembelajaran Berbasis Masalah (PBL) terhadap hasil belajar matematika siswa pada topik perbandingan di Sekolah Dasar Swasta AlWashliyah 80 Kisaran. Metode penelitian&#8230; nelitian yang digunakan Adalah eksperimen dengan pendekatan kuantitatif. Teknik pengambilan sampel yang dipilih adalah pengambilan sampel klaster, yang melibatkan siswa dari kelas VI B dan VI C sebagai subjek penelitian.Teknik analisis data yang digunakan meliputi uji normalitas Shapiro-Wilk dan uji-T untuk pengujian hipotesis. Hasil uji normalitas menunjukkan bahwa data dari kedua kelas tersebut berdistribusi normal, dengan nilai signifikansi sebesar 0,052 untuk kelas eksperimen dan 0,693 untuk kelas kontrol; kedua nilai tersebut melebihi 0,05. Hasil pengujian hipotesis menunjukkan nilai Sig. (dua sisi) sebesar 0,000 < 0,05; oleh karena itu, H₀ ditolak dan H₁ diterima. Hal ini membuktikan bahwa terdapat perbedaan yang signifikan dalam prestasi belajar matematika antara siswa yang menggunakan model PBL dan mereka yang belajar secara konvensional. Oleh karena itu, model Pembelajaran Berbasis Masalah telah terbukti efektif dalam meningkatkan prestasi belajar matematika siswa. This study was conducted to examine the impact of implementing the Problem-Based Learning (PBL) on students’ mathematics learning outcomes in the topic of ratios at AlWashliyah Private Elementary School 80 Kisaran. The research method used was an experiment with a quantitative approach. The sampling technique selected was cluster sampling, involving students from classes VI B and VI C as research subjects. The data analysis techniques used included the Shapiro-Wilk normality test and the t-test for hypothesis testing. The results of the normality test indicated that the data from both classes were normally distributed, with significance values of 0.052 for the experimental class and 0.693 for the control class; both values exceeded 0.05. The results of the hypothesis testing showed a Sig. (two-tailed) value of 0.000 < 0.05; therefore, H₀ was rejected and H₁ was accepted. This proves that there is a significant difference in mathematics achievement between students who used the PBL model and those who learned conventionally. Therefore, the Problem-Based Learning model has been proven effective in improving students’ mathematics achievement.

PERANCANGAN MEDIA PEMBELAJARAN INTERAKTIF SISTEM TATA SURYA BERBASIS FLASH

Khairiah, Khairiah, Maharani, Dewi, Saputra, Endra
Abstract: Abstract: Learning media is one of the learning tools used by someone using a tool made to facilitate the delivery of material when teaching at school. In general the system learning that is implemented in schools is still&#8230; ll done manually, at UPT schools. SD Negeri 04 Padang Genting learning system that is still running today Still manually, learning media has not been implemented manually by computerization, especially science subjects (natural sciences) on the material solar system. learning methods that are still manual make teachers having difficulty teaching the solar system material to students, students also find it difficult to understand the material taught by the teacher so that makes students feel bored. Then the need for interactive learning media solar system to improve the quality of teacher teaching and learning. Media learning is made with Adobe Flash CS6. The conclusion is to make it easier for teachers to provide explanations and learning of the grammar system solar to students/female students, because there is quiz as evaluation material, drawings move and sound on the solar system interactive learning media have made.             Keywords: solar system; interactive learning media   Abstrak: Media pembelajaran merupakan salah satu sarana pembelajaran yang digunakan oleh seseorang dengan menggunakan alat yang dibuat untuk memudahkan dalam penyampaian materi ketika mengajar di sekolah. Pada umumnya sistem pembelajaran yang diterapkan di sekolah masih secara manual, pada sekolah UPT. SD Negeri 04 Padang Genting sistem pembelajaran yang masih berjalan saat ini masih secara manual, belum diterapkannya media pembelajaran secara komputerisasi terutama mata pelajaran IPA (Ilmu pengetahuan alam) pada materi sistem tata surya. cara pembelajaran yang masih manual membuat guru mengalami kesulitan untuk mengajarkan materi sistem tata surya kepada siswa/siswinya, siswa juga sulit memahami materi yang diajarkan guru sehingga membuat siswa merasa jenuh. Maka dibutuhkannya media pembelajaran interaktif sistem tata surya untuk meningkatkan kualitas belajar mengajar guru. Media pembelajaran dibuat dengan Adobe Flash CS6. Tujuan dari penelitian ini adalah mempermudah Guru UPT. SD Negeri 04 Padang Genting dalam memberi pelajaran untuk siswanya. Hasil dari penelitian ini untuk mempermudah guru dalam memberikan penjelasan dan pembelajaran sistem tata surya kepada siswa/siswi, karena terdapat kuis sebagai bahan evaluasi, gambar bergerak dan suara pada media pembelajaran interaktif sistem tata surya yang telah dibuat.  Kata kunci: sistem tata surya; media pembelajaran interaktif  

Pelatihan Canva Untuk Media Pembelajaran Audio Visual Guru SMK Negeri 1 Rambah Samo

Muslim, Chandra, Detri Amelia, Dwiana, Ari Aprilia, Wahyudi, Sri, Santosa, Firman, Ridwan
Abstract: Abstract: The rapid development of digital technology has encouraged teachers to adapt learning practices through the use of innovative and engaging instructional media. However, many teachers still experience limitations&#8230; s in developing audio-visual learning media that are pedagogically appropriate and easy to produce. This community service activity aimed to improve teachers’ digital competence in developing audio-visual learning media using Canva at SMK Negeri 1 Rambah Samo. The activity was conducted from August to December 2025 through a training and mentoring approach. The implementation stages consisted of needs identification, material delivery, demonstration, guided practice, product review, and evaluation. Evaluation was carried out through pre-test and post-test questionnaires, observation of participants’ practice, and assessment of the learning media products developed by teachers. The results showed an increase in teachers’ understanding from 46% before the training to 84% after the training, indicating an improvement of 38%. In addition, 88% of participants were able to produce audio-visual learning media adapted to their respective subjects. The training also encouraged collaboration among teachers and increased their confidence in applying digital media in classroom instruction. This program demonstrates that practical and continuous Canva-based training can support teachers in creating more interactive, relevant, and meaningful learning experiences in vocational schools. Keywords: canva; audio visual; teacher training; digital competence; learning media.   Abstrak: Perkembangan teknologi digital menuntut guru untuk mampu menghadirkan pembelajaran yang lebih inovatif melalui pemanfaatan media pembelajaran yang menarik dan relevan. Namun, masih banyak guru yang menghadapi keterbatasan dalam mengembangkan media pembelajaran audio visual yang mudah dibuat dan sesuai dengan kebutuhan pedagogis. Kegiatan pengabdian kepada masyarakat ini bertujuan meningkatkan kompetensi digital guru dalam membuat media pembelajaran audio visual berbasis Canva di SMK Negeri 1 Rambah Samo. Kegiatan dilaksanakan pada Agustus sampai Desember 2025 melalui pendekatan pelatihan dan pendampingan. Tahapan kegiatan mencakup identifikasi kebutuhan, penyampaian materi, demonstrasi, praktik terbimbing, review produk, dan evaluasi. Evaluasi dilakukan melalui angket pre-test dan post-test, observasi praktik, serta penilaian produk media pembelajaran yang dihasilkan peserta. Hasil kegiatan menunjukkan adanya peningkatan pemahaman guru dari 46% sebelum pelatihan menjadi 84% setelah pelatihan, dengan peningkatan sebesar 38%. Selain itu, sebanyak 88% peserta berhasil menghasilkan media pembelajaran audio visual sesuai dengan mata pelajaran masing-masing. Kegiatan ini juga mendorong kolaborasi antarguru dan meningkatkan kepercayaan diri dalam menerapkan media digital di kelas. Dengan demikian, pelatihan berbasis praktik dan pendampingan terbukti efektif dalam mendukung inovasi pembelajaran dan penguatan kompetensi digital guru di sekolah kejuruan. Kata kunci: canva; media audio visual; pelatihan guru; kompetensi digital; pembelajaran.

Pelatihan Media Pembelajaran Berbasis AI Untuk Guru UPTD SDN 010106 Sei Silau Barat

Latiffani, Chitra, Adi Mas Afandi, Yori Apridonal
Abstract: Abstract: This community service describes the implementation of artificial intelligence (AI)-based learning media training for elementary school teachers at the UPTD SDN 010106 Sei Silau Barat, Setia Janji. The background&#8230; nd of the activity is the limited understanding and skills of teachers in utilizing AI applications (e.g., ImageFX, Canva AI, and ChatGPT) to create interesting, interactive, and student-specific learning media. The implementation method includes three stages: preparation (interviews & needs observations), implementation (face-to-face workshops, demonstrations, and supervised independent practice), and evaluation (pre-post surveys and work assessments). This can be seen from the results of the pre-test and post-test conducted at the beginning and end of the training, from 31% pre-test to 88% post-test showing a significant difference. The results of this training showed a 57% increase in teachers' practical understanding, the development of AI-based teaching media in core subjects, and plans for sustainable adoption in the classroom. This activity contributes to improving educators' ICT competencies and encouraging the integration of modern technology in elementary schools. Keywords: artificial intelligence; community service; elementary school teachers; imageFX; learning media; training.   Abstrak: Pengabdian ini mendeskripsikan pelaksanaan pelatihan media pembelajaran berbasis kecerdasan buatan (AI) bagi guru sekolah dasar di UPTD SDN 010106 Sei Silau Barat, Setia Janji. Latar belakang kegiatan adalah masih terbatasnya pemahaman dan keterampilan guru dalam memanfaatkan aplikasi AI (misalnya ImageFX, Canva AI, dan ChatGPT) untuk membuat media ajar yang menarik, interaktif, dan sesuai karakteristik siswa. Metode pelaksanaan meliputi tiga tahap: persiapan (wawancara & observasi kebutuhan), pelaksanaan (workshop tatap muka, demo, dan praktik mandiri tersupervisi), serta evaluasi (pre–post survey dan penilaian karya). Hal ini dapat diliat dari hasil pre-test dan post-test yang dilakukan di awal dan di akhir pelatihan, dari 31% pre-test ke angka 88% post-test menunjukan perbedaan yang signifikan. Hasil pelatihan ini menunjukkan peningkatan sebesar 57% pada pemahaman praktis guru, penyusunan media ajar berbasis AI pada mata pelajaran inti, serta rencana adopsi berkelanjutan di kelas. Kegiatan ini berkontribusi pada peningkatan kompetensi TIK pendidik dan mendorong integrasi teknologi modern di sekolah dasar. Kata kunci: guru SD; imageFX; kecerdasan buatan; media pembelajaran; pelatihan; pengabdian masyarakat.  

Membentuk Karakter Kemandirian Belajar Siswa Melalui Metode Fingermathic Di SD N 010246 Banjar

Sirait, Syahriani, Sari, Putri Lidiana Permata
Abstract: This research aims to examine the effectiveness of the Fingermathic method in forming students' independent learning character. This method is applied in mathematics learning in elementary schools with a focus on the use&#8230; of fingers as a tool for visualizing arithmetic operations. The research involved students as test subjects who were assessed through an evaluation questionnaire on various aspects of the characteristics of independent learning. The results of the analysis show that the Fingermathic method can increase students' learning initiative and self-confidence, although more attention is still needed on the aspects of setting targets, overcoming difficulties, and evaluating learning outcomes. The conclusions of this research provide a basis for further development in designing learning strategies that support the formation of students' independent learning character at the elementary school level.             Keywords: student character; learning independence; fingermathic

Melatih Kreativitas Diri Siswa Dasar Melalui Fun Book Dalam Pembelajaran Ma-tematika Dan Bahasa

Anim, Anim, aryni, Yen, permatasari, Putri lidiana
Abstract: This article discusses the use of Fun Books as a measuring tool to increase students' creativity at elementary school level in mathematics and language learning. This service is carried out with a focus on measuring students'&#8230; ents' creativity levels before and after implementing the Fun Book as well as evaluating how to stimulate students' creativity in both subjects. The target of the training is selected students, namely SD Negeri No. 010246 Banjar. The students selected were 16 Grade 2 students. The problem seen at this school is that students are still passive in learning, students are not yet creative and have difficulty answering questions asked by the teacher during each lesson in class, there are even 50% of students who are sleepy when taking part in class lessons. The impact of this training was that 13 students were able to use Fun Book media. Evaluation is carried out at the end of the training by distributing questionnaires to measure the participant's level of understanding. The questionnaire contains questions related to the respondent's identity; general questions related to mathematics and language learning and specific questions related to Fun Book media. The calculation of the questionnaire used the Guttman scale. The evaluation results showed that 89.84% had increased knowledge seen from the calculation of the questionnaire per individual and per question asked and the participation and enthusiasm of students during activities using the Fun Book. Keywords: Fun Book; creativity; student

Sosialisasi Pembuatan Bahan Ajar Digital Berbasis Pendidikan Karakter Bagi Guru Di Daerah 3T

Syahfitri, Jayanti, Muntahanah, Muntahanah, Darmi, Titi
Abstract: Character education is one of the mental revolution efforts made to instill character in students. Teachers play an important role in producing generations of noble character and morality, including elementary school teachers.&#8230; chers. Instilling character from an early age is expected to be able to strengthen the foundation in building the nation. The process of cultivating character must be adapted to the stages of student development and the times, so that integrating it into interactive teaching materials will be preferred by students, students can more easily understand the material and have skills that are balanced between science and technology and IMTAQ. To realize this, teachers are required to be able to integrate it into PBM such as teaching materials. However, the facts on the ground show that teachers in partner schools do not really understand the context of character building and apply it to teaching materials. The purpose of this activity is to increase teacher knowledge and skills in designing and integrating character education in digital teaching materials. This service activity is carried out through lecture methods, outreach, training, and discussions involving approximately 17 elementary school teachers. The results of the activity show that in general the teacher already knows the concept of character education, examples of assistive applications in making teaching materials and teachers have been able to design and integrate character education into teaching materials in accordance with the subjects being taught which are then ready to be made into digital teaching materials            Keywords: socialization; digital teaching materials; character education  Abstrak: Pendidikan karakter merupakan salah satu upaya revolusi mental yang dilakukan   untuk menanamkan karakter pada siswa. Guru memegang peranan penting dalam menghasilkan generasi yang berkarakter dan berakhlak mulia, tidak terkecuali guru SD. Penanaman karakter sejak usia dini diharapkan mampu memperkuat pondasi dalam membangun bangsa. Proses   penanaman karakter harus disesuaikan dengan tahap perkembangan siswa dan perkembangan zaman, sehingga mengintegrasikannya ke dalam bahan ajar interaktif akan lebih disukai siswa, siswa lebih mudah memahami materi dan memiliki keterampilan yang seimbang antara IPTEK dan IMTAQ. Untuk mewujudkan hal ini guru dituntut mampu mengintergasikannya ke dalam PBM seperti bahan ajar. Namun, fakta dilapangan menunjukkan bahwa guru-guru di sekolah mitra belum terlalu memahami konteks pendidikan karakter serta menerapkannya ke dalam bahan ajar. Tujuan kegiatan ini yaitu meningkatkan pengetahuan dan keterampilan guru dalam mendesain serta mengintegrasikan pendidikan karakter dalam bahan ajar digital. Kegiatan pengabdian ini dilakukan melalui metode ceramah, sosialisasi, pelatihan, dan diskusi dengan melibatkan lebih kurang 17 orang guru SD. Adapun hasil kegiatan menunjukkan secara garis besar guru sudah mengetahui konsep pendidikan karakter, contoh aplikasi bantu dalam membuat bahan ajar dan guru telah mampu mendesain serta mengintegrasikan pendidikan karakter ke dalam bahan ajar sesuai dengan mata pelajaran yang diampu yang kemudian siap untuk dibuat ke dalam bahan ajar digital. Kata kunci: sosialisasi; bahan ajar digital; pendidikan karakter

PELATIHAN PENYUSUNAN SOAL HIGHER ORDER THINKING SKILLS (HOTS) DI SMK PEMBANGUNAN DENPASAR

Ayuningsih, Ni Putu Meina, Dwijayani, Ni Made, Ciptahadi, Ketut Gus Oka
Abstract: Abstract: The low HOTS (Higher Order Thinking Skills) students based on the results of PISA 2015 in mathematics shows the characteristics of mathematics learning are still familiar with Lower Order Thinking Skills (LOTS)&#8230; questions. Based on this, HOTS math problems need to be developed at the Vocational high school education level. The difficulty of the teacher in applying HOTS questions is due to the lack of information obtained by the teacher and the lack of sharing activities to compile HOTS questions. The purpose of this community service activity is to provide training for vocational mathematics teachers in making HOTS questions. This community service activity is in the form of training for Mathematics Teachers of Denpasar Development Vocational School and involving all teachers of mathematics subjects. The partner in this dedication activity named I Made Surya Mega Widiastha, S.Pd is one of the mathematics teachers at the Denpasar Development Vocational School. The implementation of community service activities is carried out through three stages, namely planning, implementation, and reflection. Based on the results of the questionnaire given to the partners and to the school, the results of the service have been able to run well.             Keywords: Dedication, Mathematics, Training, Hots     Abstrak: Rendahnya HOTS (Higher Order Thinking Skills) siswa berdasarkan hasil PISA 2015 dalam matematika  menunjukkan karakteristik pembelajaran matematika masih terbiasa dengan soal-soal Lower Order Thinking Skills (LOTS). Berdasarkan hal tersebut, perlu dikembangkan soal matematika HOTS di jenjang pendidikan sekolah menengah Kejuruan. Kesulitan guru dalam menerapkan soal-soal HOTS dikarenakan kurangnya informasi yang diperoleh guru serta minimnya kegiatan sharing untuk menyusun soal HOTS. Tujuan kegiatan pengabdian masyarakat ini untuk memberikan pelatihan bagi guru matematika SMK dalam membuat soal-soal HOTS. Kegiatan pengabdian masyarakat ini berupa pelatihan kepada guru matematika SMK Pembangunan Denpasar dan melibatkan semua guru mata pelajaran matematika. Mitra pada kegiatan pengabdian ini bernama I Made Surya Mega Widiastha, S.Pd merupakan salah satu guru matematika di SMK Pembangunan Denpasar. Pelaksanaan kegiatan pengabdian masyarakat ini dilakukan melalui tiga tahapan, yaitu perencanaan, implementasi, dan refleksi. Berdasarkan hasil kuisioner yang diberikan kepada pihak mitra maupun ke pihak sekolah diperoleh hasil pengabdian sudah dapat berjalan dengan baik.   Kata kunci: Pengabdian, Matematika, Pelatihan, Hots