Abstract:Karang Tunggal Village, located in Kutai Kartanegara Regency, has excellent potential in the livestock sector, especially in producing livestock products such as meat and milk. However, managing livestock products and waste…
ste still faces various obstacles, including a lack of awareness among farmers regarding efficient and sustainable management practices. This research aims to analyze the application of a participatory approach in education on managing livestock products and waste by directly involving the livestock community. This approach allows farmers to actively participate in every process stage, from problem identification to implementing solutions based on local needs. The data in this research was obtained through in-depth interviews, field observations, and focus group discussions (FGD) involving local breeders and related stakeholders. The research results show increased quality of livestock products, especially regarding cleanliness, food safety, and selling value. Apart from that, there has been a waste reduction that was previously simply thrown away, with innovations in using waste as organic fertilizer and additional feed for livestock. The adoption of more sustainable livestock practices is also starting to be implemented by livestock farmers, improving their economic welfare. Furthermore, this program opens up opportunities for developing value-added processed products, such as pasteurized milk and processed meat, which can increase farmers’ income. Collaboration between farmers in managing joint businesses is also growing, creating a more solid livestock ecosystem. Apart from the economic impact, this participatory approach also increases farmers’ awareness of the importance of sustainability and better environmental management, which contributes to the sustainability of the livestock sector in Karang Tunggal Village.
Abstract:Anxiety disorders in teenagers are a serious issue that can impact various aspects of their lives, such as social interactions, academic achievement, and emotional well-being. To address these challenges, group counseling…
g has proven to be an effective approach. In group counseling, teenagers can share their experiences with others facing similar issues, creating a supportive and understanding environment. Techniques like open discussions help them identify the causes of their anxiety more effectively, while role-playing allows them to practice new ways of dealing with anxiety-inducing situations. Relaxation exercises also assist them in developing skills to manage anxiety effectively in their daily lives. Literature studies indicate that group counseling not only reduces anxiety levels in teenagers but also enhances their social skills, self-confidence, and emotional resilience. With support from family, schools, and the community, group counseling can become a sustainable strategy in promoting teenagers' mental well-being. Therefore, it is important to consider that there is no one-size-fits-all approach for all teenagers. However, group counseling provides a safe and structured platform for teenagers to learn from each other, strengthen their coping skills, and make progress in overcoming their anxiety. With this approach, it is hoped that teenagers can build a strong foundation for their ongoing mental health.
Abstract:The purpose of this study is to investigate how organizational culture and workload affect the performance of functional Civil Servants (PNS) at the Regional People's Representative Council (DPRD) Secretariat of the Special…
ial Region of Yogyakarta (DIY), with job satisfaction acting as a mediator between the two. This research uses a quantitative approach through a survey, where data is collected by distributing questionnaires to functional PNS at the DPRD Secretariat of DIY. The results of this study show that organizational culture has a significant positive effect on employee performance, with a ß value of 0.229 and a P-value of 0.004. In contrast, workload has a negative impact on employee performance, with a ß value of -0.252 and a P-value of 0.001. Job satisfaction is proven to play a mediating role in the relationship between organizational culture and employee performance, with a ß value of 0.268 and a P-value of 0.000. Additionally, job satisfaction also mediates the negative relationship between workload and employee performance, with a ß value of -0.186 and a P-value of 0.001. These findings indicate that a supportive organizational culture and effective workload management can encourage improved employee performance, while job satisfaction strengthens the positive impact of both factors. This study emphasizes the importance of creating a supportive work culture, efficient workload management, and efforts to enhance job satisfaction in order to achieve optimal employee performance.
Abstract:The purpose of this article is to explain the meaning and Christian pedagogical value of Pasue culture in the lives of the Ndao people which is the basis for religious moderation on Ndao Island. To achieve this goal, the…
method used is a qualitative method with an auto ethnographic approach. The data collection technique used was interviews with 5 community leaders. The research results show that Pasue culture is a culture that has existed for a long time, and is practiced in the Ndao Island community (Ndao people). At a certain time, namely before the harvest season, there is a Kalela tradition, which is a tradition of visiting friends from one village to another bringing provisions from the harvest. The Christian pedagogical values contained in this culture are: 1) Friendship knows no boundaries, just as Christ called us his friends; 2) Friendship begins with a bond of promise and promises must be steadfast; 3) Chickens are cut and blood Chicken is a symbol (of life) that is shed for togetherness, therefore it must be maintained so that it continues to live together; 4) Eating together is a way to sit side by side in all circumstances, regardless of ethnic or religious differences. These teaching values are the basis for religious moderation in the Ndao Island community or Ndao people.
Abstract:The objective of this research is to provide engaging and tailored learning materials that cater to the needs of students, facilitating comprehension and playing a vital part in achieving academic achievement. This study…
employs the Research and Development (R&D) methodology. Through the utilization of research and development (R&D), the primary focus of investigation can be directed towards the creation, advancement, and assessment of learning media in terms of design and viability. The end result is an Android game that serves as a learning tool for computer system topics. The assessment findings indicate that the storyboard design has achieved a validity score of 4.91 out of 5, placing it in the “Very Good” category. The score was derived from the evaluation of two design professionals. The initial design expert assigned a validity score of 4.88, while the second design expert assigned a validity score of 4.94 on a 5-point scale. These scores indicate that the research results fall into the “Very Good” category. According to the assessment conducted by linguists, the language employed in creating the tale has been given a validity score of 4.73 out of 5, placing it in the “Very Good” category. The score was derived from two linguists. The initial linguist assigned a validity score of 4.5, while the second linguist assigned a validity score of 4.7 on a 5-point scale. These scores placed the results of the study in the “Very Good” category. The study has reached its conclusion. The development step use the RPG Maker MV program. The development results include the creation of various maps such as the devil's palace map (for the purpose of kidnapping the royal princess), prologues 1 and 2, the map inside the king's palace, the map outside the king's palace, the village map, the library map, the sword shop map, the armor shop map, the forest map, the bridge map, the desert map, the cave map, the magma map, the devil's palace outer map, the devil's palace inside map, the king's palace page map, and the epilogue.
Abstract:Ernest Cline's novel Ready Player One depicts the impact of Virtual Reality (VR) on individual identity. The aim of this research is to analyze how VR is constructed as a space for testing individual identity in the novel…
l Ready Player One. This research uses qualitative methods with a discourse analytic approach to examine how virtual identities are constructed in novels. Research data was obtained through novel analysis. Analysis was carried out by re-reading the novel and noting each scene that symbolized virtual identity. The research results show that Virtual Reality can be a place for individuals to experiment with their identity. In this novel, the main character Wade Watts uses an Avatar named Parzival to take part in a competition in the OASIS, a virtual world created by James Halliday. Wade chose this Avatar because he wanted to be a brave and strong figure, different from his true identity in the real world. Virtual Reality can have both positive and negative impacts on an individual's identity. On the one hand, Virtual Reality can be a place for individuals to experiment with their identity and find a more authentic identity. On the other hand, Virtual Reality can also influence individual identity by creating false and unrealistic virtual identities.
Abstract:Abstract: In today’s digital age, social media has become a primary medium for social interactions, particularly among teenagers. While digital advancements bring various advantages, they also introduce challenges, such…
, such as the growing issue of cyberbullying, a harmful online behavior impacting teens' mental health and social relationships. This study focuses on developing an educational animation aimed at raising awareness about the effects and prevention of cyberbullying by employing the Multimedia Development Life Cycle (MDLC) approach. The MDLC method provides a structured, step-by-step process for creating multimedia-based animations, involving concept, design, material collection, assembly, testing, and distribution stages. Assets were created in Adobe Illustrator, while animation development used Adobe Animate to effectively communicate cyberbullying risks and preventive strategies to teenagers. Distributed through social media to assess audience feedback, the animation received initial positive responses, indicating an increased understanding of cyberbullying prevention. This study serves as a useful basis for further research into digital media’s role as a preventive tool against cyberbullying among youth.
Keywords: cyberbullying; animation; multimedia development life cycle
Abstrak: Di era digital saat ini, media sosial telah menjadi media utama untuk interaksi sosial, terutama di kalangan remaja. Sementara kemajuan digital membawa berbagai keuntungan, mereka juga menimbulkan tantangan, seperti masalah cyberbullying yang berkembang, perilaku online berbahaya yang memengaruhi kesehatan mental dan hubungan sosial remaja. Penelitian ini berfokus pada pengembangan animasi edukasi yang bertujuan untuk meningkatkan kesadaran tentang efek dan pencegahan cyberbullying dengan menggunakan pendekatan Multimedia Development Life Cycle (MDLC). Metode MDLC menyediakan proses langkah demi langkah yang terstruktur untuk membuat animasi berbasis multimedia, yang melibatkan konsep, desain, pengumpulan material, perakitan, pengujian, dan tahap distribusi. Aset dibuat di Adobe Illustrator, sedangkan pengembangan animasi menggunakan Adobe Animate untuk mengomunikasikan risiko cyberbullying dan strategi pencegahan secara efektif kepada remaja. Didistribusikan melalui media sosial untuk menilai umpan balik audiens, animasi tersebut menerima tanggapan positif awal, yang menunjukkan peningkatan pemahaman tentang pencegahan cyberbullying. Penelitian ini menjadi dasar yang berguna untuk penelitian lebih lanjut tentang peran media digital sebagai alat pencegahan terhadap cyberbullying di kalangan remaja.
Kata kunci: cyberbullying; animasi; multimedia developmet life cycle
Abstract:Abstract: This research focuses on the analysis and design of a cattle disease detection system using the Forward Chaining technique. This system aims to help farmers identify various diseases in cattle quickly and accurately,…
ately, which can ultimately improve livestock health and livestock productivity. In developing this system, the Forward Chaining technique is used as the main inference method. This method was chosen because of its ability to produce conclusions based on available facts in stages, so it is very suitable for expert system applications that require repeated and complex decision-making processes. This research begins with a system requirements analysis that includes identification of common types of cattle diseases, associated symptoms, as well as the knowledge and rules required for the diagnosis process. Next, system design is carried out which includes creating a knowledge base, inference engine, and user interface. The result of this research is a prototype expert system for diagnosing cattle diseases which has been tested and shows satisfactory performance in detecting various cattle diseases based on the symptoms entered. With this system, it is hoped that farmers can more quickly take appropriate action against diseases that attack their livestock, so that they can minimize losses and increase the efficiency of livestock businesses.
Keywords: analysis; expert system; forward chaining; cattle disease; website.
Abstrak: Penelitian ini berfokus pada analisis dan perancangan sistem deteksi penyakit sapi menggunakan teknik Forward Chaining. Sistem ini bertujuan untuk membantu peternak dalam mengidentifikasi berbagai penyakit pada sapi secara cepat dan akurat, yang pada akhirnya dapat meningkatkan kesehatan ternak dan produktivitas peternakan. Dalam pengembangan sistem ini, teknik Forward Chaining digunakan sebagai metode inferensi utama. Metode ini dipilih karena kemampuannya dalam menghasilkan kesimpulan berdasarkan fakta-fakta yang tersedia secara bertahap, sehingga sangat cocok untuk aplikasi sistem pakar yang memerlukan proses pengambilan keputusan berulang dan kompleks. Penelitian ini dimulai dengan analisis kebutuhan sistem yang mencakup identifikasi jenis-jenis penyakit sapi yang umum, gejala-gejala yang terkait, serta pengetahuan dan aturan yang diperlukan untuk proses deteksi. Selanjutnya, dilakukan perancangan sistem yang mencakup pembuatan basis pengetahuan, mesin inferensi, dan antarmuka pengguna. Hasil dari penelitian ini adalah sebuah prototipe sistem pakar deteksi penyakit sapi yang telah diuji dan menunjukkan kinerja yang memuaskan dalam mendeteksi berbagai penyakit sapi berdasarkan gejala-gejala yang dimasukkan. Dengan sistem ini, diharapkan peternak dapat lebih cepat dalam mengambil tindakan yang tepat terhadap penyakit yang menyerang ternaknya, sehingga dapat meminimalisir kerugian dan meningkatkan efisiensi usaha peternakan.
Kata kunci: analisis; sistem pakar; forward chaining; penyakit sapi; website
Abstract:Abstract: The choice of problem regarding the type of kidney disease as the sample for this study is the fact that kidney disease is an important organ in our body's metabolic system, because of our busy activities, we often…
ften forget to take care of it. Irregular eating patterns, lack of fiber and mineral water intake, and consumption of high-calorie instant foods or drinks, without realizing it, make the kidneys work harder. Starting from the process of filtration, reabsorption, to augmentation of food substances below the kidneys through the blood. The aim of this research is to create an expert system for kidney disease using a web-based programming language that is capable of providing services to the public and conveying information related to kidney disease. Pre-research and research was carried out at the Abdul Manan Simatupang Kisaran Regional General Hospital starting from November to December 2023. In this research data collection was carried out using observation, interviews and literature study methods. The results of this research show that having an expert system for diagnosing kidney disease in humans can provide significant benefits, including the data processing and consultation process being carried out quickly and producing fairly accurate reports, thus making work more effective and efficient.
Keywords: Expert System; Kidney Disease; Forward Chaining Method.
Abstrak: Pemilihan masalah menyangkut jenis penyakit Ginjal sebagai sampel penelitian ini, adalah kenyataan bahwa penyakitpenyakit Ginjal merupakan organ penting dalam sistem metabolisme tubuh kita, karena padatnya aktivitas, kita sering lupa untuk menjaganya. Pola makan yang tidak teratur, kurangnya asupan serat dan air mineral, serta konsumsi makanan atau minuman instan berkalori tinggi, tanpa sadar telah memperberat kerja ginjal. Mulai dari proses filtrasi, reabsorpasi, sampai augmentasi dari zat-zat makanan yang di bawah ke ginjal melalui darah. Adapun tujuan penelitian ini adalah Membuat suatu sistem pakar untuk penyakit Ginjal menggunakan bahasa pemrograman berbasis web yang mampu memberikan pelayanan kepada masyarakat dan penyampaian informasi yang berkaitan dengan penyakit Ginjal. Pra penelitian dan penelitian dilakukan di Rumah Sakit Umum Daerah Abdul Manan Simatupang Kisaran yang dimulai pada bulan Bulan November sampai dengan Desember 2023. Pada penelitian ini pengumpulan data dilakukan dengan menggunakan metode observasi, wawancara dan studi pustaka. Dari hasil penelitian ini menunjukkan bahwa dengan adanya sistem pakar diagnosa penyakit ginjal pada manusia, dapat memberikan manfaat yang cukup berarti antara lain proses pengolahan datanya dan proses konsultasi dilakukan dengan cepat serta menghasilkan laporan yang cukup akurat, sehingga membuat pekerjaan akan lebih efektif dan efisien.
Kata kunci: Sistem Pakar; Penyakit Ginjal; Metode Forward Chaining
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…
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.