Nadiya Faydinda Putri Ishlah
Universitas Negeri Malang, Indonesia

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Incubation and Optimization of Visual Assets of Micro-Start-Ups Through Asset-Based Community Development Design Training Abdul Rahman Prasetyo; Alby Aruna; Nadiya Faydinda Putri Ishlah; Nila Rahmawati; Joko Sayono
EDUTEC : Journal of Education And Technology Vol 4 No 4 (2021): June 2021
Publisher : STAI Miftahul Ula Nganjuk

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Abstract

The movement of MSME support in Indonesia is welcomed by businesses, especially for young entrepreneurs orindustri housing (home industry) it is also supported by lawnumber 20 of 2008 on the enforcement of Micro, Small and Medium Enterprises (MSMEs). Data of the Ministry of Cooperatives and SMEs ri that in total units, MSMEs have a share of about 99.99% (62.9 million units) of all businesses in Indonesia in 2017 which is growing rapidly to date. Related to this, MSMEs encounter problems such as high biay a in providing promotional visual assets, such as design courses, buying design software, and time spent in creating visual content is not short, but MSMEs currently have the option to use social media management serviceswith an estimated price of Rp1,000,000,000 to Rp4,500,000.00. This poses a new problem for MSMEs becauseofthe high costs andthe large amount of cash thatmicro-start-ups do not have in using social media management services. Brelated to this is required a system that makes disruption of social media management so that all needs can be met. Incubation and optimization of visual assets of micro-start-ups through asset design training with the implementation of multi-software design templates implemented by 50 MSMEs in Java and Bali divided into three clusters, including: stub clusters, small clusters, and medium clusters, usingan asset-based community development approacht this activity can reduce 90.96% of promotional design costs that focus on business actors' visual assets.
Educational Game Design “Napak Tilas Panji Asmorobangun” in “Wayang Beber” Story Alby Aruna; Nadiya Faydinda Putri Ishlah; Laila Inayah; Abdul Rahman Prasetyo
EDUTEC : Journal of Education And Technology Vol 5 No 1 (2021): September 2021
Publisher : STAI Miftahul Ula Nganjuk

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29062/edu.v5i1.268

Abstract

The process of digitizing historical learning in Indonesia in times of emergency, the learning media used today is predominantly conventional. With regard to conventional learning media, the contribution of digitalization of learning media to provide direction for modernization of historical learning media in solving the lack of exploration, elaboration, critical thinking skills, the flow of historicallearning concepts, and the lack of touch to local wisdom is needed. Using ADDIE Model, the design of the educational game of Panji Asmorobangun in the story of puppets beber Pacita nfocus is implemented in Vocational HighSchool (SMK) State 1 Pacitan gained 87.5% in the validation of media experts, 91.1% in validation of material experts. With regards to expert validation, this media also scored 87.22% in a group trial of 50 students andsaid it is very feasible to implementunder the name of superpanji media branding. The historical learning media of Panji Asmorobangun figures in puppet stories beber Pacitan Regency supports the game flow process with (High Order Thinking Skils) HOTS through the 5M tifical design approach(enjoy,menanya, collect information, socialize, and communicate).