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Metode PAR Sebagai Indikator Peningkatan Peran Masyarakat Terhadap Pengelolaan Limbah Plastik Dusun Paten Tridadi Sleman Yogyakarta Amalia, Ulfa; Ratnawati, Dwi
BAGIMU NEGERI : JURNAL PENGABDIAN KEPADA MASYARAKAT Vol 1, No 2 (2017)
Publisher : BAGIMU NEGERI : JURNAL PENGABDIAN KEPADA MASYARAKAT

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (7.6 KB) | DOI: 10.26638/jbn.482.8651

Abstract

AbstractThe problem that develops today is rubbish management and is a serious indicator for potential environmental pollution, especially waste of household waste. The PAR approach leads people to take transformative actions that change the social conditions of better society. This dedication program can fulfill the external target of integrated plastic waste processing system, by increasing community participation through assistance, as well as intensive giving or sosialisation, the creation of plastic waste processing technology in the form of distillation, variety of the product are accessories and other handicraft products, ergonomic system, managerial system by utilizing garbage bank as waste processing place.  Keywords: Participatory Action Research, waste plastic management, community partisipation
ANALISA KECENDERUNGAN KARAKTER BERDASARKAN KEYWORD DALAM SHORT MESSAGE SERVICE BERBASIS PROTOTYPE ANDROID SOFTWARE APPLICATION Amalia, Ulfa; Widodo, Tri
Jurnal Penelitian Pendidikan Indonesia Vol 2, No 3 (2017): Edisi Juli 2017
Publisher : Jurnal Penelitian Pendidikan Indonesia

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Abstract

Penelitian ini menganalisa karakteristik individu berdasarkan keyword yang dapat digunakan dalam berbalas pesan dengan mengembangkan aplikasi android yang bertujuan untuk menghasilkan analisa kecenderungan karakter seseorang dengan menggunakan parameter penggunaan SMS. Metode pengumpulan data dengan studi kepustakaan, observasi, dan angket. Subjek penelitian yaitu satu kelompok belajar mahasiswa Psikologi UTY berjumlah 40 orang. Pengujian sample dilakukan dengan dua tahap, pertama dilakukan dengan pemberian kuisioner kepada partisipan untuk mengetahui kategorisasi tipologi kepribadian. Tahapan kedua dengan analisa menggunakan aplikasi berbasis android yang dipasang dalam smartphone peneliti, kemudian diuji dengan regresi linier berganda dan uji beda dengan t-test untuk mengetahui perbedaan hasil identifikasi. Hasil penelitian ini menunjukkan bahwa analisa kecenderungan karakter dapat diungkap berdasarkan keyword SMS berbasis aplikasi android dengan akurasi 90%.
HUBUNGAN ANTARA EXPERIENTIAL FAMILY THERAPY DENGAN PERILAKU TANTRUM ANAK USIA 3-5 TAHUN Amalia, Ulfa
Jurnal Penelitian Tindakan Bimbingan & Konseling Vol 1, No 3 (2015): Edisi September 2015
Publisher : Jurnal Penelitian Tindakan Bimbingan & Konseling

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Abstract

Tujuan dalam penelitian ini yaitu mengetahui apakah ada hubungan antara experiential family therapy dengan perilaku tantrum. Subyek penelitian yaitu 40 anak usia 3,5 tahun yang mengalami perilaku tantrum selama ± 6 bulan dengan metode penelitian kuantitatif dan pengumpul data dengan menggunakan skala psikologis, teknik analisis data menggunakan teknik korelasi Product Moment sebagai teknik penguji dengan bantuan SPSS versi 17.0 for windows. Hasil penelitian ada hubungan signifikan antara experiential family therapy dengan perilaku tantrum anak usia 3-5 tahun di Sonopakis Bantul Yogyakarta dengan r: 0,423,p: 0,000 (p<0,01).
Pengembangan media animasi Flash untuk meningkatkan critical thinking skill Remaja melawan hoaks Ulfa Amalia; Erlin Fitria; Irma Handayani
Counsellia: Jurnal Bimbingan dan Konseling Vol 10, No 2 (2020)
Publisher : Universitas PGRI Madiun

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25273/counsellia.v10i2.7600

Abstract

Peredaran berbagai informasi di dunia maya sangat beragam. Remaja yang cenderung aktif di media sosial memiliki resiko besar untuk terpapar hoaks. Kemudahan dalam mengakses dan menyebarkan informasi dengan bebas tanpa meninjau kebenarannya menjadi persoalan yang berpotensi untuk menimbulkan kesalahpahaman dan konflik. Karena itu, perlu upaya preventif dan interventif yang dapat dilakukan dengan memberikan pendekatan melalui edukasi dengan menggunakan media interaktif dalam lingkup layanan informasi. Penelitian ini bertujuan untuk menghasilkan media animasi flash dalam upaya meningkatkan critical thinking remaja melawan informasi hoaks. Metode penelitian dengan menggunakan R n D (research and development) mulai dari tahap perencanaan, desain, validasi ahli media dan ahli materi. Uji coba produk juga dilakukan pada kelompok terbatas untuk mendapatkan penilaian dari pengguna. Berdasarkan validasi ahli materi mendapatkan nilai 82,95% artinya sangat layak sedangkan menurut ahli media produk animasi dinilai sebesar 85,71% artinya juga sangat layak. Pada kelompok pengguna, produk mendapatkan nilai 84,40% dengan menggunakan standar penggunaan usability. Sesuai dengan hasil validasi dan penilaian maka hasil penelitian berupa animasi sebagai multimedia interaktif dianggap sangat layak untuk dapat digunakan dalam memberikan stimulasi positif bagi remaja dalam layanan informasi sebagai langkah membangun dan meningkatkan kemampuan berfikir kritis.Abstract: The circulation of various information in cyber space is very diverse. The ease of accessing and disseminating information freely without reviewing the truth is an issue that has the potential to cause misunderstanding and conflict. Therefore, preventive and interventive efforts are needed to carry out by providing an educational approach using interactive media within the scope of information services. This study aims to produce flash animation media as an effort to improve adolescent critical thinking to fight hoax. The research method used in this study is Reseach and development starting from the planning, design, expert validation, media and material validation. Product testing is also carried out in limited groups to get ratings from users. Based on the validation of material experts, the figure is 82.96% meaning that it is very feasible. In addition, according to media experts, the figure of animation products is 85.71% which means that it is also very feasible. In the user group, the product figure is 84.40% by using the usability standard. Related to the validation results and assessment, it is implied that animation as interactive multimedia is considered very feasible to be used in providing positive stimulation for adolescents in information services as a step to build and improve critical thinking skill
Peningkatkan keterampilan guru Sekolah Luar Biasa (SLB) dalam pembelajaran daring Erlin Fitria; Ulfa Amalia; Irma Handayani
KACANEGARA Jurnal Pengabdian pada Masyarakat Vol 5, No 2 (2022): Juli
Publisher : Institut Teknologi Dirgantara Adisutjipto

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.28989/kacanegara.v5i2.1085

Abstract

Pandemi yang terjadi di seluruh dunia berdampak pada aspek kehidupan manusia, salah satunya adalah bidang pendidikan. Pembelajaran tatap muka beralih menjadi daring. Pembelajaran daring menimbulkan keresahan dari sisi guru, diantaranya kesulitan guru dalam menggunakan media penunjang pembelajaran daring seperti zoom, google meet, screen cast o matic dll. Berawal dari keresahan dari guru di lapangan tersebut, maka kegiatan pengabdian ini dilakukan. Kegiatan pengabdian yang dilakukan bertujuan untuk meningkatkan keterampilan guru dalam menggunakan media pembelajaran daring, sehingga dapat melakukan modifikasi dalam pembuatan materi pembelajaran untuk siswa berkebutuhan khusus. Guru diberikan pelatihan untuk menggunakan aplikasi Gem Reflektif dan aplikasi Screen Cast O Matic. Pelatihan ini berlangsung selama empat hari di SLB Tunas Sejahtera Seyegan. Pengukuran tingkat keterampilan sebelum dan sesudah kegiatan menggunakan instrument kuesioner keterampilan dalam pembelajaran daring. Dari hasil analisis data ditemukan adanya perbedaan yang signifikan antara keterampilan guru dalam pembelajaran daring sebelum dan sesudah diberikan pelatihan
The utilization of flashcard to enhance students’ writing performance: An action research Muhammad Eko Saputro; Ulfa Amalia; Juhansar
Indonesian Research Journal in Education |IRJE| Vol. 6 No. 1 (2022): IRJE |Indonesian Research Journal in Education|
Publisher : Universitas Jambi, Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (418.71 KB) | DOI: 10.22437/irje.v6i1.17528

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The development of science and technology facilitates teachers to conduct their learning-teaching processes effectively. However, it does not mean that all conventional media are ineffective at all to be used in the learning-teaching processes. Therefore, this present research aimed to explore the utilization of flashcards as learning-teaching media to improve students' writing performance and to discover students' performance in writing English sentences through flashcards. This research applied action research, employing interviews, observation, and tests to collect qualitative and quantitative data. The qualitative data were analyzed using interpretations, while the quantitative data were analyzed using IBM SPSS version 24.0. The results of qualitative data showed that students were active, enthusiastic, diligent, brave, and motivated in writing English sentences using flashcards. Meanwhile, the quantitative data showed the mean score of the pre-test was 2,86; the post-test I was 3,14, and the post-test II was 3,89. The percentage was 10% from the pre-test to post-test I and 12% from the post-test I to the post-test II. It indicated that the scores and the mean in the post-test II were better than in the post-test I. It proved that using flashcards as a learning-teaching medium is sufficient to enhance students' performance in writing English sentences. This research recommends further research to discover the flashcard utilization in the learning-teaching processes at a different school or educational institution levels and conduct experimental research to seek the effectiveness of flashcards as a medium in t English writing learning-teaching processes.
DIVERSIVIKASI PRODUK DENGAN MENERAPKAN TEKNOLOGI FOOD DRYING MACHINE UNTUK PENGENDALIAN KERUSAKAN SAYURAN Ferida Yuamita; Ulfa Amalia; Ratri Nurina Widyanti
KOMMAS: Jurnal Pengabdian Kepada Masyarakat Vol 1, No 3 (2020): KOMMAS: JURNAL PENGABDIAN KEPADA MASYARAKAT
Publisher : KOMMAS: Jurnal Pengabdian Kepada Masyarakat

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (2000.305 KB)

Abstract

Desa Bangunharjo yang berada di daerah Bantul memiliki jenis tanah yang subur sehingga banyak lahan yang dapat digunakan untuk pertanian. Hal tersebut sejalan dengan program pemerintah One Product One Person (OPOP) masyarakat mulai membentuk kelompok tani. Jenis tanaman yang ada di pekarangan warga beraneka antara lain sawi, kangkung, bayam dan bunga kol. Masing-masing warga yang aktif memanfaatkan lahan bergabung dalam kelompok tani. Mitra yang menjadi objek pada penelitian ini adalah KWT Migunani. Permasalahan yang terjadi pada mitra adalah terbatasnya ide dalam mengolah hasil panen berupa sayuran yang memiliki umur yang pendek sehingga hasil panen dibiarkan saja membusuk atau dimanfaatkan sebagai pupuk kompos. Sehingga walaupun hasil panen  cukup melimpah namun tidak sesuai dengan pendapatan yang akan didapatkan. Solusi yang ditawarkan kepada mitra dengan diversifikasi produk dengan pemanfaatan Food drying machine (mesin pengering makanan). Produk olahan yang dihasilkan berupa sayuran kering yang dapat dimanfaatkan sebagai bahan campuran makanan lain. Sayur kering instan yang diberi nama  Sayur-in. Hasil akhir dalam pengabdian masyarakat setelah dilakukan diversifikasi produk laba yang dihasilkan dengan modal yang sama terjadi peningkatan laba 2 kali lipat dibandingkan dengan sebelumnya.Kata kunci: Diversifikasi, Sayur instan, Food Drying Machine
Implementation of Android-Based Dyslexia Therapy and Verbal Dyslexia Therapy for Improving Reading Ability in Dyslexic Children Sri Respati Andamari; Ulfa Amalia
Psikologia : Jurnal Psikologi Vol 2 No 1 (2017): January
Publisher : Universitas Muhammadiyah Sidoarjo

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (491.814 KB) | DOI: 10.21070/psikologia.v2i1.1073

Abstract

This research aims to compare the effectivity of therapy for dyslexia syndrome. Recent research shows that Android-app based therapy is more effective to increase reading ability in children with dyslexia than other, named verbal therapy. Quasy experimental with randomized control group pre and posttest design is used. 20 children with dyslexia are included as research participant and divided into two groups, control-group and experiment-group. Reading ability test is used as measurement tool. Data analyzed with Mann-Whitney U test. Data analysis result shows that android-app based therapy is more effective to elevate reading ability in children with dyslexia.
Investigating EFL Students’ Tense Errors in Writing Narrative Text Veneza Firda Resita Fanny; Juhansar Juhansar; Ulfa Amalia; Ari Prasetyoaji
Jurnal Internasional Bisnis, Humaniora, Pendidikan dan Ilmu Sosial Vol 4 No 2 (2022): International Journal of Business, Humanities, Education and Social Sciences
Publisher : Universitas Teknologi Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.46923/ijbhes.v4i2.172

Abstract

A narrative text should have a generic structure and language feature. Simple past tense is a language feature of the text. In writing an English narrative text, EFL students commonly make errors related to using the simple past tense. Therefore, this research aims to discover EFL students’ types of errors in writing narrative text using simple past and to determine EFL students’ dominant errors in writing narrative text using the simple past tense. The design of this research is a mixed-method. The respondents are ten third-semester EFL students of the English Language Education Department of Universitas Teknologi Yogyakarta. Research data were documents, EFL students' narrative text writing-related Cross-Cultural Understanding, taken from the subject's lecturer. Data were analyzed qualitatively and quantitatively. The results of this research show that EFL students made four types of errors: omission, addition, misformation, and misordering, in writing narrative text using the simple past tense. This research reveals 123 EFL students’ errors in writing narrative text using the simple past tense. Misformation was the most dominant error with 100 errors (81%), followed by addition with 12 errors (10%), omission with 9 errors (7%), and misordering with 2 errors (2%). This research has a small scope, limited to analyzing third-semester EFL students’ errors in writing narrative text using simple past tense at Universitas Teknologi Yogyakarta. Therefore, further researchers are expected to conduct wide-scope research, such as Indonesian EFL students using a different research design, e.g., experimental research on the effective technique used to decrease EFL students’ errors in writing narrative text using the simple past tense.
PERANCANGAN MEDIA BELAJAR ANTROPOMETRI BERBASIS AUGMENTED REALITY Ferida Yuamita; Ulfa Amalia
JURNAL DISPROTEK Vol 14, No 1 (2023)
Publisher : Universitas Islam Nahdlatul Ulama Jepara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.34001/jdpt.v14i1.4456

Abstract

The media used by educators in the teaching and learning process is an important factor that influences the level of understanding of students. Innovations in learning media in the current era of technological development, can provide opportunities for educators to always strive to provide learning media that are easily accessible, understood in depth, and can function effectively. The use of appropriate learning strategies becomes a method that can be used by educators in the process of strengthening cognitive, affective, and also motoric aspects. An initial study conducted by researchers on 50 Industrial Engineering students at the Yogyakarta Technological University, showed that 32% of students had difficulty understanding the material in the Ergonomics course related to Anthropometry (measurement of human dimensions) due to the limitations of the media in the learning process of the material. This study aims to produce a design of learning media that can provide convenience for students in understanding Anthropometry material. This research and development method uses the Lee & Owens model by carrying out 4 stages, namely Assessment/analysis, Design, Development and implementation, and Evaluation stage. The result of this research is an Augmented Reality-based application called AR Anthropometry. This application provides 3-dimensional visualization using augmented reality technology equipped with materials and quizzes as a benchmark for achieving student convenience in understanding anthropometric material.