The current fact shows that entrepreneurship education is only a textbook without providing experimental learning to students. The current solutions have not been able to accommodate the needs of students, especially in the era of disruptive education which is developing massively. This study aims to develop gamification-based educational learning media that will be implemented in high school students to develop students' entrepreneurial spirit. This type of research is development research using the ADDIE (Analysis, Design, Development, Implementation, Evaluation) method by using a questionnaire to collect research data. After being implemented, gamification-based educational learning media succeeded in increasing student interest in entrepreneurship education as a provision for the growth of the entrepreneurial spirit in students. This learning media has also succeeded in increasing the activeness of teachers and students in the learning process that provides experimental learning to students. The collaboration between the gamification model and educational learning media is by the competency needs of students in the current era of disruptive education. Follow-up research is deemed necessary that focuses on digitizing gamification-based educational media that was developed without eliminating the activeness of teachers and students in learning
As a country with a huge population of more than 270 million people, Indonesia needs to reach society 5.0 to create a society-centred digital transformation. This study aims to formulate a business model for eco-edutourism in a vilage as a suburb with great potential in terms of natural resources and human resources. This research uses a qualitative approach with a type of case study. The primary and secondary data were obtained from semi-structured interviews, village databases, and related articles. The business model is formulated using the business model canvas with the identification of each element. The results show that the potential villages with natural resources and human resources can be developed into an education-based tourism village through its potential rich culture, cow farming, and proximity to another tourism destination. The business model canvas has been formulated from these potentials, which includes nine main elements. The main activities in this business are coffee processing educational tours, milk extracting educational tours, local cultural tours, nature tourism, and outbound tours. The value proposition formulated in the business model canvas in eco-edutourism is a social value that will focus on providing qualified education for visitors. The eco-edutourism initiation is expected to be an alternative to community-based digital transformation, especially in rural areas. Achieving digital transformation in the periphery areas on an ongoing basis can be a real step towards realising society 5.0 in Indonesia.
Additive manufacturing process known as the 3D printing process is an advanced manufacturing process including one of the components to support industrial revolution 4.0. The initial development of a 3D printing machine at Sampoerna University is the background of this research. The 3D printing setup of Fused Deposition Modeling (FDM) was built using H-bot moving mechanism by considering the rigidity aspect. The FDM printing method is selected due to its cost and reliability. In this early development, the brackets were custom made using a 3D printer with Polylactic Acid (PLA) material. The result showed that the software worked properly in accordance with the assembled mechanical and electrical parts. The 3D printer could print simple objects such as planes and cubes with small dimensions. However, the printing specimen still lacked accuracy caused by the less rigidity of linear rail brackets, less coplanar belt arrangement, and error in some electronic components.
Pengabdian kepada masyarakat ini bertujuan untuk membantu para nelayan pantai sendang biru dalam mengusir lumba-lumba yang sering mendekat ke kapal dan menakuti ikan tuna yang menjadi target tangkapan utama nelayan. Metode pengabdian di lakukan secara terstruktur dan sistematis mulai dari perencanaan hingga evaluasi program. Dari hasil pengabdian yang telah dilakukan sebelumnya, dapat disimpulkan bahwa implementasi lampu pengusir lumba-lumba yang diterapkan telah berhasil membantu para nelayan untuk meningkatkan hasil tangkapan ikan tuna mereka. Diharapkan untuk pelaksanaan pengabdian selanjutnya untuk meningkatkan dampak dari adanya alat yang telah digunakan ini.
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