Journal of Nahdlatul Ulama Sidoarjo University
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Pengolahan Mie Kering Tersubstitusi Tepung Mangrove Sebagai Diversifikasi Produk UMKM SOMANO Surabaya di Masa Pandemi Covid-19 : Pengolahan Mie Kering Tersubstitusi Tepung Mangrove
SOMANO MSMEs are MSMEs (Micro, Small and) Medium Enterprises) engaged in food and beverages made from mangrove fruit (Sonneratia caseolaris). SOMANO MSMEs are very potential because they are located close to the location of Mangrove Ecotourism Surabaya. However, the covid-19 pandemic has an impact on the declining number of Mangrove ecotourism tourists, which also led to a decrease in sales of SOMANO MSMEs. During this time MSMEs SOMANO is more focused on making liquid mangrove processed in the form of mangrove syrup. To increase sales during the covid-19 pandemic, it is necessary to diversify products, especially healthy functional products that can generally improve health. Mangrove flour has a high enough dietary fiber component that can improve digestive health which indirectly can also increase the body\u27s overall immunity. Mangrove flour-subtitling dry noodle products were chosen as diversification of SOMANO MSME products, because previously these MSMEs did not have the type of products in the form of dry noodles. In addition, dry noodles are a type of food that is quite popular by the people of Indonesia so that it is expected to boost the sales of SOMANO MSMEs during the Covid-19 Pandemic. Therefore, it is considered necessary to carry out PIHAT community service program (Grant application of research results for the community) based on innovation of mangrove flour processed products as product diversification. The purpose of PIHAT community service activities is: increasing the knowledge and skills of SOMANO MSMEs, especially their owners and employees in processing mangrove flour into dry noodle processed products and introducing good ways of packaging and marketing products so as to increase product sales. The methods that will be used are extension and training on processing dried noodles substituted mangrove flour and packaging and marketing. At the end of the training activity, donated tools in the form of noodle makers and food cabinet dryers that are expected to help MSME owners in producing mangrove noodles
Perancangan Buku Ilustrasi Tentang H.O.S. Tjokroaminoto Sebagai Teladan bagi Anak Indonesia
Children as Indonesia\u27s next generation should know and imitate the stories of great people who were born in their nation so that they can inspire and build their dreams from an early age. One of the great figures who deserve to be emulated by the younger generation of the Indonesian nation is HOS Tjokroaminoto who has played a major role in the struggle for Indonesian independence. However, instilling an example to children is not an easy thing, therefore it requires media that is attractive and easily understood by them. One of the media that has this critique is illustration books, which are designed with a visually appealing concept, and the contents of books can inspire children. This research is about how to design an illustrative book about HOS Tjokroaminoto that is interesting and inspiring for children aged 9-11 years. This study uses data collection methods in the form of interviews, observations, and questionnaires. Then the collected data were analyzed using the descriptive analysis method to find new ideas about illustration book design.Anak-anak sebagai generasi penerus bangsa sudah seharusnya mengenal dan meneladani kisah orang-orang hebat yang lahir dari bangsanya sendiri, agar dapat menumbuhkan inspirasi dan membangun cita-cita mereka sejak dini. Salah satu tokoh besar yang layak diteladani oleh generasi muda bangsa Indonesia adalah HOS Tjokroaminoto yang telah berperan besar dalam perjuangan kemerdekaan Indonesia. Namun menanamkan keteladanan kepada anak-anak bukan hal yang mudah, karenanya diperlukan media yang menarik dan mudah dipahami oleh mereka. Salah satu media yang memiliki kriteris tersebut adalah buku ilustrasi, yang didesain dengan konsep visual menarik, serta isi buku yang bisa menginspirasi anak-anak. Penelitian ini adalah tentang bagaimana merancang buku ilustrasi tentang HOS Tjokroaminoto yang menarik dan inspiratif bagi anak-anak usia 9-11 tahun. Penelitian ini menggunakan metode pengumpulan data berupa wawancara, observasi dan kuesioner. Kemudian data yang terkumpul dianalisis dengan metode analisis deskriptif untuk menemukan ide-ide baru tentang desain buku ilustrasi
Filter Digital Berbasis Augmented Reality Sebagai Iklan Layanan Masyarakat Pembatasan Konsumsi Plastik
High levels of plastic use can result in an increasing amount of plastic waste piling up. The production of plastic waste in Indonesia has produced up to 3.2 million tons of plastic waste, and as much as 1.2 million tons of waste has been dumped into the sea. This is because waste management in Indonesia is still relatively poor. Seeing the condition and increasing consumption of plastic, it is necessary to educate the public about the importance of limiting the use of plastic. A social campaign in the form of a public service advertisement is needed so that people can think and act wisely before using plastic. This study aims to design an augmented reality-based Instagram filter that contains messages and ways to reduce plastic consumption. The filter design can be completed thanks to the Double Diamond method, which focuses on problem analysis as a basis for making solutions. The results of this study indicate that the filter design was successfully published and successfully reached the target audience with the acquisition of a questionnaire test score of 86%, which indicates that the filter is very good. Thus, filters can be used as effective public service advertisements in providing information regarding restrictions on plastic consumption.Tingkat penggunaan plastik yang tinggi dapat mengakibatkan jumlah sampah plastik kian menumpuk. Produksi sampah plastik di Indonesia telah menghasilkan hingga 3,2 juta ton sampah plastik, dan sebanyak 1,2 juta ton sampah dibuang ke laut. Hal ini disebabkan karena pengelolaan sampah di Indonesia masih tergolong buruk. Melihat kondisi dan konsumsi plastik yang meningkat maka perlu adanya edukasi terhadap masyarakat tentang pentingnya membatasi penggunaan plastik. Sebuah kampanye sosial dalam bentuk iklan layanan masyarakat diperlukan agar masyarakat dapat berpikir dan bertindak secara bijak sebelum menggunakan plastik. Penelitian ini bertujuan merancang sebuah filter Instagram berbasis augmented reality yang memuat pesan dan cara mengurangi konsumsi plastik. Rancangan filter tersebut dapat diselesaikan berkat metode Double Diamond, yang berfokus pada analisis masalah sebagai dasar dalam membuat solusi. Hasil dari penelitian ini menunjukkan bahwa rancangan filter berhasil terpublikasi dan sukses menjangkau target audiens dengan perolehan nilai uji kuesioner sebanyak 86%, yang menandakan filter tersebut sangat baik. Dengan demikian, filter dapat digunakan sebagai iklan layanan masyarakat yang efektif dalam memberi informasi terkait pembatasan konsumsi plastik
Penerapan Finite State Machine pada Game 3D “Virus Hunter”
During the pandemic, people\u27s space for movement is limited. The government implements the Work from Home (WFH) rule which requires everyone to work with gadgets in their respective homes. This situation makes most people frustrated with the existing limitations. Games are one of the forms of entertainment that can be done during a pandemic. In addition to entertainment, games can also be used as learning media in order to increase the level of vigilance against viruses or diseases. The Virus Hunter game is intended so that people can entertain themselves by playing and gaining insight into various kinds of viruses. This research was conducted during the stages of research and development which was then tested functionally using white box testing methods. Usability testing was carried out using the SUS method. In game design, the Non-Player Character (NPC) uses the Finite State Machine method to approach player behavior. The virus hunter game test results state that the functional application can run well and get a usability score of 75,87% in the Acceptable and Good categories in the Adjective Range.
During the pandemic, people\u27s space for movement is limited. The government implements the Work from Home (WFH) rule which requires everyone to work with gadgets in their respective homes. This situation makes most people frustrated with the existing limitations. Games are one of the forms of entertainment that can be done during a pandemic. In addition to entertainment, games can also be used as learning media in order to increase the level of vigilance against viruses or diseases. The Virus Hunter game is intended so that people can entertain themselves by playing and gaining insight into various kinds of viruses. This research was conducted during the stages of research and development which was then tested functionally using white box testing methods. Usability testing was carried out using the SUS method. In game design, the Non-Player Character (NPC) uses the Finite State Machine method to approach player behavior. The virus hunter game test results state that the functional application can run well and get a usability score of 75,87% in the Acceptable and Good categories in the Adjective Range
Perancangan Sign System Kawasan Wisata Yussar Fishing and Playground Sidoarjo
Yussar Fishing and Playground Sidoarjo is an educational tour in Kalidawir Village, Tanggulangin District, Sidoarjo Regency. Yussar Fishing and Playground Sidoarjo provide rides for fishing ponds, playgrounds, photo spots, education, culinary tours, performing arts, and natural scenery in the form of fish ponds. As a tourist place, Yussar Fishing and Playground Sidoarjo should be able to provide security and comfort for its visitors, especially the Yussar Fishing and Playground Sidoarjo environment is surrounded by fish ponds, so visitors must be more careful in traveling activities at Yussar Fishing and Playground Sidoarjo. The location of Yussar Fishing and Playground Sidoarjo which is in remote villages can make it difficult for people to know its existence, so in this case, Yussar Fishing and Playground Sidoarjo requires environmental graphics as information media in the form of a sign system regarding the existence of Yussar Fishing and Playground Sidoarjo, location instructions for Yussar Fishing and Playground Sidoarjo, and information on warnings/bans. The design of this sign system uses research methods that are divided into three parts, namely pre-production, production, and post-production. The icon used in the sign system is taken from the shape of a fish which is the advantage of Yussar Fishing and Playground Sidoarjo which has a fishing pond facility. The sign system as the primary media has 3 types, namely 9 information sign designs, 6 directions sign designs, and 6 prohibition sign designs. Each type of sign system has a difference in the board\u27s shape and the color of the text so that the message\u27s recipient can easily distinguish the information conveyed. All signs are placed outside and around the Yussar Fishing and Playground area of Sidoarjo according to the type and purpose of each sign.Yussar Fishing and Playground Sidoarjo adalah wisata edukasi yang terletak di desa Kalidawir Kecamatan Tanggulangin Kabupaten Sidoarjo. Yussar Fishing and Playground Sidoarjo menyediakan wahana kolam pancing, playground, spot foto, edukasi, wisata kuliner, seni pertunjukan, dan pemandangan alam berupa tambak ikan. Sebagai tempat wisata, Yussar Fishing and Playground Sidoarjo hendaknya bisa memberikan keamanan dan kenyamanan bagi pengunjungnya, apalagi lingkungan Yussar Fishing and Playground Sidoarjo dikelilingi tambak ikan, sehingga pengunjung harus lebih berhati-hati dalam kegiatan berwisata di Yussar Fishing and Playground Sidoarjo. Letak Yussar Fishing and Playground Sidoarjo yang berada di pelosok desa bisa menyebabkan sulitnya masyarakat mengetahui keberadaannya, sehingga dalam hal ini Yussar Fishing and Playground Sidoarjo membutuhkan grafis lingkungan sebagai media informasi berupa sign system mengenai keberadaan Yussar Fishing and Playground Sidoarjo, petunjuk lokasi Yussar Fishing and Playground Sidoarjo, dan informasi peringatan/larangan. Perancanaan sign system ini menggunakan metode penelitian yang dibagi menjadi tiga bagian yakni pra produksi, produksi, dan pasca produksi. Ikon yang digunakan dalam sign system diambil dari bentuk ikan yang merupakan keunggulan Yussar Fishing and Playground Sidoarjo yang memiliki fasilitas kolam pancing. Sign system sebagai media utama memiliki 3 jenis, yaitu 9 buah desain sign informasi, 6 buah desain sign petunjuk arah, dan 6 desain buah sign larangan. Masing-masing jenis sign system memiliki perbedaan dalam bentuk papan dan warna teks, agar penerima pesan dapat dengan mudah membedakan informasi yang disampaikan. Semua sign ditempatkan di luar dan sekitar kawasan Yussar Fishing and Playground Sidoarjo sesuai dengan jenis dan tujuan sign masing-masing
Menentukan Variabel Desain Iklan Menggunakan Voice of Customer
The corporate world is undergoing a very rapid rate of change. It\u27s no wonder that manufacturers are competing to sell their products quickly in the market. Advertising is a medium that is used as a means to distribute information to the public, related to the product you want to be known, one of which is advertising that is used on television. By paying attention to this, when designing an advertisement, the thing that must be considered is the attributes attached to the advertisement, in order to provide interest to consumers or potential consumers. The purpose of this study was to determine the dominant product attributes on consumer interest in making decisions to continue viewing service advertisements on advertising impressions in digital media. The final result to be achieved is that the product design of advertisements is made able to improve product performance, provide convenience for business actors in determining ergonomic designs on digital media and optimize the performance of marketing tools in introducing products so that product designers are able to provide guarantees for the design of advertisements displayed. Become the preferred ad. This study uses customer voice analysis in the Quality Function Deployment (QFD) method by testing some initial attributes which show the results that some attributes have a significant influence on the design of advertising products.
DEVELOPING STUDENT’S ENGLISH WORKSHEET ON READING MATERIALS FOR TENTH GRADE
Worksheet had an important role in the teaching and learning process to help teachers in conveying the knowledge to students. Hence, the teacher needs to create or develop a suitable worksheet for the students. The purpose of this research is to develop students’ English worksheets on reading material for tenth-grade students in Senior High School. This research developed students’ English worksheets based on the 4D model suggested by Thiagarajan that consists of 4 stages of development, namely define, design, develop and disseminate. However, this research only reached the third stage, namely development. The data collection techniques in this research used interviews and documentations. The results of the research showed that the validation from the experts with an average score of 3.57, it means that these students’ English worksheets are perfectly valid to us
Pemberdayaan Masyarakat sebagai Upaya Pencegahan Covid-19 di Dusun Ngerong, Kecamatan Porong, Kabupaten Pasuruan: Pemberdayaan Masyarakat sebagai Upaya Pencegahan Covid-19
The Covid-19 pandemic in Indonesia has occurred since March 2020 until now which has had an impact on aspects of life such as health, economy, education and so on, so it is necessary to have a strategy for implementing community service involving lecturers and students of Nahdlatul Ulama University Sidoarjo with community leaders in the Hamlet. Ngerong, Gempol District, Pasuruan Regency. From the results of these discussions, several programs were made, namely, providing counseling and socialization about the dangers of covid-19, modes of transmission and methods of prevention, implementation of counseling and socialization carried out in limited numbers, door to door and posting posters on how to prevent the virus and providing information about vaccine schedules in the surrounding area and Pasuruan, conduct training (training) on digital marketing (online sales) and assistance in the use of features on social media for MSMEs, provide tutoring and study face-to-face with very limited numbers and carry out health protocols properly
INOVASI PEMANFAATAN IKAN LELE (CLARIAS BATRACUS) MENJADI PRODUK OLAHAN LELE (ABON, BROWNIS, DAN KUE KERING) DI DESA CANDIPARI SIDOARJO: INOVASI PEMANFAATAN IKAN LELE MENJADI PRODUK OLAHAN LELE
Catfish is one type of freshwater fish that is widely cultivated in Indonesia. Candipari Village isone of the villages, where the people cultivate catfish. So far, catfish is only used as a daily sidedish, but community service activities in Candipari Village, especially catfish farmers, aretaught to process catfish into new healthy preparations. The method used in this activity isdemonstration. The purpose of this activity is to improve community skills in processing catfishinto various processed foods such as shredded, brownies, and pastries. The result of this activityis that the community is skilled at making shredded, brownies, and pastries from catfish
Perancangan Audio Murottal Al-qur’an Untuk Terapi Emosi Anak Autis Menggunakan Metode Human Centered Design
One of the characteristics of autistic children or autism spectrum disorder (ASD) is having emotional disturbances. This underlies the design of audio-visual murotal Al-Qur\u27an as a therapeutic tool for children with autism. Indirectly, murotal Al-Qur\u27an can calm children\u27s emotions. This study aims to design practical audio-visual-based media for autistic children. The method in this study combines the Human Centered Design (HCD) method, persona, and expert validation. This research cycle begins with pre-production, production to the final result in the form of an audio-visual media design for the emotional therapy of autistic sufferers. The design of the audio-visual media was tested using the expert validation method with functional testing so that the results of the audio-visual media design from this study were by the requirements.Salah satu karakteristik anak autis atau autism spectrum disorder (ASD) yaitu memiliki gangguan emosional. Hal tersebut mendasari perancangan audio visual murotal Al-Qur’an sebagai sarana terapi untuk anak autis. Secara tidak langsung, murotal Al-Qur’an mampu menenangkan emosional anak. Penelitian ini bertujuan untuk merancang media berbasis audio visual yang praktis untuk anak autis. Metode dalam penelitian ini memadukan metode Human Centered Design (HCD), persona, dan expert validation. Siklus penelitian ini diawali dengan praproduksi, produksi hingga hasil akhir berupa rancangan media audio visual untuk terapi emosi penderita autis. Rancangan media audio visual diuji menggunakan metode expert validation dengan functional testing, sehingga hasil akhir rancangan media audio visual dari penelitian ini telah sesuai dengan kebutuhan