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Nurul Fatma Dewi Mardianto; Yahfizham Yahfizham

Journal of Student Research 2024 Pusat Riset dan Inovasi Nasional

Computational thinking is the ability to solve problems and design systems using concepts and techniques generally associated with computers and computer programming. The aim of this research is to conduct a literature review, namely to determine the application of computational thinking in mathematics learning. The technique used is the Systematic Literature Review (SLR) strategy. SLR is a research method that aims to identify, study and interpret data in journals systematically with specified stages. The conclusion obtained from the research results is that the application of computational thinking in mathematics learning can be done using four foundations of computational thinking, namely: (1) Decomposition, namely the problem is divided into small parts, (2) Pattern recognition, namely the process of identifying patterns or sequences of problems, (3) Abstraction, namely consideration of the important parts of a problem, and (4) Algorithm, namely a series of instructions for solving the problem. Examples of its application include the use of interactive mathematics software, mathematical simulations, problem-based learning with technology, adaptive learning and the use of educational games.  

Alya Audria; Zaitun Qamariah; Akhmad Ali Mirza

Kegiatan Positif : Jurnal Hasil Karya Pengabdian Masyarakat 2024 Asosiasi Riset Ilmu Manajemen Kewirausahaan dan Bisnis Indonesia

This community service activity involves a collaboration between lecturers and students of the English Education Program (Tadris Bahasa Inggris - TBI) to strengthen the self-introduction skills of fourth-grade students at MI Hidayatul Insan, Kota Palangka Raya. Through interactive and enjoyable learning methods, students actively serve as facilitators and mentors, helping students develop their English skills. The activities include introductory sessions, repeated practice, and educational games designed to boost students' confidence in introducing themselves. The results show a significant improvement in students' ability to perform self-introductions smoothly and confidently. This collaborative approach not only provides immediate benefits to the students but also enriches the teaching experience of the TBI students, preparing them to become more competent educators. In conclusion, the involvement of TBI students in strengthening self-introduction materials effectively enhances the English language skills of elementary school students.    

Muhammad Fadhil; Fera Damayanti; Sarudin, Sarudin

Bridge : Jurnal Publikasi Sistem Informasi dan Telekomunikasi 2024 Asosiasi Profesi Telekomunikasi Dan Informatika Indonesia

Understanding history is often hindered by various constraints, including limited engaging learning media and insufficient attention to the culture of the Kluet tribe. To overcome these obstacles, efforts such as developing engaging learning media, promoting cultural understanding programs, and creating special educational games to introduce the Kluet tribe are necessary. Educational games for history introduction serve as an interesting alternative to introduce the Kluet tribe interactively. The use of technology in education, especially educational games, has attracted attention as an effective means in the learning process. This research will explain the use of the Game Development Life Cycle (GDLC) method in developing an educational game for introducing the history of the Kluet tribe. Based on the questionnaire results provided to users, 85% of respondents stated that this educational game on the history of the Kluet tribe is engaging and interactive.

Muhammad Syaiful Anwar; Noor Hujjatusnaini

Manfaat : Jurnal Pengabdian Pada Masyarakat Indonesia 2024 Asosiasi Riset Ilmu Tanaman Dan Hewan Indonesia

Biology learning, particularly the topic of the classification of living organisms, is often considered difficult and boring by some students. To address this challenge, a more engaging and interactive approach is needed. One effective solution is to utilize game-based technology, such as Wordwall, which allows students to actively learn through various educational games. This study aims to enhance student engagement in learning the classification of living organisms using interactive Wordwall games. Through a community service method, this activity involved teachers and students from several schools to integrate Wordwall as a learning tool. The interactive games provided by Wordwall include various types of activities, such as puzzles, quizzes, and matching games, designed to help students better understand the concepts of classification of living organisms. The implementation of this program is expected to improve student motivation, involvement, and understanding of the material. Furthermore, it is hoped that the use of this technology will provide a more enjoyable learning experience and increase the effectiveness of classroom learning. The evaluation conducted shows a significant improvement in student engagement, as well as a better understanding of the material compared to traditional teaching methods.

Yuni Setiani Merlianta Girsang; Emmeria Tarihoran

Jurnal Magistra 2024 STP Dian Mandala Gunungsitoli Nias Keuskupan Sibolga

In this rapid development of technology, digital catechesis for early childhood takes a role in the process of faith education for them. In providing education and teaching to children, new methods are needed that provide new innovations, especially in the catechesis process. Educational games play their role in educating the faith of early childhood children by utilizing platforms available in digital development, namely Quizizz and Kahoot which can be a means for parents and catechists to educate children's faith by utilizing technology so that faith education provided to children gains new innovations.

Ratnah Kurniati MA; Asmirani Alam; Sigit Sugiarto; Lestari Lestari; Edy Sony +4 more

Jurnal Hasil Kegiatan Bersama Masyarakat 2024 Asosiasi Riset Ekonomi dan Akuntansi Indonesia

This program aims to reduce the percentage of school dropouts in border islands. Through this program, researchers created an educational environment by involving students of the Study Program Student Association (HMPS). This program was held every Saturday in Wakarleli, Maluku Barat Daya, during October 2023 - November 2023 involving around 20 children in various age categories and around 5-10 students at each meeting. The method used in this activity is descriptive method. The activities supporting the program are educational games which are implemented at the beginning and at the end of the meeting, the introduction of letters and numbers, and counting activities. The results of evaluations and interviews show that this program can increase children's confidence levels, train their communication skills, patience, tolerance, and helping attitudes between children. In addition to the great benefits for the children, this program also provides huge benefits for the students and lecturers involved. For students, this program is considered to increase their creativity in making learning media. Where this skill is a much needed skill, especially for students of the Mathematics Education and PGSD Study Programs. In addition, for students of the Law Study Program, this activity can also foster sensitivity in society and improve their communication skills which are also needed in their future profession. In general, in this program students are trained to work together, socialize and build their confidence to be in public.

Rendy Adrian; Renaldy Akbar; Hadma Yuliani

Pandawa : Pusat Publikasi Hasil Pengabdian Masyarakat 2024 Asosiasi Riset Ilmu Pendidikan Indonesia

This article discusses the potential use of websites as a tool for learning Hijaiyah letters, the basis of Arabic writing and the Quran. The purpose of this service is to see explore the role and possibility of utilizing websites in facilitating the learning of Hijaiyah letters. The service was carried out at Darul Farhan TPA using the socialization method and learning approach Using an educative website construct TPA children are introduced to Hijaiyah letters through an educational website that attracts their attention. The use of laptops and smartphones facilitates the identification of Hijaiyah letters, and the “Construct” program is used to measure children's understanding of the letters. The results of the service show that the use of the Construct website in the introduction and learning of Hijaiyah letters at Darul Farhan TPA makes it easy for children to understand Hijaiyah letters.  This learning method also prevents children's boredom by combining learning with games.

Desty Endrawati Subroto; Husna Nabilah; Inggit Eka Wahyuni; Mulyati Mulyati

Jurnal Pengabdian Masyarakat Sains dan Teknologi 2024 Fakultas Teknik Universitas Cenderawasih

In the current digital era, learning supports students' enthusiasm for learning, there is a lot of learning that can foster enthusiasm for learning, conventional learning sometimes makes students bored in following the learning process. The role of the teacher is also very important in fostering enthusiasm for learning in students, an interesting learning process and an active classroom atmosphere can be a factor in fostering enthusiasm for learning. The learning media that is widely used today is educational games. Educational games are a learning medium that describes a game designed to help the learning process. This socialization activity aims to utilize the use of technology in the field of education by using a game engine. The use of technology in the field of education has also succeeded in creating an interesting learning process, for example educational games, combining play and learning, examples of educational games that are often used are assembler edu, wordwall and Construct 2. This socialization activity took place in the Bina Bangsa IT SMP Hall involving 39 7th grade students. This activity was attended by the Principal and the Teacher Council with resource persons Mrs. Desty Endrawati Subroto M.Pd.

Sri Rezeki

Jurnal Silih Asih 2024 LPPM - STT Kadesi Bogor

This paper discusses the importance of using educational gaming applications to enhance adolescent learning at GGP Sanggabuana. In this era of rapid technological advancement, educational gaming applications have become an innovative solution to facilitate interactive and enjoyable learning for children. The benefits of using these applications include increased interest in learning, reinforcement of teaching through visual and auditory interaction, facilitation of self-directed learning, provision of instant feedback, and reinforcement of positive collaboration and competition. The steps for implementing educational gaming applications at GGP Sanggabuana include needs assessment, application development, training and mentoring, integration with the curriculum, monitoring and evaluation, and collaboration with parents. By involving all stakeholders, educational gaming applications can be optimized in enhancing children's interest and effectiveness in learning within the context of religious education. However, it is important to conduct further research and evaluation on the effectiveness and benefits of educational gaming applications in adolescent learning. This is necessary to continue developing and improving the quality of applications, so that children's learning experiences can further enhance their understanding of religious and moral values. With the existence of educational gaming applications, it is hoped that children can experience more engaging, interactive, and meaningful learning experiences in the context of adolescence at GGP Sanggabuana.

Rangga Ardiyansyah; G. Oka Warmana

Nusantara: Jurnal Pengabdian kepada Masyarakat 2024 Pusat Riset dan Inovasi Nasional

Bullying is a deliberate act of aggression and degradation by one or a group of people against another individual. These acts of bullying can be physical, verbal, or relational behaviors that aim to hurt, intimidate, or harm others who may be weaker or unable to defend themselves. Bullying can occur anywhere and anytime, when powerful people have the desire to commit acts of violence on people who do not have power. In recent times, cases of bullying have been increasing and grabbing the attention of the community and inviting concerns for safety and comfort in the educational environment. The impact caused by bullying is that the victim has a long trauma, psychological and mental disruption and emotional uncertainty. The educational environment should be a peaceful and comfortable place to support every child in studying and achieving. It is important that we all come together to prevent and solve this bullying problem. This can be realized by providing an understanding of bullying to the impact that occurs on the victim. Therefore, through the PLN Peduli CSR platform, the author conducts community service activities with the aim of providing teaching to prevent bullying cases. This community service activity is carried out in the form of socialization to early childhood in river schools. The methods used are delivering material (lectures), showing animated films, asking questions to children and playing games together. The results to be achieved after this activity are early childhood understanding of the importance of avoiding bullying behavior and understanding the negative impact of bullying. Children are expected to be more concerned about focusing on themselves and be active in efforts to create a comfortable educational environment without bullying. This activity forms an attitude not to do bad habits and always spread kindness among others.

Eneng Martini; Jajang Hendar H; Lili Halimah; Purwanto Purwanto

Jurnal Pengabdian Masyarakat Waradin 2024 Sekolah Tinggi Ilmu Ekonomi Pariwisata Indonesia Semarang

Character is very important to instill from an early age, because nowadays quite a few children grow up with global flows and intense use of gadgets. The implication of this is their character development in the future. In this program, the service activities we hold are given the theme "Growing the Character of Orphanage Children Through Educational Games", with a case study at the Ulul Azmi Orphanage, Cimahi City. This program aims to provide alternative positive activities for children so they can be free from using gadgets and at the same time refresh their minds. Character development in this activity is carried out through two main stages. First, this program targets elementary school children from grade one to grade six, with a more interactive method so that it is not boring. Second, through the medium of educational games, various moral messages can be conveyed in a way that is more interesting and easy for children of their age to understand. Thus, it is hoped that this program can help orphanage children to form positive characters from an early age.

Muhammad Aniur Rofiq; Agus Irfan; Dimas Pratama; Miftahus Surur; Nur Azizah

An effective learning process in the classroom involves increasing the ability to understand and apply concepts. Learning strategies play a crucial role in realizing this goal, becoming the main focus in efforts to improve the quality of education. The goals of modern education involve developing the ability to understand and apply concepts, producing individuals who are not only skilled in knowledge but also able to apply these skills in everyday life. In addition, the application of knowledge becomes essential, where learning is not only about receiving information but also about the ability to apply knowledge in real contexts. Learning strategies that focus on application help students develop practical skills that can be used in a variety of situations. Analysis of learning strategies is carried out by considering their relevance to the curriculum and support for learning styles. Relevant research results from 12 articles have been analyzed to gain an in-depth understanding of the most effective learning strategies. Based on the results of the analysis, several learning models such as Conceptual Understanding Procedures, Teams Games Tournament, and Blended Learning have been proven to be effective in increasing concept understanding. This research highlights the role of learning strategies in improving the ability to understand and apply concepts at the educational level.

Ucu Wandi Somantri

Publikasi Hasil Pengabdian dan Kegiatan Masyarakat 2024 Asosiasi Periset Bahasa Sastra Indonesia

Generation Z or the so-called Internet generation, the generation of teenagers who will replace the current Millennial generation, is expected to usher in a new era of technological development. Due to the strong influence of Internet technology, there are concerns that it will not only change the mindset of Generation Z, but also turn something taboo into an illegitimate social tradition. Developed and interesting educational activities about the risks of free sex are expected to provide enough knowledge to the younger generation so as not to do things that can endanger their reproductive health in the future. Generation Z Adolescent Reproductive Health Education Using the Edugame Method for Students of SMK Mathla’ul Anwar Sukalang, Pandeglang Regency. The results of this community service show that students are equally aware of the dangers of free sex. This method of educational and counseling games accompanied by animated videos is one of the persuasive activities that effectively make students aware of the dangers of free sex.

Faridahtul Jannah; Shofia Hattarina

Jurnal Hasil Kegiatan Bersama Masyarakat 2023 Asosiasi Riset Ekonomi dan Akuntansi Indonesia

Training on the Use of Code.org-based Educational Games in Delivering Material in Schools is a community service activity which aims to improve teachers' skills in using video-based learning media. This activity was carried out at SDN Kedungdalem II, attended by 12 teachers. This abstract explains the reasons for choosing this topic, namely to overcome challenges in delivering material in schools and utilizing the potential of technology in the learning process. The method used is interactive training and direct practice in creating and editing educational games for learning. During the training, teachers were provided with knowledge about code.org-based educational game concepts and technical skills to create interesting and effective educational games. The results of the training show an increase in teacher skills in using code.org-based educational games and more active student participation in learning. Teachers report increased student learning motivation and better understanding of concepts after implementing code.org-based educational games in the classroom. The conclusion from this activity is that this training succeeded in providing significant benefits for teachers and students. Using educational games based on code.org can improve the quality of learning and produce a more interactive learning environment

Devianti Limbong; Grace Sriati Mengga; Yohanis Lotong Ta’dung

Jurnal Hasil Kegiatan Bersama Masyarakat 2023 Asosiasi Riset Ekonomi dan Akuntansi Indonesia

Community service activities were carried out in Lembang Rantedada, Mengkendek District, Tana Toraja Regency. The problems found in Lembang Rantedada, especially in Rantedollok Hamlet, namely in Lembang Rantedada there are no educational institutions such as elementary, junior high, and high school, Therefore, children in Lembang Rantedada look for schools that are close to their homes, so some of them do not know each other and children in Lembang Rantedada spend more of their time playing online games, thus affecting their interest in learning. The solution used to overcome the problem is to provide additional lessons to elementary and junior high school students through tutoring conducted 2 times a week in three hamlets. The learning used is the Lecture and Role Play method. The parties involved in the guidance are students. The results achieved from the tutoring are elementary and junior high school students in Lembang Rantedada can get additional learning outside of learning at school, increasing students' interest in learning where through Bimbel activities students are prepared to be independent in learning and also they can get to know each other

Dahlia Purnamasari; Hindun Hindun

Populer: Jurnal Penelitian Mahasiswa 2023 Universitas Maritim AMNI Semarang

Approach is an effort to achieve a goal and become successful. In the world of education, an approach can be defined as a plan, method, or series of activities aimed at achieving certain educational goals. A learning approach can be defined as a plan that includes a series of activities aimed at achieving certain educational goals. This research aims to find out how effective the game-based Indonesian language learning approach is in the independent curriculum. Background This research begins with the need to understand in depth the use of game-based learning approaches in the Independent Curriculum in Indonesian language subjects. Literature study method Studying previous research through literature study which is used to provide an understanding of previous results, both successes and challenges in implementing a game-based learning approach. This helps in research planning to take advantage of positive experiences and overcome obstacles that may arise.

Hizkia Ananda Putri; Mahimma Romadhona

Jurnal Pelayanan dan Pengabdian Masyarakat Indonesia (JPPMI) 2023 Sekolah Tinggi Ilmu Administrasi Yappi Makassar

The Bina Village program is a learning activity for students to jump directly in the community. The activity requires students to contribute actively and creatively to partners. This community service activity is the education of garbage sorting for 1st grade students in Penangungan SDN, Trawas District, Mojokerto Regency. This community service activity involves 31 students and is carried out through two methods, namely board game socialization and 2D animation video viewing. The first stage, students are asked to watch interactive animated videos depicting organic and inorganic waste management. The content of this 2-dimensional animated video includes the definition of garbage, the impact of garbage collection, the types of garbage with color symbols to identify the type of garbage, and the benefits of garbage sorting. The second stage, students are involved in board games. The main focus of the material given is the sorting of organic and inorganic wastes. This is in line with the Adiwiyata program of the school, which is a caring and environmentally cultured school, and has a real program to integrate environmental preservation. Students contribute to creating educational and training facilities to develop students' motor and memory for waste sorting materials. This is expected to form an environmental awareness for students early on, encourage the behavior of the surrounding community in terms of garbage sorting, and preserve the environment for the future through recycling of garbage.

Iqlimah Agustin; Restu Ismoyo Aji

Publikasi Hasil Pengabdian dan Kegiatan Masyarakat 2023 Asosiasi Periset Bahasa Sastra Indonesia

This community service focuses on designing educational learning with interactive board game media which is a teaching and learning activity, as well as providing board game board media which is designed in such a way as to convey messages and information in the form of waste sorting, thereby trying to improve the quality of learning and also entertainment media. By introducing the concept of environmental cleanliness based on Adiwiyata to children aged 6-7 years, especially for children who attend SDN Penanggungan. This was done because there is still no availability of board game interactive media learning education for children aged 6-7 years and the lack of media facilities and educational toys at Penanggungan Elementary School. This service method uses qualitative methods by collecting data including observations, interviews, focus group discussions and surveys. With the educational learning media interactive board game for sorting organic and inorganic waste, children can enjoy the learning process without having difficulty understanding the information presented and getting bored or bored, and by providing facilities in the form of interactive board media for selecting organic and inorganic waste such as educational toy board games that sharpen motor skills and increase focus on children at school. The results of this service show that this program can provide an understanding of environmental cleanliness regarding the organic and inorganic waste selection system and increase adequate facilities for practical learning activities at Penanggungan Elementary School.

Muhammad Amsal Nasution; Aminah Lubis; Nur Jannah Nasution; Zaharo Arjuna; Juliani Hasibuan +1 more

Jurnal Hasil Kegiatan Bersama Masyarakat 2023 Asosiasi Riset Ekonomi dan Akuntansi Indonesia

Community Service is one of the implementations of the Tri Dharma of Higher Education, aiming to apply students’ academic knowledge directly within society. This activity was carried out by fifth-semester students of the Islamic Banking Study Program through the organization of the Festival Ramadhan Ceria at SDN 1505 Pasir Julu. The program aimed to instill Islamic values, enhance basic understanding of Islamic finance, and foster religious and social character among elementary school students during the month of Ramadan. The implementation method employed an educational and participatory approach through various activities, including Islamic competitions, educational games, simple counseling on saving based on Islamic principles, and socio-religious activities. The results of the program indicated increased enthusiasm and active participation among students, improved understanding of Ramadan values, and early awareness of Islamic financial concepts. In addition to benefiting the students, this community service activity also served as a practical learning experience for university students in developing soft skills, leadership, teamwork, and social awareness. Therefore, the Festival Ramadhan Ceria proved to be an effective medium for strengthening the relationship between higher education institutions and the community, while also contributing positively to the character development of elementary school students.

Muhammad Fajri; Dwi Mutia Sari

Jurnal Riset Rumpun Seni, Desain dan Media 2023 Pusat Riset dan Inovasi Nasional

This study aims to develop an Android-based educational game that focuses on learning about fasting. This game is designed to provide a fun, exciting and educational interactive experience for users, especially children aged 6-12 years who want to learn about fasting in the month of Ramadan. The method used in developing this game is the Design Thinking method, which involves five stages of the process, namely (emphasize) understanding, (define) definition, (ideate) idea, (prototype) prototype and, (test) testing. In research and data collection, the authors used questionnaires, and observations as primary data, and secondary data including literature and internet reviews. Making educational games is developed using the game engine Construct 2. The games developed are only limited to prototypes so that more implementation and application is needed, therefore further research is still needed to perfect this Ramadan Adventure game. The results of this study are expected to make a positive contribution in the development of educational games that are useful for learning about fasting. This game can be used as an interesting and interactive educational tool to help users better understand and practice fasting. In addition, this research also has the potential to become a foundation for the development of other Android-based educational games that focus on religious and cultural learning.