Publication Search

69,815 articles from 602 journals · 1,760 citations tracked

Showing 1-2 of 2

Analytics

Indra Syah Putra; Feri Ranja; Fatimah Qadarsih

Jurnal Pengabdian dan Pembangunan Lokal 2026 Lembaga Pengembangan Kinerja Dosen

The rapid development of digital technology highlights the importance of introducing computational thinking skills from an early age, including at the elementary school level. One effective approach to introducing basic programming concepts is through block-based coding learning media that are visual, interactive, and engaging. This community service activity aimed to improve elementary school students’ understanding and interest in basic coding through hands-on training using block-based coding media. The program was implemented with sixth-grade students at Yayasan Kemala Bhayangkari 1 Medan. The activity employed a hands-on training approach consisting of several stages, including an introduction to basic coding concepts, familiarization with the Blockly Games interface, and practical exercises involving puzzle and maze challenges designed to develop logical thinking, sequencing, and problem-solving skills. The evaluation was conducted through direct observation of student participation and assessment of students’ ability to complete the given challenges. The results demonstrated that the use of Blockly Games effectively increased students’ enthusiasm, active engagement, and understanding of basic programming logic. Students who initially perceived programming as difficult showed greater interest and confidence due to the colorful, visual block-based instructions that were easy to understand and enjoyable. This community service activity is expected to serve as an effective introductory model for coding education and to support the development of digital literacy among elementary school students.

Diva Amilia Ramadhani; Nurul Oktavia Ramadani; Nabila Fitri Angelika Ika; Putra Viratama

Populer: Jurnal Penelitian Mahasiswa 2025 Universitas Maritim AMNI Semarang

The purpose of this research is to evaluate the effectiveness of using the Quiz application as an interactive learning medium to enhance cooperation, creativity, and critical thinking skills among fourth-grade elementary school students (SD/MI). The Classroom Action Research (CAR) method was employed to analyze the impact of digital quiz-based learning on students. The study was conducted over two cycles, which included planning, action, observation, and reflection. The results indicated that the use of the Quiz application could improve student cooperation through interaction and group collaboration, foster creativity through innovative problem-solving, and enhance critical thinking skills through analysis and evaluation of issues. Improvement was reflected in the average achievement scores for indicators of cooperation, creativity, and critical thinking, which reached 85%, 82%, and 80% respectively in the second cycle. This research concludes that the Quiz application, as an interactive learning medium, can create a dynamic, enjoyable, and meaningful learning atmosphere, and is relevant to the needs of today's digital generation.