Search Articles & Publications

Showing 34 articles found for "Games"

Peningkatan Kompetensi Guru Melalui Pendampingan Pembuatan Bahan Ajar Berbasis Edugame Untuk Meningkatkan Motivasi Belajar Siswa Di SMPN 29 Bengkulu Tengah

Ayudho Selviani, Jayanti Syahfitri, Kharisma, Agung, nasral
Abstract: Abstract: This community service program aimed to improve teachers’ competence in creating digital learning materials based on educational games (edugames) to enhance students’ learning motivation. The activity was conducted… onducted at SMP Negeri 29 Bengkulu Tengah with 15 participating teachers. The program adopted a workshop approach, including the introduction of edugame concepts, guidance in designing digital learning scenarios, and hands-on practice using free-access edugame platforms. Teachers actively engaged in discussions and collaborative work, resulting in several prototype edugames ready for classroom trials. The outcome indicates increased teacher skills in integrating technology into teaching and potential improvement in students’ engagement through interactive digital learning resources. Keywords: digital learning materials; edugame; learning motivation; teacher competency   Abstrak: Kegiatan pengabdian kepada masyarakat ini bertujuan meningkatkan kompetensi guru dalam membuat bahan ajar digital berbasis permainan edukatif (edugame) untuk mendorong motivasi belajar siswa. Kegiatan dilaksanakan di SMP Negeri 29 Bengkulu Tengah dengan peserta sebanyak 15 guru. Metode yang digunakan adalah pelatihan (workshop) yang mencakup pengenalan konsep edugame, pendampingan penyusunan skenario pembelajaran digital, dan praktik langsung menggunakan platform edugame yang dapat diakses secara gratis. Peserta terlibat aktif dalam diskusi dan kolaborasi, sehingga dihasilkan beberapa prototipe edugame yang siap diujicobakan di kelas. Hasil kegiatan menunjukkan adanya peningkatan keterampilan guru dalam mengintegrasikan teknologi ke dalam pembelajaran serta potensi peningkatan keterlibatan siswa melalui bahan ajar digital yang interaktif. Kata Kunci: bahan ajar digital; edugame; motivasi belajar siswa; kompetensi guru

Peningkatan Pengetahuan Siswa SMK Jurusan Tata Boga tentang Bahan Tambahan Pangan (BTP)

Marlina, Paramitha Wirdani Ningsih, Rasmada, Sada, Jati, Mateus Bagas Nugroho, Wulandari, Agnes Maharani Puji, Dampang, Damelya Patricksia, Miensugandhi, Aloysius Prima
Abstract: Food Additives (BTP) are materials added to food to affect the taste, color, aroma, shape and properties of a food product, as well as maintain or improve nutritional value, inhibit food damage, maintain food freshness,… improve food appearance. Vocational high school students majoring in culinary arts often use BTP for food products. This activity aims to improve students' knowledge about BTP at SMKN 33 Jakarta. The theme raised is ACETATE: Observe Carefully Food Additives that are Safe for the Body. The number of participants involved was 56 students. The series of activities began with a pretest, presentation of materials, discussion, games and posttest. The materials provided include; session 1: understanding and types of BTP, session 2: BTP that is safe to use and dangerous, session 3: characteristics of foods that use dangerous BTP and the impact of BTP on the body. The method used was counseling using powerpoint. The results of student knowledge before and after participating increased in the good category by 78.6%. It was seen that 41 students had an increase in knowledge scores on the posttest. Keywords: Food additives; nutrition education; adolescent    Abstrak: Jurusan tata boga merupakan salah satu jurusan SMK yang saat ini mulai berkembang sesuai dengan kebutuhan dan minat. Siswa SMK jurusan tata boga sering mempergunakan Bahan Tambahan Pangan (BTP) untuk membuat produk makanannya. Berdasarkan hasil pengamatan awal dan diskusi dengan guru SMKN 33, ditemukan bahwa sebagian besar siswa belum terpapar banyak mengenai BTP alami dan sintesis, serta belum terbiasa membaca label pangan. Kegiatan ini bertujuan untuk meningkatan pengetahuan siswa tentang BTP di SMKN 33 Jakarta. Jumlah partisipan yang terlibat sebanyak 56 siswa. Adapun rangkaian kegiatan dimulai dengan pretest, pemaparan materi dengan ceramah, lalu dilanjutkan dengan diskusi, games dan posttest. Materi mencakup pengertian dan jenis BTP, BTP yang aman dan berbahaya, ciri makanan dengan BTP berbahaya, serta dampaknya bagi tubuh. Media yang digunakan dengan penyuluhan menggunakan powerpoint. Hasil yang diperoleh yaitu sebelum edukasi, sebanyak 25% siswa berada pada kategori pengetahuan baik, dan setelah edukasi, jumlah tersebut meningkat menjadi 78,6%. Selain itu, 41 siswa mengalami peningkatan nilai pengetahuan pada saat posttest. Kata kunci: Bahan tambahan pangan; edukasi gizi; remaja

Upaya Pencegahan Cyberbullying Melalui Edukasi Literasi Digital Untuk Anak Panti Asuhan Muhammadiyah Kota Kediri

Huda, Moh Shofiyul, Atmasari, Luthfi, Mahanani, Prima Ayu Rizqi
Abstract: Cyberbullying is one of the negative impacts of the increasingly widespread development of information technology, especially among children. UNICEF (2020) reported that 45% of 2,777 young people in Indonesia aged 14-24… years have experienced cyberbullying. This community service aims to prevent digital bullying through digital literacy education for children at the Muhammadiyah Boys and Girls Orphanage in Kediri City. This activity integrates character education, social skills, and media etiquette. Through the CBR (Community Based Research) method, steps for preventing, reporting, and handling bullying are developed which are expected to be pioneers of anti-bullying campaigns. The results of the community service activities show that the participants can receive digital literacy education to combat cyberbullying well. Children can understand the forms included in cyberbullying and understand the procedures for reporting to relevant parties. Through this activity, participants also understand digital literacy in general and through interactive digital literacy snakes and ladders game activities. This ultimately further improves children's digital literacy knowledge and skills, especially in efforts to combat cyberbullying. Keywords: children; cyberbullying; digital literacy; media; games    Abstrak: Cyberbullying merupakan salah satu dampak negatif dari perkembangan teknologi informasi yang semakin tinggi, khususnya di kalangan anak-anak. Pengabdian kepada masyarakat ini bertujuan untuk mencegah perundungan digital yang sering terjadi melalui edukasi literasi digital bagi anak-anak Panti Asuhan Putra dan Putri Muhammadiyah di Kota Kediri. Kegiatan ini mengintegrasikan pendidikan karakter, keterampilan sosial, dan adab bermedia. Melalui metode CBR (Community Based Research), langkah-langkah pencegahan, pelaporan, dan penanganan perundungan dikembangkan yang diharapkan para peserta dapat menjadi pelopor kampanye anti-bullying. Hasil dari kegiatan pengabdian kepada masyarakat menunjukkan bahwa para peserta dapat menerima edukasi literasi digital untuk melawan cyberbullying dengan baik. Anak-anak dapat memahami bentuk-bentuk yang termasuk dalam tindakan cyberbullying serta memahami tata cara untuk melaporkan kepada pihak terkait. Melalui kegiatan ini, para peserta juga memahami literasi digital secara umum dan melalui aktivitas permainan interaktif ular tangga literasi digital. Hal ini pada akhirnya semakin meningkatkan pengetahuan dan keterampilan literasi digital anak-anak, khususnya dalam upaya melawan tindakan cyberbullying. Kata kunci: anak-anak; cyberbullying; literasi digital; media; permainan

Pelatihan Meningkatkan Penguasaan Mufrodat Bahasa Arab dengan Metode Bernyanyi di TK Al Munawwar Panyabungan Mandailing Natal

Ritonga, Nur'ainun, Daulay, Irmasani, Rosada, Bintang, Gamasari, Rita
Abstract: The purpose of the Community Service activity conducted by the STAIN Mandailing Natal Arabic Language and Literature lecturer team at Al Munawwar Kindergarten is to enhance students' vocabulary mastery (Mufrodat) through… the singing method. This training took place over one day and was attended by 21 students. The method employed is the Eclectic method (Intiqoiyyah). The activity comprised several stages, including opening, educational games, core activities, evaluation, rewards presentation, and closing. The results obtained from this activity indicate an improvement in students' vocabulary mastery (Mufrodat) through the application of the singing method. This is evident from the students' enthusiasm during the learning process and their ability to respond to questions during the evaluation stage. Keyword: singing methods, mufrodat, arabic   Abstrak Tujuan dari kegiatan Pengabdian Masyarakat yang dilakukan oleh tim dosen Bahasa dan sastra arab STAIN Mandailing Natal di sekolah TK Al Munawwar adalah untuk meningkatkan kemampuan penguasaan kosa kata (Mufrodat) melalui metode bernyayi. Pelatihan ini dilaksanakan dalam waktu 1 (satu) hari dan diikuti oleh 21 Siswa. Adapun metode yang digunakan dalam proses pelatihan yaitu metode Elektik (Intiqoiyyah). Beberapa tahapan kegiatan yaitu, pembukaan, Game edukatif, kegiatan inti, evaluasi, pemberian reward dan penutup. Sedangkan  hasil yang diperoleh dari kegiatan ini yaitu adanya  peningkatan penguasaan kosa kata (Mufrodat) siswa dengan penggunaan metode bernyanyi, hal ini dibuktikan dengan antusias para siswa dalam proses pembelajaran dan kemampuan mereka dalam menjawab pertanyaan yang diberikan pada tahap Evaluasi.   Keyword: metode bernyayi, mufrodat, bahasa arab

Workshop Penggunaan Learning Apps dan Word Wall sebagai Media Pembelajaran Anak Usia Dini Bagi Guru

Wulandari, Hayani, Nazhifah, Nauroh, Azizah, Hasna Ainnur, Sholihatunnisa, Rina Nur, Andriyani, Wina Windiyanti
Abstract: The application of interactive learning media to improve the learning experience for children can be through introducing technology to early childhood. A strategy for teachers to develop this understanding and ability is… that teachers can take part in training regarding digital learning media. Training regarding learning media was held at TK Yos Sudarso Purwakarta with the learning media used were Learning Apps and Wordwall. Methods uses in this training are Andragogy method with 3 stages, namely Planning, Implementation, and Evaluation. The results of this service ran smoothly, the learning media training participants were able to understand and complete the training activities well and succeeded in creating digital games using the Learning Apps and Word Wall platforms. Participants gave positive responses to the results of the training that had been carried out and hoped that the use of digital media could expand fun learning strategies in early childhood education.             Keywords: early childhood education; interactive learning media; digital technology

Permainan Edukasi Puzzle Math Untuk Menstimulasi Motorik Siswa

Rahmadani, Elfira, Supiatman, Lis, Fazariah, Nur Aisiyah, Wulandari, Putri, Aprilia, Cahyani, Lubis, M Rifaldi
Abstract: This service examines the necessity and pertinence of adopting a pedagogical approach that incorporates educational game components in order to promote motor development and enhance student engagement in the learning process.… cess. On November 18, 2023, this service activity was conducted at UPTD. SD Negeri 014672 Tanjung Alam. This activity is structured into three distinct phases during its execution: preparation, implementation, and practice. Based on empirical findings, engaging in direct interaction with mathematical puzzles has been found to enhance hand-motor coordination, finger dexterity, and precision control during object manipulation. Ninety-five percent of students were extremely interested in this educational game; eighty-five percent felt that math puzzle games improved their fine motor skills (hand and finger movements); and ninety-two percent intend to continue playing math puzzles on other materials in the future, according to the results of the questionnaire assessing the experience of playing with math puzzles. Students' fine motor skills improved significantly as a result of the implementation of this game, it was concluded.

MOBILE LEGEND GAME PREDICTION USING MACHINE LEARNING REGRESSION METHOD

Sena, I Gede Wiarta, Emanuel, Andi W. R.
Abstract: Abstract: A research institute explains that with 83.7 million people using the Internet, Indonesia is among the top 20 internet users globally. Various individual or group activities require an internet network, one of… which is playing games, for developments in the gaming sector, especially the MOBA (Massive Online Battle Arena) genre game, is being hotly discussed. There are various kinds of MOBA genre games, one of which is the Mobile Legends game. Many E-Sport Mobile Legends teams, especially in Asia, make this phenomenon a business space to generate large profits. In this study, the researcher recommends a good machine learning algorithm to predict the outcome of Mobile Legends matches. Of the 600 match history data analyzed, this study recommends the Artificial Neural Network (ANN) and Random Forest (RF) algorithms as the right algorithms to predict the outcome of the match. Prediction results from each algorithm can reach 82% and 80% accuracy. These findings can help the E-sports analysis team build their match strategy.             Keywords: artificial neural networ; machine learning; mobile legend; prediction; random forest     Abstrak: Sebuah lembaga penelitian menjelaskan bahwa dengan 83,7 juta penduduk yang menggunakan Internet, Indonesia termasuk di dalam 20 besar pengguna internet secara global. Berbagai aktivitas individu atau kelompok membutuhkan jaringan internet, salah satunya adalah bermain game, untuk perkembangan pada sektor game khususnya game bergenre MOBA (Massive Online Battle Arena) sedang hangat diperbincangkan. Ada berbagai macam game bergenre MOBA, salah satunya game Mobile Legends. Banyak tim E-Sport Mobile Legends khususnya di asia menjadikan fenomena ini sebagai ruang bisnis untuk menghasilkan keuntungnya yang besar. Dalam penelitian ini, peneliti merekomendasikan algoritma pembelajaran mesin yang baik untuk memprediksi hasil pertandingan Mobile Legends. Dari 600 data riwayat pertandingan yang dianalisis, penelitian ini merekomendasikan algoritma Artificial Neural Network (ANN) dan Random Forest (RF) sebagai algoritma yang tepat untuk memprediksi hasil pertandingan. Hasil prediksi dari masing-masing algoritma dapat mencapai 82% dan akurasi 80%. Temuan ini dapat membantu tim analisis E-sports membangun strategi pertandingan mereka.   Kata kunci: artificial neural network; machine learning; mobile legend; prediksi; random forest  

Rancang bangun Aplikasi Education Module Menggunakan Macromedia Flash Sebagai Alat Bantu Ajar materi Fantasy Untuk Anak Playgroup Berbasis Local Aren Network

Suryadi, Agus
Abstract: Abstract: Introduce computer technology as a medium of learning the child wisely early on the potential to improve learning ability in children and child develop self-confidence about the future. The reality of child loved… ed the games and television entertainment programs not only viewed negatively, but rather as learning modalities. Provide educational type programs that can be done with a computer as a device supporting a new power of learning media. Children not only learn computer skills, but also utilize the computer as a means or medium for learning. To get optimum benefit Teachers can integrate the use of computers as a medium in the learning process and focus on high-order thingking skill. Fantasy Drafting module aims to develop the potential and effectiveness of learning in early childhood or playgroup, where the module is designed as an education module to read and write the material fauna and flora, coloring and coloring as well. Module proram also implemented into the Local Area Network networking technology to be applied easily and efficiently.   Keywords: education module application, tool, fantasy     Abstrak: Mengenalkan teknologi komputer sebagai media pembelajaran kepada anak sejak dini secara bijaksana berpotensi untuk meningkatkan kemampuan belajar pada anak dan mengembangkan rasa percaya diri anak akan masa depannya. Realitas anak sangat menyukai games dan program-program hiburan televisi tidak seharusya hanya dipandang negatif, namun lebih sebagai modalitas belajar. Menyediakan program sejenis yang edukatif  bisa dilakukan dengan komputer sebagai perangkat pendukungnya menjadi kekuatan baru media pembelajaran. Anak bukan saja belajar ketrampilan komputer, namun juga memanfaatkan komputer sebagai sarana atau media untuk belajar. Guna mendapatkan manfaat optimal Guru bisa mengintegrasikan penggunaan komputer sebagai media di dalam proses pembelajaran dan fokus kepada high order thingking skill. Perancangan modul fantasy bertujuan untuk mengembangkan potensi dan keefektifan cara belajar pada anak usia dini atau playgroup, dimana modul dirancang sebagai education module dengan materi baca dan tulis fauna serta flora, mewarnai dan juga mewarnai. Modul proram diimplementasikan pula ke dalam teknologi jaringan Local Area Network agar dapat di aplikasikan dengan mudah dan efisien.   Kata Kunci : aplikasi education module, alat bantu, fantasy

Application Of Neuroplasticity Principles In Primary School Learning : Analysis Of Instruments And Interviews With Teachers At Dharma Putra Primary School

Anwar Marasabesy, Asep Supena
Abstract: This study aims to examine in depth the application of neuroplasticity principles in learning at elementary schools, focusing on the teaching practices of five teachers at SDS Dharma Putra. Neuroplasticity, as a core concept… cept in neuroscientific learning, describes the brain's ability to form, strengthen, or modify neural networks through experience, repetition, meaningful activities, and students' emotional involvement. Given the characteristics of elementary school students who are at a stage of cognitive development that is highly responsive to learning environment stimulation, a study of the application of neuroplasticity by teachers is important to ensure that the learning process is in line with the brain's working mechanisms.This study used a neuropsychological instrument measuring the dimensions of neuroplasticity to assess four main indicators, namely repetition & practice, dedicated time for review, use of interactive activities, and contextual learning that connects the material to students' real experiences. The data was reinforced through in-depth interviews and thematic analysis of the learning strategies applied by each teacher. The results showed variations in application between teachers. Some teachers showed strong implementation in interactive activities and contextual learning (score of 5), while structured repetition showed lower consistency (score of 3). The interview findings reinforced the instrument results by showing patterns of strategies such as the use of inspirational stories, educational games, quizzes with prizes, conveying the benefits of learning, and scaffolding through easy material as a starting point. This study concludes that the application of neuroplasticity principles is present in teachers' teaching practices, although the level of depth and routine still needs to be strengthened. The theoretical implication confirms that learning that integrates positive emotions, collaborative activities, planned repetition, and contextualization of material has the potential to have a significant impact on the formation of students' neural networks. Practically, this study provides recommendations for strengthening neuroscientific learning-based instructional design as an effort to optimize the learning process of elementary school students.

Peningkatan Hasil Belajar IPAS Peserta Didik Menggunakan Model Pembelajaran Kooperatif Tipe Teams Games Tournament (TGT)

Elida Yanti Putri, Esa Yulimarta, Lili Ratnasari, Ade Marlia, Rosi Satria Ardi
Abstract: Elida Yanti Putri. 2024. Peningkatan Hasil Belajar IPAS Peserta Didik Menggunakan Model Pembelajaran Kooperatif Tipe Teams Games Tournament (TGT) di Kelas V UPT SD Negeri 25 Koto Kaciak Kecamatan Sungai Pagu Kabupaten Solok… lok Selatan. Pembimbing 1 Esa Yulimarta, S.PdI.,M.Pd. dan pembimbing 2 Lili Ratnasari, S.Hum.,M.Pd. Penelitian ini dilatar belakangi oleh rendahnya hasil belajar IPAS peserta didik karena kurangnya penggunaan model pembelajaran sehingga peserta didik kurang terlibat secara aktif dalam proses pembelajaran. Solusi dari pemecahan masalah tersebut adalah menggunakan model pembelajaran Teams Games Tournament (TGT). Tujuan dari penelitian ini untuk mendeskripsikan peningkatan hasil belajar IPAS. Jenis penelitian ini adalah Penelitian Tindakan Kelas (PTK). Subjek penelitian ini adalah peserta didik kelas V UPT SD Negeri 25 Koto Kaciak pada semester I tahun pelajaran 2024/2025. Penelitian ini dilakukan selama dua siklus, masing-masing siklus terdiri dari 2 pertemuan. Hasil penelitian pada mata pelajaran IPAS siklus I diperoleh ketuntasan hasil belajar sebanyak 50% dan meningkat pada siklus II menjadi 85%. Pada hasil observasi guru siklus I diperoleh 80,25% dan meningkat pada siklus II menjadi 95,71%. Sedangkan pada aspek peserta didik diperoleh 69,07% dan meningkat pada siklus II menjadi 84,86%. Berdasarkan hasil penelitian tersebut, dapat disimpulkan bahwa model pembelajaran Teams Games Tournament (TGT) dapat meningkatkan hasil belajar IPAS peserta didik kelas V UPT SD Negeri 25 Koto Kaciak Kecamatan Sungai Pagu Kabupaten Solok Selatan.