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Desain Game Edukatif STEMphoria untuk Meningkatkan Kemampuan Berpikir Kritis Rumodhon, Berliansyah; Fikriyati, Amiq; Pandiangan, Kawan
Jurnal Sains dan Teknologi (JSIT) Vol. 6 No. 1 (2026): Januari - April
Publisher : CV. Information Technology Training Center - Indonesia (ITTC)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47233/jsit.v6i1.4138

Abstract

STEM learning at the school level and in pre-service teacher education still faces problems related to low student engagement and limited development of critical thinking skills, which are largely caused by the use of conventional and less contextual learning media. These conditions highlight the need for innovative learning media that integrate technology, meaningful learning experiences, and problem-solving challenges. This study aims to design and develop STEMphoria as a web-based educational game that supports STEM learning while fostering critical thinking skills among students and pre-service teachers. This research employed a Research and Development (R&D) method, consisting of needs analysis, game concept design, prototype development, and limited initial testing. Data were collected through observations, interviews, and user perception questionnaires, while the data analysis technique used was descriptive qualitative analysis to evaluate the feasibility of the product and users’ responses to the developed game. STEMphoria was designed using a game-based learning approach integrated with thematic narratives, progressive problem-solving challenges, and virtual experiment simulations to enhance users’ cognitive engagement. The results of the study indicate that the resulting product, in the form of the STEMphoria game design and prototype, is perceived as engaging and challenging, and is able to provide immediate feedback on players’ decisions. Preliminary trials suggest that STEMphoria has the potential to serve as a relevant and contextual alternative learning medium to support the development of critical thinking skills in STEM education. Further research is required to examine the effectiveness of STEMphoria more comprehensively in formal instructional settings.
Perancangan Sistem Rencana Pembelajaran Semester Menggunakan Metode Unified Modeling Language Simalango, Holong; Kawan Pandiangan
Binary: Jurnal Teknologi Informasi dan Edukasi Vol. 3 No. 1 (2026): Jurnal Binary Vol. 3 No. 1 (2026)
Publisher : Universitas Nurul Huda

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30599/dxyz8a13

Abstract

Rencana Pembelajaran Semester (RPS) merupakan dokumen akademik wajib yang berfungsi sebagai pedoman pelaksanaan pembelajaran serta instrument utama dalam penerapan kurikulum berbasis Outcome Based Education (OBE) di perguruan tinggi. Namun, pada praktiknya masih ditemukan berbagai permasalahan, seperti ketidakteraturan format RPS, keterlambatan pengumpulan, serta ketidaksesuaian antara isi RPS dengan realisasi pembelajaran. Permasalahan tersebut berdampak pada efektivitas pencapaian capaian pembelajaran dan penjaminan mutu akademik. Penelitian ini bertujuan untuk merancang sistem Rencana Pembelajaran Semester berbasis web yang terintegrasi dengan rencana tugas, rencana ujian, bank soal, rubrik penilaian, dan bahan ajar menggunakan pendekatan Unified Modeling Language (UML). Metode penelitian yang digunakan adalah pendekatan kualitatif melalui observasi dan wawancara dengan pihak Sistem Penjaminan Mutu Internal serta dosen di Universitas XYZ untuk mengidentifikasi kebutuhan pengguna dan kebutuhan berkas sistem. Hasil penelitian menunjukkan bahwa perancangan system berbasis UML mampu memodelkan kebutuhan fungsional dan alur kerja sistem secara terstruktur melalui use case diagram, class diagram, dan activity diagram. Rancangan sistem ini mendukung konsistensi penyusunan RPS, mempermudah proses validasi oleh Kepala Program Studi, serta memastikan keterpaduan antara capaian pembelajaran, metode pembelajaran, dan penilaian sesuai prinsip OBE. Dengan demikian, hasil perancangan ini diharapkan dapat menjadi dasar pengembangan sistem RPS yang efektif dalam mendukung peningkatan mutu pembelajaran dan tata kelola akademik perguruan tinggi.
Pemanfaatan Komik Eco-Enzyme Sebagai Media Edukasi Dalam Meningkatkan Kesadaran Pengelolaan Sampah Organik di SMK Negeri 7 Batam Kawan Pandiangan; Maria Maria; Selly Artaty Zega; Rini Amadia; Liony Lumombo; Anis Rahmi; Arta Uly Siahaan; Sri Rahayu; Ardiman Firmanda; Recy Harviani Zurwanty; Yusuf Rizky Nur Cahyono; Aragani Timur Kanistren; Chairoel Adam; Ahmad Saropi; Widya Putri Ramadhani; Miftahul Husna Ghawa; Yogi Ilhami; Gerson Julyfer Parulian Tambun
Jurnal Pengabdian kepada Masyarakat Politeknik Negeri Batam Vol. 8 No. 1 (2026): Jurnal Pengabdian kepada Masyarakat Politeknik Negeri Batam
Publisher : Politeknik Negeri Batam

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30871/abdimaspolibatam.v8i1.12057

Abstract

The creation of a comic that tells the story of processing organic waste such as Eco-enzyme is one of the efforts to encourage sustainable behavior. Eco-enzyme is a liquid produced from the fermentation of organic kitchen waste such as vegetables, fruits, palm sugar, water, and other materials. The procedure involves mixing these ingredients in a tightly sealed container and allowing them to ferment for a certain period. Polibatam conducted a community service program aimed at increasing the knowledge of students at SMK Negeri 7 Batam regarding the production of Eco-enzyme, which is highly beneficial and serves as a solution for handling household waste. The number of students participating in this activity was around 120. During its implementation, lecturers from Politeknik Negeri Batam collaborated with the Eco-enzyme Indonesia Foundation team, focusing on socialization and hands-on training in Eco-enzyme production using pre-prepared materials. In practice, the students were actively involved and engaged in discussions with the team, accompanied by lecturers while working in their respective groups. To make the activity more engaging, an Eco-enzyme-themed comic created by Polibatam lecturers was also distributed and used as training media during the socialization. This activity served as a stimulus for students to become more creative in addressing current environmental issues. Through this program, it is expected that students - especially those from SMK Negeri 7 Batam will take concrete action in responding to environmental damage issues that can be addressed through creative approaches. Keywords : Comic, Eco-enzyme, kitchen waste, fermentation, community servise
Sanggar Seni Sebagai Media Pelestarian Budaya Lokal di Kabupaten Samosir Kawan Pandiangan; Berliansyah Rumodhon
Jurnal El-Hamra : Kependidikan dan Kemasyarakatan Vol. 11 No. 2 (2026): Jurnal El-Hamra : Kependidikan dan Kemasyarakatan
Publisher : CV. Amerta Media

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62630/ba8y5f75

Abstract

Sanggar Seni Budaya di Desa Pardomuan Nauli berperan sebagai wadah pelestarian seni budaya lokal, khususnya musik tradisional Batak Toba yang memiliki keterkaitan erat dengan norma, perilaku, serta bahasa verbal dan nonverbal bagi masyarakat pendukungnya. Keberadaan sanggar menjadi penting karena berkurangnya praktik seni tradisional yang dapat mengancam ketahanan budaya. Penelitian ini bertujuan menganalisis peran Sanggar Seni Budaya Desa Pardomuan Nauli dalam memperkuat ketahanan budaya melalui pelestarian musik tradisional Batak Toba. Penelitian ini akan menggunakan metode kualitatif dengan pendekatan deskriptif yang dilaksanakan dengan observasi, wawancara dan dokumentasi. Hasil penelitian menunjukkan bahwa sanggar berperan sebagai pusat pembelajaran, pewarisan nilai budaya, pelestarian musik tradisional, serta penguatan identitas budaya masyarakat sehingga berkontribusi dalam menjaga ketahanan budaya di Desa Pardomuan Nauli.   Kata Kunci : Sanggar Seni, Budaya, Pelestarian, Desa Pardomuan Nauli  
Perancangan Visual Branding UI/UX Website dan Logo E-Koperasi Sebagai Media Digital Layanan Koperasi Politeknik Negeri Batam Fatma Nabila; Ayu Surani Triningsih; Muhammad Rahendra Try Putra Gagatan; Lea Stefanny Lawrence; Doni Jefrian; Farhan Satyaputra Faisal; Kawan Pandiangan; Miftahul Husna Ghawa
JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING Vol 10 No 1 (2026): Journal of Applied Multimedia and Networking
Publisher : Politeknik Negeri Batam

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30871/jamn.v10i1.13682

Abstract

With the rapid development of digital technology, cooperatives are required to transform from conventional systems to digital-based services in order to improve efficiency and accessibility. This transformation encompasses not only service systems but also visual communication and brand identity. However, the E-Koperasi website of the Batam State Polytechnic does not yet have a specifically designed and consistent visual identity. This study aims to design a visual brand identity through the development of a logo and the UI/UX design of the E-Koperasi website, which is accessible via both desktop and mobile devices. The study employs a descriptive quantitative approach using the Design Thinking methodology, which includes the stages of empathize, define, ideate, prototype, and test. Data collection was conducted through observation, interviews, literature review, and questionnaires. Testing was performed using Expert Judgment and Usability Testing, while evaluation utilized Nielsen’s Attributes of Usability (NAU) method. The research resulted in a final logo and a responsive website UI/UX design. The evaluation using the NAU method on 100 respondents yielded an average (mean) score of 4,24, falling into the “Very Good” category. Based on these results, the visual branding and UI/UX design of the SOKA website are deemed to have met user needs as a digital platform for the services of the Batam State Polytechnic Cooperative.
Perancangan UI/UX Website Promosi Kos-Kosan Menggunakan Pendekatan Design Thinking Nadya Satya Handayani; Kawan Pandiangan; Muhammad Farhan Basri; Novia Ernawati Sitohang; Desi Mulia Putri; M Syafiq Naufal; Alrifan Rahardyan Ihsan
JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING Vol 10 No 1 (2026): Journal of Applied Multimedia and Networking
Publisher : Politeknik Negeri Batam

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30871/jamn.v10i1.13687

Abstract

The increasing use of digital technology has transformed promotional strategies, including in the boarding house industry. High population mobility in Batam City has created a growing demand for accessible and informative boarding house promotions. This study aims to design an interactive website as a promotional medium for boarding houses. A descriptive quantitative method was employed through questionnaires to identify user needs and preferences. The findings were used to guide the design process using the Design Thinking approach, which includes empathize, define, ideate, prototype, and test stages. The resulting website provides information on prices, facilities, locations, photos, and videos, enabling prospective tenants to obtain more comprehensive and up-to-date information. The website also offers a simple and integrated interface for both tenants and boarding house owners. The developed platform is expected to enhance promotional effectiveness and support users in finding suitable accommodation.