Claim Missing Document
Check
Articles

Found 2 Documents
Search

Mentoring for Digital Educational Game Development using Flash CS6 to Train Creative Thinking Skills of Students at SMA Negeri 10 Palembang Leni Marlina; Ida Sriyanti; Sudirman; Imam Arif Pribadi; Melinda Maharani; Riska Anggraini; Gede Mudita Edi Putra; Windha; Zia Syawara; Muhammad Putra Aririyansyah
Unram Journal of Community Service Vol. 7 No. 1 (2026): March
Publisher : Pascasarjana Universitas Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/ujcs.v7i1.1293

Abstract

This community service program aims to improve students’ creative thinking skills through mentoring in developing digital educational games using Adobe Flash CS6 at SMA Negeri 10 Palembang. The implementation was carried out through several stages, namely socialization, workshops, hands-on practice, and coaching clinic. A total of 24 students participated in both face-to-face and online sessions. Data were collected using pre-test, post-test, and a satisfaction questionnaire, and were analyzed quantitatively and qualitatively. The results showed a significant increase in students’ cognitive abilities, indicated by the improvement of the average score from 69.16 in the pre-test to 90.41 in the post-test. The N-Gain analysis demonstrated high improvement in the indicators of game concept (0.95) and design basics (1.00), while coding skills were in the moderate category (0.61). Students’ creative thinking skills also increased, particularly in fluency (83%), flexibility (74%), and originality (77%). In addition, the level of participant satisfaction reached 80–100% in all aspects assessed, indicating that the program was considered useful, easy to follow, and relevant to learning needs. Thus, mentoring in developing educational games with Adobe Flash CS6 is effective in enhancing digital literacy and creative thinking skills of high school students.
Analisa Kemampuan Berpikir Kritis Siswa dan Kebutuhan Game Edukasi STEM: Kajian Prespektif Guru SMK IPAS di Sumatera Selatan Melinda maharani; Leni Marlina; Ida Sriyanti
COMPTON: Jurnal Ilmiah Pendidikan Fisika Vol 11 No 2 (2025): Compton: Jurnal Ilmiah Pendidikan Fisika
Publisher : Prodi Pendidikan Fisika Universitas Sarjanawiyata Tamansiswa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30738/cjipf.v12i1.20812

Abstract

Critical thinking is increasingly recognized as an essential skill for vocational high school students. However, teachers in South Sumatra report that students’ performance remains limited, particularly in advanced clarification, decision-making, and complex reasoning. This study represents one of the first regional analyses of IPAS teachers’ perceptions regarding critical thinking and the integration of STEM-based digital games in Indonesian vocational schools. Employing a quantitative descriptive approach, the study involved 118 IPAS teachers from various regions. Findings indicate that 57% of teachers stated that only some students were able to conduct observations and compile reports, while 53% reported that only a few students could anticipate logical consequences. Overall, teachers noted that digital learning facilities such as communication devices, internet access, and presentation media were available, although their distribution varied across schools. Most teachers also expressed positive attitudes toward the use of STEM-based digital educational games, viewing them as an effective medium for enhancing student engagement and strengthening critical thinking in IPAS learning. These results emphasize how important it is to develop STEM-based digital educational games as a strategic solution for improving critical thinking skills in vocational education