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Perancangan Game Edukasi Pemrograman Dasar menggunakan Algoritma Knuth Shuffle Ratih Wulandari; Sarwo Derta
Didactum : Journal of Educational Innovation and Learning Studies Vol. 1 No. 3 (2026): September 2026
Publisher : Didactum : Journal of Educational Innovation and Learning Studies

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Abstract

Basic programming learning in grade XI at SMA Negeri 2 Pasaman faces difficulties because students have problems understanding abstract algorithmic and programming-logic concepts and interactive learning media are still limited. This study aimed to design an educational game for basic programming by integrating the Knuth Shuffle algorithm to randomize the order of learning materials. The study employed Research and Development (R&D) using the ADDIE model consisting of Analysis, Design, Development, Implementation, and Evaluation. The product was designed with Construct 2 and covered variables, data types, branching, loops, arrays, functions, input, and output. Product evaluation involved three media experts, two material experts, and 31 grade XI students. The media instrument referred to selected ISO/IEC 25010 quality characteristics used in the study, namely functional suitability, usability, performance efficiency, and reliability, while material experts assessed content alignment, quality, and presentation. The results showed feasibility scores of 85% (Very Feasible) from media experts, 88.33% (Very Feasible) from material experts, and 96.26% (Very Feasible) from the 31 students. The Knuth Shuffle implementation produced different material sequences across game sessions without changing the learning content or objectives. These findings indicate that the designed educational game is feasible as a supporting medium for basic programming learning and contributes an integrated material-randomization mechanism within the gameplay.
Pelatihan Dasar Komputer sebagai Pembekalan Menghadapi Era Digital bagi Siswa SD Negeri 08 Mudiak Modern Ratih Wulandari; Uqwatul Alma Wizsa
TadrisReach: Journal of Educational Service Vol. 1 No. 2 (2025): Juni 2025
Publisher : Fakultas Tarbiyah dan Ilmu Keguruan - UIN Bukittinggi

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Perkembangan teknologi informasi menuntut siswa sekolah dasar memiliki keterampilan dasar komputer sejak dini. Namun, keterbatasan fasilitas dan pendampingan menyebabkan rendahnya literasi digital siswa, khususnya di daerah. Kegiatan pengabdian kepada masyarakat ini bertujuan meningkatkan literasi digital siswa kelas IV SD Negeri 08 Mudiak melalui pelatihan dasar komputer. Metode pelaksanaan menggunakan pendekatan praktik langsung secara interaktif dan menyenangkan. Materi pelatihan meliputi pengenalan perangkat keras dan perangkat lunak, prosedur dasar pengoperasian komputer, serta penggunaan aplikasi sederhana seperti Microsoft Word dan media pembelajaran edukatif. Hasil kegiatan menunjukkan peningkatan pemahaman siswa terhadap fungsi komputer, keterampilan operasional dasar, serta kepercayaan diri dalam menggunakan perangkat teknologi. Program ini memberikan fondasi penting bagi penguasaan keterampilan digital siswa dan menjadi langkah awal dalam mempersiapkan generasi yang adaptif terhadap perkembangan teknologi di era digital The development of information technology requires elementary school students to acquire basic computer skills from an early age. However, limited facilities and insufficient guidance have resulted in low levels of digital literacy among students, particularly in rural areas. This community service activity aims to improve the digital literacy of fourth-grade students at SD Negeri 08 Mudiak through basic computer training. The implementation method employed an interactive and enjoyable hands-on approach. The training materials included an introduction to hardware and software, basic computer operation procedures, and the use of simple applications such as Microsoft Word and educational learning media. The results indicate an improvement in students’ understanding of computer functions, basic operational skills, and self-confidence in using technology. This program provides an essential foundation for developing students’ digital competencies and serves as an initial step in preparing a generation that is adaptive to technological advancements in the digital era.