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Reformulasi Digital Awareness melalui Kegiatan Menulis dan Berkomunikasi Efektif dalam Bahasa Indonesia di Media Sosial Imma Rachayu; Yenni Fitria; Iqamah Syari; Ilham Ardiya Putra
Jurnal Dehasen Mengabdi Vol 5 No 1 (2026): Maret
Publisher : Universitas Dehasen Bengkulu

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37676/jdm.v5i1.10573

Abstract

The rapid development of information technology requires adolescents, especially vocational high school students, to have a high level of digital awareness. However, in reality, there is still widespread use of impolite Indonesian, the spread of false information, and a lack of communication ethics on social media. This Community Service Program (PKM) aims to reformulate students' digital awareness through training in creative writing and effective communication. The methods applied include outreach, workshops and practice, as well as evaluations in content writing, and simulations in writing content in cyberspace. The resulted of the activity indicated that students could optimally transform their digital awareness, overcoming the wall of pseudo-anonymity by teaching them that every digital interaction had really legal and social consequences. This transformation of students' digital awareness can be achieved through a multidisciplinary synergy between Educational Technology and Applied Linguistics.
Pemberdayaan Masyarakat melalui Program Tempat Sampah dan Apotek Hidup sebagai Upaya Mewujudkan Lingkungan Bersih dan Sehat di RT 3 RW 1 Kelurahan Sawah Lebar Yessi Indah Radianti; Zahza Ivana Putri; Jelita Puja Afrianti; Novia Azelia; Yenni Fitria; Suwarni Suwarni; Karona Cahya Susena
Jurnal Kewirausahaan dan Bisnis Vol. 8 No. 1 (2026): Februari
Publisher : Universitas Dehasen Bengkulu

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37676/jkb.v8i1.1309

Abstract

This community service activity was carried out through the Kuliah Kerja Nyata (KKN) program in RT 3 RW 1, Sawah Lebar Village, Bengkulu City. The program aimed to improve environmental cleanliness and community health through the provision of trash bins and the development of a family medicinal plant garden (apotek hidup). The problems faced by the community included limited waste disposal facilities and the underutilization of home yards for productive purposes. The implementation method used a participatory approach consisting of observation, program planning, socialization, implementation, assistance, and evaluation. The results showed increased community awareness and participation in maintaining environmental cleanliness and utilizing home yards productively. Overall, the program contributed positively to creating a clean and healthy environment through community empowerment.
The Effect Of Quizizz Gamification Application As A Learning Media To Improve Students’ Learning Outcomesin Informatics Subjectgrade Vii Of SMP Negeri 15 Bengkulu Selatan Muhamad Kaka; Yenni Fitria; Hermawansa Hermawansa
Jurnal Komputer Indonesia Vol. 5 No. 1 (2026): Maret
Publisher : Universitas Dehasen Bengkulu

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37676/jki.v5i1.1668

Abstract

This study aims to determine the effect of the Quizizz gamification application learning media on student learning outcomes in Informatics subjects for grade VII at SMP Negeri 15 Bengkulu Selatan. This type of research is experimental. This study used two classes, namely class VII B as the control class and class VII A as the experimental class. The sampling technique used saturated sampling with a sample size of 38 students. Data collection techniques were carried out through tests, observations, and documentation. The research instruments were in the form of pretest and posttest questions that had been tested for validity and reliability using the SPSS version 26 application. Data analysis was carried out using the Independent Sample t-test to determine the effect of using the Quizizz gamification application learning media on student learning outcomes. The results showed that the average pretest score of the control class was 66.94 and increased to 79.16 in the posttest. Meanwhile, the average pretest score of the experimental class was 62.05 and increased to 87.50 in the posttest. The results of the hypothesis test show a significance value of 0,049 < 0,05 and a calculated t value of 2,04. This indicates that there is a significant influence of the use of the Quizizz application on student learning outcomes. The research analysis shows that the use of gamification-based learning media can increase student motivation, activity, and involvement in the learning process so that learning becomes more interactive and enjoyable. The conclusion of this study is that the use of the Quizizz gamification application learning media has a positive effect on improving student learning outcomes in Informatics subjects for class VII at SMP Negeri 15 Bengkulu Selatan.
The Effect Of Interactive Multimedia-Assisted Learning Model On Students' Practice Learning At SMAN 7 Bengkulu Selatan Nevia Putri Wangi; Yenni Fitria; Hermawansa Hermawansa
Jurnal Komputer Indonesia Vol. 5 No. 1 (2026): Maret
Publisher : Universitas Dehasen Bengkulu

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37676/jki.v5i1.1670

Abstract

This study aims to determine the effect of interactive multimedia-assisted drill learning on practical learning of students of SMAN 7 Bengkulu Selatan. The method used in this study is a quantitative approach with a quasi-experimental method. This study used subjects of class X students of SMAN 7 Bengkulu Selatan with a sample of 2 classes, namely class Xa totaling 33 students as the experimental class and class Xb totaling 33 students as the control class. The techniques used to collect data are Observation, Tests, Questionnaires, and Documentation. Based on the results of the research conducted, it can be seen from the discussion through the analysis method of obtaining Pretest and Posttest scores using interactive multimedia-assisted drill learning on students' practical learning which states that interactive multimedia-assisted drill learning on students' practical learning has a significant influence on student learning outcomes in informatics subjects at SMAN 7 Bengkulu Selatan. In testing the hypothesis using the Independent Sample t-test test, it shows an increase in learning outcomes with a significant value of 0.000 <0.05 so that the hypothesis can be accepted.
The Effect Of Using Ai In Adaptive Learning To Improve Student Learning Outcomes At State Senior High School 7 South Bengkulu Jezi Mariani; Yenni Fitria; Hermawansa Hermawansa
Jurnal Komputer Indonesia Vol. 5 No. 2 (2026): Juni
Publisher : Universitas Dehasen Bengkulu

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37676/jki.v5i2.1686

Abstract

This study aims to determine the effect of the use of Artificial Intelligence (AI) in adaptive learning on student learning outcomes in the Informatics subject of Microsoft Excel material at SMA Negeri 7 Bengkulu Selatan. This study is motivated by the low student learning outcomes and the need to utilize technology as a learning medium that can improve student understanding effectively. The research method used is a quasi-experiment with a pretest-posttest control group design. The research sample amounted to 67 students of grade X consisting of the experimental class and the control class. Data collection techniques were carried out through observation, tests, and documentation. Data were analyzed using Validity Test, Reliability Test, normality test, homogeneity test, and hypothesis testing using Paired Sample t-Test. The results showed that the use of AI in adaptive learning provided a higher increase in learning outcomes compared to conventional learning. The average value of the experimental class increased from 65.60 to 80.44, while the control class increased from 62.69 to 72.06. The results of the hypothesis test show a calculated t value of 12.479, which is greater than the t table of 1.697, with a significance value of 0.001 < 0.05. Thus, H₀ is rejected and Hₐ is accepted. The conclusion of this study is that the use of AI in adaptive learning has a significant effect on improving student learning outcomes. It is recommended that teachers utilize AI as an innovative learning medium and schools support the implementation of AI technology in the learning process.
The Role Of Interactive Learning Media Based On Canva In Supporting Student Learning Outcomes Meliyanti Meliyanti; Imma Rachayu; Yenni Fitria
Jurnal Komputer Indonesia Vol. 5 No. 2 (2026): Juni
Publisher : Universitas Dehasen Bengkulu

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37676/jki.v5i2.1689

Abstract

This study aims to find out the role of Canva-based interactive learning media in supporting student learning outcomes and students' responses to its use in the Computer and Network Engineering subject for class X TKJT 2. The study uses a qualitative descriptive method with data collection techniques including observation, interviews, and questionnaires. The research subjects consist of class X TKJT 2 students and one teacher. The questionnaire was filled out by 26 students, while interviews were conducted with 10 students and 1 teacher. The results of the study show that Canva-based interactive learning media plays a role in supporting student learning outcomes by presenting material in a more interesting, interactive, and easy-to-understand way. Using Canva also helps increase students' attention, motivation, and activeness during the learning process. Students' responses to the use of Canva media reached a percentage of 89.43%, categorized as very good. These results indicate that students give Positive responses towards the material aspects, media appearance, as well as interactivity and use of technology. Based on the research results, it can be concluded that interactive learning media based on Canva plays a positive role in supporting students' learning outcomes and receives a very good response from students.