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Compuparts Game Development as Interactive Learning Media About Computer Components Using GDLC Method Rahmat Hidayat; Rahmad Al-Rian; Pratama Benny Herlandy; Melly Novalia
Jurnal Riset Sosial Humaniora dan Pendidikan Vol. 3 No. 4 (2024): Desember: Jurnal Riset Sosial Humaniora, dan Pendidikan
Publisher : LPPM Universitas 17 Agustus 1945 Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56444/soshumdik.v3i4.2668

Abstract

This research develops CompuParts Game, a mobile-based educational game that serves as an interactive learning media to understand computer components. The game was designed using the Game Development Life Cycle (GDLC) method which consists of six main stages, namely concept design, pre-production, production, testing, launch, and post-production. By applying gamification principles, the game features levels, leaderboards, and immediate feedback to increase user engagement in the learning process. Evaluation was conducted on 20 students, with the results showing that the game is effective in improving the understanding of the function and assembly of computer components in a more interactive and fun way. In addition, the questionnaire results showed a user satisfaction level of 85.75%, which indicates that this game is well received as a mobile-based learning media. The use of CompuParts Game is expected to be an innovative solution in improving the accessibility and effectiveness of technology learning, especially in the growing digital education environment. With an interactive approach, this game provides a more interesting learning experience and motivates students to better understand technology concepts in depth.
The Influence of the Technology-Based Mind Mapping Learning Model on Students’ Critical Thinking Abilities Reviewed from a Gander Perspective Dandi Ansyah; Melly Novalia; Pratama Benny Herlandy
Jurnal Riset Sosial Humaniora dan Pendidikan Vol. 3 No. 3 (2024): September : Jurnal Riset Sosial Humaniora, dan Pendidikan
Publisher : LPPM Universitas 17 Agustus 1945 Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56444/soshumdik.v3i3.2671

Abstract

This study examines the effect of a technology-based Mind Mapping learning model on students' critical thinking skills, focusing on gender differences. Conducted at Al-Amin Secondary School in Malaysia with 25 eighth-grade students (13 male, 12 female), the research utilized a pre-test and post-test experimental design. Results showed that after applying the Mind Mapping model, both male and female students improved their critical thinking, with females achieving higher scores. Male students' average score increased from 7.08 to 11.38, while females' scores rose from 9.33 to 13.42. The paired sample t-test confirmed significant improvement (t = 12.860, p < 0.05). The findings highlight the positive impact of Mind Mapping in enhancing critical thinking, particularly in teaching social media ethics, with female students showing better results.
Pengenalan dan Edukasi Kecerdasan Artifisial Generatif untuk Siswa Sekolah Al-Amin Terengganu, Malaysia Ismanto, Edi; Rahmad Al Rian; Vitriani; Melly Novalia; Pratama Benny Herlandy
Jurnal Pengabdian UntukMu NegeRI Vol. 9 No. 2 (2025): Pengabdian Untuk Mu negeRI
Publisher : LPPM UMRI

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37859/jpumri.v9i2.9784

Abstract

Kecerdasan Artifisial Generatif (Generative Artificial Intelligence/GenAI) merupakan salah satu inovasi teknologi yang berkembang pesat dan memiliki dampak luas di berbagai sektor, termasuk pendidikan. Kegiatan pengabdian ini bertujuan untuk memberikan pengenalan dan edukasi mengenai konsep dasar, manfaat, serta tantangan etis dari GenAI kepada siswa Sekolah Al-Amin Terengganu, Malaysia. Metode yang digunakan meliputi penyampaian materi interaktif, demonstrasi langsung penggunaan aplikasi GenAI seperti ChatGPT dan DALL·E, serta pelaksanaan pre-test dan post-test untuk mengukur peningkatan pemahaman peserta. Hasil kegiatan menunjukkan adanya peningkatan signifikan dalam pengetahuan siswa, dengan rata-rata nilai post-test meningkat sebesar 34,5 poin dibandingkan pre-test. Siswa juga menunjukkan antusiasme tinggi dalam mencoba berbagai aplikasi AI dan mampu mengidentifikasi peluang serta risiko penggunaannya secara kritis. Kegiatan ini membuktikan bahwa literasi AI dapat ditanamkan secara efektif sejak usia sekolah melalui pendekatan edukatif yang partisipatif dan kontekstual. Diharapkan kegiatan ini menjadi langkah awal dalam membentuk generasi yang siap menghadapi tantangan era digital dengan pemahaman teknologi yang mendalam dan etis.
Penggunaan Web Quizizz pada Pelajaran Fisika Materi Energi Kinetik dan Energi Potensial di Kelas X.7 SMA Negeri 1 Pekanbaru Afdal Dinilhaq; Suryani Dasmilena; Pratama Benny Herlandy
Jurnal Pendidikan Kimia, Fisika dan Biologi Vol. 1 No. 2 (2025): Maret : Jurnal Pendidikan Kimia, Fisika dan Biologi
Publisher : Asosiasi Riset Ilmu Pendidikan Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61132/jupenkifb.v1i2.199

Abstract

This research is motivated by the importance of utilizing technology-based learning media to enhance the effectiveness of the learning process, particularly in Physics subjects that are often perceived as difficult by students. The purpose of this study is to describe the use of Quizizz as a learning media in Physics lessons on Kinetic Energy and Potential Energy material in class X.7 of SMA Negeri 1 Pekanbaru. This study employed a descriptive qualitative method with data collection techniques through observations and documentation of students' learning outcomes. The results showed that the use of Quizizz successfully created an enjoyable learning atmosphere, increased students' motivation, and encouraged active participation. The evaluation scores through Quizizz indicated an improvement in students’ understanding of the material, with the highest score reaching 5000 points. The implication of this research suggests that implementing game-based learning media such as Quizizz can serve as an innovative alternative to improve student learning outcomes and reduce boredom in Physics learning.