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Development of Educational Mobile Game for Interactive Learning Media Sukirman, S; Yuliana, Irma; Sujalwo, S
Proceeding ISETH (International Summit on Science, Technology, and Humanity) 2017: Proceeding ISETH (International Conference on Science, Technology, and Humanity)
Publisher : Universitas Muhammadiyah Surakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23917/iseth.2327

Abstract

Numerous games are developed today, it leads people to easily obtain many kind of games, for example from online application store such us Google Play and Apple store. This paper reports the development of mobile game application containing educational content for primary school students who study mathematics. The game is called JarMat. The students can learn about addition, subtraction, multiplication, and division by doing tasks that are interactively provided by the game. The tasks are randomly generated by the game system, and players should finish it within a limited time. The game will be over when they fail three times, then the score will be accumulated and stored. Reward will be given if they finish the task before the end of time limit and get a higher score. The difficulty level of the task is determined by the ability of players which depends on experience and time to finish the task. The research of this game development is conducted through reference studies and similar educational games. The game is expected to provide another apps that contains educational content, can be used further for student learning media, mainly 2nd grade of primary school who learn mathematics.
Infusing Unplugged Computational Thinking into a Probability Worksheet for Students’ Mathematical Literacy Sari, Christina Kartika; Murtiyasa, Budi; Machromah, Isnaeni Umi; Ramadhani, Noti Armyta; Rejeki, Sri; Palupi, Retno; Yuliana, Irma
IJORER : International Journal of Recent Educational Research Vol. 6 No. 6 (2025): November
Publisher : Faculty of Teacher Training and Education Muhammadiyah University of Makassar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.46245/ijorer.v6i6.1026

Abstract

Objective: This research aims to: 1) develop a worksheet that incorporates unplugged computational thinking (CT) to support the strengthening of mathematical literacy; 2) test the validity, practicality, and effectiveness of the worksheet. Method: This study employed a development research design involving teachers, students, and experts. Data collection was conducted through literature review, observation, questionnaires, documentation, and a mathematical literacy test. Data analysis was conducted using qualitative and quantitative methods. Results: Based on the research results, the following results were obtained: 1) The CT-infused worksheet was designed to support the achievement of three learning objectives: students can determine sample points, determine probability values, and use these concepts in problem-solving; the worksheet contains learning activities that integrate CT and learning activities that support mathematical literacy; 2) The content validity index was 1, thus the worksheet is valid; Practicality tests by teachers and students yielded scores of 3.95 and 3.58, respectively, indicating that the worksheet is suitable for use as a support for mathematics learning. The trial results also demonstrated that these CT-infused worksheet is effective in improving students' mathematical literacy. Novelty: In contrast to earlier studies that focused on literature review, analysed students' CT abilities, or integrated CT into mathematics learning to improve CT abilities, this study integrates unplugged CT into a worksheet to improve junior high school students' mathematical literacy. This CT-infused worksheet has been proven valid, practical and effective as a probability teaching material to support the development of mathematical literacy.
Adapting the Bebras Challenge into an Educational Game for Learning Computational Thinking and Assessing Its Usability Sukirman, Sukirman; Yuliana, Irma; Ramadhan, Fakhri Aulia Wildan
Jurnal Teknologi Pendidikan : Jurnal Penelitian dan Pengembangan Pembelajaran Vol. 11 No. 1 (2026): Januari
Publisher : UNDIKMA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33394/jtp.v11i1.15373

Abstract

Computational thinking (CT) has become an essential component of secondary education, with several countries, including Indonesia, integrating CT tasks, such as those from the Bebras Challenge, into the national informatics curriculum. However, these tasks are often presented in static and text-based formats, limiting their potential to engage learners in interactive and meaningful ways. This study aimed to develop and evaluate the usability of an educational game adapted from a Bebras Challenge problem, "Magic Potion". It was designed to be aligned with the Grade 8 Informatics curriculum in Indonesia. The game engages students in CT through experimentation-based gameplay, where players mix potions to observe the effects on digital flowers and deduce which potion contains water. Using a Design and Development Research (DDR) framework, the game was tested with 55 junior high school students, who then completed the System Usability Scale (SUS) and open-ended feedback questions. The results yielded a mean SUS score of 75.3, indicating good usability. Qualitative feedback highlighted the game’s visual appeal, interactivity, and cognitive engagement. These findings suggest that curriculum-based CT tasks can be effectively transformed into engaging game-based learning tools, offering accessible entry points for introducing CT in formal educational contexts.
Pemberdayaan Pesantren untuk Penerapan Hidup Bersih dan Sehat Santri melalui Inovasi Poskestren Berbasis Digital Umaroh, Ayu Khoirotul; Yuliana, Irma; Prabasari, Siska Ningtyas; Kusumaningtyas, Bethari Mukti; Husna, Qisty Dzakiyyatu; Sihar, Fassha Rahmadina Mauliza; Setyanindito, Arya Veda; Putri, Dini Amalia; Safira, Zalfa Nur Eka; Fadlullah, Shandy Yusril
Jurnal SOLMA Vol. 15 No. 1 (2026)
Publisher : Universitas Muhammadiyah Prof. DR. Hamka (UHAMKA Press)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22236/solma.v15i1.21855

Abstract

Background: Pesantren sebagai institusi pendidikan dengan sistem asrama memiliki risiko tinggi terhadap masalah kesehatan akibat keterbatasan fasilitas kesehatan dan belum optimalnya penerapan Perilaku Hidup Bersih dan Sehat (PHBS). Program ini bertujuan membangun Pos Kesehatan Pesantren (Poskestren) berbasis digital dan meningkatkan kapasitas pengurus serta santri dalam manajemen kesehatan dan penerapan PHBS. Kegiatan dilaksanakan di Ponpes Mambaul Ulum Andong dengan jumlah peserta 10 ustadz/ustadzah dan 26 santri. Hasil: Sosialisasi kepada ustadz/ustadzah meningkatkan pengetahuan tentang Poskestren sebesar 80%. Pengetahuan santri terkait potensi penyakit meningkat 34,6%, dan pengetahuan PHBS meningkat 38,5%. Implementasi Poskestren Digital mencakup penggunaan sistem pencatatan kesehatan, leaderboard gamifikasi PHBS, dan monitoring kesehatan santri. Tantangan PHBS selama tiga minggu menunjukkan peningkatan rerata skor PHBS dari 66,07 menjadi 80,56. Pengurus pesantren juga berhasil menyusun struktur organisasi kesehatan dan melaksanakan penyuluhan lanjutan secara mandiri. Kesimpulan: Digitalisasi terbukti efektif mendukung pencatatan kesehatan, monitoring perilaku, dan pembiasaan hidup sehat. Program ini direkomendasikan untuk diperluas dengan integrasi layanan konsultasi rutin dan kolaborasi berkelanjutan dengan fasilitas kesehatan setempat.