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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 Ayu Khoirotul Umaroh; Irma Yuliana; Siska Ningtyas Prabasari; Bethari Mukti Kusumaningtyas; Qisty Dzakiyyatu Husna; Fassha Rahmadina Mauliza Sihar; Arya Veda Setyanindito; Dini Amalia Putri; Zalfa Nur Eka Safira; Shandy Yusril Fadlullah
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.
Uji Usabilitas Media Interaktif Berbasis Augmented Reality untuk Pembelajaran Konsep Pemrograman Sukirman, Sukirman; Yuliana, Irma; Ihsanuddin, Irsyad; Abi, Bayu Setia
JIPI (Jurnal Ilmiah Penelitian dan Pembelajaran Informatika) Vol 10, No 1 (2025)
Publisher : STKIP PGRI Tulungagung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29100/jipi.v10i1.5717

Abstract

Pemrograman merupakan salah satu keahlian yang sangat dibutuhkan di era teknologi digital saat ini. Akan tetapi, media pembelajaran yang digunakan kebanyakan kurang interaktif dan inovatif. Penelitian ini bertujuan untuk mengembangkan media interaktif berbasis augmented reality (AR) yang dirancang untuk memfasilitasi pembelajaran konsep pemrograman dan menguji usabilitasnya. Pengujian usabilitas dilakukan menggunakan System Usability Scale (SUS) untuk mengukur efektivitas, efisiensi, dan kepuasan pengguna. Media ini menekankan pembelajaran konsep algoritma melalui representasi visual flowchart yang interaktif. Partisipan yang terlibat dalam penelitian ini sebanyak 38 siswa SMK dengan usia 15-16 tahun. Mereka diminta untuk menggunakan media interaktif AR yang sudah dikembangkan untuk belajar konsep pemrograman dan kemudian mengisi kuesioner SUS. Hasil menunjukkan bahwa nilai rata-rata SUS adalah 71.32, yang berada di atas ambang batas 70, menunjukkan tingkat usabilitas yang baik. Dengan demikian, dapat disimpulkan bahwa media interaktif berbasis AR ini dapat digunakan (usable) untuk belajar konsep pemrograman.
Play-Based Unplugged untuk Mendukung Pembelajaran STEAM pada Anak Usia Dini Qonitah Faizatul Fitriyah; Choiriyah Widyasari; Irma Yuliana; Tri Asmawulan
Murhum : Jurnal Pendidikan Anak Usia Dini Vol. 7 No. 1 (2026): Juli In Progress
Publisher : Perkumpulan Pengelola Jurnal (PPJ) PAUD Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37985/murhum.v7i1.2075

Abstract

Penelitian ini membahas kebutuhan yang semakin meningkat untuk mengintegrasikan pemikiran komputasional (CT) ke dalam pendidikan anak usia dini dengan cara yang sesuai dengan perkembangan. Penelitian ini bertujuan untuk mengkonseptualisasikan dan menyempurnakan kerangka kerja pedagogis yang mengintegrasikan pembelajaran berbasis bermain dan pemikiran komputasional tanpa perangkat digital untuk mendukung pembelajaran STEAM di usia dini. Pendekatan penelitian berbasis desain kualitatif digunakan melalui siklus iteratif desain, implementasi, observasi, dan penyempurnaan di kelas anak usia dini. Data dikumpulkan melalui observasi kelas yang direkam video, catatan lapangan, jurnal reflektif guru, artefak anak-anak, dan diskusi kelompok fokus. Temuan menunjukkan bahwa konstruksi CT seperti decomposition, pattern recognition, abstraction, algorithmic thinking muncul secara alami dalam skenario bermain terstruktur ketika didukung oleh perancah guru yang disengaja. Analisis interaksi menunjukkan bahwa perkembangan CT dimediasi secara sosial melalui dialog, pemecahan masalah kolaboratif, dan keterlibatan material daripada bergantung pada alat digital. Studi ini menghasilkan kerangka kerja pedagogis yang disempurnakan yang terdiri dari desain bermain terstruktur, perancah strategis, dan mediasi material nyata untuk memperkuat kompetensi STEAM di usia dini.
analisis kebutuhan modal kerja pada cv yola intan mandiri di bontang Yuliana, Irma; Iskandar, Iskandar; Sari, Dhina Mustika
Jurnal Ilmu Akuntansi Mulawarman (JIAM) Vol. 3 No. 4 (2018): November
Publisher : Fakultas Ekonomi dan Bisnis Universitas Mulawarman

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29264/jiam.v3i4.3389

Abstract

The research method used in this study is the working capital turnover method. Working capital requirements is determined by comparing income in 2017 (using CV Yola Intan Mandiri’s income estimate) with working capital turnover in 2016.                Results of the study show that in 2017 the working capital that is required is 294.206.150 rupiah while the available working capital is 262.868.304 rupiah. These data indicate that CV Yola Intan Mandiri’s working capital has deficiency amounting to 31.337.846 rupiah. Therefore, the available working capital is not enough to cover the working capital requirements in order to support fluency of CV Yola Intan Mandiri operational activities in 2017. Keywords: Working Capital, Working Capital Need, Working Capital Turnover Method      
DEVELOPMENT OF MULTIMEDIA INTERACTIVE SCIENCE LEARNING BASED ON CROSS PLATFORM ON HUMAN REPRODUCTIVE SYSTEM MATERIALS IN THE NINTH GRADE OF JUNIOR HIGH SCHOOL Guntur Nurcahyanto; Irma Yuliana; Nazzilah Maluha Risalam; Evita Anggraini; Farihatul Faizah Laela
QUANTUM: Jurnal Inovasi Pendidikan Sains Vol 15, No 1 (2024): April 2024
Publisher : Universitas Lambung Mangkurat

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20527/quantum.v15i1.15749

Abstract

This study aimed to develop a multimedia interactive science learning product that is cross-platform-based (handphone and Laptop) with Articulate Storyline 3 Software. The research method used was Research and Development (R&D) with a waterfall process model from Pressman. The data analysis applied to this study consists of quantitative and qualitative data. The research results: 1). Media expert testing obtained an average value of 3.56, with a very decent category; 2). Material expert testing obtained an average value of 3.77, with a very decent category; 3) Limited Scale Test, using usability assessment on students and teachers, obtained an average system usability scale (SUS) value of 75.625, with an excellent category, so it can be concluded that interactive science learning multimedia on human reproductive system material developed is acceptable (proper) used in the process of teaching and learning activities in the ninth grade of junior high school.
An Augmented Reality-Based Boardgame for Anti-Corruption Education: Design, Development, and Evaluation Using the MDLC Model Naurah Qolbia Salamah; Irma Yuliana; Eko Prasetyo
JASIEK (Jurnal Aplikasi Sains, Informasi, Elektronika dan Komputer) Vol. 8 No. 1 (2026): Juni 2026
Publisher : Universitas Merdeka Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26905/jasiek.v8i1.16983

Abstract

The objective of this study is to develop an Augmented Reality (AR)-based educational board game called SiKilat, which stands for “Ready to Fight Corruption and Nepotism,” to help students better understand anti-corruption principles. The Multimedia Development Life Cycle (MDLC) was employed, consisting of five stages: initialization, blueprint design, asset preparation, product development, and testing and validation. The focus of the study is university students. Interviews, expert reviews, and pre- and post-tests were used as data collection methods. The results indicate that the developed medium is effective and has the potential to enhance student engagement in learning. The Wilcoxon test yielded a significance value of 0.00018 (< 0.05), and the average score increased from 4.9 to 9.3. Consequently, the SiKilat AR board game helps students understand anti-corruption principles and can serve as an alternative interactive learning medium