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Journal : El-Mujtama: Jurnal Pengabdian Masyarakat

Desain Interaksi Website Edukasi Kekerasan Seksual di Era Digital Menggunakan Metode Design Sprint: Studi Kasus PPKS Institut Teknologi Telkom Purwokerto Alissyah Putri; Rifki Adhitama
El-Mujtama: Jurnal Pengabdian Masyarakat  Vol. 4 No. 3 (2024): El-Mujtama: Jurnal Pengabdian Masyarakat
Publisher : Intitut Agama Islam Nasional Laa Roiba Bogor

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47467/elmujtama.v4i3.2436

Abstract

The Telkom Purwokerto Institute of Technology is one of the Private Higher Education Institutions in Indonesia. The Telkom Purwokerto Institute of Technology has three faculties and fifteen study programs. To support all campus activities, this university has various types of facilities. One of the campus facilities is the availability of sexual violence handling services on campus. In the implementation of this service, there are still problems that occur, so a task force team named PPKS (Prevention and Handling of Sexual Violence) was formed. Over time, the current service system wants to be further developed into a better system in the future. During the research, problems were found, especially in terms of information delivery media. Based on these problems, the researcher wants to perform interaction design for the PPKS ITTP task force team website using the Design Sprint method. There are 5 stages that will be implemented. Namely Mapping, Sketching, Decide, Prototype, and Validate. This research will produce a final prototype (prototype of the result) that can be used for the development of the PPKS ITTP website. The results of the final prototype are Home-B (91.7%), Profile-B (90.8%), Module-B (91.7%), Quiz-B (92.7%) and Complaint-B (91.7%).
Implementasi Gamifikasi pada Learning Management System Linsafe LPK Adiputra Purwokerto Berbasis Website Dani Azka Faz; Rifki Adhitama
El-Mujtama: Jurnal Pengabdian Masyarakat  Vol. 4 No. 3 (2024): El-Mujtama: Jurnal Pengabdian Masyarakat
Publisher : Intitut Agama Islam Nasional Laa Roiba Bogor

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47467/elmujtama.v4i3.2440

Abstract

This study aims to apply gamification to the LPK Adiputra Purwokerto website-based learning management system (LMS) to increase participant motivation and involvement in the learning process. Gamification is a method of using game elements to influence the behavior of LPK Adiputra Purwokerto participants to achieve learning objectives. The research method used was a case study with participants consisting of LPK Adiputra students in Purwokerto using a quasi-experimental design and divided into two groups, The control group, and The experimental group. The control group took part in learning with an LMS without gamification elements, while the experimental group took part in learning with the application of gamification to an LMS. The number of research participants was 47 participants who took the LPK Adiputra Purwokerto driving course. During the research, the experimental group had access to an LMS that implemented gamification elements such as points, levels, rewards, challenges, and a ranking system. Experiment group participants are given the freedom to compete with themselves or other participants through the scoreboard and reach a certain level of learning. The results of the data analysis will later show that the experimental group that took part in gamification learning experienced a significant increase in motivation and engagement compared to the control group. It is hoped that this research can make an important contribution to the development of technology-based education and the use of LMS as an effective tool for increasing participant motivation and engagement. This study concludes that the implementation of gamification at the website-based LMS Linsafe LPK Adiputra Purwokerto will be effective in enhancing the learning experience of participants by incorporating game elements. LPK Adiputra Purwokerto participants should tend to be more motivated and actively involved in the learning process so that later they can improve the quality and overall learning outcomes.