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Transformasi Pembelajaran Digital melalui Platform Thunkable bagi Siswa di SMA Negeri 2 Kota Sorong Melda Agnes Manuhutu; Sherly Gaspersz; Lulu Jola Uktolseja; Irwan Soulisa; Christen Christen; Giovani Giovani; Foni Foni
Transformasi Masyarakat : Jurnal Inovasi Sosial dan Pengabdian Vol. 2 No. 3 (2025): Juli: Transformasi Masyarakat : Jurnal Inovasi Sosial dan Pengabdian
Publisher : Lembaga Pengembangan Kinerja Dosen

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62383/transformasi.v2i3.1905

Abstract

The transformation of education in the digital era demands inclusive, creative, and relevant learning innovations in line with technological developments. To address these challenges, utilizing digital platforms is a strategic step in driving the digitalization of education. One innovative solution that is becoming widely used is no-code platforms like Thunkable, which enable users, including students, to create applications without having to master complex programming. This article reviews the results of a community service activity conducted at SMA Negeri 2 Sorong City, focusing on improving digital literacy and strengthening 21st-century skills through training in creating educational applications based on Thunkable. This activity utilized experiential learning and project-based learning approaches, implemented through hands-on training, interactive demonstrations, independent practice, and participatory evaluation. This training not only targeted students as the primary participants but also involved teachers as facilitators who accompanied the learning process and encouraged the application of training outcomes in classroom activities. Evaluation results showed a significant increase in student enthusiasm, critical thinking skills, and creativity in designing simple educational applications tailored to learning needs and local contexts. Despite obstacles such as limited digital devices and uneven internet access, this activity still succeeded in creating an innovative and transformative learning space. Furthermore, this training makes a significant contribution to supporting the implementation of the Pancasila Student Profile, particularly in the areas of digital literacy, independence, mutual cooperation, and creativity. It also serves as an effective means to instill the value of digital responsibility and foster a learning culture that is adaptive to technological change. The success of this program demonstrates that a simple yet applicable technology-based approach like Thunkable can be replicated in other schools, particularly in the 3T (disadvantaged, frontier, and outermost) regions, with the support of structured and collaborative training.
Pelatihan Pengembangan Aplikasi berbasis Thunkable pada Anak Remaja di GKI Kasih Perumnas Kota Sorong Melda Agnes Manuhutu; Sherly Gaspersz; Lulu Jola Uktolseja; Citra Citra; Reva Reva
Aksi Nyata : Jurnal Pengabdian Sosial dan Kemanusiaan Vol. 2 No. 3 (2025): Juli: Aksi Nyata : Jurnal Pengabdian Sosial dan Kemanusiaan
Publisher : Lembaga Pengembangan Kinerja Dosen

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62383/aksinyata.v2i3.1901

Abstract

This training activity on application development using the Thunkable platform was designed to enhance digital literacy, logical thinking skills, and strengthen the character of adolescents through a Project-Based Learning (PjBL) approach. In today’s digital age, digital literacy is an essential competency, and equipping young people with the ability to create meaningful technology empowers them to be not just users but also creators of impactful digital solutions. The training took place on May 17, 2025, at a member’s house from the GKI Kasih congregation in Perumnas, Sorong. It was attended by 20 participants aged between 12 and 17 years. The choice of a familiar and friendly setting was intended to create a comfortable and collaborative learning environment. The training materials were structured step-by-step, starting with an introduction to the Thunkable platform, user interface (UI) design, navigation logic development using visual block programming, and culminating in group presentations and reflections on the final projects. The project theme chosen for the training was "Prophets as Role Models," aimed at integrating spiritual values and character development into an educational digital application. Through this project, participants not only gained technical skills but also reflected on the moral and inspirational values of prophetic figures in the Christian faith. Evaluation results showed that the training had a significant positive impact. Participants demonstrated increased understanding of app development concepts, were able to explain their project workflows and features, and showed high levels of enthusiasm and creativity throughout the process. Furthermore, character values such as teamwork, responsibility, and a strong learning spirit were fostered. This initiative serves as a concrete example of how technology-based education can be effectively combined with character formation. It also provides a replicable training model for other communities, particularly for church-based youth development programs that aim to nurture digitally literate and morally grounded future generations.
Pendampingan Pembelajaran Mobile Learning Kepada Organisasi Himpunan Masyarakat Mamberamo Tengah dengan Menggunakan Aplikasi Thunkable Melda Agnes Manuhutu; Jihan Jihan; Alex Karoba; Janet Janet
Harmoni Sosial : Jurnal Pengabdian dan Solidaritas Masyarakat Vol. 2 No. 3 (2025): Juli : Harmoni Sosial : Jurnal Pengabdian dan Solidaritas Masyarakat
Publisher : Lembaga Pengembangan Kinerja Dosen

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62383/harmoni.v2i3.1903

Abstract

Developments in the digital era require communities to have the ability to access, understand, and utilize technology as part of their preparedness for global change. However, not all community groups have equal access and digital skills, particularly regional communities such as the Central Mamberamo Community Association (HMMT) in Sorong City. This community service activity aims to empower members of this community through training in developing mobile learning-based digital teaching materials using the Thunkable application. The method used was a direct, participatory, project-based approach, allowing participants to be actively involved in every stage of the activity. The results of the activity showed an increase in participants' understanding of the concept of mobile learning, their ability to use the Thunkable platform, and the creation of simple teaching material prototypes relevant to the local context. The training also succeeded in increasing learning motivation and a sense of ownership of the developed digital products. These findings support the effectiveness of no-code and project-based learning approaches in improving digital literacy in non-technological communities. This activity serves as an initial model for inclusive and sustainable technology-based community empowerment. Furthermore, this activity also had a positive impact on strengthening collaboration among HMMT community members. By working together in teams, participants not only improved their technical skills but also developed more effective collaboration and communication skills. Using the no-code Thunkable app allows them to create digital learning materials without requiring a deep technical background, making them more accessible to a wide range of communities. The success of developing a prototype of learning materials tailored to local needs also opens up opportunities for the community to continue developing their digital products in the future, with the hope of expanding access to more equitable and quality education in the region.
Peningkatan Akses Pembelajaran Melalui Aplikasi Mobile Learning Berbasis Thunkable bagi Siswa SMP Kelurahan Klawalu Kota Sorong Melda Agnes Manuhutu; Sherly Gaspersz; Lulu Jola Uktolseja; Imanuel Imanuel; Rosina Rosina; Selpius Selpius; Junius Junius; Rudi Rudi; Korneles Korneles; Rahma Rahma
Indonesia Bergerak : Jurnal Hasil Kegiatan Pengabdian Masyarakat Vol. 3 No. 3 (2025): Juli : Indonesia Bergerak : Jurnal Hasil Kegiatan Pengabdian Masyarakat
Publisher : Asosiasi Riset Ilmu Teknik Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61132/inber.v3i3.996

Abstract

The integration of digital technology in education serves as a strategic solution to enhance learning access, particularly for students in regions with limited educational infrastructure, such as Sorong City, Southwest Papua. This community service program was designed to introduce and provide training to junior high school students in the use of the Thunkable application as a tool for mobile-based learning media. Thunkable is a visual drag-and-drop platform that enables users to design functional mobile applications without the need for prior programming knowledge. The method employed in this activity is based on the Research and Development (R&D) approach using the 4D model, which consists of four stages: Define, Design, Develop, and Disseminate. In the Define stage, the needs and digital readiness of the target group were assessed. The Design and Develop stages involved creating a training module and conducting hands-on workshops where students were guided step-by-step to create simple educational apps. In the final Disseminate stage, the outcomes were evaluated and shared for broader use. The results of this initiative revealed high levels of enthusiasm among the participants. Students were actively engaged and demonstrated the ability to independently design simple learning applications by the end of the training. This indicates that the use of Thunkable not only increases students' digital literacy but also enhances their self-directed learning, creativity, and technological confidence. Overall, this activity illustrates the potential of mobile learning tools to support inclusive and adaptive education in remote communities. By equipping students with practical digital skills, it lays the foundation for long-term educational innovation and empowerment. Therefore, the use of Thunkable can be considered an effective and accessible alternative to foster meaningful learning experiences across diverse educational contexts.
Penguatan Profil Pelajar Pancasila Melalui Pembelajaran Berbasis Aplikasi Thunkable di SMA Negeri 2 Kabupaten Sorong Melda Agnes Manuhutu; Sherly Gaspersz; Lulu Jola Uktolseja; Martinus Martinus; Helena Helena; Delvi Delvi; Kartika Kartika; Titus Titus
Bumi: Jurnal Hasil Kegiatan Sosialisasi Pengabdian kepada Masyarakat Vol. 3 No. 3 (2025): Juli: Bumi: Jurnal Hasil Kegiatan Sosialisasi Pengabdian kepada Masyarakat
Publisher : Asosiasi Riset Teknik Elektro dan Informatika Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61132/bumi.v3i3.977

Abstract

This community service activity addresses the growing need for adaptive education in the digital era by focusing on strengthening the character and competence of students in line with rapid technological developments. The Pancasila Student Profile, which serves as the foundation of the Merdeka Curriculum, outlines six core dimensions: faith and piety, global diversity, cooperation, independence, critical reasoning, and creativity. Among these, creativity, independence, and critical thinking are crucial for preparing students to become innovators and problem-solvers in the digital world. However, schools in developing regions often face limitations in implementing these dimensions due to lack of resources and digital literacy. This program was implemented at SMA Negeri 2 Sorong Regency with the objective of strengthening the Pancasila Student Profile by providing training in the use of Thunkable, a visual programming platform for creating drag-and-drop mobile applications. The activity used a Project-Based Learning (PjBL) approach, enabling students to actively engage in designing simple educational applications that align with their learning context. The method encouraged hands-on exploration, teamwork, critical analysis, and creative thinking. Throughout the training, students not only learned how to navigate the Thunkable platform but also developed functional mobile apps addressing real-life learning challenges. The outcomes of the program showed a marked improvement in students’ digital literacy, problem-solving ability, innovation, and collaboration. Furthermore, students began to view themselves not just as consumers of technology but as producers of meaningful digital solutions. This initiative demonstrates that integrating digital technology with project-based learning can effectively support the implementation of the Pancasila Student Profile, even in remote or underdeveloped areas. It provides evidence that with the right approach and tools, students can be empowered to become digitally literate, creative, and socially responsible individuals who are ready to act as agents of change in the 21st century.
Expert System Quality Analysis: SORTING (Sorong Atasi Stunting) Using WebQual 4.0 Manuhutu, Melda Agnes; Uktolseja, Lulu Jola; Manurung, Tagor
JOIV : International Journal on Informatics Visualization Vol 9, No 4 (2025)
Publisher : Society of Visual Informatics

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62527/joiv.9.4.3207

Abstract

Stunting is a public health issue that frequently occurs in Indonesia, particularly in Southwest Papua, where it is exacerbated by inadequate maternal nutrition and low parental education. The SORTING's web-based platform was developed to bridge this gap by providing real-time, easily accessible information to pregnant and breastfeeding mothers to improve baby health outcomes. This study assesses the platform's usability quality, information quality, interaction quality, and user satisfaction to increase its effectiveness in underserved areas. The researchers used an explanatory quantitative approach. The structural model formulates that Y = 0.380 X1 + 0.262 X2 + 0.309 X3. The results show the significant positive impacts of these three variables X1 (usability), X2 (information), and X3 (interaction), on variable Y (satisfaction). The p-values are 0.014, 0.034, and 0.043, all below 0.05, indicating statistical significance. The key finding shows that SORTING as an expert system provides good usability, reliable information, and interactive features to enhance user satisfaction. The accessibility of SORTING allows users to assess the risk of stunting in neonates and take necessary preventive measures. The contribution from the research results is that SORTING, which has been built, implemented, and evaluated for quality, can significantly enhance stunting awareness education. This study demonstrates SORTING's ability to improve stunting awareness education in remote locations by increasing user engagement and providing actionable information. Future research should further explore user experiences using a qualitative approach.
Strategi Meningkatkan Pemahaman dan Sensitivitas Budaya dalam Menyambut Tantangan Kurikulum Merdeka Kusumawardhani, Trisnawati; Ismail, Ismail; Mardiah, Radiatan; Hariana, Maman; Gunawan, Indra; Manuhutu, Melda Agnes
Indonesian Research Journal on Education Vol. 4 No. 2 (2024): irje 2024
Publisher : Fakultas Keguruan dan Ilmu Pendidikan, Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/irje.v4i2.814

Abstract

Kurikulum Merdeka merupakan kebijakan baru di Indonesia yang memberikan keleluasaan bagi setiap satuan pendidikan untuk mengembangkan kurikulum sesuai dengan kebutuhan dan potensi lokal. Namun, implementasi Kurikulum Merdeka membawa tantangan tersendiri, terutama dalam hal meningkatkan pemahaman dan sensitivitas budaya di kalangan pemangku kepentingan pendidikan. Artikel ini menganalisis beberapa strategi yang dapat diterapkan untuk meningkatkan pemahaman dan sensitivitas budaya dalam menyambut tantangan Kurikulum Merdeka. Pertama, penguatan pendidikan multikultural dalam proses pembelajaran, dengan mengintegrasikan materi, metode, dan pendekatan yang menghargai keberagaman budaya. Kedua, revitalisasi kearifan lokal sebagai bagian dari muatan kurikulum, agar peserta didik memiliki fondasi yang kuat dalam memahami dan menghargai budaya setempat. Ketiga, peningkatan kompetensi guru dalam mengelola kelas yang beragam secara budaya, melalui pelatihan dan pengembangan profesional. Keempat, kolaborasi erat antara sekolah, keluarga, dan masyarakat untuk menciptakan lingkungan belajar yang inklusif dan mendukung penghargaan terhadap keberagaman. Implementasi strategi-strategi tersebut diharapkan dapat membantu sekolah-sekolah dalam menyambut tantangan Kurikulum Merdeka dengan mempersiapkan sumber daya manusia yang memiliki pemahaman dan sensitivitas budaya yang kuat. Hal ini pada akhirnya akan menghasilkan lulusan yang mampu berpartisipasi aktif dalam masyarakat yang semakin beragam.
Exploring the Influence of Social Media on English Language Acquisition:: Opportunities and Challenges Nurhastuti, Devi; Amsa, Helfany; Tabasi, Yosafat; Franchisca, Sherly; Manuhutu, Melda Agnes; Sari, Mike Nurmalia
Indonesian Research Journal on Education Vol. 4 No. 4 (2024): irje 2024
Publisher : Fakultas Keguruan dan Ilmu Pendidikan, Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/irje.v4i4.1509

Abstract

This research explores the influence of social media on English language acquisition, examining both the opportunities and challenges it presents for learners. With platforms like Instagram, Twitter, and YouTube offering authentic and diverse language exposure, social media has the potential to enhance vocabulary acquisition, cultural understanding, and communicative skills. However, the informal and unregulated nature of these platforms also introduces challenges, such as the risk of internalizing non-standard language forms and the distractions associated with digital media. Through a comprehensive literature review, this study synthesizes existing research to provide insights into the role of social media as a supplementary tool for language learning. The findings reveal that, while social media can support language acquisition, it requires critical engagement and strategic guidance from educators to maximize its benefits and minimize its limitations. This study suggests that, with thoughtful integration into learning frameworks, social media can serve as an effective complement to traditional language learning methods, fostering an engaging and dynamic environment for English language learners.
SmartDogCare: Diagnosa Awal Penyakit Anjing Menggunakan Sistem Pakar Berbasis Forward chaining Manuhutu, Melda Agnes; Rafael, Rafael; Widya, Putu Anggreyani; Uktolseja, Lulu Jola; Liklikwatil, Chesye; Hetharia, Charliany
RIGGS: Journal of Artificial Intelligence and Digital Business Vol. 4 No. 2 (2025): Mei - Juli
Publisher : Prodi Bisnis Digital Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/riggs.v4i2.1879

Abstract

Anjing (Canis lupus familiaris) merupakan hewan peliharaan yang populer karena sifatnya yang setia, cerdas, dan mudah dilatih. Namun, seiring meningkatnya populasi anjing domestik, perhatian terhadap kesehatan anjing juga semakin penting. Permasalahan seperti infeksi virus, penyakit degeneratif, dan kurangnya pemahaman pemilik mengenai gejala penyakit menjadi tantangan utama dalam pemeliharaan anjing. Untuk itu, diperlukan solusi digital yang dapat membantu pemilik dalam mendiagnosis penyakit secara cepat dan akurat. Penelitian ini mengembangkan sebuah sistem pakar berbasis metode forward chaining yang dapat meniru proses berpikir seorang pakar dalam menganalisis gejala dan memberikan rekomendasi penanganan penyakit pada anjing. Sistem ini bertujuan untuk memberikan diagnosis awal berdasarkan input gejala dari pengguna, serta menjadi sarana edukasi bagi pemilik anjing dalam mengenali dan menangani gejala secara mandiri. Metode pengembangan menggunakan metode Agile. Dengan mengintegrasikan teknologi informasi dan kedokteran hewan, diharapkan sistem ini mampu menjadi inovasi yang bermanfaat dalam bidang kesehatan hewan, khususnya anjing.
Penerapan Metode SAW untuk Penentuan Pemenang Lomba Desain Grafis Arysespajayadi; Nisa Miftachurohmah; Melda Agnes Manuhutu
JISTech : Journal of Information Systems and Technology Vol. 1 No. 2 (2024): Desember 2024
Publisher : Perhimpunan Ahli Teknologi Informasi dan Komunikasi Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

The evaluation of graphic design competitions often faces challenges related to jury subjectivity, which can affect the final results and lead to dissatisfaction among participants. This study aims to apply the Simple Additive Weighting (SAW) method in the scoring system of graphic design competitions to achieve more objective and transparent assessments. The SAW method is used to evaluate participants based on four main criteria: aesthetics, originality, theme relevance, and technical quality. Each criterion is assigned a weight according to its level of importance, and preference values are calculated to determine the winner. The results of the study show that the application of the SAW method successfully reduces subjective bias and increases consistency in scoring. Participants with the highest preference values are selected as the winners, with the system facilitating a more objective evaluation process. This research also contributes to the development of more transparent assessment systems in various creative competitions. However, determining the weighting of criteria remains a challenge that requires further discussion between judges and organizers.
Co-Authors Aaron Abdi Abdi Abraham Manuhutu Abraham Manuhutu Adika Adika Adika Adika Adrian Adrian Adriana Adriana Adrianu Adrianu Advelma Sabono Agnes Agnes Agnes Agnes Agung Agustina Agustina Akbar Akbar Al Ikhlas Alberthus Alberthus Alex Alex Karoba Alfa Alfa Alfares Alfares Alfaris Mambrasar Alusius amel amel Amsa, Helfany Andianus Andianus Andy Rachman Anggriani Br. Marbun Annisa Nurul Sucianingsih Palisoa Antonius Antonius Antonius Rino Vanchapo Anwar Sodik, Anwar Apriando Apriando Aprilia Arik Novitaningsih Arjuna Arjuna Arysespajayadi Beatrik Bobii, Permenas Boekorsyom, Claudia D. Boyke Boyke Brian Brian Brian Sebastian Salim Chesye Chesye Christen Christen Christin Christin Christina Christina Christine Christine Christy Christy Cindy Sandra Lumingkewas Citra Citra Citra Citra Cynthya A.K. Maradesa Darma Darma Darma Darma Defri Deki Deki Delfin Delfin Delfin Delfin Delvi Delvi Deny Deny Desi Desi Desi Desi Destri Wahyuningsih Devi Nurhastuti Devicha Dewi Dewi Dewi Siagian Diki Diki Donal Donal ELISABETH ELISABETH Elsaday Elsaday Elshaday Elshaday Etha Etha Evelyna Evelyna Fanessa Fanessa Faril Faril febi febi Febriani Febriani Ferderika Ferderika Ferdinan Ferdinan Ferdinandus, Wiesje Ferdynand Ferdynand Flasao, Yulianti Foni Foni Forlita Forlita frans frans Fransina Fransina Fransina Fredy Gaspersz, Sherly Gilber Gilber Gilber Gilber Gio Gio Giovani Giovani Goklas Goklas Gracella Gracella Hapsa Sangkota Hariana, Maman Helena Helena Herman Herman Hetharia, Charliany I Dewa Ayu Nyoman I Dewa Ayu Nyoman Utari Sastrani I Dewa Ayu Nyoman Utari Sastrani I Dewa Ayu Nyoman Utari Sastrani Iluminata Iluminata Imanuel Imanuel Imanuela Daharang Immanuel Immanuel Indra Gunawan Indri Ira Ira Iriene Surya Rajagukguk Irwan Soulisa Ishak Ishak Ismail Ismail Jalmijn Tindage Janet Janet Jefri Jefri Jelsa Jeniffer Jeniffer Jihan Jihan Julia Julia Julia Julia julian julian Juni Iswanto Junius Junius Kailla Kailla Kartika Kartika Kelvin Kelvin Korneles Korneles Kristin Kristin Kusumawardhani, Trisnawati Lazarus Lazarus Lazarus Lazarus Lea Lea Leonardo Parabang Leuwol, Natasya V. Liklikwatil, Chesye Lilian Lilian Lulu J. Uktolseja Lulu Jola Uktolseja Maer, Selviana Malvino Malvino Manuhutu, Meldi Manurung, Tagor Manurung, Tagor Manutmasa, Magdalena F. Marcello Marcello Margaretha Margaretha Maria Maria Mariam Mariam Mariam Mariam Marsanda Marsanda Marsya Marsya Martinus Martinus Martyn Marvy Marvy Meiana Harfika Meilinda Ade Prastiwi Meldi Manuhutu Meldi Manuhutu Michael Michael Moh. Solehuddin Monalia Monalia Muh Jamaludin Muhammad Z. Sirajuddin natasya leuwol Natasya Leuwwol Natasya V. Leuwol Natasya Virginia Leuwol Natasya Virginia Leuwol Natasya Virginia Leuwol Nelce Nelce Nining Huriati Nisa Miftachurohmah Noel Noel Nurwijayanti Oktovina Oktovina Orulin Orulin Otniel, O Pahmi Pahmi Panggabean, Hanna Maria Paulinus Paulinus Prayogi, Budi Pricilia Pricilia Rafael, Rafael Rahma Rahma Rahmat Rahmat Ratna Rosmauli Pakpahan Reiner Reiner Rendi Hadian A. Tamagola Reva Reva Revalina Revan Revan Rian Rian Rindaldy Rindaldy Rini Dwi Septiyani Rionaldy Rionaldy Riskye Riskye Risner Risner Rosina Rosina Rudi Rudi Rukhmana, Trisna Rukhmini Patinggi Sahidin Sakarias Sakarias Salay, Vira S. Salomo Salomo Samsul Samsul Samuel Samuel Samuel Warella Sari, Mike Nurmalia Sarsa F. Sitaniapessy Sawo Sawo Sefanya Sefanya Selpius Selpius Serli Serli Serly Serly Shady Shady Shady Sherly Franchisca Sherly Gaspersz Sherly Gaspersz Sindi Sindi Sintia Sintia Sirajuddin, Muhammad Z. Sisilia Sisilia Sony Sony Tabasi, Yosafat Tabita Tabita Tesyal Tesyal Tindage, Jalmijn Titus Titus Tri Venzcha Venzcha Wa Ode Wasty Wasty Wattimena, Juneth Widya, Putu Anggreyani Wilfrida Wilfrida Windy Wonmaly Yani Yani Yeremia Yeremia Yermina Yerrynaldo Loppies Yesi Yesi yohana yohana Yohana Yohana Yohvita Yohvita Yoland Yoland Yoland Yoland Yulianti Yulianti Yulven Yulven