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THE EFFECT OF BLENDED LEARNING MODEL IN IMPLEMENTATION OF INDEPENDENT CURRICULUM Mety Liesdiani; Didik Hermanto; Rica Wijayanti Mety Liesdiani
Proceeding International Conference on Digital Education and Social Science Vol. 1 No. 1 (2022): Proceeding International Conference on Digital Education and Social Science 202
Publisher : Asosiasi Pengelola Publikasi Ilmiah (APPI) PT PGRI

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55506/icdess.v1i1.26

Abstract

This study aims to determine whether or not there is an influence of the blended learning model in implementation of independent curriculum especially student’s learning outcomes . This research method uses a quantitative approach with a quasi-experiment type of research. Research design using a pretest -posttest group design with a population of all students in class VIII of Junior High School in Bangkalan, Indonesia. The second sample in this study was established randomly. The data were analyzed with the paired sample t-test by SPSS to test the mean difference of the pretest and posttest data. The result show that the N-gain test data, the average pretest value is 65.20 and the posttest average value is 82.25. The normalized N-gain value is 0,75 in high category. Hypothesis testing on the data obtained while the value of at a significance level of 5% is 2.034. Thus , so it can be conclusion this study that there is an influence of the use of blended learning model in implementation of independent curriculum curriculum especially student’s learning outcomes.
Pelatihan Dasar Komputasi (Computational Thinking) untuk Pembuatan Game pada Siswa SMA/SMK Kabupaten dan Kota Kediri Pratama, Zudha; Saputra, Filmada Ocky; Hermanto, Didik; Winarsih, Nurul Anisa Sri; Saraswati, Galuh Wilujeng
ABDIMASKU : JURNAL PENGABDIAN MASYARAKAT Vol 9, No 1 (2026): JANUARI 2026
Publisher : LPPM UNIVERSITAS DIAN NUSWANTORO

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62411/ja.v9i1.3225

Abstract

Kegiatan pengabdian kepada masyarakat ini bertujuan untuk meningkatkan pemahaman siswa SMA/SMK di Kota dan Kabupaten Kediri terhadap konsep Dasar Komputasi (Computational Thinking) sebagai fondasi dalam pemrograman dan pembuatan game. Computational Thinking meliputi kemampuan dekomposisi, pengenalan pola, abstraksi, dan perancangan algoritma yang sangat penting untuk menyelesaikan permasalahan secara terstruktur. Metode pelaksanaan kegiatan dilakukan melalui pelatihan interaktif yang mencakup penyampaian materi, simulasi logika game menggunakan studi kasus mini game Fruit Catcher, serta evaluasi pembelajaran melalui pre-test dan post-test. Hasil evaluasi menunjukkan adanya peningkatan pemahaman yang signifikan pada seluruh kategori materi, dengan rata-rata peningkatan persentase jawaban benar sebesar 35%–40%. Hasil ini menunjukkan bahwa pendekatan pembelajaran berbasis game efektif dalam menanamkan pola berpikir komputasional pada siswa SMA/SMK.