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Gamification on Cybersecurity Awareness Training for Adolescents: A Systematic Literature Review Andang Wijanarko; Aan Erlansari
Indonesian Journal of Computer Science and Engineering Vol. 2 No. 02 (2025): IJCSE Volume 02 Number 02, November 2025
Publisher : CV. Cendekiawan Muda Sriwijaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.70656/ijcse.v2i01.490

Abstract

This systematic literature review aims to synthesize empirical evidence on the effectiveness, gamification elements, and implementation challenges of gamification in cybersecurity awareness training for adolescents. This study follows the PRISMA guidelines with a literature search on the Scopus academic database. Of the 124 studies identified, 14 studies met the inclusion criteria for further analysis. The synthesis results show that gamification significantly increases engagement, intrinsic motivation, and knowledge retention among adolescents on the topic of cybersecurity. The most effective gamification elements are points, badges, and leaderboards (PBL). However, key challenges such as framework usage, ensuring long-term engagement, and integration between game mechanics and learning outcomes must be considered for future research.
PEMBUATAN PROTOTYPE GAME EDUKASI BERBASIS ROLE PLAYING GAME (RPG) SEBAGAI MEDIA PEMBELAJARAN KIMIA UNSUR Andang Wijanarko; Febrian Solikhin
Rabit : Jurnal Teknologi dan Sistem Informasi Univrab Vol 7 No 1 (2022): Januari
Publisher : LPPM Universitas Abdurrab

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36341/rabit.v7i1.2150

Abstract

Games in the form of learning media are one of the innovations in the world of education. Based on interviews conducted by the author with students and teachers, it was revealed that Chemistry is not one of the materials that are considered difficult. In addition, students are also less interested in taking chemistry lessons because of the difficulty of understanding the material presented. To help and facilitate teachers and students in the learning process of Periodic system of elements in the classroom, making games as a medium for learning Periodic system of elements is an opportunity to be researched. The research method used is ADDIE (Analyze, Design, Development, Implementation, and Evaluation). This research has succeeded in producing educational game products based on role playing games (RPG) as learning media for Periodic system of elements. The educational game was successfully developed using the RPG Maker application. The results of the expert validity test and the teacher's response test to the educational games that were built were 1) Material expert validators with an average value of 3.33 were in the very good category 2) Media expert validators with an average value of 3.22 were in the good category 3) The learning expert validator with an average value of 3.27 is in the very good category. 3) The results of the teacher's response test with an average value of 3.62 are in the very good category. The results of the validity test and response test showed that the educational game made was feasible to be implemented in the classroom and used as a learning medium for Periodic system of elements.
RANCANG BANGUN E-LEARNING BERBASIS GAMIFIKASI DAN LEARNING STYLE PEMBELAJAR UNTUK OPTIMALISASI HASIL BELAJAR: DESIGN AND DEVELOPMENT E-LEARNING BASED ON GAMIFICATION AND LEARNER LEARNING STYLE TO OPTIMIZE LEARNING OUTCOME Andang Wijanarko; Endina Putri Purwandari; Febrian Solikhin
Rabit : Jurnal Teknologi dan Sistem Informasi Univrab Vol 11 No 1 (2026): Januari
Publisher : LPPM Universitas Abdurrab

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36341/rabit.v11i1.6891

Abstract

The adoption of e-learning has been becoming crucial in modern education by offering flexibility, accessibility, and scalability for learners. However, many e-learning platforms still adopt a “one-size-fits-all” approach that ignores the differences in individual learner characteristics, especially learning styles. This lack of personalization often leads to a lack of motivation that ends in suboptimal learning outcomes. This study aims to design and develop an e-learning platform by integrating gamification elements and learning styles to optimize user learning outcomes. The research method uses a Research and Development (R&D) approach and the ADDIE model which includes five stages: analysis, design, development, implementation, and evaluation. This system combines general and specific gamification features according to the VARK learning style model. The system's effectiveness was tested on 67 students in the Computer and Programming course who were divided into experimental and control groups. The evaluation results showed significant differences in learning outcomes in the experimental group compared to the control group. In addition, the results of the independent t-test showed a significant difference (p < 0.05) in learning outcomes between the experimental and control groups. This means that the implementation of a gamification-based e-learning system and learning style features significantly impacts learning outcomes, especially compared to e-learning without learning style features. This study confirms that integrating gamification elements and learning styles positively enhances the learning experience. Furthermore, the integration of these two approaches has been proven to provide a meaningful learning experience and encourage learners to maintain their participation.  
PELATIHAN PEMBUATAN E-LKPD BERBANTUAN LIVEWORKSHEETS UNTUK MENINGKATKAN KEMAMPUAN TEKNOLOGI GURU SMAN 2 BENGKULU TENGAH Febrian Solikhin; Andang Wijanarko
Jurnal Pengabdian Pendidikan Masyarakat (JPPM) Vol 4 No 1 (2023): Jurnal Pengabdian Pendidikan Masyarakat (JPPM)
Publisher : LPPM UNIVERSITAS MUHAMMADIYAH MUARA BUNGO

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52060/jppm.v4i1.1063

Abstract

Kegiatan pengabdian kepada masyarakat ini memiliki tujuan untuk melatih penggunaan LiveWorksheets. Hal ini berguna untuk meningkatkan kemampuan teknologi Guru SMAN 2 Bengkulu Tengah. Kegiatan ini dilakukan sebanyak 2 kali dengan tahapan persiapan, pelaksanaan dan monev. Tempat pengabdian kali ini adalah Laboratorium Komputer SMAN 2 Bengkulu Tengah, sedangkan peserta dalam kegiatan ini sebanyak 18 guru yang terdiri dari berbagai bidang pelajaran. Instrumen yang digunakan adalah lembar respon peserta dan lembar monitoring. Hasil lembar respon adalah sebesar 4,23 atau dalam kriteria sangat baik. Sedangkan hasil lembar monitoring menunjukkan sebanyak 7 orang guru masih mengembangkan dan menggunakan media ini di dalam kelas.
Web-Based OBE Learning Assessment System with Rule-Based Student Profile Mapping Intan Budiarty; Endina Putri Purwandari; Andang Wijanarko
Jurnal Pseudocode Vol 13 No 2 (2026): Volume 13 Nomor 2 September 2026
Publisher : UNIB Press

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33369/pseudocode.13.2.142-149

Abstract

This study is motivated by the implementation of the Outcome-Based Education (OBE) curriculum in the Information Systems Study Program at the University of Bengkulu, which still faces operational challenges due to managing Graduate Learning Outcomes (PLO) and Course Learning Outcomes (CLO) through manual spreadsheet-based tracking. This localized workflow is prone to entry errors, lacks collaborative environments, and fails to systematically trace high-level structural insights from raw continuous academic marks. This research aims to design and develop a web-based automated evaluation ecosystem called Acapela that provides centralized tracking of PLO-CLO matrices, incorporates interactive diagram visualization components, and deploys a predictive analytics feature using a rule-based inference mechanism. The development uses a modified Research and Development (R&D) strategy incorporating qualitative methods via deep institutional observation and stakeholder interviews alongside quantitative validation using systematic User Acceptance Testing (UAT) evaluated via five-point Likert scales. The empirical testing demonstrates that the Acapela platform effectively manages centralized configurations, executes automated curriculum-linked score aggregations, maps multidimensional outputs via radar charts, and successfully resolves multi-criteria decision steps to yield student profile predictions classified into five granular performance bands. Software correctness was fully verified through automated black-box scenarios, while field utility metrics achieved an overall viability rate of 87.05% from operational user groups, denoting high feasibility for strategic deployment. Keywords: Academic analytics; Automated evaluation; Information systems curriculum; Outcome-Based Education; Web-based application.
PELATIHAN PEMBUATAN MEDIA VIRTUAL REALITY BERBASIS TPACK-PBL UNTUK PENGUATAN LITERASI SAINS BERPIKIR KRITIS SD Andang Wijanarko; Endang Widi Winarni; Endina Putri Purwandari; Debi Heryanto; Intan Budiarty
Jurnal Abdimas Bencoolen Vol. 4 No. 2 (2026)
Publisher : UNIB Press

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33369/abdimas.4.2.63-75

Abstract

Pembelajaran IPAS di sekolah dasar mitra masih didominasi metode ceramah dan buku cetak sehingga materi abstrak sulit dipahami siswa yang masih berpikir konkret, sementara kompetensi guru dalam mengintegrasikan teknologi pembelajaran inovatif masih terbatas. Pengabdian kepada Masyarakat ini bertujuan meningkatkan kompetensi guru SDN 88 Kota Bengkulu dalam menyusun dan menerapkan multimedia interaktif berbasis Virtual Reality (VR) yang diintegrasikan dengan kerangka Technological Pedagogical Content Knowledge (TPACK) dan model Problem Based Learning (PBL). Kegiatan dilaksanakan menggunakan strategi action research dengan tahapan identifikasi masalah melalui Focus Group Discussion, sosialisasi, pelatihan, penerapan teknologi, pendampingan, evaluasi, dan keberlanjutan, melibatkan 22 tenaga pendidik. Guru dilatih menyusun modul ajar TPACK–PBL dan memproduksi media VR menggunakan Canva, Assemblr EDU, serta perangkat VR Box, kemudian menerapkannya pada pembelajaran materi Sistem Tata Surya di kelas VI B yang diikuti 26 siswa. Data dianalisis secara deskriptif dengan membandingkan capaian pretest dan posttest. Hasil menunjukkan peningkatan pada seluruh indikator keberdayaan mitra: pemahaman dan keterampilan menyusun media VR meningkat dari 46,50% menjadi 85,00%, keterampilan pembelajaran menggunakan media VR meningkat dari 45,00% menjadi 87,50%, dan pelayanan pembelajaran di kelas meningkat dari 60,00% menjadi 90,50%. Luaran yang dicapai meliputi media VR karya guru, modul ajar, buku panduan, dan video tutorial. Kegiatan ini berimplikasi pada penguatan tata kelola pembelajaran berbasis teknologi di sekolah dasar dan menyediakan model pelatihan produksi media imersif yang berpijak pada landasan pedagogis.
Pengaruh Usability Berdasarkan ISO 9241-11 Terhadap Kepuasan Pengguna pada Sistem Informasi Manajemen Arsip Administrasi dan Keuangan Meisy Dianita; Andang Wijanarko; Endina Putri Purwandari
Jurnal Pseudocode Vol 13 No 2 (2026): Volume 13 Nomor 2 September 2026
Publisher : UNIB Press

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33369/pseudocode.13.2.196-206

Abstract

The development of information technology encourages organizations to develop information systems capable of providing user satisfaction. The Information Systems Student Association (ISSA) at the University of Bengkulu still manages administration and finance using Google Drive and basic Google Sheets, resulting in unintegrated archive management, inefficient document search processes, and manual financial recording that is not yet capable of generating automated financial reports. This condition indicates the need for a web-based management information system capable of integrating the management of administrative and financial archives in a structured manner. This study aims to design, develop, evaluate the system's usability, and analyze the effect of usefulness, ease of use, and ease of learning on satisfaction. The usability evaluation involved 148 respondents referring to ISO 9241-11 using the USE Questionnaire to measure users' satisfaction levels. Then, Generalized Structured Component Analysis (GSCA) was used as the method for analyzing relationships between variables. The study results showed a usability level of 86.84%, categorized as excellent. Hypothesis testing indicated that the variables of usefulness and ease of use had a positive and significant effect on satisfaction, whereas the variable of ease of learning does not have a significant effect. The research model also met the goodness of fit criteria with a FIT value of 61%, an AFIT 60.4%, a GFI 99.3%, and a SRMR 0.047. Keywords: Management Information System; ISO 9241-11; USE Questionnaire; Usability; Generalized Structured Component Analysis (GSCA)