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Pendampingan minat bakat tinkercad coding simulator mengasah kemampuan berpikir kritis siswa untuk penguatan literasi numerasi Putri, Amanda Juliani; Setiawan, Muhammad Andri; Putro, Hendro Yulius Suryo
Jurnal Pembelajaran Pemberdayaan Masyarakat (JP2M) Vol. 5 No. 3 (2024)
Publisher : Universitas Islam Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33474/jp2m.v5i3.21983

Abstract

Tinkercad Coding Simulator merupakan sebuah platform pembelajaran yang bertujuan untuk meningkatkan kemampuan berpikir kritis siswa dalam menghadapi tantangan teknologi masa kini. Platform ini dirancang sebagai alat bantu bagi guru dalam menyajikan pembelajaran yang interaktif dan menarik. Melalui simulasi pemrograman sederhana, siswa diajak untuk memecahkan masalah secara kreatif, serta memperkuat pemahaman konsep-konsep dasar dan kemampuan berpikir logis mereka. Tinkercad Coding Simulator diharapkan dapat menjadi solusi yang efektif untuk memperkuat literasi numerasi di sekolah, membantu siswa meraih pemahaman yang lebih baik terhadap teknologi. Dalam penerapan tinkercad coding simulator menggunakan pembelajaran berbasis game based learning, strategi yang digunakan adalah menyajikan materi secara interaktif melalui game yang memungkinkan siswa untuk belajar melalui pengalaman praktis dan eksplorasi. Pendekatan blended learning digunakan dengan menggabungkan elemen-elemen pembelajaran virtual visual yang memperkaya pengalaman belajar secara online. Metode interaktif diterapkan untuk mendorong partisipasi aktif siswa dan meningkatkan pemahaman konsep secara mendalam.
Pemberdayaan Pemuda Kreatif Kalimantan Selatan melalui Optimalisasi Teknologi Digital untuk Meningkatkan Daya Saing Usaha: Empowering South Kalimantan's Creative Youth through Digital Technology for Enhanced Business Competitiveness Putro, Hendro Yulius Suryo; Sari, Nina Permata; Rahmatullah, Akhsanul; Mara, Andry Ananda Putra Tanggu; Annisa, Najwa; Putri, Namira Kamelia
Jurnal Pengabdian dan Pengembangan Masyarakat Indonesia Vol. 4 No. 2 (2025)
Publisher : Media Publikasi Cendekia Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56303/jppmi.v4i2.672

Abstract

Pemberdayaan pemuda kreatif merupakan strategi penting dalam mendorong pertumbuhan ekonomi berbasis potensi lokal, khususnya di wilayah Kalimantan Selatan yang memiliki kontribusi signifikan terhadap Produk Domestik Regional Bruto (PDRB) sektor industri kreatif, namun rendahnya kapasitas manajerial dan pemanfaatan teknologi digital menjadi tantangan utama yang dihadapi pelaku usaha muda. Kegiatan pengabdian kepada masyarakat ini bertujuan untuk meningkatkan kompetensi manajemen usaha dan keterampilan pemasaran digital pemuda mitra Kalsel Kreatif Forum (KKF) melalui pelatihan tematik dan pendampingan berbasis teknologi. Metode pelaksanaan meliputi tahap sosialisasi, pelatihan empat sesi, praktik langsung, dan evaluasi dengan pendekatan kuantitatif deskriptif melalui angket pretest dan posttest. Hasil evaluasi menunjukkan peningkatan skor rata-rata pada domain manajemen usaha dari 64,00 menjadi 86,00 dan pada domain pemasaran digital dari 58,00 menjadi 82,00. Penerapan aplikasi https://kalselkreatif.id sebagai platform lokal buatan manduri turut berkontribusi dalam perluasan pasar dan peningkatan brand awareness peserta. Keberhasilan ini tidak terlepas dari peran aktif mitra KKF serta strategi pendampingan adaptif dalam mengatasi tantangan literasi digital dan keterbatasan infrastruktur. Kegiatan ini menunjukkan bahwa pendekatan pemberdayaan berbasis pelatihan dan digitalisasi dapat memperkuat daya saing pelaku usaha kreatif dan layak direplikasi pada wilayah serupa
Peran Wali Kelas sebagai Guru Pembimbing dalam Implementasi Kurikulum Merdeka: Gambaran di Sekolah Dasar Ariliani, Tiara; Makaria, Eklys Cheseda; Putro, Hendro Yulius Suryo
Journal of Education Research Vol. 5 No. 4 (2024)
Publisher : Perkumpulan Pengelola Jurnal PAUD Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37985/jer.v5i4.1743

Abstract

Wali kelas menghadapi berbagai tantangan, termasuk penyesuaian terhadap perubahan kurikulum dan keterbatasan sumber daya. Namun, dengan strategi pembelajaran yang interaktif dan kontekstual, wali kelas berhasil meningkatkan karakter siswa, khususnya dalam hal kemandirian, gotong royong, dan berkebhinekaan global. Penelitian ini bertujuan untuk menggambarkan peran wali kelas sebagai guru pembimbing dalam implementasi Kurikulum Merdeka di SDN 3 Dawuhan, Jawa Timur, dari segi penerapan, sumber daya dan persiapan, strategi, serta hasil dan dampak dari pembimbingan. Melalui temuan ini diharapkan dapat memberikan wawasan bagi pengembangan kebijakan Pendidikan dan praktik pembelajaran di Indonesia, serta menjadi referensi bagi guru dalam meningkatkan kompetensi mereka sebagai pembimbing yang efektif di lingkungan Pendidikan. Teknik pengumpulan data informasi menggunakan wawancara, observasi dan dokumentasi. Teknik analisis data yang digunakan meliputi: pengumpulan data, reduksi data, penyajian data, dan verifikasi/kesimpulan data. Hasil penelitian menunjukkan bahwa wali kelas memiliki peran signifikan tidak hanya dalam aspek akademik, tetapi juga dalam mendukung perkembangan sosial, emosional, dan moral siswa. Penelitian ini diharapkan dapat memberikan kontribusi bagi pengembangan kebijakan pendidikan serta peningkatan kompetensi guru dalam peran mereka sebagai pembimbing di sekolah dasar.
Role-Playing for Rehabilitation: Enhancing Empathy Among Juveniles in Correctional Facilities Permatasari, Nina; Arsyad, Muhammad; Setiawan, Muhammad Andri; Putro, Hendro Yulius Suryo; Riva’i, Muhammad Fajar; Widyanti, Wiwik
Buletin Konseling Inovatif Vol. 5, No. 2
Publisher : citeus

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

Abstract

This study examines the effectiveness of role-playing-based counseling services in enhancing empathy among children at Juvenile Rehabilitation Center Class I Martapura. Employing a quantitative approach, the research utilized a one-group pre-test post-test experimental design to measure changes in empathy levels before and after the intervention. A total of 32 children participated in the study. Data were collected using two instruments: the Empathy Scale and the Role-Playing Engagement Questionnaire. The intervention consisted of structured role-playing sessions designed to improve both cognitive and affective components of empathy. Data analysis using paired sample t-tests revealed a statistically significant increase in empathy scores, with the mean score rising from 151.53 to 157.34 (p < 0.05). These results suggest that role-playing shows promise as an effective method for enhancing empathy in juvenile rehabilitation settings. The findings underscore the potential of integrating experiential learning strategies into psychosocial interventions for institutionalized youth. Further research is recommended to examine contextual and individual factors that may influence the impact of such interventions.
Implementasi Penggunaan Game Stairs & Cigarettes terhadap Peningkatan Pemahaman Peserta Didik Sekolah Menengah Mengenai Bahaya Merokok Khairiah, Nafisah; Makaria, Eklys Cheseda; Putro, Hendro Yulius Suryo
Paedagogie Vol 21 No 1 (2026)
Publisher : Universitas Muhammadiyah Magelang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31603/paedagogie.v21i1.16371

Abstract

This study aims to analyze the extent to which the use of the educational game Stairs & Cigarettes can improve high school students' understanding of the dangers of smoking. This study uses a quantitative approach with a quasi-experimental One Group Pretest-Posttest Design. The subjects were 34 students of grades X-F of SMA Negeri 9 Banjarmasin who participated in classical guidance services. Data collection was carried out using a questionnaire on understanding the dangers of smoking given to students at the pretest stage to determine their initial level of understanding, then after being given treatment in the form of the educational game Stairs & Cigarettes, students were given a posttest to determine changes in understanding after the treatment. The research instrument was a questionnaire on understanding the dangers of smoking compiled based on the Health Belief Model indicators with 74 items that have been tested for validity and represent indicators of perceived susceptibility, perceived severity, perceived benefits, perceived barriers, cues to action, and self-efficacy. Data were analyzed using descriptive statistics and paired sample t-test. The results showed that the average student understanding score increased from 265.09 in the pretest to 309.85 in the posttest. The results of the paired sample t-test showed a significance value of p<0.05, indicating a significant increase in student understanding after the treatment. Thus, it can be concluded that the use of the educational game Stairs & Cigarettes has a significant effect on increasing high school students' understanding of the dangers of smoking.
Pengembangan Media Edukatif Make a Match terhadap Keterampilan Sosial Siswa Menengah Pertama: Development of Make a Match Educational Media for Junior High School Students' Social Skills Venia Ramadhani; Hendro Yulius Suryo Putro; Ali Rachman
Edu Cendikia: Jurnal Ilmiah Kependidikan Vol. 5 No. 03 (2025): Research Articles, December 2025
Publisher : ITScience (Information Technology and Science)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47709/educendikia.v5i03.7836

Abstract

Social skills are an important competency that needs to be developed in junior high school students. However, in learning practice, educational media that encourage active student interaction, communication, and cooperation remain needed. Given these conditions, it is necessary to develop learning media that capture students' attention and support the process. This research was conducted using a research and development approach through the 4D model stages, namely define, design, develop, and disseminate. The media developed was an educational game card titled "Make a Match." The feasibility of the media was assessed through validation by material experts and media experts.In contrast, the practicality of the media was reviewed through a questionnaire of teacher responses as observers and student responses represented by the class leader. Based on the validation results, the feasibility of the developed media was 90.90% among material experts and 94.66% among media experts, both classified as very feasible. At the dissemination stage, the teacher response was 100%, and the student response was 98.33%, indicating that the media is very practical and received a positive response from users. The Make a Match educational media developed can be used as a learning tool and to support guidance and counseling services in junior high schools, demonstrating good feasibility and practicality. This media also aligns with Riggio's theory of social skills because the game activities encourage students to practice communication, cooperation, and social interaction.
Penggunaan Permainan Make & Match untuk Peningkatan Keterampilan Sosial Peserta Didik di SMP Negeri 7 Banjarmasin: The Use of Make & Match Games to Improve Students' Social Skills at SMP Negeri 7 Banjarmasin Amanda Apriliya; Ali Rachman; Hendro Yulius Suryo Putro
Edu Cendikia: Jurnal Ilmiah Kependidikan Vol. 5 No. 03 (2025): Research Articles, December 2025
Publisher : ITScience (Information Technology and Science)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47709/educendikia.v5i03.7904

Abstract

An effective learning process is not only limited to achieving cognitive goals, but must also consider the development of students' social skills. Cooperative learning, combined with educational games such as Make & Match, can contribute to achieving this goal. This game is designed to improve social interaction, cooperation, and communication among students. This quantitative quasi-experimental study used a single-group pre-test/post-test design. This study involved 31 8th-grade E students at SMP Negeri Banjarmasin No. 7. Data were collected using a social skills questionnaire that met validity and reliability requirements. Data analysis was conducted using a paired Student's t-test and calculation of effect size (Cohen's d). The analysis showed a significant difference in students' social skills levels before and after the implementation of the "Make & Match" game (p < 0.001). The average social skills score increased from 104.35 in the first assessment to 111.26 in the final assessment. The calculation of effect size resulted in a Cohen's d value of 1.518, indicating a very large effect. Based on the results of this study, it can be concluded that the "Make & Match" game is effective in improving students' social skills, particularly in communication, cooperation, empathy, self-control, and the ability to resolve conflicts constructively. Therefore, this game can be used as an alternative cooperative learning strategy, encouraging active and collaborative learning and contributing to students' character development.
Meningkatkan empati anak dengan konseling role-playing untuk rehabilitasi sosial Nina Permata Sari; Muhammad Arsyad; Muhammad Andri Setiawan; Hendro Yulius Suryo Putro; Dhafa Satria Hadiatama; Siti Maisaroh
PROMOTIF: Jurnal Pengabdian kepada Masyarakat Vol. 5 No. 1 (2025): PROMOTIF: Jurnal Pengabdian Kepada Masyarakat
Publisher : Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17977/um075v5i12025p53-62

Abstract

Tingkat empati yang rendah di kalangan anak binaan di Lembaga Pembinaan Khusus Anak (LPKA) Kelas I Martapura menjadi hambatan utama dalam proses rehabilitasi dan reintegrasi sosial mereka. Kondisi ini menyebabkan sulitnya membangun hubungan interpersonal yang sehat dan meningkatkan risiko perilaku antisosial. Oleh karena itu, diperlukan intervensi yang efektif untuk meningkatkan empati anak binaan agar mereka lebih siap menghadapi kehidupan sosial setelah masa pembinaan. Kegiatan pengabdian masyarakat ini bertujuan untuk meningkatkan empati anak binaan melalui layanan konseling berbasis role-playing. Metode pelaksanaan mencakup tiga tahapan utama: pre-test untuk mengukur tingkat empati awal, intervensi melalui ‘role-playing,’ dan ‘post-test’ untuk mengevaluasi perubahan tingkat empati setelah intervensi. Sebanyak 32 peserta berusia 12–18 tahun berpartisipasi dalam kegiatan ini. Hasil analisis menunjukkan adanya peningkatan signifikan pada tingkat empati, dengan skor rata-rata meningkat dari 116,13 menjadi 122,72 (p = 0,001). Temuan ini menunjukkan bahwa ‘role-playing’ efektif dalam membantu anak binaan memahami perspektif orang lain serta meningkatkan keterampilan sosial-emosional mereka. Selain itu, pendekatan ini memberikan rekomendasi bagi pengembangan program rehabilitasi di LPKA dengan metode berbasis pengalaman yang interaktif dan partisipatif.
The Effectiveness of the Stairs&Cigarettes Game in Anti-Smoking Education for High School Students Alfiah Lulu fuadiyah; Hendro Yulius Suryo Putro; Qomario Qomario
Jurnal Evaluasi dan Pembelajaran Vol 8 No 1 (2026)
Publisher : STKIP Al Islam Tunas Bangsa dan HEPI

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

Abstract

Smoking among adolescents remains a health problem that requires serious attention, particularly through educational approaches tailored to the characteristics of students. This study aims to analyze the effectiveness of the Stairs & Cigarettes game in anti-smoking education for high school students. The study used a quasi-experimental method with a one-group pretest–posttest design. The subjects were high school students who were given a gamification-based educational game. The research instrument was a questionnaire on understanding the dangers of smoking compiled based on the Health Belief Model construct, including perceived susceptibility, perceived severity, perceived benefits, perceived barriers, cues to action, and self-efficacy. Data were analyzed using inferential statistics to determine differences in scores before and after treatment. The results showed a significant increase in students' understanding after participating in the Stairs & Cigarettes game. This increase reflects positive changes in the perception of smoking risks, the benefits of anti-smoking behavior, and the strengthening of self-efficacy in refusing smoking invitations. These findings indicate that the Stairs & Cigarettes game not only improves cognitive aspects but also strengthens students' psychosocial readiness.
Strategi Konselor dalam Membangun Self-confidence Siswa Sekolah Menengah Pertama (SMP) yang Mengalami Bullying Sosial Hana Naimah; Hendro Yulius Suryo Putro; Sulistiyana
Jurnal Ragam Pengabdian Vol. 3 No. 1 (Spesial Issue) (2026): "Dharma Samudera"
Publisher : Lembaga Teewan Journal Solutions

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62710/q1kqfq83

Abstract

Bullying sosial di lingkungan sekolah sering kali berdampak pada menurunnya kepercayaan diri siswa, terutama pada jenjang Sekolah Menengah Pertama yang sedang berada pada fase perkembangan emosional dan sosial yang sensitif. Penelitian ini bertujuan menggali secara mendalam strategi konselor dalam membangun kembali self-confidence siswa yang mengalami bullying sosial di SMPN 6 Banjarmasin melalui pendekatan kualitatif studi kasus. Informan penelitian terdiri atas dua konselor sekolah, tiga anggota tim PIK-R Teman Sebaya, serta siswa yang pernah mengalami bullying sosial. Data dikumpulkan melalui wawancara mendalam, observasi, dan dokumentasi, kemudian dianalisis menggunakan NVivo melalui proses coding, reduksi data, serta pemetaan tema menggunakan fitur word cloud. Hasil penelitian menunjukkan bahwa identifikasi kasus dilakukan melalui pengamatan perubahan perilaku siswa, pemanfaatan informasi dari teman sebaya, serta penggunaan bukti digital dalam kasus cyberbullying. Strategi konselor meliputi pembangunan suasana aman, pendekatan bertahap dalam konseling, pengarahan dengan empati, bimbingan klasikal tentang dampak bullying, serta latihan penguatan diri melalui afirmasi positif dan identifikasi potensi siswa. Temuan ini menegaskan bahwa pemulihan kepercayaan diri tidak terjadi secara instan, tetapi memerlukan dukungan konseling yang konsisten, kolaborasi dengan teman sebaya, serta keterlibatan lingkungan sekolah. Penelitian ini menyimpulkan bahwa strategi konselor yang terstruktur, empatik, dan kolaboratif berperan penting dalam membantu siswa memulihkan self-confidence serta membangun iklim sekolah yang lebih aman dan suportif.