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Pelatihan Pembuatan E-book dan Soal Berbasis HOTs Interaktif untuk Meningkatkan Kemampuan Literasi Digital Guru SMP YPK Merauke Rezky Uspayanti; Nurlela Pandiangan
Jurnal Pengabdian UNDIKMA Vol. 4 No. 2 (2023): May
Publisher : LPPM Universitas Pendidikan Mandalika (UNDIKMA)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33394/jpu.v4i2.7463

Abstract

This service activity aims to improve the digital literacy skills of the teachers in SMP YPK Merauke through training in making e-books using the SIGIL application and interactive HOTs questions using Socrative. Implementing this service used training and mentoring based on partner needs. The instrument for evaluating this activity used a questionnaire consisting of 12 statements and was analyzed descriptively. The results of this activity showed that the teachers of SMP YPK Merauke created an interactive e-book using the SIGIL application, which contained not only pictures and text but also video and audio that could make it easier for students to understand the material and increase students' interest in learning. In addition, teachers at SMP YPK Merauke could compile interactive HOTs questions using Socrative, which consisted of questions in the form of multiple choices, true-false, and short answers. They could apply the questions in socrative in the teaching and learning process.
Transformasi Pembelajaran Berbasis Scratch sebagai Strategi Penguatan Keterampilan Berpikir Komputasional Abdul Rahim; Nurhayati; Muhammad Lintang Cahyo Buono; Nurlela Pandiangan; Bhujangga Ayu Priyudahari; Rachmaniar
PEDAGOGIC: Indonesian Journal of Science Education and Technology Vol. 6 No. 3 (2026): PEDAGOGIC: Indonesian Journal of Science Education and Technology
Publisher : Lembaga Intelektual Muda (LIM) Maluku

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54373/ijset.v6i3.5310

Abstract

This study aims to analyze the use of the Scratch application in education through a systematic literature review. The study used a systematic literature review method by searching articles from Scopus, Google Scholar, ERIC, IEEE Xplore, and SpringerLink. Articles that met the inclusion criteria were analyzed using thematic analysis techniques to identify patterns, pedagogical contributions, and research gaps. The data were analyzed descriptively and comparatively to assess the consistency of findings across studies. The results showed that Scratch was able to improve computational thinking skills, including understanding algorithmic concepts, problem solving, and logical reasoning. In addition, Scratch has been proven to encourage creativity and learning motivation through a project-based learning approach. Scratch is effective in reinforcing conceptual understanding across subjects such as mathematics, science, and digital literacy. However, challenges such as low teacher competence, limited ICT facilities, and a lack of structured training remain barriers to implementation. The implementation of Scratch still faces obstacles such as limited teacher competence, insufficient ICT infrastructure, and a lack of structured training. It is recommended that Scratch be integrated into project-based curricula, accompanied by teacher training and ICT infrastructure support.
Development of the DriMe (Drive in Merauke) Application Based on Community Participation to Support Sustainable Business Management and Service Marketing for Courier and Driver Operators Tini Adiatma; Nurlela Pandiangan; Maichel Santo Wijaya Mita; Dodhy Hyronimus Ama Longgy
Jurnal IPTEK Bagi Masyarakat Vol 5 No 3 (2026)
Publisher : Ali Institute of Research and Publication

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55537/j-ibm.v5i3.1589

Abstract

Informal transport services in Merauke face challenges in business management, service promotion, and digital access. A growing tension has emerged between existing app-based platforms and manual systems operated via WhatsApp, particularly regarding inconsistent fare structures and lack of transparency. This community service program addresses these issues by empowering local couriers and drivers through digital innovation. The objective is to develop and implement the DRIME application to improve operational efficiency, unify fare systems, and strengthen community-based digital literacy. Using a Participation Action Research (PAR) approach, the study involved drivers and couriers from the initial needs assessment through application design, testing, training, and evaluation. The program produced three mobile applications and one admin website. Training reached 48 participants, and participatory evaluation led to feature improvements, such as automated tax deduction and the official launch of the application on the Play Store.