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Development of Serious Games as A Programming Learning Platform for Informatics Students Prasetya, Noven Indra; Syidada, Shofiya; Retnawati, Lestari
Jurnal Paedagogy Vol. 12 No. 1 (2025): January
Publisher : Universitas Pendidikan Mandalika

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33394/jp.v12i1.12915

Abstract

This study aims to develop DolananCoding, a programming learning platform based on serious games designed for informatics students. The research employed the waterfall software development methodology, encompassing requirements analysis, system design, implementation, testing, and dissemination. The study participants consisted of second- and fourth-semester students from the Department of Informatics at Universitas Wijaya Kusuma Surabaya, totaling 264 students. The research instrument used is the end-user computing satisfaction (EUCS) questionnaire with a 5-point Likert scale to evaluate user satisfaction with the platform. Data analysis was conducted using descriptive statistics to assess user satisfaction across five dimensions: accuracy, ease of use, content, timeliness and format. The results indicated that the DolananCoding platform was validated and has received positive responses from students, achieving a user satisfaction score of 4.3 out of 5.0. This platform is expected to enhance students' motivation and engagement in programming learning while equipping them with the programming skills required to compete in the professional job market.
Penguatan Promosi MATIQ Al-Uswah Banyuwangi Melalui Pelatihan Digital Marketing Berbasis AI Menggunakan Platform Media Sosial Syidada, Shofiya; Prasetya, Noven Indra; Karyanto, Nonot Wisnu
PENITI BANGSA (Pemanfaatan Ilmu Pengetahuan dan Teknologi bagi Masyarakat) Vol 3 No 2 (2025): PENITI BANGSA
Publisher : Universitas Wijaya Kusuma Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30742/PENITI-BANGSA.v3i22025.869

Abstract

The era of digital transformation has drastically changed the promotional and marketing landscape. Educational institutions, including Madrasah Aliyah (MA), need to adapt to these changes to be able to compete with other schools. Digital marketing, especially using social media, is not only uploading photos or videos, but requires an understanding of algorithms, content strategies, and data analysis to achieve maximum results. In addition, current artificial intelligence (AI) capabilities can assist in this process, from faster content creation, writing interesting captions, to targeting more specific audiences. Therefore, the community service (PkM) activity aims to improve the competence of the media and Public Relations team of Madrasah Aliyah Tahfidzul Qur'an (MATIQ) Banyuwangi in designing and executing effective school branding strategies on digital platforms and shifting from mere promotion to building a strong and sustainable institutional image. The results achieved from this PkM activity include (1) Improving the competence of the school media team in viewing social media as a strategic tool for building a brand. (2) Mastery of technical skills, namely compiling a structured content plan, creating more persuasive promotions by utilizing AI such as chatGPT or gemini.
RANCANG BANGUN SISTEM INFORMASI PENGOLAHAN NILAI KURIKULUM MERDEKA BERBASIS WEB DI SMA SENOPATI Dyah, Hanifa; Syidada, Shofiya
Melek IT : Information Technology Journal Vol. 11 No. 2 (2025): Melek IT: Information Technology Journal
Publisher : Informatics Department-Universitas Wijaya Kusuma Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30742/melekitjournal.v11i2.435

Abstract

Saat ini, SMA Senopati telah mengimplementasikan sistem pengolahan nilai untuk mempermudah proses penilaian akademik. Namun, sistem yang digunakan masih berbasis kurikulum 2013(K13), sehingga tidak memenuhi kebutuhan siswa kelas X yang telah menerapkan Kurikulum Merdeka. Akibatnya, penilaian rapor untuk kelas X masih dikerjakan secara manual menggunakan Microsoft Excel. Selain itu, antarmuka pengguna (User Interface/UI) dari sistem yang ada dinilai kurang praktis, sehingga menyulitkan para guru dalam mengoperasikan sistem. Penelitian ini bertujuan untuk merancang dan membangun sistem pengolahan nilai baru yang sesuai dengan kebutuhan Kurikulum Merdeka serta memiliki antarmuka yang lebih sederhana dan mudah digunakan.  Metodologi yang digunakan dalam penelitian ini yaitu Rapid Application Development (RAD) dengan beberapa tahapan antara lain, Requirements Planning yaitu mengidentifikasi dan menganalisis kebutuhan sistem untuk menyelesaikan masalah, User Design yaitu pembuatan rancangan sistem sesuai kebutuhan pengguna, Construction yaitu tahapan pengembangan sistem menggunakan bahasa pemrograman PHP, HTML dan MySQL sebagai basis data nya, serta Cutover yaitu pengujian sistem. Hasil Perancangan dan Pembangunan sistem ini adalah aplikasi berbasis web yang dapat mempermudah guru dalam mengelola rapor siswa sesuai Kurikulum Merdeka di SMA Senopati sekaligus memberikan pengalaman pengguna yang lebih baik. Hasil ujicoba menggunakan metode blackbox testing menunjukkan semua fungsional sistem dapat berjalan dengan baik. Sedangkan hasil uji coba pengalaman pengguna sistem menggunakan System Usability Scale dengan 24 responden menunjukkan nilai rata-rata 85,2. Skor ini menunjukkan kategori "Acceptable" berdasarkan interpretasi standar SUS, yang menunjukkan bahwa sistem dinilai sangat mudah digunakan, efisien, dan memuaskan bagi para pengguna.
Pemberdayaan Ekonomi Masyarakat Kampoeng Oase Ondomohen Surabaya Melalui Diversifikasi Produk Olahan Ikan Berbasis Urban Farming Sri Rejeki, Fungki; Puspitasari, Diana; Syidada, Shofiya; Wedowati, Endang Retno; Chandra, Adi
Jurnal Pengabdian UNDIKMA Vol. 7 No. 2 (2026): May
Publisher : LPPM Universitas Pendidikan Mandalika (UNDIKMA)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33394/jpu.v7i2.19461

Abstract

This community service program aims to enhance community economic empowerment and strengthen household food security through the diversification of processed fish products based on urban farming. The program was implemented using a participatory approach through five stages: socialization, practice-based training (learning by doing), application of appropriate technology, mentoring and evaluation, and sustainability planning. The partners involved in this activity consisted of 20 members of the Kampoeng Pintar Oase Ondomohen Farmer Group in Surabaya. Evaluation instruments included participant response questionnaires, observations, and activity documentation, which were analyzed using descriptive quantitative and qualitative methods. The results of the program showed an improvement in partners’ capacity to process fish into value-added products. Product variants increased from two types to six processed products, namely nuggets, sempol, fish katsu, fish sticks, shredded fish, and fish sumpia. In addition, the application of packaging technology and digital marketing training improved product quality, shelf life, and market reach, thereby creating the potential to increase community income.
Meningkatkan Student Engagement dan Hasil Belajar Menggunakan Media Pembelajaran Pemrograman Berbasis Game Noven Indra Prasetya; Shofiya Syidada
Scholaria: Jurnal Pendidikan dan Kebudayaan Vol 16 No 1 (2026)
Publisher : Program Studi Pendidikan Guru Sekolah Dasar, Universitas Kristen Satya Wacana

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24246/j.js.2026.v16.i1.p42-52

Abstract

Computer programming is an essential skill in the digital era, yet many students struggle due to teacher-centered lecture methods that rely heavily on one-way explanations and passive notetaking. This study aims to develop a game-based programming learning media to enhance student engagement and learning outcomes. Using Design-based Research (DBR) with the ADDIE model, a web-based media integrating game elements such as live coding, leaderboards, and level-based challenges was designed and tested. Participants included 276 students from Wijaya Kusuma Surabaya University, selected via purposive sampling. Data were collected through knowledge tests, engagement questionnaires, and user satisfaction surveys, then analyzed using descriptive statistics and paired sample t-tests. Results indicated significant improvements in student engagement (89% of students achieved high engagement) and learning outcomes (average score increase of 19.94 points). These findings demonstrate the effectiveness of game-based media in creating interactive and enjoyable learning experiences. The study contributes to the development of innovative educational methods in technology-based learning.