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Rancang Bangun Webgame Edukasi Sebagai Media Pembelajaran Bahasa Inggris Maritim Kurniawan, Fajar Sari; Sari, Dhesi Wulan; Purwanto, Purwanto
Jurnal Informatika: Jurnal Pengembangan IT Vol 10, No 3 (2025)
Publisher : Politeknik Harapan Bersama

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30591/jpit.v10i3.7931

Abstract

The phenomenon of online game addiction is increasing among students, including students at the Indonesian State Maritime Polytechnic (Polimarin). They tend to spend time to playing game which decrease their academic performance. Apart from that, students also face challenges in learning through traditional learning methods which tend to be less interesting and boring, especially when learning English. English language skills are an important aspect that must be mastered by shipping students, because this language is widely used in the international maritime world. To improve students' English skills, an interactive and fun maritime English learning web game was built that can increase their interest in learning English in a more interesting way. The development method used the waterfall model, which consisted of the stages of analysis, design, implementation, testing and maintenance. At the analysis stage, user needs were identified to understand the most relevant and interesting content for students. Then, the interface and game mechanisms were designed to be attractive and easy to access. The implementation was carried out using responsive web technology so that it can be accessed via computer or mobile devices. The features in the web game were designed to enrich vocabulary, sentence understanding and English communication skills, which were relevant to the needs of the maritime studies field. Web game-based learning media provided a good learning experience in improving the quality and effectiveness of the teaching and learning process. Web games can be an innovative solution in increasing student learning motivation and helping students understand the material in a fun and interactive way.Keywords: learning media; maritime English; webgame.
Kolaborasi @promomakansmg dalam Upaya Meningkatkan Promosi Digital UMKM Warga Ngobo, Karangjati, Semarang Sari, Dhesi Wulan; Nuriyanis, Akhmad; Suyono, Suyono; Herdawan, Deri
Manggali Vol 3 No 1 (2023): Manggali
Publisher : Lembaga Penelitian dan Pengabdian Masyarakat, Universitas Ivet

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31331/manggali.v3i1.2506

Abstract

Perkembangan teknologi yang cepat dan sulit dikendalikan menghambat perkembangan usaha UMKM warga dusun Ngobo, Kecamatan Karangjati, Kabupaten Semarang. Penjualan dan pemasaran produk hasil UMKM masih dilakukan secara konvensional dengan cara dititipkan di pasar. Kegiatan pengabdian kepada masyarakat berupa pelatihan digital marketing dilakukan menggunakan metode pendekatan klasikal. Seluruh peserta ditempatkan pada ruang yang dapat menampung 50 peserta. Metode yang digunakan dalam pendekatan klasikal ini adalah dengan mode ceramah dan praktek secara langsung. Peserta mengedit foto produk menggunakan Canva, membuat caption dan hashtag sesuai dengan produk untuk kemudian dibagikan di instagram dengan mention dan tag akun instagram @promomakansmg.
Supporting Extensive Reading with ChatGPT: A Qualitative Study of Student Experiences in an EFL Context Herdawan, Deri; Sari, Dhesi Wulan; Setyoningrum, Ari Ani Dyah
J-SHMIC : Journal of English for Academic Vol. 13 No. 1 (2026): J-SHMIC: Journal of English for Academic
Publisher : UIR Press

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25299/jshmic.2026.vol13(1).27167

Abstract

This qualitative study explores the integration of ChatGPT in enhancing the success of Extensive Reading program within the context of English as a Foreign Language. A group of students (n=38) participated in the study and three books of fantasy genre were provided as reading materials. ChatGPT was introduced to assist the participants in their reading comprehension. Data were collected through semi-structured interviewed and analysed thematically. The findings revealed that initial reading interest remains a key factor in deciding ER success. However, integration of ChatGPT provided supports in reducing linguistic and interaction barriers. As a cognitive support, it helps the participants accessing reading materials aligned with their interest and reading level. As an affective support, it facilitates discussion when human interaction is limited or inducing anxiety. This study discusses the potential of implementing ChatGPT in Extensive Reading to complement teacher’s roles without diminishing them, especially in English as a Foreign Language context.
Smart Mom Project: Meningkatkan Peran Ibu dalam Pendidikan Anak melalui Literasi Digital: Smart Mom Project: Enhancing Mothers’ Role in Children’s Education through Digital Literacy Aufi, Ahmad Umam; Sari, Dhesi Wulan; Ariyani, Helena Devi; Herdawan, Deri; Nafillah, Khoirotun; Nindita, Kirtyana
DARMADIKSANI Vol 6 No 1 (2026): Edisi Maret
Publisher : Jurusan Pendidikan Bahasa dan Seni, FKIP, Universitas Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/darmadiksani.v6i1.9401

Abstract

Kegiatan Pengabdian kepada Masyarakat bertajuk “Smart Mom Project: Meningkatkan Peran Ibu dalam Pendidikan Anak melalui Literasi Digital” dilaksanakan di RT 9 RW 1 Krajan, desa Wringinputih, kecamatan Bergas, kabupaten Semarang. Kegiatan ini dilatarbelakangi oleh rendahnya literasi digital ibu rumah tangga yang berdampak pada kurang optimalnya pendampingan belajar anak serta pengelolaan penggunaan gawai (gawai) di lingkungan keluarga. Hasil observasi awal menunjukkan keterbatasan kemampuan ibu dalam mengoperasikan smartphone, memahami platform pembelajaran daring, serta rendahnya pemahaman terkait keamanan digital dan pengelolaan waktu layar anak. Tujuan kegiatan ini adalah meningkatkan kemampuan literasi digital ibu rumah tangga agar mampu mendampingi pendidikan anak secara lebih aktif, bijak, dan terarah di era digital. Metode pelaksanaan meliputi pelatihan klasikal, demonstrasi langsung, praktik mandiri, diskusi kelompok, serta pendampingan melalui kunjungan rumah dan komunikasi daring. Materi yang diberikan mencakup literasi digital dasar, pemanfaatan gawaigawai untuk pembelajaran, pengaturan parental control, pemilihan konten edukatif, serta pengelolaan screen time anak. Hasil kegiatan menunjukkan peningkatan signifikan pada pengetahuan dan keterampilan digital peserta. Secara kuantitatif, 85% peserta mampu mengatur fitur keamanan digital, 90% mampu membedakan konten edukatif dan non-edukatif, serta 80% berhasil menerapkan pengelolaan screen time anak secara lebih terstruktur. Secara kualitatif, peserta menunjukkan peningkatan kepercayaan diri dalam mendampingi anak belajar, interaksi keluarga yang lebih positif, serta penurunan konflik terkait penggunaan gawaigawai. Kegiatan ini berhasil memperkuat peran ibu dalam pendampingan pendidikan anak berbasis literasi digital dan berkontribusi pada terciptanya lingkungan belajar keluarga yang lebih sehat.