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Enhancing Teacher Competence in Coding Through Gamified Training: A Kirkpatrick Evaluation Samsuryadi Samsuryadi; Dewi Sartika; Meylani Utari; Kanda Januar Miraswan; Alvi Syahrini Utami; Mgs. Afriyan Firdaus; Osvari Arsalan
Engagement: Jurnal Pengabdian Kepada Masyarakat Vol. 10 No. 2 (2026): May 2026
Publisher : Asosiasi Dosen Pengembang Masyarajat (ADPEMAS) Forum Komunikasi Dosen Peneliti

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29062/engagement.v10i2.2269

Abstract

Background: The Indonesian government, through the Ministry of Primary and Secondary Education (Kemendikdasmen), plans to implement coding and artificial intelligence learning programs in schools starting the 2025/2026 academic year. SMP Negeri 56 Palembang seeks to prepare by enhancing teacher competence in coding, as 56.8% of teachers initially had no basic coding knowledge. Purpose of the Study: This study aims to provide basic coding knowledge to teachers and develop skills in utilizing educational games (Blockly Game Maze) as interactive learning media that can be integrated into the learning process. Methods: Training and workshops were conducted involving 37 teachers from various subjects. A Kirkpatrick model evaluation was applied across four levels: reaction (participant satisfaction), learning (pre-test and post-test comparison), behavior (classroom observation during mentoring), and results (overall program effectiveness). Participants used e-modules and practiced with Blockly Game Maze educational games. Results: The reaction level showed a 94.59% satisfaction rate, indicating high relevance of training materials. The learning level demonstrated a 27.03% increase in coding competency, with participants previously unfamiliar with basic coding (56.8%) beginning to master basic logic and coding structures. At the behavior level, students in five groups successfully completed Blockly Game Maze up to level 6 (100%), with three groups completing level 7. These findings prove that the training not only provided theoretical insights but also successfully built teachers' confidence in adopting new technologies to support the learning process.
Rancang Ulang Antarmuka Human Capita Management System dengan Metode Design Thinking (Studi Kasus: PT. Mitra Solusi Telematika) Gandi Subara; Osvari Arsalan; Anggina Primanita
JSI: Jurnal Sistem Informasi (E-Journal) Vol 18 No 1 (2026): JSI: Jurnal Sistem Informasi (E-Journal)
Publisher : Jurusan Sistem Informasi Fakultas Ilmu Komputer Universitas Sriwijaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.18495/jsi.v18i1.228

Abstract

Human Capital Management System (HCMS) merupakan solusi digital yang membantu departemen Sumber Daya Manusia (SDM) dalam mengotomatisasi dan meningkatkan efisiensi berbagai proses terkait pengelolaan karyawan. Di PT Mitra Solusi Telematika (MST), HCMS telah digunakan sejak tahun 2022. Namun, antarmuka yang digunakan telah terlihat ketinggalan zaman dan tidak memenuhi ekspektasi pengguna, terutama generasi muda yang dominan sebagai pengguna utama. Oleh karena itu, penelitian ini bertujuan untuk merancang ulang antarmuka HCMS guna meningkatkan pengalaman pengguna, memperbarui tampilan sistem, serta mempermudah penggunaan bagi lebih dari 100 karyawan MST. Metode Design Thinking dipilih karena memiliki pendekatan yang berpusat pada pengguna sehingga mampu mengidentifikasi kebutuhan, permasalahan, dan preferensi pengguna secara mendalam sebelum menghasilkan solusi desain yang sesuai. Untuk menguji usability dari sistem setelah rancang ulang, dilakukan pengujian dengan System Usability Scale (SUS). Skor SUS dari sistem setelah perancangan ulang adalah 86,375 di mana sistem memiliki adjective rating Excellent. Berdasarkan hasil tersebut, dapat dinyatakan bahwa penelitian ini menghasilkan antarmuka yang lebih sederhana, fungsional, dan estetis, sehingga meningkatkan daya tarik dan kemudahan penggunaan HCMS.