Muhammad Sholeh
Program Studi Informatika, Fakultas Teknologi Informasi dan Bisnis, Institut Sains & Teknologi AKPRIND Yogyakarta

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PELATIHAN PENGEMBANGAN APLIKASI GAME DENGAN SCRATCH DI SMK NEGERI TEMBARAK TEMANGGUNG Muhammad Sholeh; Erna Kumala Nurnawati
Jurnal PkM Pemberdayaan Masyarakat Vol 4 No 2 (2023): Jurnal PkM Pemberdayaan Masyarakat
Publisher : LP3K Lampung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56327/jurnalpkm.v4i2.76

Abstract

Game development is currently one of the opportunities in the creative industry. The game industry is one of the creative industries that is experiencing growth and has bright prospects in the future. At this time, games are not only as entertainment but can also be used as a means of learning. As an effort to introduce applications for developing games, the team from the AKPRIND Yogyakarta Institute of Science & Technology provided training on making game basics using the Scratch software. Scratch is software that can be used to introduce simple logic to participants. The process of developing game applications with Scratch does not use programs but is done by assembling blocks. The purpose of implementing community service includes providing insight to students at Tembarak Vocational School in learning the logic of developing game applications. Students can use Scratch software in the implementation of simple game development. The method used in carrying out activities is to use interviews, training and giving questionnaires as a process of evaluating activities. Questionnaires were conducted at the beginning and end of the training. Questionnaires at the beginning of the training were given with the aim of mapping students' knowledge in making game applications. The questionnaire at the end of the training was used to find out the benefits of the training results. The end result of the activity, students can get logic material for making games and students can make simple game applications with Scratch.
PENDAMPINGAN KEGIATAN OLIMPIADE SISWA NASIONAL BIDANG KOMPUTER PADA SISWA SMA NEGERI 1 PRAMBANAN SLEMAN Muhammad Sholeh; Dina Andayati; Suraya Suraya
ABDI MAKARTI Vol 2, No 2 (2023): ABDI MAKARTI
Publisher : Sekolah Tinggi Ilmu Ekonomi AMA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52353/abdimakarti.v2i2.470

Abstract

The National Student Olympiad (OSN) is an academic competition held annually by the Indonesian Ministry of Education and Culture for high school students. As one of the public schools in Sleman, SMA Negeri 1 Prambanan always sends students to the OSN. Preparatory efforts are always made so that students can be maximised in participating in the OSN. The OSN mentoring activity for the SMA Negeri 1 Prambanan team in 2023, especially in the computer field, was held at the AKPRIND Institute of Science & Technology computer laboratory. This activity aims to make students have an overview of OSN questions and the process of solving answers, especially programming questions. By discussing OSN material, the expected benefits include, among others, increasing student learning motivation. By understanding the types of questions and the process of solving them, students can feel more prepared and motivated to take part in the OSN. The mentoring was carried out with a training method by explaining the material and discussing OSN questions in 2022. The training material provided starts from basic computer theory, programming logic to programming material using the C++ language.  The results of the activity, students have an overview of OSN questions and the process of solving answers, especially programming questions.  Students' understanding, especially programming questions, increased and students' understanding of OSN questions and the process of solving answers, especially programming questions, can provide positive benefits for learning abilities and student achievement.