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Journal : Jurnal Pengabdian UNDIKMA

Pelatihan Pembuatan Modul Pembelajaran Interaktif Berbasis Aplikasi Quizizz dan Google Slide bagi Guru SMAN 5 Parepare Naili Suri Intizhami; Indar Chaerah Gunadin; Eka Qadri Nuranti; Putri Ayu Maharani; Mardhiyyah Rafrin; Muh Agus; Osama Iyad Al Ghozy; Nur Inaya Bahar; Muhammad Rivaldi Jefri; Muhammad Aldi Alfatih
Jurnal Pengabdian UNDIKMA Vol. 4 No. 4 (2023): November
Publisher : LPPM Universitas Pendidikan Mandalika (UNDIKMA)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33394/jpu.v4i4.9218

Abstract

This community service project aims to enhance the knowledge and skills of SMAN 5 Parepare teachers in developing interactive learning modules based on Google Slide and Quizizz applications and implementing Image Recognition technology. This method of implementation used training and reinforcement. This activity's evaluation instrument employed questionnaires, which were then descriptively analyzed using pre-test and post-test data. The results of this study indicated that teachers at SMAN 5 Parepare could develop interactive learning modules based on Google Slides and Quizizz adapted to the subject matter being taught. 38% of all questions answered correctly by the participants in this activity improved their teacher's skills.
Pelatihan MIT App Inventor sebagai Upaya Meningkatkan Kemampuan Berpikir Logis Siswa SMAN 4 Parepare Maharani, Putri Ayu; Gunadin, Indar Chaerah; Intizhami, Naili Suri; Nuranti, Eka Qadri; Rafrin, Mardhiyyah; Agus, Muh.; Iskandar, M. Fauzan; Yunus, Sitti Rahma; Al-Fauzi S., Muhammad Faruq; Tunru, Muh. Abubakar
Jurnal Pengabdian UNDIKMA Vol. 5 No. 1 (2024): February
Publisher : LPPM Universitas Pendidikan Mandalika (UNDIKMA)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33394/jpu.v5i1.9786

Abstract

This community service activity aims to improve the logical thinking abilities of SMAN 4 Parepare students by teaching the application of mathematical logic in compiling computer instructions based on MIT App Inventor. The method for implementing this service was problem-based learning training by taking the example of the traditional game of rock-paper-scissors as a learning case. Next, create a rock-paper-scissors game program using MIT App Inventor as a student learning experience in applying mathematical logic concepts. The evaluation instrument employed was a questionnaire to collect pre-test and post-test results, which were then analyzed using descriptive statistics and paired sample t-tests. The results of this service showed an increase in the average participant score on the post-test results, where the average pre-test score was 7.24 out of 15, while the average post-test score was 9.17 out of 15.
Pelatihan Pemanfaatan Teknologi Augmented Reality dan Virtual Reality Sebagai Media Pembelajaran Inovatif bagi Guru di SMP Negeri 10 Parepare Rafrin, Mardhiyyah; Maharani, Putri Ayu; Muh. Agus; Amar, Muh. Ikhsan; Intizhami, Naili Suri; Nuranti B, Eka Qadri; Bahar, Nur Aini Sri Oktaviani; Armansyah, Muhammad Dicky; S., St. Aisyah; Kandi, Damar; Malika, Saphira Nur
Jurnal Pengabdian UNDIKMA Vol. 6 No. 4 (2025): November
Publisher : LPPM Universitas Pendidikan Mandalika (UNDIKMA)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33394/jpu.v6i4.18210

Abstract

This community service program aims to enhance teachers’ skills in utilizing AR and VR technologies as innovative instructional media in the classroom. The program was implemented using a structured training model involving 20 teachers from SMPN 10 Parepare. The evaluation instrument consisted of a questionnaire, and the responses were analyzed using descriptive techniques. The results show that the training was highly aligned with teachers’ needs at the school (average response score: 4.75), easy to follow (4.66), very beneficial in improving the quality of learning (4.85), and motivating for teachers to adopt AR and VR technologies in their instructional practices (4.58). Overall, this training activity provided a significant contribution to enhancing teachers’ digital literacy, particularly in the use of innovative learning media.