Alissa Isni Silviani Sutadi
Universitas Pendidikan Indonesia

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RENDAHNYA PENERAPAN SILA KE-2 PANCASILA DALAM PENGGUNAAN MEDIA SOSIAL TIKTOK Alissa Isni Silviani Sutadi; Mohammad Mufid Fadillah Irsan; Mohammad Syafa Aulia; Nadila Az-Zahra; Susanti Susanti; Dadi Mulyadi Nugraha
JAGADDHITA: Jurnal Kebhinnekaan dan Wawasan Kebangsaan Vol 2, No 2 (2023): JAGADDHITA: Jurnal Kebhinnekaan dan Wawasan Nusantara
Publisher : Universitas Indraprasta PGRI Jakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30998/jagaddhita.v2i2.1770

Abstract

ABSTRAK: Perkembangan teknologi saat ini telah berhasil menciptakan berbagai media sosial baru, termasuk TikTok yang kini tengah populer di berbagai kalangan masyarakat. Aplikasi ini memberikan kebebasan untuk mengekspresikan diri bagi para penggunanya melalui video berdurasi terbatas. Namun, kebebasan itu memunculkan kekhawatiran terkait adanya konten yang tidak sesuai dengan penerapan nilai-nilai Pancasila, terutama Sila ke-2 yang dapat berdampak negatif terhadap pengguna lainnya. Hasil penelitian ini menunjukkan bahwa permasalahan ini penting untuk ditangani dengan serius oleh pemerintah. Kebijakan itu berupa pemblokiran aplikasi tiktok atau mendorong aplikasi tiktok supaya dapat menyaring konten yang dapat berdampak negatif bagi pengguna.ABSTRACT: The development of technology has successfully created various new social media platforms, including TikTok, which is currently popular among various segments of society. This application provides freedom of expression for its users through short videos. However, this freedom raises concerns regarding inappropriate content that goes against the implementation of Pancasila values, especially the second Sila, which can have negative impacts on other users. The results of this study indicate that this issue needs to be addressed seriously by the government. The policy could be in the form of blocking the TikTok application or encouraging TikTok to filter content that could have a negative impact on its users.
DISHCODE: Design of an Educational Game for Computational Thinking Using the Game Development Life Cycle Model Alissa Isni Silviani Sutadi; Eka Fitrajaya Rahman; Erna Piantari
Journal of Education and Teacher Training Innovation Vol. 4 No. 2 (2026): Journal of Education and Teacher Training Innovation (JETTI)
Publisher : PT. Pusmedia Group Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61227/6kjwez29

Abstract

The low level of computational thinking (CT) ability among Grade X Vocational School students in branching material is the primary problem underlying this research. This study aims to design an educational game named DISHCODE that systematically develops CT skills through structured branching programming material. The game targets Grade X PPLG students at SMKN 1 Sumedang, West Java, Indonesia. DISHCODE is developed as an extension of Kitchen Chaos, an open-source educational game developed by CodeMonkey, by adapting its culinary world theme and integrating branching code input as the core mechanic. The research employs a Research and Development (R&D) approach using the Game Development Life Cycle (GDLC) model, limited to the pre-production phase. The GDLC process produced five primary design artefacts, namely game mechanics and learning mechanics mapping, a Game Design Document (GDD), use case and activity diagrams, level mapping aligned with CT indicators, and a storyboard. The game comprises four levels of progressively increasing difficulty that map branching sub-topics, starting from single IF, sequential if-then, if-else, and nested if, onto four CT indicators covering decomposition, pattern recognition, abstraction, and algorithm design. Each level employs a distinct input mechanism calibrated to the cognitive demands of its target indicator. The design results indicate that the GDLC framework provides a systematic structure for translating CT-based learning objectives into coherent game design artefacts, and that DISHCODE's mechanic-indicator alignment positions it as a prospective structured medium for developing and reflecting students CT competency through gameplay, pending empirical validation in future implementation stages. These findings suggest that DISHCODE has the potential to offer teachers a ready-to-use game-based learning instrument that maps branching sub-topics directly onto CT indicators, enabling more structured and measurable CT instruction within vocational programming classes, and to provide learners with a progressively scaffolded gameplay experience that trains decomposition, pattern recognition, abstraction, and algorithm design through contextual branching problem-solving.