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PENGARUH MEDIA 3D BERBANTUAN WEB ASSEMBLR TERHADAP HASIL BELAJAR MATERI PENGENALAN KOMPONEN KOMPUTER PADA SISWA SMP Monica, Frisca; i, Pramudiyanti; Rinaldi, Daniel; Fadli, Radinal
Jurnal Inovasi Pendidikan dan Teknologi Informasi (JIPTI) Vol. 6 No. 2 (2025): Jurnal Inovasi Pendidikan dan Teknologi Informasi (JIPTI)
Publisher : Information Technology Education Department

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52060/jipti.v6i2.3777

Abstract

Digital technology requires the world of education to utilize interactive and innovative learning media. Web-based three-dimensional (3D) visualization media can help students understand abstract concepts more concretely. In computer science education, particularly in the introduction to computer components, students still find it difficult to recognize the actual form and function of components. This study aims to determine the effect of web-based 3D media using Assemblr on the learning outcomes of seventh-grade students at SMP Negeri 36 Bandar Lampung. The research method used was an experimental method using a quasi-experimental model with a pretest-posttest equivalent control group research design involving two classes, each with 34 students. The instrument used was 20 multiple-choice questions that had been tested for validity and reliability (α = 0.801). The results showed a significant increase in the learning outcomes of students in the experimental class. The average pretest score for the experimental class was 46.32, which increased to 81.91 on the posttest. This comparison resulted in an average N-Gain score of 0.6428, which is categorized as moderate. The results of the independent sample t-test also showed a Sig. value of 0.000, proving that there was a significant difference between the learning outcomes of the two groups. Thus, it can be concluded that the use of web-based 3D media assemblr has a significant effect on student learning outcomes in computer component introduction material.
EDUKASI PEMANFA’ATAN INTERNET SEBAGAI SARANA PENDIDIKAN DAN DAKWAH DI KELURAHAN TAMAN AGUNG KECAMATAN BATHIN III KABUPATEN BUNGO PROVINSI JAMBI Syamsuar, Apdoludin Ludin; Fadli, Radinal; Hakiki, Muhammad; Putra, Yogi Irdes; Ridoh, Ahmad; Fauziah, Fauziah
Jurnal Pengabdian Pendidikan Masyarakat (JPPM) Vol 2 (2021): Jurnal Pengabdian Pendidikan Masyarakat (JPPM) Volume 2, Maret 2021
Publisher : LPPM UNIVERSITAS MUHAMMADIYAH MUARA BUNGO

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52060/jppm.v2i1.428

Abstract

The rapid progress of information technology can no longer be stopped, one of its forms is the internet. The internet has an extraordinary magnet in human life, able to attract people in the suburbs to big cities, from young people to old people who cannot be separated from its magnetic pull. Internet users by the community need to get deeper supervision and direction so that the internet can be used as a means of education and da'wah, so that the use of the internet becomes a form of task fulfillment activity that is more focused and positive productive. Therefore, community service activities in Taman Agung, Bathin III , Bungo, Jambi Province are considered important. The activity is carried out in the following stages: 1) preparation of the required documents, 2) establishing friendship with the community, 3) introducing the concept of internet use to the community, and 4) lecturing, discussion and question and answer. The results of this activity are as follows: 1) the required documents are completed according to plan, 2) the community welcomes the arrival of the team, 3) the community is very enthusiastic in receiving an explanation of the concept of internet use from the presenters, 4) the community gets knowledge about the users Atan internet as a means of education and preaching and the community is very satisfied and wants this activity to be held sustainably. Keywords: Utilization, Internet, Education, Da'wah.
PENYULUHAN LITERASI DIGITAL BAGI SISWA SMP ISLAM PLUS AT-THOLIBIN Wahyudi, Dwi; Fadli, Radinal
Jurnal Pengabdian Pendidikan Masyarakat (JPPM) Vol 6 No 2 (2025): Jurnal Pengabdian Pendidikan Masyarakat (JPPM), Vol 6 No 2 (Oktober 2025)
Publisher : LPPM UNIVERSITAS MUHAMMADIYAH MUARA BUNGO

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52060/jppm.v6i2.3623

Abstract

The advancement of digital technology influences education, yet junior high school students often lack adequate digital literacy, making them vulnerable to hoaxes, cyberbullying, and data security issues. To address this, a digital literacy workshop was conducted at SMP Islam Plus At-Tholibin, Lampung Tengah, involving 150 participants and a purposive sample of 17 students. The program applied an interactive lecture method covering digital literacy concepts, communication ethics, security, and skills in distinguishing facts from hoaxes. Pretest–posttest evaluation showed an increase in the average score from 65.88 to 82.94, with an N-Gain of 0.50 (medium category). Six students achieved a high category, seven medium, and four low. These findings confirm that the workshop effectively improved students’ understanding, although greater emphasis is still needed on digital security.
Peningkatan Kesadaran Keamanan Siber (Cyber Security Awareness) melalui Penyuluhan bagi Siswa Sekolah Menengah Pertama Wahyudi, Dwi; Radinal Fadli
JURIBMAS : Jurnal Hasil Pengabdian Masyarakat Vol 4 No 3 (2026): Maret 2026
Publisher : LKP KARYA PRIMA KURSUS

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62712/juribmas.v4i3.929

Abstract

The rapid growth of digital technology increases cyber threat risks for junior high school students. This community service activity aimed to enhance students' cyber security awareness and behavioral intentions through interactive counseling. The implementation method included multimedia presentations, threat simulations, and evaluations using pre-test and post-test designs with 40 students at SMP Islam Plus At-Tholibin. The evaluation instrument covered four behavioral scales: risky, conservative, risk exposure, and risk perception behavior. Results showed a significant shift in perspectives, with average scores increasing from 2.15 to 3.72. The N-Gain analysis yielded a score of 0.84, categorized as “High”. This proves that gamification and simulation approaches are effective in providing a deep understanding to recognize cyber threats from an early age. This activity is expected to serve as a model for sustainable education to build a cyber security culture within the school environment.
BIBLIOMETRIC ANALYSIS: TRENDS IN GAME-BASED LEARNING ON STUDENT LEARNING OUTCOMES BASED ON GOOGLE SCHOLAR (2020 - 2024) Khoirunnisaa'stiani, Khoirunnisaa'stiani; Pramudiyanti, Pramudiyanti; Fadli, Radinal
Jurnal Inovasi dan Teknologi Pendidikan Vol. 4 No. 3 (2026): Jurnal Inovasi dan Teknologi Pendidikan
Publisher : LPPM Universitas Bina Bangsa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.46306/jurinotep.v4i3.229

Abstract

The development of educational technology is driving the increased use of Game-Based Learning (GBL) as a learning strategy considered effective in supporting student learning achievement. Although numerous studies have examined the effectiveness of GBL, bibliometric studies mapping research trends and focuses in this field are still limited. This study uses bibliometric analysis to identify publication trends, dominant keywords, and research linkage patterns regarding GBL and student learning outcomes. Data was collected through Publish or Perish from Google Scholar using the keywords "game-based learning" AND "learning outcomes" with a publication range of 2020–2024, resulting in 199 articles analyzed using VOSviewer through network, overlay, and density visualization. The research findings indicate a significant increase in publications related to GBL and learning outcomes in 2023–2024, with a total of 199 articles and 7,985 citations. VOSviewer analysis identified 58 keywords divided into seven clusters, with key terms such as game, student, and learning outcome, indicating a strong focus on the effectiveness of GBL on learning achievement. This finding provides a comprehensive overview of the development of GBL research on learning outcomes, while also serving as a foundation for researchers and educators to develop more effective.