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The Gamifikasi Pembelajaran Berbasis Quizizz Sebagai Upaya Peningkatan Kompetensi Pemanfaatan Teknologi Pengajar Aisyiah Al Adawiyah; Akbar Syamsul Arifin; Dany Buyung Yudha Prasetya
Jurnal Pengabdian Nasional (JPN) Indonesia Vol. 4 No. 3 (2023): September
Publisher : Lembaga Penelitian dan Pengabdian Kepada Masyarakat (LPPM) AMIK Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35870/jpni.v4i3.460

Abstract

Post-pandemic, the implementation of IT makes learning more creative, innovative, and interactive. The presence of interaction and collaboration between students through ICT-based learning means is important for them to become enthusiastically engaged in learning. With the development of technology, educators must have knowledge and skills in using IT to support learning in the smart society era. However, based on the basic research conducted by one of the students of the SMA Negeri 8 Semarang department, the department found that there is still no optimal way to use ICT as a means of learning due to the time it takes to prepare materials. learning is limited. On the other hand, thanks to Quizizz, preparing to use it does not take much time because Quizizz offers many different features to help teachers learn more easily. Quizizz is a game-based educational app that features fun and free games that entertain you during the learning process. Quizizz training aims to ensure that teachers have equal opportunities to maximize learning using ICT-based media, so that Quizizz can be a solution embedded in the learning media creation framework. IT-based learning takes a lot of time to create an accessible, student-centered environment. The classroom atmosphere in the development of critical thinking (critical thinking), cooperation (collaboration), communication (communication) and creativity (creativity) are called the 4Cs.
The Gamifikasi Pembelajaran Berbasis Quizizz Sebagai Upaya Peningkatan Kompetensi Pemanfaatan Teknologi Pengajar Aisyiah Al Adawiyah; Akbar Syamsul Arifin; Dany Buyung Yudha Prasetya
Jurnal Pengabdian Nasional (JPN) Indonesia Vol. 4 No. 3 (2023): September
Publisher : Lembaga Penelitian dan Pengabdian Kepada Masyarakat (LPPM) STMIK Indonesia Banda Aceh

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35870/jpni.v4i3.460

Abstract

Post-pandemic, the implementation of IT makes learning more creative, innovative, and interactive. The presence of interaction and collaboration between students through ICT-based learning means is important for them to become enthusiastically engaged in learning. With the development of technology, educators must have knowledge and skills in using IT to support learning in the smart society era. However, based on the basic research conducted by one of the students of the SMA Negeri 8 Semarang department, the department found that there is still no optimal way to use ICT as a means of learning due to the time it takes to prepare materials. learning is limited. On the other hand, thanks to Quizizz, preparing to use it does not take much time because Quizizz offers many different features to help teachers learn more easily. Quizizz is a game-based educational app that features fun and free games that entertain you during the learning process. Quizizz training aims to ensure that teachers have equal opportunities to maximize learning using ICT-based media, so that Quizizz can be a solution embedded in the learning media creation framework. IT-based learning takes a lot of time to create an accessible, student-centered environment. The classroom atmosphere in the development of critical thinking (critical thinking), cooperation (collaboration), communication (communication) and creativity (creativity) are called the 4Cs.
EDUKASI TUMBUH KEMBANG ANAK DAN POLA ASUH UNTUK MENGATASI KENAKALAN REMAJA BAGI KELOMPOK PKK DESA KALIKAYEN Dany Buyung Yudha Prasetya; Andy Moorad Oesman; Sunahrowi Sunahrowi; Pundani Eki Pratiwi
Community Development Journal : Jurnal Pengabdian Masyarakat Vol. 6 No. 2 (2025): Volume 6 No. 2 Tahun 2025
Publisher : Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/cdj.v6i2.42480

Abstract

Meningkatnya kenakalan remaja ditandai dengan maraknya kenakalan remaja seperti Kreak di Semarang. Faktor signifikan yang mempengaruhi kenakalan remaja adalah pola asuh orang tua dan lingkungan sebaya. Pengabdian ini bertujuan untuk memberikan solusi terhadap permasalahan kenakalan remaja melalui program edukasi yang melibatkan orang tua dan Lembaga PKK Desa Kalikayen. Edukasi yang diselenggarakan fokus pada pemahaman mengenai tumbuh kembang anak secara fisik dan mental serta mengenai pola asuh yang melibatkan penerapan nilai-nilai Bushido seperti integritas, rasa hormat, sopan-santun dan kasih sayang. Metode edukasi meliputi ceramah, diskusi kasus, serta konseling. Program edukasi ini menunjukkan adanya peningkatan pemahaman peserta mengenai pola asuh yang baik serta tumbuh kembang anak, dengan peningkatan skor rata-rata post-test sebesar 70, dibandingkan pre-test sebesar 55. Edukasi ini juga berhasil menciptakan kesadaran akan pentingnya peran komunal yang melibatkan segenap masyarakat dan Lembaga pemerintahan setempat dalam menangani kenakalan remaja. Diharapkan hasil ini dapat diterapkan lebih lanjut dalam program-program edukasi berkelanjutan.