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IMPLEMENTASI GAME EDUKASI BERBASIS SCRACTH UNTUK MEMBANGUN LITERASI NUMERASI PESERTA DIDIK SEKOLAH DASAR Prayogo, Dimas Pandu; Kurnia, Dwi; Aulia, Intan Zahra; Mustika, Mustika
Jurnal Mahasiswa Ilmu Komputer Vol. 4 No. 2 (2023): Jurnal Mahasiswa Ilmu Komputer October 2023
Publisher : Universitas Muhammadiyah Metro

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24127/ilmukomputer.v4i2.4171

Abstract

ABSTRAK Budaya literasi bangsa merupakan salah satu cara untuk menciptakan generasi yang berperadaban, memiliki keterampilan dalam berbagai bidang kehidupan. Melalui program Kampus Mengajar yang diadakan oleh merdeka belajar kampus merdeka (MBKM) yang diimplementasikan oleh mahasiswa yang diharapkan dapat membantu proses peningkatan budaya literasi serta numerasi pada SD maupun SMP sekolah sasaran. Yang dimana proses pembelajaran masih menggunakan media buku dan papan tulis. Hal ini menjadikan peserta didik merasa bosan dengan metode pembelajaran yang monoton sehingga menyebabkan turunnya literasi dan numerasi pada peserta didik. Bersama dengan tujuan Kampus Mengajar yaitu belajar sambil berdampak, maka solusi yang kami berikan berupa media pembelajaran dengan game edukasi berbasis Scratch dalam meningkatkan pengetahuan peserta didik mengenai literasi serta numerasi. Scratch merupakan platfrom yang menyediakan animasi serta alat kreatif untuk membuat game yang menarik serta inovatif. Cara pengumpulan data melalui wawancara serta observasi, sedangkan untuk objek penelitian ini berkaitan dengan implementasi inovasi, motivasi budaya literasi numerasi “game edukasi”. Hasil pelatihan diketahui bahwa dengan melibatkan inovasi teknologi dalam media pembelajaran dapat meningkatkan motivasi peserta didik dalam budaya literasi numerasi. Kata kunci: game edukasi, kampus mengajar, literasi numerasi, scracth ABSTRACT The nation's literacy culture is one way to create a generation that is civilized, has skills in various fields of life. Through the Teaching Campus program held by the Independent Learning Independent Campus (MBKM), which is implemented by students, it is hoped that it can help the process of increasing literacy and numeracy culture in elementary schools and target junior high schools. The learning process still uses books and whiteboards as media. This makes students feel bored with the monotonous learning method, causing a decrease in literacy and numeracy in students. Together with the goal of the Teaching Campus, namely learning with impact, the solution we provide is in the form of learning media with Scratch-based educational games to increase students' knowledge about literacy and numeracy. Scratch is a platform that provides animation and creative tools to create engaging and innovative games. The way of collecting data is through interviews and observations, while for the object of this research it is related to implementation innovation, the motivation for the culture of numeracy literacy "educational games". The results of the training show that involving technological innovation in learning media can increase students' motivation in numeracy literacy culture. Keywords: educational games, teaching campus, numeracy literacy, scracth
Analisis Kemampuan Kolam Retensi Brimob di Jalan Demang Lebar Daun Sebagai Tampungan Pengendali Banjir Kurnia, Dwi; Syarifudin, Achmad; Mulyati, Ely; Prawira, Wanda Yudha
Sultra Civil Engineering Journal (SCiEJ) Vol 6 No 2 (2025): Sultra Civil Engineering Journal (SCiEJ)
Publisher : Universitas Sulawesi Tenggara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54297/sciej.v6i2.1288

Abstract

The Mobile Brigade (Brimob) retention pond is located on Jalan Demang Lebar Daun, Ilir Barat 2 District, Palembang City. The retention pond is in poor condition. It covers 2,147.6 m2 and has a depth of 3 meters. The area of the Brimob retention pond often overflows during heavy rainfall and floods the surrounding roads.From the discussion and calculations, the analysis of the Brimob retention pond shows that the inlet discharge is 6.039 m3/sec. The total flood discharge is 2.1609 m3 for the Brimob retention pond area. The capacity of the Brimob retention pond is 73119m3. From the points above, based on the objectives of this analysis, it is concluded that the retention pond capacity is 73119 m3.