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Cyberscape: Designing an Escape Room Game with a Computer Network Security Theme to Encourage Understanding of Network Security Concepts Interactively Rahman, Rakhmadi; Hakim, Lukman; Pusung, Noel Ivander
Educational Insights Vol. 2 No. 1 (2024): June 2024
Publisher : PT Ilmu Inovasi Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58557/eduinsights.v2i1.44

Abstract

Network security is a crucial aspect in the IT world, especially the increasing activity of crecker in carrying out attacks without responsibility. cyberscape is an educational game that will be designed to provide a fundamental understanding of the importance of overcoming crecker attacks on the network. The method used in designing this game is the ADDIE (Analysis, Design, Development, Implementation, and Evaluation) approach. In the analysis stage, needs collection and determination of learning objectives are carried out. The design stage includes storyboarding and game design. Characters and other visual elements are designed using pixil art techniques to provide a unique and attractive appearance. The development stage involves creating game content, initial testing, and code implementation using Unity Game Engine integrated with C# programming language. The implementation stage includes the deployment of the game to users. The results showed that "Cyberscape" was effective in improving players' understanding of basic network security concepts. Users reported a significant increase in their knowledge of how to identify and overcome cracker attacks after playing the game. Qualitative and quantitative evaluations showed a high level of satisfaction among users, as well as an increased awareness of the importance of network security. With this approach, it is hoped that "Cyberscape" can be an effective tool in network security education and help reduce vulnerability to cracker attacks.
Utilization of Google Workspace as a Productivity and Collaborative tool in supporting Active, Innovative, and Creative Learning at SMAN 3 Parepare DA, Alvian Tri Putra; Rosmiati, Rosmiati; Tunnisa, Khaera; Maratuttahirah, Maratuttahirah; Rahman, Rakhmadi; Pusung, Noel Ivander; Razak, Danang Fatkhur; Hakim, Nur Fadillah; Nurhalizah, Siti; Fatwa, Syafira; Apriliyani, Alya Wulan
ABDIMAS: Jurnal Pengabdian Masyarakat Vol. 6 No. 2 (2023): ABDIMAS UMTAS: Jurnal Pengabdian Kepada Masyarakat
Publisher : LPPM Universitas Muhammadiyah Tasikmalaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35568/abdimas.v6i2.3122

Abstract

Community service activities that will be carried out at SMAN 3 Parepare are community service activities that will be carried out based on problems in partner schools, namely in the teaching and learning process where teachers provide material and assignments by explaining directly to students without any media and learning technology. A learning process like this can reduce student enthusiasm for learning, so learning objectives cannot be adequately achieved. The purpose of this service activity is to provide an introduction and training to teachers and students regarding Google Workspace for Education, which has advantages such as having virtual classes, online absences, implementing online video streaming/face-to-face learning, being able to assess student assignments directly, availability of facilities which can assist students and teachers in terms of uploading and downloading lesson materials and projects, providing discussion forum facilities, as a simple and flexible tool to increase the effectiveness of collaboration between teachers and students and as a comprehensive solution in the use of technology for teachers to be able to develop professionally, work efficiently, teaching interactively by utilizing Google Workspace for Education for learning, and being able to increase student learning enthusiasm to encourage academic integrity to support active, innovative and creative learning.