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Peningkatan Kemampuan Logika Siswa SDN 060934 melalui Game Edukasi “Lucky Box” Berbasis Multimedia Jamaluddin, Jamaluddin; Simamora, Roni Jhonson; Ndruru, Yufita Friska; Harianja, Eva Julia G.; Purba, Eviyanti N.; Hutapea, Marlyna I.; Manalu, Darwis R.; Lumbantoruan, Gortap; Siringoringo, Rimbun; Saragih, Rijois I. E.; Nainggolan, Rena; Perangin-angin , Resianta; Napitupulu, Merry Anna
Jurnal Pengabdian Pada Masyarakat METHABDI Vol 4 No 2 (2024): Jurnal Pengabdian Pada Masyarakat METHABDI
Publisher : Universitas Methodist Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.46880/methabdi.Vol4No2.pp224-228

Abstract

This community service activity aims to improve the logic skills of students at SDN 060934 through the application of multimedia-based educational games. By identifying the problems students face in understanding logic concepts, the program is designed to provide an engaging and interactive learning experience. The implementation of activities includes socialization, training, and the use of educational games that have been selected based on student needs. Evaluation results showed a significant improvement in students' logic skills, with the average pre-test score increasing from 65 to 85 in the post-test. In addition, students also reported a more enjoyable learning experience and higher motivation to learn. Although challenges related to technological infrastructure still need to be overcome, this activity proves that educational games can be effectively integrated in the learning process to support the development of critical thinking skills among students. It is recommended that this method be applied more widely in other schools in an effort to improve the quality of education in Indonesia
SISTEM INFORMASI PERPUSTAKAAN PADA SD NEGERI 101935 BATANG TERAP BERBASIS WEB Ndruru, Yufita Friska; Tatti, Leonardo; Hutagalung, Estri Aprillia; Sinurat, Rinda Anastasya; Sembiring, Natalia; Jamaluddin, Jamaluddin
TAMIKA: Jurnal Tugas Akhir Manajemen Informatika & Komputerisasi Akuntansi Vol 3 No 1 (2023): TAMIKA: Jurnal Tugas Akhir Manajemen Informatika & Komputerisasi Akuntansi
Publisher : Universitas Methodist Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.46880/tamika.Vol3No1.pp1-6

Abstract

Currently the 101935 Batang Terap publick elementary school library, especially for book borrowers, still uses a system that is still very manual, resulting in errors in the circulation of loan books because the data is not well documented. Therefore, we need a database system application that can manage and process library transaction data in an efficient manner precise and efficient. So the authors are interested and willing to research and create this techno project with the topic entitled Web-Based Library Information System at the 101935 Batang Terap Elementary School. make it easier for librarians to process borrowing and returning data and make it easier to input data, process and process data with an application to produce fast and accurate information. The library information system at the 101935 Batang Terap public elementary school was built using the Sublime text and Xampp applications.  The library information system at the 101935 Batang Terap public elementary school was created to be able to provide convenience in the process of borrowing and returning books. With the existence of a library information system at the 101935 Batansg Terap public elementary school, it can assist schools in analyzing and obtaining input material in making decisions.  easy to make a report to the head of the librarian.
Peningkatan Kemampuan Logika Siswa SDN 060934 melalui Game Edukasi “Lucky Box” Berbasis Multimedia Jamaluddin, Jamaluddin; Simamora, Roni Jhonson; Ndruru, Yufita Friska; Harianja, Eva Julia G.; Purba, Eviyanti N.; Hutapea, Marlyna I.; Manalu, Darwis R.; Lumbantoruan, Gortap; Siringoringo, Rimbun; Saragih, Rijois I. E.; Nainggolan, Rena; Perangin-angin , Resianta; Napitupulu, Merry Anna
Jurnal Pengabdian Pada Masyarakat METHABDI Vol 4 No 2 (2024): Jurnal Pengabdian Pada Masyarakat METHABDI
Publisher : Universitas Methodist Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.46880/methabdi.Vol4No2.pp224-228

Abstract

This community service activity aims to improve the logic skills of students at SDN 060934 through the application of multimedia-based educational games. By identifying the problems students face in understanding logic concepts, the program is designed to provide an engaging and interactive learning experience. The implementation of activities includes socialization, training, and the use of educational games that have been selected based on student needs. Evaluation results showed a significant improvement in students' logic skills, with the average pre-test score increasing from 65 to 85 in the post-test. In addition, students also reported a more enjoyable learning experience and higher motivation to learn. Although challenges related to technological infrastructure still need to be overcome, this activity proves that educational games can be effectively integrated in the learning process to support the development of critical thinking skills among students. It is recommended that this method be applied more widely in other schools in an effort to improve the quality of education in Indonesia
Logic Test Educational Game for Children Based on Multimedia Ndruru, Yufita Friska; Jamaluddin, Jamaluddin; Simamora, Roni Jhonson; Harianja, Eva Julia Gunawati
Journal of Computer Science and Research (JoCoSiR) Vol. 2 No. 1 (2024): Jan: CNN and Artificial
Publisher : Asosiasi Perguruan Tinggi Informatika dan Ilmu Komputer (APTIKOM) Provinsi Sumatera Utara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.65126/jocosir.v2i1.21

Abstract

Along with the development of information technology, the rapid use of technology as a learning media is very good to apply. Many ways can be done to improve the quality of education. This research was conducted by creating an interactive learning media product in the form of a logic test educational game where students are required to learn to solve existing logic problems. The multimedia-based logic test educational game for children is designed to develop children's logic, measure intelligence levels, and become an alternative means of fostering students' interest in learning. The research method used is the method of literature study, interviews, and observations, the stages of analysis and definition of needs, the stages of system and software design, the stages of implementation, and unit testing. The appearance of educational games is designed to be attractive, which is accompanied by images and quizzes that improve student memory and provide new experiences for students. The implementation of this educational game has been carried out on students of SD Negeri 060934 and the results show the enthusiasm level of the students towards the educational game used.
SISTEM INFORMASI PERPUSTAKAAN PADA SD NEGERI 101935 BATANG TERAP BERBASIS WEB Ndruru, Yufita Friska; Tatti, Leonardo; Hutagalung, Estri Aprillia; Sinurat, Rinda Anastasya; Sembiring, Natalia; Jamaluddin, Jamaluddin
TAMIKA: Jurnal Tugas Akhir Manajemen Informatika & Komputerisasi Akuntansi Vol 3 No 1 (2023): TAMIKA: Jurnal Tugas Akhir Manajemen Informatika & Komputerisasi Akuntansi
Publisher : Universitas Methodist Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.46880/tamika.Vol3No1.pp1-6

Abstract

Currently the 101935 Batang Terap publick elementary school library, especially for book borrowers, still uses a system that is still very manual, resulting in errors in the circulation of loan books because the data is not well documented. Therefore, we need a database system application that can manage and process library transaction data in an efficient manner precise and efficient. So the authors are interested and willing to research and create this techno project with the topic entitled Web-Based Library Information System at the 101935 Batang Terap Elementary School. make it easier for librarians to process borrowing and returning data and make it easier to input data, process and process data with an application to produce fast and accurate information. The library information system at the 101935 Batang Terap public elementary school was built using the Sublime text and Xampp applications.  The library information system at the 101935 Batang Terap public elementary school was created to be able to provide convenience in the process of borrowing and returning books. With the existence of a library information system at the 101935 Batansg Terap public elementary school, it can assist schools in analyzing and obtaining input material in making decisions.  easy to make a report to the head of the librarian.