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Pelatihan Pemanfaatan Gemini AI dalam Pembuatan Aplikasi Mobile untuk Guru TIK Lampung Selatan Muhaqiqin; Zainudin, Mohamad; Sholehurrohman, Ridho; Sabda Ilman, Igit; Wartariyus; Amalia Praptiwi, Riska; Ruswita, Istiana
Journal Social Science And Technology For Community Service Vol. 6 No. 2 (2025): Volume 6, Nomor 2, September 2025
Publisher : Universitas Teknokrat Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33365/jsstcs.v6i2.860

Abstract

This community service activity aimed to enhance the digital literacy and skills of ICT teachers in South Lampung in developing educational mobile applications using Gemini AI, given that most teachers had not mastered application programming or the use of AI in teaching. The offline training, held on July 27, 2025, at SMA Negeri 1 Kalianda, involved 25 ICT teachers and integrated practical-based training, the diffusion of Gemini AI science and technology, and intensive technical assistance. The material covered basic AI concepts, Gemini AI implementation with Android Studio Cloud, and practical prototype development for applications like practice questions and ICT dictionaries. As a result, 92% of participants found the training very helpful, and teachers successfully created AI-based application prototypes. This activity successfully improved teachers' literacy and skills, demonstrating their significant potential in developing learning technology. Further training with gradual difficulty levels, increased practice time, and program expansion are recommended to strengthen the digital learning ecosystem.
Development of Game Based Learning Media for Komering Culture (Case Study at Karang Binangun Elementary School) Ruswita, Istiana; Nasya Fhadila Nurulsyah; Muhammad Afdhaluddin
JURNAL TEKNOLOGI DAN OPEN SOURCE Vol. 8 No. 2 (2025): Jurnal Teknologi dan Open Source, December 2025
Publisher : Universitas Islam Kuantan Singingi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36378/jtos.v8i2.5071

Abstract

The development of Android smartphone technology demands innovation in learning, one of which is through educational games. The Komering culture, as a treasure of South Sumatra, faces the challenges of globalization, which has led to a decline in the younger generation's understanding and appreciation of local cultural heritage. Karang Binangun State Elementary School has integrated Komering language lessons as local content for 6th grade students, but learning still uses conventional methods with textbooks without the development of digital media. This study aims to develop and evaluate Komering culture-based learning media in the form of games to improve local cultural learning in elementary school students. The research uses the Game Development Life Cycle (GDLC) method, which includes the stages of Initiation, Pre-production, Production, Testing, Beta, and Release. The game was developed to cover material on Komering script, language, traditional houses, dances, traditional clothing, and traditional food, and was designed for a single user. The evaluation was conducted through User Acceptance Testing (UAT) involving students and teachers. The results of the study show that the satisfaction level of respondents in the UAT reached 91.88% out of 22 respondents, indicating that the game is very suitable for use as a learning medium. The game has been released and can be accessed via Google Drive for widespread use. This digital learning medium is expected to contribute to the preservation of Komering culture through a modern, interactive, and effective approach.