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Analysis of Gamification in Cybersecurity Education for Students: A Systematic Literature Review Sodikin, Reisa Aulia; Hikmawan, Rizki
Jurnal Educative: Journal of Educational Studies Vol. 8 No. 2 (2023): December 2023
Publisher : Universitas Islam Negeri Sjech M. Djamil Djambek Bukittinggi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30983/educative.v8i2.7513

Abstract

The increasingly complex digital era requires a deeper comprehension of cybersecurity threats, particularly in educational settings. The imperative to establish an interactive and adaptive learning environment, responsive to technological advancements, makes the adoption of gamification elements as an innovative method to heighten student involvement and deliver crucial knowledge in the context of cybersecurity. To tackle these challenges, this research outlines the cause-and-effect relationships, focusing on the connection between the evolution of cybersecurity knowledge areas and gamification elements found in earlier literature. By specifying the components of the CIA Triad—Confidentiality, Integrity, and Availability—this study establishes a strong foundation for investigating how gamification elements can harmonize with the cybersecurity requirements in this digital era. The research utilizes a systematic literature review method based on inclusion and exclusion criteria, the research identifies 13 Google Scholar-indexed articles published between 2018 and 2023. These findings reveal a correlation between gamification elements and the CIA Triad aspects, along with Venn diagrams in recent cyber threats and attacks. This offers a foundation for the development of more potent pedagogical approaches in delivering cybersecurity materials to the generation maturing in this digital era.Era digital yang semakin kompleks menuntut pemahaman yang lebih mendalam terhadap ancaman keamanan siber, khususnya di lingkungan pendidikan. Adapun kebutuhan untuk menciptakan lingkungan pembelajaran yang menarik dan responsif terhadap perkembangan teknologi informasi mendorong penerapan elemen-elemen gamifikasi sebagai metode inovatif yang dapat meningkatkan keterlibatan siswa dan menyampaikan pengetahuan krusial dalam konteks keamanan siber.  Dalam rangka mengatasi tantangan ini, penelitian ini menjelaskan secara rinci pola sebab dan akibat, dengan fokus pada korelasi antara pengembangan area wawasan keamanan siber dengan elemen-elemen gamifikasi dalam literatur terdahulu. Dengan merinci aspek-aspek CIA Triad, yakni Confidentiality, Integrity, dan Availability, penelitian ini menciptakan dasar yang kuat untuk mengeksplorasi bagaimana elemen-elemen gamifikasi dapat menyelaraskan diri dengan kebutuhan keamanan siber di era digital ini. Penelitian ini menggunakan metode systematic literature review berdasarkan kriteria inklusi dan eksklusi, menghasilkan 13 artikel terindeks Google Scholar yang diterbitkan di tahun 2018-2023. Hasil penelitian menunjukkan adanya korelasi antara elemen-elemen gamifikasi dan aspek CIA Triad, serta diagram venn yang mengilustrasikan kesesuaian elemen gamifikasi dengan aspek CIA Triad pada ancaman dan serangan siber terbaru sehingga dapat memberikan landasan untuk pengembangan pedagogi yang lebih efektif dalam menyampaikan materi keamanan siber kepada generasi yang tumbuh dalam era digital ini.
Perancangan Game History Hunt Sebagai Media Pembelajaran Sejarah Interaktif di Sekolah Dasar Berbasis Android Yuniar, Rani; Widodo, Suprih; Abdul Majid, Nuur Wachid; Sodikin, Reisa Aulia
JoMMiT Vol 9 No 1 (2025): Artikel Jurnal Volume 9 Issue 1, June 2025
Publisher : Politeknik Negeri Media Kreatif

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.46961/jommit.v9i1.1526

Abstract

Pembelajaran sejarah di sekolah dasar sering kali menghadapi berbagai kendala, terutama dalam membangkitkan minat pada siswa terhadap materi yang bersifat naratif dan teoritis. Metode pengajaran konvensional yang kurang interaktif cenderung membuat siswa merasa jenuh yang berakibat kesulitan dalam memahami nilai-nilai sejarah. Di tengah perkembangan teknologi digital, pendekatan inovatif diperlukan agar proses belajar menjadi lebih menarik, menyenangkan, dan relevan dengan karakteristik siswa masa kini. Penelitian ini bertujuan untuk mengembangkan sebuah game edukatif berbasis Android yang diberi nama History Hunt, yang dirancang sebagai media pembelajaran sejarah interaktif dengan pendekatan visual dan gameplay yang menarik. Aplikasi ini ditujukan untuk memfasilitasi proses belajar siswa sekolah dasar agar menjadi lebih menyenangkan, kontekstual, serta mudah diakses kapan saja dan di mana saja. Selain itu, pengembangan History Hunt juga bertujuan untuk menjawab kebutuhan akan media pembelajaran alternatif yang selaras dengan perkembangan teknologi dan gaya belajar siswa di era digital, sehingga mampu menumbuhkan minat, meningkatkan retensi materi, serta memperkuat pemahaman siswa terhadap peristiwa dan nilai-nilai sejarah nasional. Metode yang digunakan dalam pengembangan aplikasi ini adalah Multimedia Development Life Cycle (MDLC), yang terdiri dari enam tahapan utama: pengonsepan, perancangan, pengumpulan bahan, pembuatan, pengujian, dan pendistribusian. Aplikasi ini dilengkapi fitur kuis interaktif, video edukatif sejarah, kartu fakta, serta antarmuka yang dirancang ramah pengguna dan menarik secara visual. Pengujian dilakukan dengan teknik Black Box dan uji coba kepada 10 siswa kelas 4 SD Negeri 3 Ciherang Pasawahan. Hasil pengujian menunjukkan bahwa aplikasi berfungsi sesuai harapan dan dapat meningkatkan ketertarikan serta pemahaman siswa terhadap materi sejarah. Kesimpulannya, History Hunt merupakan solusi pembelajaran inovatif yang mendukung peningkatan kualitas pendidikan sejarah di sekolah dasar dan berpotensi dikembangkan lebih lanjut sesuai kebutuhan kurikulum nasional.
KutaBaca: Developing and Implementation of an Offline Digital Library System to Enhance Literacy in the Low-Connectivity Environment of Wiyata Tech Village Purwakarta Venica, Liptia; Sodikin, Reisa Aulia; Herlina, Nina; Elviani, Ulva; Zahron, Aulia Aufa; Kurniawan, Muhammad Randy; Nugraha, Ariel Dwika; Putri, Dewi Indriati Hadi
REKA ELKOMIKA: Jurnal Pengabdian kepada Masyarakat Vol 7, No 1 (2026): Reka Elkomika
Publisher : Institut Teknologi Nasional, Bandung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26760/rekaelkomika.v7i1.60-69

Abstract

Achieving Quality Education (Sustainable Development Goals, or SDGs, Point 4) remains a significant challenge in rural areas characterized by low digital infrastructure. Specifically, Kutamanah Village in Purwakarta faces critical literacy issues, with its primary school's literacy rate tragically categorized as ‘red,’ compounded by a low regional Quality Education Index score of 46.70. This research aims to address this digital and literacy gap through the systematic development and implementation of KutaBaca, an Offline Digital Library system. Utilizing a Research and Development (R&D) methodology based on the Software Development Life Cycle (SDLC) model, the system was designed with a local server and an internal wireless network, allowing students and teachers to access a vast collection of e-books and learning modules without relying on an external internet connection. Evaluation focused on rigorous Functional Testing and a System Usability Scale (SUS) assessment involving 30 students and 7 teachers. The results demonstrate a 100% functional success rate and an overall average SUS score of 83.1 ('Excellent'). This confirms that KutaBaca is a reliable, user-friendly, and replicable technological innovation, effectively increasing access to information and serving as a sustainable solution to boost literacy and support SDGs 4, 10, and 17 in low-connectivity regions.
Vocational Teachers’ Insights on Artificial Intelligence and Computational Thinking Integration Majid, Nuur Wachid Abdul; Barri, Muhamad Akda Fathul; Sari, Ayu Permata; Sodikin, Reisa Aulia; Azman, Mohamed Nor Azhari; Prestoza, Mark Jhon Ramos
Jurnal Penelitian dan Pengkajian Ilmu Pendidikan: e-Saintika Vol. 10 No. 1 (2026): March
Publisher : Lembaga Penelitian dan Pemberdayaan Masyarakat (LITPAM)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36312/e-saintika.v10i1.3660

Abstract

This qualitative case study investigates vocational teachers' perceptions of artificial intelligence and computational thinking integration in Indonesian secondary education. Seven vocational high school teachers from West Java Province participated through semi-structured interviews, non-participant observations, and document analysis following artificial intelligence training. The study employed an interactive analysis model to examine teachers' attitudes, concerns, and implementation strategies regarding artificial intelligence in educational contexts. Findings reveal positive teacher perceptions of artificial intelligence as a learning support tool, with applications ranging from creative media production to technical programming assistance. However, significant ethical and pedagogical concerns emerged, including academic integrity challenges, potential student dependency, inadequate prompt engineering skills, and risks of learning dehumanization. Teachers developed sophisticated guidance strategies, positioning artificial intelligence as a verification tool while maintaining human agency in learning processes. Supporting factors included personal initiative and professional learning communities, while barriers encompassed limited infrastructure, absence of formal guidelines, and varied digital competencies. The research contributes to understanding artificial intelligence adoption challenges in Indonesian vocational education and provides insights for implementing artificial intelligence skills curriculum policy. Results of the research are: (1) educators acknowledge significant advantages of AI integration, especially in improving technical learning experiences and promoting innovative educational endeavors, the integration of AI and computational thinking in the learning process must also prioritize the appropriate pattern aspects and requires clear guidance from stakeholders so that it can be implemented in the learning process; (2)  ethical and pedagogical issues arise as significant obstacles, encompassing abuses of academic integrity, threats of student dependency, insufficient prompt engineering skills, and the potential dehumanization of learning experiences; (3) educators demonstrate significant adaptability by formulating advanced guiding systems that utilize AI as a verification and support mechanism while maintaining human agency in educational decision-making.