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Perancangan Game Edukasi Pengenalan Bagian Tubuh Manusia Dengan Bahasa Hubula-Indonesia Beedwel Lumentut, Hence; Karen Tuuk, Gabriela; Meage, Yopi
Jurnal Sintaks Logika Vol. 5 No. 2 (2025): Mei 2025
Publisher : Fakultas Teknik Universitas Muhammadiyah Parepare

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31850/jsilog.v5i2.3742

Abstract

Along with the development of information technology, various areas of life have undergone significant transformations, including in the education sector. The information technology use in the teaching and learning process has been proven to improve the quality of learning, especially in early childhood education. This research aims to develop a Rapid Application Development (RAD) educational game that introduces human body parts using Hubula and Indonesian, the local language used by the Wamena people. The prototype development method was used to create an early model of the game as an alternative interactive media that was more interesting than conventional book-based learning methods. This game is expected to increase students' interest and understanding of the anatomy of the human body in a more effective and fun way. In addition, using regional languages in learning media is also an effort to preserve local culture. With an interactive and innovative approach, this game prototype serves as a learning tool to introduce regional cultural values to the younger generation. The results of this development show the great potential of integrating technology and culture in improving the quality of education.
Pengenalan Dasar-Dasar Komputer untuk Siswa SD dalam Mendukung Pembelajaran Abad 21 Ngurah Kade Sukiastini, I Gusti Ayu; Desta, Matilda Serfi; Meage, Yopi; Yogobi, Habel
Jurnal Pengabdian kepada Masyarakat Nusantara Vol. 6 No. 3 (2025): Edisi Juli - September
Publisher : Lembaga Dongan Dosen

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55338/jpkmn.v6i3.6805

Abstract

Perkembangan teknologi informasi menuntut peserta didik memiliki keterampilan digital sejak dini. Penelitian ini bertujuan memperkenalkan dasar-dasar komputer kepada siswa sekolah dasar sebagai bekal literasi digital abad 21. Metode yang digunakan adalah participatory action research (PAR) melalui tiga tahap, yaitu perencanaan, pelaksanaan, dan evaluasi. Subjek penelitian terdiri atas 15 siswa dari Desa Pugima dan 15 siswa dari Desa Kama. Hasil pre-test dan post-test menunjukkan peningkatan signifikan: penguasaan hardware naik dari 20% menjadi 100%, keterampilan pengolah kata dari 28% menjadi 92%, dan penggunaan aplikasi menggambar dari 15% menjadi 88%. Program ini tidak hanya meningkatkan keterampilan teknis, tetapi juga menumbuhkan rasa percaya diri dan sikap positif terhadap teknologi. Dengan demikian, pengenalan komputer dasar sejak sekolah dasar terbukti efektif mendukung penguasaan keterampilan abad 21 (critical thinking, communication, collaboration, creativity).