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Management dan Pembangunan Sistem Pendataan Penduduk Komplek Mulia Residence Ciomas Bogor Dinar Munggaran Akhmad; Yusma Yanti; Irma Anggraeni; Muhammad Athhar Kautsar; Anas Fadhilah
PIKAT Jurnal Pengabdian Kepada Masyarakat ITK Vol. 6 No. 1 (2025): PIKAT : Jurnal Pengabdian Kepada Masyarakat
Publisher : LPPM Institut Teknologi Kalimantan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35718/pikat.v6i1.8481370

Abstract

Pengabdian kepada masyarakat ini bertujuan untuk mengembangkan sistem pendataan penduduk berbasis aplikasi di Komplek Mulia Residence, Ciomas, Bogor. Dengan adanya sistem ini, diharapkan akan tercipta efisiensi dalam pengelolaan data penduduk, mempercepat proses pelaporan, dan mempermudah akses informasi bagi pengelola serta masyarakat. Sistem ini akan dirancang untuk memberikan akses real-time yang memungkinkan pembaruan data secara langsung dan akurat. Kegiatan ini juga akan melibatkan mahasiswa dalam proses pengembangan sistem, dengan harapan dapat meningkatkan keterampilan teknis mereka sehingga mahasiswa mendapatkan pengalaman di luar kampus. Hasil dari penelitian ini nanti nya diharapkan berupa jurnal yang ber terakreditasi dan sistem informasi hasil kinerja dosen dan mahasiswa ini dapat digunakan oleh masyarakat sehingga dapat bermanfaat untuk masyarakat sekitar.
Enhancing Digital Literacy and Computational Thinking through Scratch-Based Learning Dinar Munggaran Akhmad; Ersa Resita; Hutagalung, Carli Apriasnyah; Gustian Rama Putra; Hylmi Akhdan
Jurnal Pengabdian Masyarakat Inovatif Vol. 3 No. 2 (2025): JPMI (Jurnal Pengabdian Masyarakat Inovatif)
Publisher : Fakultas Matematika dan Ilmu Pengetahuan Alam, Universitas Pakuan

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

In the digital era, students must develop digital literacy and computational thinking skills to face technological challenges. However, many Indonesian schools still emphasize theoretical knowledge rather than practical applications. This community service program aimed to enhance these skills through Scratch-based learning at the Muslihun Foundation, Parung, Bogor Regency. The program involved 21 junior and senior high school students and was implemented in five stages: preparation, socialization, Scratch training, project mentoring, and evaluation. Using a Project-Based Learning (PjBL) approach, students learned to create animations and educational games that applied computational concepts creatively. The evaluation used a 10-item pre-test and post-test instrument measuring basic digital literacy, logic, sequencing, and problem-solving indicators. The average score increased from 62.86 to 98.10, representing a 56% enhancement. Most participants achieved perfect post-test scores, proving the effectiveness of Scratch-based learning in improving computational thinking, creativity, and engagement. These findings highlight the need for accessible hands-on digital learning models and demonstrate the potential of simple visual programming tools to strengthen inclusive digital education practices in Indonesia.
Enhancing Digital Literacy and Computational Thinking through Scratch-Based Learning Dinar Munggaran Akhmad; Ersa Resita; Hutagalung, Carli Apriasnyah; Gustian Rama Putra; Hylmi Akhdan
Jurnal Pengabdian Masyarakat Inovatif Vol. 3 No. 2 (2025): JPMI (Jurnal Pengabdian Masyarakat Inovatif)
Publisher : Fakultas Matematika dan Ilmu Pengetahuan Alam, Universitas Pakuan

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

In the digital era, students must develop digital literacy and computational thinking skills to face technological challenges. However, many Indonesian schools still emphasize theoretical knowledge rather than practical applications. This community service program aimed to enhance these skills through Scratch-based learning at the Muslihun Foundation, Parung, Bogor Regency. The program involved 21 junior and senior high school students and was implemented in five stages: preparation, socialization, Scratch training, project mentoring, and evaluation. Using a Project-Based Learning (PjBL) approach, students learned to create animations and educational games that applied computational concepts creatively. The evaluation used a 10-item pre-test and post-test instrument measuring basic digital literacy, logic, sequencing, and problem-solving indicators. The average score increased from 62.86 to 98.10, representing a 56% enhancement. Most participants achieved perfect post-test scores, proving the effectiveness of Scratch-based learning in improving computational thinking, creativity, and engagement. These findings highlight the need for accessible hands-on digital learning models and demonstrate the potential of simple visual programming tools to strengthen inclusive digital education practices in Indonesia.