Claim Missing Document
Check
Articles

Found 3 Documents
Search

GAMERIK Simulation Model Improves Students’ Computer Assembly Skills: Model Simulasi GAMERIK Meningkatkan Keterampilan Perakitan Komputer Siswa Nuryadi, Adi; Darmawan, Deni; Rahadian, Dian; Nurjamin, Asep; Jamilah, Jamilah; Maulani, Galih Abdul Fatah
Indonesian Journal of Innovation Studies Vol. 26 No. 4 (2025): October
Publisher : Universitas Muhammadiyah Sidoarjo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21070/ijins.v26i4.1572

Abstract

General Background: Practical technical learning such as computer assembly often faces challenges due to low student motivation and limited practice facilities. Specific Background: At SMAN 2 Garut, conventional methods have proven less effective in improving computer assembly skills. Knowledge Gap: Few gamification-based simulation learning models have been tested to significantly enhance technical skills. Aims: This study aims to develop and evaluate the effectiveness of the GAMERIK (Gamification of Computer Assembly) learning model using the PC Creator 2 simulation to improve Grade X students’ computer assembly skills. Results: Using an R&D approach with the ADDIE model, data were collected through observation, questionnaires, interviews, pretests, and posttests. A paired sample t-test showed a significant increase in students’ motivation, conceptual understanding, and assembly skills (p < 0.05). Novelty: The integration of PC Creator 2’s automated assessment algorithm within the gamification model provided immediate feedback, accelerating the learning process. Implications: GAMERIK offers an innovative solution for practice-based learning in schools with limited facilities and is relevant to the development of simulation- and gamification-based informatics learning media. Highlights: Enhances motivation and skills in technical learning. Uses simulation with automated assessment for feedback. Offers solutions for schools with limited practice facilities. Keywords: GAMERIK, Gamification, PC Creator 2, Computer Assembly Skills, Simulation
The Influence of Interactive Learning Media Based on Ispring Suite 11 on Physics Learning Outcomes on Gas Kinetic Theory Material at SMA Negeri 25 Garut Solihati, Essy; Darmawan, Deni; Fauzi Nursiami, Eva; Misbahudin, Misbahudin; Nuryadi, Adi
Devotion : Journal of Research and Community Service Vol. 5 No. 11 (2024): Devotion: Journal of Community Research
Publisher : Green Publisher Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59188/devotion.v5i11.25352

Abstract

This research is motivated by the importance of learning media that is tailored to the needs of students, one of which is in the process of improving learning outcomes. This research was conducted because of the low learning outcomes of students in physics subjects, one of which is due to the use of learning media in the classroom, which still tends to use conventional learning media. Therefore, efforts are needed so that student learning outcomes can be improved. Interactive learning media based on ispring suite 11 is an interesting learning medium and allows students to actively participate in learning activities and improve student learning outcomes. The purpose of this study is to determine the influence of interactive learning media based on ispring suite 11 on physics learning outcomes on gas kinetic theory material. The type of research used is Quasy Experimental with the design of ''Nonequivalent Pretest and Posttest Control Group'', samples are selected by purposive sampling technique. Class XI Science 3 is used as an experimental class and Class XI Science 1 is used as a control class. The instruments used were tests with multiple choice of 20 questions and questionnaires. Based on the calculation using the effect size, a value of 1.36 was obtained which was categorized as very strong, so it was proven that ispring suite 11-based interactive learning media had a significant influence on student learning outcomes. And the results of the study show that interactive learning media based on ispring suite 11 is proven to be effective in improving student learning outcomes compared to conventional media, this is seen from the results of the N-gain test in the experimental class of 71.05% and in the control class of 54.24%.
Analysis and Design of GAMERIK (Gamification of Computer Assembling) Based on PC Creator 2 in Improving Computer Assembling Skills: Analisis dan Desain GAMERIK (Gamifikasi Merakit Komputer) Berbasis PC Creator 2 untuk Meningkatkan Keterampilan Merakit Komputer Nuryadi, Adi
Indonesian Journal of Innovation Studies Vol. 26 No. 3 (2025): July
Publisher : Universitas Muhammadiyah Sidoarjo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21070/ijins.v26i3.1400

Abstract

General Background: In the digital era, technology has become an integral part of various aspects of life, including education. Specific Background: However, practice-based learning such as computer assembly continues to face challenges, including limited equipment, time constraints, and the risk of hardware damage. Knowledge Gap: Few instructional models effectively address these issues while providing a safe and engaging learning experience. Aims: This study aims to design a gamification-based learning model using the PC Creator 2 application to enhance students’ computer assembly skills. Results: The findings reveal that the gamified model significantly improves students’ motivation, engagement, and understanding of computer hardware concepts. Novelty: The innovation lies in integrating gamification into technical practice, allowing students to simulate assembling computers without the risk of damaging physical components. Implications: These results suggest that a gamification-based approach offers an effective and enjoyable solution for practical technology education and holds potential for broader application in vocational learning contexts. Highlights:    Enhances student motivation and engagement through game elements. Provides a safe, risk-free environment for technical practice. Bridges the gap in practical learning with innovative digital tools. Keywords: Gamification, Computer Assembly, Vocational Education, Digital Learning, PC Creator 2