Gunawan Pamuji
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Pelatihan Produksi Video Bagi IPNU IPPNU Untuk Penguatan Dakwah Digital Arifudin, Dani; Gunawan Pamuji; Bhakti Sihanjono
Jurnal Inovasi Pengabdian Masyarakat Vol 2 No 3 (2025): JIPMAS : Journal Inovasi Pengabdian Masyarakat
Publisher : PT. Karya Inovatif Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.65255/jipmas.v2i3.219

Abstract

Digital transformation has brought significant changes across various aspects of life, including the dissemination of information and religious practices. In the context of mosques, high-quality audiovisual documentation has become an effective strategy to enhance the visibility and role of mosques as centers of religious, social, and educational activities. However, observations of IPNU and IPPNU youth in Banyumas Regency indicate that there are still challenges in utilizing this technology, particularly in producing high-quality mosque profile videos. The main obstacles include a lack of technical skills in video production, limited access to production equipment, and a lack of understanding of effective digital content strategies. As a solution to these issues, the Mosque Profile Video Production Training Program was designed to equip mosque youth with video production skills, including cinematography techniques, scriptwriting, editing, and digital publishing strategies. In addition, this program also aims to help participants optimize the use of mosque social media as a more engaging platform for da’wah and public outreach. This training is intended to improve the quality of mosque audiovisual documentation, encourage innovation in digital da’wah, and strengthen youth involvement in utilizing technology as a broader and more effective means of Islamic propagation.
PENINGKATAN LITERASI DIGITAL DAN LOGIKA PEMROGRAMAN C++ MELALUI PENDEKATAN GAME-BASED LEARNING MENGGUNAKAN CODECOMBAT DI SMK BAKTI PURWOKERTO Arif Ginanjar; Septiara Janatun Gresela; Gunawan Pamuji; Diva Rahma Listyaningrum
Jurnal Padamu Negeri Vol. 3 No. 2 (2026): April : Jurnal Padamu Negeri (JPN)
Publisher : CV. Denasya Smart Publisher

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.69714/nzwbft12

Abstract

Digital literacy and programming logic are essential competencies for vocational high school students to face future industrial challenges. This community service activity aims to improve these competencies through a C++ programming workshop using the CodeCombat game-based learning platform at SMK Bakti Purwokerto. The implementation method applies an educational approach that includes interactive theoretical explanations with hands-on practice in the laboratory, facilitating students to master basic logic structures such as variables, input-output, and loops visually. The results of the activity showed a significant positive impact, where 98% of participants successfully completed the game's basic level challenges independently and demonstrated a significant increase in technical understanding. Furthermore, the integration of gamification was proven effective in increasing student enthusiasm and active participation in completing coding missions. It was concluded that this approach provides a strategic framework for schools to reduce students' cognitive load in learning programming syntax, making the introduction to coding more effective, enjoyable, and relevant for vocational education.