Moh. Nur Zamzami
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AI UNTUK GENERASI CERDAS: BELAJAR TEKNOLOGI BERSAMA PENDIDIKAN PROFESI GURU Abdul Wafi; Adi Wahyu Wardani; Ainun Nur Baiti; Dwi Widiyasari; Ella Amelia Widodo; Moh. Nur Zamzami; M. Ajie Kalifatullah; Khoirul Anwar; Sigit Perdana; Azhar Ahmad Smaragdina; Didik Dwi Prasetya
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 03 (2025): Volume 10 No. 03 September 2025
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v10i03.30839

Abstract

The advancement of artificial intelligence (AI) technology presents both challenges and opportunities in the field of education. This report presents the outcomes of a community service activity conducted by lecturers and student-teachers from the Teacher Professional Education (PPG) Program at Universitas Negeri Malang through an educational talk show at SMA Negeri 8 Malang. The initiative aimed to improve digital literacy among students and teachers regarding the ethical and responsible use of AI. The talk show involved students, teachers, and student council members (OSIS), and featured expert speakers who discussed the fundamentals of AI, its applications, and associated risks such as technological dependency and academic plagiarism. The activity led to increased awareness of the benefits and challenges of AI, as well as the importance of academic integrity and character in its use. The school responded positively by establishing an AI Literacy Team, organizing teacher workshops, and launching the campaign “Smart AI, Not Instant AI.” This program serves as a model for promoting an adaptive and ethical digital culture within secondary education.
PENGEMBANGAN MEDIA PEMBELAJARAN SWAPMASTER UNTUK MENINGKATKAN KETERAMPILAN BERPIKIR KOMPUTASIONAL Yudhistira Wirayudha Pratama; Muhammad Alfan; Ratna Agustyasari; Kanzul Fikri Fauzi; Moh. Nur Zamzami
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 3 (2025): Volume 10 No3 September, 2025
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v10i3.29373

Abstract

Computational thinking skills are skills needed to solve various problems that arise in everyday life. Based on the international study of the Programme for Student (PISA), Indonesian students have low thinking and reasoning skills. Therefore, this study aims to develop a game-based learning media (product) called "Swapmaster", to help develop students' computational thinking skills. The method used in this study is the Research and Development (R&D) method, with the stages of the Borg and Gall model that have been adjusted to the needs of the study. These stages include 1) Research and Data Collection, 2) Planning, 3) Making a draft version of the product, 4) Initial validation test 5) Implementation of analysis (operational field test). The results of the study showed that the application of the Swapmaster learning media that had been validated by experts was able to improve students' computational thinking skills and was included in the "Good" criteria. Keywords: Learning media, Swapmaster, Computational thinking.