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Development of Android-Based Banten Cultural Introduction Media for Children at the Amanah As-Sodiqiah Rajeg Orphanage Saputri, Fiqih Hana; Br Bangun, Eka Uliyanti Putri; Usni, Al Asmaul
JURNAL SISFOTEK GLOBAL Vol 14, No 2 (2024): JURNAL SISFOTEK GLOBAL
Publisher : Institut Teknologi dan Bisnis Bina Sarana Global

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.38101/sisfotek.v14i2.15703

Abstract

This research started with the demand for innovation in the world of learning, along with the increasingly rapid development of technology that is beneficial to the world of education, one of which is the use of Android-based educational games to introduce Banten culture. This research aims to make it easier for orphanage children to learn about Banten culture in Indonesia. Another reason for the purpose of making this educational game is none other than to get an idea of the differences in the results of foster children's knowledge between educational games and books of knowledge. The software that I use is Construct 2. The research uses data collection methods and a problem approach which includes literature, observation, design and testing and implementation. The result shows that the application has been created has a percentage of 79.42% where this value means that this application is fairly good.
Pengenalan Edukasi Bahasa Inggris dengan Karakter Pancasila Berbasiskan Game di SMP Al-Ijtihad 2 Kutabaru Br Bangun, Eka Uliyanti Putri; Satrio, Rizky Wahyu; M.F., Muhammad Fathan; Alfarizi, Muhammad; Perdana, Akmal
JURNAL PENGABDIAN GLOBAL Vol 4, No 2 (2025): Jurnal Pengabdian Global (JPEG)
Publisher : JURNAL PENGABDIAN GLOBAL

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.38101/jpeg.v4i2.16010

Abstract

Kegiatan Pengabdian Kepada Masyarakat (PKM) ini bertujuan untuk meningkatkan pengetahuan dan keterampilan siswa SMP AL-Ijtihad 2 Kutabaru dalam pembelajaran Bahasa Inggris melalui pengenalan dan pembuatan game edukasi berbasis karakter Pancasila. Program dilaksanakan pada tanggal 25, 28, dan 29 Maret 2024 dengan metode presentasi, demonstrasi, praktik, serta sesi tanya jawab. Materi yang diberikan meliputi pengenalan game edukasi, narrative text, dan penggunaan perangkat lunak RPG Maker. Hasil kegiatan menunjukkan peningkatan antusiasme dan partisipasi siswa, meskipun masih ditemukan kendala seperti kurangnya pemahaman pada materi narrative text dan keterbatasan fasilitas pembelajaran. Kegiatan ini berhasil memberikan pengalaman belajar yang interaktif dan menyenangkan, serta memotivasi siswa untuk mengembangkan kreativitas melalui media teknologi. Ke depan, diperlukan peningkatan sarana pendukung dan strategi penyampaian materi yang lebih variatif untuk mengoptimalkan hasil pembelajaran.