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Sosialisasi Bahaya Judi Online di Yayasan Al Kamila Depok, Serua Rai, I Nyoman Aji Suadhana; Nashir, Asep Kamaluddin; Hikmawan, Rizki; Situmeang, Nurmasari
Jurnal Pengabdian Sosial Vol. 2 No. 10 (2025): Agustus
Publisher : PT. Amirul Bangun Bangsa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59837/hgscx414

Abstract

Digitalisasi memberikan dampak yang luar biasa terhadap ekonomi nasional, namun di satu sisi, terdapat masalah yang membelenggu masyarakat di akar rumput yaitu adalah Judi Online Judi online membawa permasalahan bagi para penggunanya, seperti dampak ekonomi, dampak psikologis seperti kecanduan, dan permasalahan yang lain seperti masalah sosial yang biasanya menyerang para remaja yang masih belum cukup paham akan bahaya dari penggunaan judi online yang berlebihan. Untuk meningkatkan kesadaran dini tentang bahaya Judi Online dan pinjaman online ilegal, dilakukan sosialisasi kepada para remaja di yayasan Al Kamila, Depok, Serua. Sosialisasi ini dilakukan dengan menggunakan metode diskusi dua arah, pendekatan berbasis evidence based, studi kasus dan simulasi. Hasil sosialisasi menunjukan bahwa para remaja Al Kamila mengalami peningkatan pemahaman tentang bahaya dari Judi Online. Selain itu para remaja juga mendapatkan tentang pengetahuan pengelolaan keuangan yang baik untuk tindakan pencegahan.
Designing AI-Based Learning Assistant to Elevate Computational Thinking: A UX-Focused Redesign Approach Hikmawan, Rizki; Rohendi, Dedi; Septiadi, Jaka; Arrumaisha, Nissa
Jurnal Paedagogy Vol. 12 No. 4 (2025): October
Publisher : Universitas Pendidikan Mandalika

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33394/jp.v12i4.16705

Abstract

This study aims to evaluate and enhance the User Experience (UX) of SEKAPAI, a web-based AI learning assistant developed to support Computational Thinking (CT) development. The initial version was assessed using Cognitive Walkthrough, System Usability Scale (SUS), and User Experience Questionnaire (UEQ), involving ten participants. Data collected from these instruments were analyzed using descriptive statistics to quantify usability scores, and qualitative feedback from the walkthroughs was subjected to thematic analysis to identify pain points. The preliminary results showed a success rate of 90%, but also revealed issues in clarity and feature navigation. Based on user feedback, the platform underwent a redesign process guided by User-Centered Design (UCD) stages, resulting in improvements in structure, interaction flow, and interface clarity. The updated prototype showed clear improvements, supported by Maze testing with a UX score of 80 ('Good') and a SUS increase to 86 ('Excellent'), and the task success rate improved to 97.14%, indicating a significant enhancement in user satisfaction and efficiency. This study not only validates the effectiveness of UCD in refining AI-based learning tools but also highlights the potential for future system development. These findings contribute to the design methodology of intelligent educational systems by aligning pedagogical goals with interactive design strategies.
Analysis of Gamification in Cybersecurity Education for Students: A Systematic Literature Review Sodikin, Reisa Aulia; Hikmawan, Rizki
Jurnal Educative: Journal of Educational Studies Vol. 8 No. 2 (2023): December 2023
Publisher : Universitas Islam Negeri Sjech M. Djamil Djambek Bukittinggi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30983/educative.v8i2.7513

Abstract

The increasingly complex digital era requires a deeper comprehension of cybersecurity threats, particularly in educational settings. The imperative to establish an interactive and adaptive learning environment, responsive to technological advancements, makes the adoption of gamification elements as an innovative method to heighten student involvement and deliver crucial knowledge in the context of cybersecurity. To tackle these challenges, this research outlines the cause-and-effect relationships, focusing on the connection between the evolution of cybersecurity knowledge areas and gamification elements found in earlier literature. By specifying the components of the CIA Triad—Confidentiality, Integrity, and Availability—this study establishes a strong foundation for investigating how gamification elements can harmonize with the cybersecurity requirements in this digital era. The research utilizes a systematic literature review method based on inclusion and exclusion criteria, the research identifies 13 Google Scholar-indexed articles published between 2018 and 2023. These findings reveal a correlation between gamification elements and the CIA Triad aspects, along with Venn diagrams in recent cyber threats and attacks. This offers a foundation for the development of more potent pedagogical approaches in delivering cybersecurity materials to the generation maturing in this digital era.Era digital yang semakin kompleks menuntut pemahaman yang lebih mendalam terhadap ancaman keamanan siber, khususnya di lingkungan pendidikan. Adapun kebutuhan untuk menciptakan lingkungan pembelajaran yang menarik dan responsif terhadap perkembangan teknologi informasi mendorong penerapan elemen-elemen gamifikasi sebagai metode inovatif yang dapat meningkatkan keterlibatan siswa dan menyampaikan pengetahuan krusial dalam konteks keamanan siber.  Dalam rangka mengatasi tantangan ini, penelitian ini menjelaskan secara rinci pola sebab dan akibat, dengan fokus pada korelasi antara pengembangan area wawasan keamanan siber dengan elemen-elemen gamifikasi dalam literatur terdahulu. Dengan merinci aspek-aspek CIA Triad, yakni Confidentiality, Integrity, dan Availability, penelitian ini menciptakan dasar yang kuat untuk mengeksplorasi bagaimana elemen-elemen gamifikasi dapat menyelaraskan diri dengan kebutuhan keamanan siber di era digital ini. Penelitian ini menggunakan metode systematic literature review berdasarkan kriteria inklusi dan eksklusi, menghasilkan 13 artikel terindeks Google Scholar yang diterbitkan di tahun 2018-2023. Hasil penelitian menunjukkan adanya korelasi antara elemen-elemen gamifikasi dan aspek CIA Triad, serta diagram venn yang mengilustrasikan kesesuaian elemen gamifikasi dengan aspek CIA Triad pada ancaman dan serangan siber terbaru sehingga dapat memberikan landasan untuk pengembangan pedagogi yang lebih efektif dalam menyampaikan materi keamanan siber kepada generasi yang tumbuh dalam era digital ini.
The Importance of Computational Thinking to Train Structured Thinking in Problem Solving Andrian, Rian; Hikmawan, Rizki
JOIN (Jurnal Online Informatika) Vol 6 No 1 (2021)
Publisher : Department of Informatics, UIN Sunan Gunung Djati Bandung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15575/join.v6i1.677

Abstract

Ability to do problem solving will be greatly influenced by how the flow of thinking in decomposing a problem until it finds the root of the problem so that it can determine the best solution. There is currently a growing recognition around the world that all fields require a prerequisite ability, namely to think logically, in a structured manner, and use computational tools to rapidly model and visualize data. This ability is known as Computational Thinking (CT). In this study, the author applied the computational thinking key concept in a case study to train structured thinking in problem solving. Computational thinking key concept includes Decomposition, Pattern recognition, Abstraction, and lastly use algorithms when they design simple steps to solve problems. Based on our case study that has been model, the result shows us that Computational Thinking can be used to train structured thinking in problem solving in everyday life
User Experience Design and Prototypes of Mobile-based Learning Media for Children with Special Needs in the Dyslexia Category Andrian, Rian; Yasin, Aldi; Hikmawan, Rizki; Fauzi, Ahmad; Ramadhan, Muhamad Irwan
JOIN (Jurnal Online Informatika) Vol 8 No 2 (2023)
Publisher : Department of Informatics, UIN Sunan Gunung Djati Bandung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15575/join.v8i2.959

Abstract

Education is the right of all living things regardless of social status, gender, or physical condition. Persons with disabilities have the same rights and obligations as citizens. Based on the 1945 Constitution Article 31 Paragraph 1 and Law Number 20 of 2003 concerning the National Education System, it can be concluded that the state provides full guarantees for children with special needs to obtain quality education services. Children with special needs are divided into several categories, in this study the research team will focus on solving learning problems for children with disabilities in the dyslexia category. Dyslexia also known as reading disorder, is a disorder characterized by reading below the expected level for one's age. This study aims to find learning solutions by developing user experience designs and prototypes of mobile-based learning media for children with special needs in the dyslexia category. This research applies design thinking methodology to understand users, challenge assumptions, redefine problems, and create innovative solutions to prototype and test.
ChatGPT sebagai Alat Bantu dalam Penulisan Karya Ilmiah Mahasiswa: Analisis Keterlibatan dan Kreativitas Yasmine, Yuliana Sventy; Hikmawan, Rizki
Jurnal Pendidikan Informatika (EDUMATIC) Vol 9 No 1 (2025): Edumatic: Jurnal Pendidikan Informatika
Publisher : Universitas Hamzanwadi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29408/edumatic.v9i1.29496

Abstract

The field of education is facing challenges due to the emergence of various artificial intelligence technologies, one of which is the latest version of ChatGPT-4o. This version is more human-like and feature-rich, making it an effective feedback tool for assisting in the preparation of scientific papers. However, its role raises concerns among educators, as it has the potential to affect student engagement and creativity. This study aims to analyze the impact of using ChatGPT on student engagement and creativity in writing scientific papers. A quantitative approach using a survey method was conducted with 170 students from the Information Technology Systems Education program at a state university in Indonesia. Data were collected through a 29-item questionnaire using a four-point Likert scale to minimize ambiguity in respondents' answers. The data were then analyzed using descriptive and inferential statistics. Based on the results of the coefficient of determination analysis, ChatGPT usage was found to influence writing engagement by 25.3% and creativity by 8.10%. In addition to providing corrections, ChatGPT also offers suggestions and generates new ideas, enhancing interactive participation in the writing process. However, it may reduce students' reliance on more valid feedback sources, potentially impacting engagement and decreasing creativity in writing. These findings highlight the importance of ethical awareness among students and the need for educational institutions to develop strategies to mitigate the negative effects of ChatGPT in scientific writing.
BEDIPOLI : Implementing an Educational Game Monopoly to Enhance Digital Ethics Among Elementary School Students in Purwakarta, Indonesia Novianti, Putri Ade; Hikmawan, Rizki; Fajrussalam, Hisny
Jurnal Paedagogy Vol. 12 No. 1 (2025): January
Publisher : Universitas Pendidikan Mandalika

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33394/jp.v12i1.13654

Abstract

This research aims to enhance elementary school students’ comprehension of digital ethics by employing Monopoly as the medium for Educational Game Tools (APE). This study used a quantitative approach with a pre-experimental design featuring a one-group pre-test and post-test, with the sample selected through purposive sampling. The instrument design involved creating assessment tools validated by six experts. The learning media included 30 questions on digital ethics comprehension, with validity assessed using the content validity ratio (CVR). To test the hypothesis, a Wilcoxon Signed-Ranks Test was applied to compare the pre-test and post-test scores. Pre-test and post-test instruments were adapted from the Ministry of Communication and Information Technology’s “Status of Digital Literacy in Indonesia 2020,” focusing on communication skills and technology ethics. The results revealed that initial assessments indicated a low understanding of digital ethics among students, with 18 out of 39 needing to demonstrate mastery before the APE implementation. However, post-implementation evaluations showed that only one student did not achieve mastery, with significant overall improvement and heightened enthusiasm for learning, highlighting the APE’s effectiveness. The study suggests that incorporating educational game tools (APE) into learning methods can significantly enhance students’ understanding of digital ethics.
Development of Mobile-Based Learning Media Introduces Two-Dimentional Figure in Elementary Schools Praciska, Mia Tri; Hikmawan, Rizki; Widodo, Suprih
Sistemasi: Jurnal Sistem Informasi Vol 13, No 6 (2024): Sistemasi: Jurnal Sistem Informasi
Publisher : Program Studi Sistem Informasi Fakultas Teknik dan Ilmu Komputer

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32520/stmsi.v13i6.4539

Abstract

The use of mobile learning media can improve the quality of education by allowing students to access the learning process from home which can improve their understanding of the material. The purpose of the research is to develop mobile-based learning media introduces two-dimentional figure in elementary schools. This type of research uses R&D (Research and Development) with the ADDIE development model which includes Analyst, Design, Development, Implementation, and Evaluate. The results of the research show that mobile-based learning media introduces two-dimentional figure in elementary schools with the main features, namely material content, videos, textbooks, and student ability tests accompanied by discussion questions. The System Usability Scale (SUS) is used to evaluate the effectiveness of learning media. The research results show that the media has a high level of satisfaction, with an expert validation score of 88.33, a score of 74.09 in the one-to-one test, a score of 80.33 in small groups, a score of 99.47 in the field test. The application was also assessed as successful through black box testing. This study also found that mobile-based learning media on the introduction of two-dimentional figure can be used online or in the classroom, and the application is successful on various versions of Android.