Ibnu Hajar Manippi
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Development of an Android-Based Educational Game with Gamification for Algorithms and Data Structures Gita Damayanti; Miraekel Lebang Malik; Firdayani Syarifuddin; Ibnu Hajar Manippi; Eva Ulfiani; Era Fasira
Information Technology Education Journal Vol. 3, No. 2, Mei (2024)
Publisher : Jurusan Teknik Informatika dan Komputer

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59562/intec.v3i2.2401

Abstract

This study aims to develop and evaluate an Android-based educational game incorporating gamification elements for teaching Algorithms and Data Structures (ADS). ADS is recognized as a fundamental yet challenging subject in computer science education due to its abstract concepts and dynamic processes. Traditional lecture-based instruction often results in low engagement and limited conceptual understanding. Therefore, this study proposes a gamified mobile learning solution to enhance student motivation and learning outcomes. A Research and Development (R&D) approach using the ADDIE model was employed to design and develop the application, followed by a quasi-experimental non-equivalent control group pretest–posttest design to evaluate its effectiveness. Participants consisted of 74 undergraduate students divided into an experimental group (n = 38) using the Android-based gamified application and a control group (n = 36) receiving conventional instruction. Data were analyzed using paired and independent samples t-tests with a significance level of 0.05. Results indicated a significant difference in posttest scores (t = 6.64, p < 0.001), with the experimental group achieving a higher mean (M = 82.47) compared to the control group (M = 71.28). The effect size was large (Cohen’s d = 1.54). Motivation scores were also higher in the experimental group (M = 4.31), and usability evaluation yielded an excellent System Usability Scale (SUS) score of 81.45. The study is limited to a single institution and short intervention duration. This research contributes empirical evidence that gamified Android-based learning can significantly improve cognitive achievement and motivation in ADS courses.
Effectiveness of Online Group Interventions with Digital Literacy and Internet Ethics E-Modules for Preventing Cyberbullying among Students Henri Gunawan Risal; Firdayani Syarifuddin; Ibnu Hajar Manippi; Hilda Suci Ramadhani; Jessy Angel Casey Ampulembang; Eva Ulfiani
Information Technology Education Journal Vol. 3, No. 1, Januari (2024)
Publisher : Jurusan Teknik Informatika dan Komputer

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59562/intec.v3i1.02422

Abstract

This study investigates the effectiveness of online group interventions assisted by e-modules on digital literacy and ethical online behavior to prevent cyberbullying among university students. Cyberbullying remains a pervasive issue in higher education, yet scalable interventions that combine knowledge acquisition and behavioral engagement are limited. This research aims to address this gap by evaluating whether a structured microlearning and chatbot-supported online program can enhance students’ knowledge, ethical awareness, and preventive behavioral intentions. An experimental study with pretest-posttest control group design was conducted involving 80 undergraduate students randomly assigned to intervention (n = 40) and control groups (n = 40). The intervention included interactive e-modules, scenario-based discussions, and AI chatbot support over a three-week period. Data were collected on digital literacy, ethical awareness, and behavioral intentions using validated Likert-scale instruments. Statistical analysis was performed using paired t-tests, independent t-tests, and effect size calculations to evaluate intervention outcomes. The intervention group demonstrated significant improvement compared to the control group in digital literacy (mean increase 30.2 points, Cohen’s d = 2.31), ethical awareness (mean increase 1.23, d = 2.10), and behavioral intention to prevent cyberbullying (mean increase 1.30, d = 2.18). Usability scores were high (SUS = 84.2 ± 6.3), and engagement metrics correlated positively with learning outcomes (r = 0.62, p < 0.001). The study demonstrates the potential of scalable online group interventions to enhance preventive digital behavior in higher education. Limitations include a single-institution sample, short intervention duration, and reliance on self-reported behavioral intentions. Future research should examine long-term effects, multi-institutional samples, and objective behavioral measurements. This research provides empirical evidence supporting the integration of e-modules, interactive group sessions, and chatbot support for cyberbullying prevention, contributing to digital citizenship education. The framework offers a practical, scalable, and adaptable model for universities seeking to promote safe and ethical online behavior.