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Introduction of Computational Thinking Models in the Kurikulum Merdeka Through Scratch Games for Teachers at Gaussian Kamil School Semarang: Pengenalan Model Computational Thinking Pada Kurikulum Merdeka Melalui Scratch Game Untuk Guru Di Gaussian Kamil School Semarang Muljono; Wise Herowati; Novianto Nur Hidayat; Harun Al Azies
JATI EMAS (Jurnal Aplikasi Teknik dan Pengabdian Masyarakat) Vol. 8 No. 1 (2024): Jati Emas (Jurnal Aplikasi Teknik dan Pengabdian Masyarakat)
Publisher : DPD Jatim Perkumpulan Dosen Indonesia Semesta

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Abstract

Efforts to increase understanding of Computational Thinking (CT) in the context of the Independent Curriculum in Indonesia with a focus on strengthening fundamental educational competencies, are carried out by utilizing the Scratch Game learning method. Gaussian Kamil School (GKS) faces the challenge of integrating CT skills in the Merdeka Curriculum, and teachers at GKS undergo training with Unplugged Programming Activities. The use of the Scratch Game with the Bee Bot Robot and the Activity Map board is an innovative solution. This service tests the development of CT skills through algorithm learning, especially through the Scratch Game. The results demonstrated an engaging learning experience and a better understanding of algorithm concepts. The Scratch Game themes prove the effectiveness of this method, especially for students who are not yet familiar with digital technology. This dedication also provides the foundation for a comprehensive Scratch Game module in teaching the algorithmic aspects of CT skills. The final recommendations include expanding the application of the Scratch Game in the teaching of CT algorithms in schools with limited access to technology, while supporting the development of modules that can be widely adopted to improve students' CT skills.
Technological Literacy Improvement Program for Students Through Introduction to the Basics of Computer Vision: Program Peningkatan Literasi Teknologi untuk Mahasiswa Melalui Pengenalan Dasar-Dasar Computer Vision Harun Al Azies; Muhammad Naufal; Danar Cahyo Prakoso; Novianto Nur Hidayat
JATI EMAS (Jurnal Aplikasi Teknik dan Pengabdian Masyarakat) Vol. 8 No. 1 (2024): Jati Emas (Jurnal Aplikasi Teknik dan Pengabdian Masyarakat)
Publisher : DPD Jatim Perkumpulan Dosen Indonesia Semesta

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

This activity fills the knowledge gap in students' fundamental grasp of computer vision by emphasizing direct engagement with daily technologies. The major objective is to raise students' technology literacy and equip them to become future leaders with contextually applicable knowledge of computer vision. This program, which involves 170 students, consists of seminars, workshops, and on-the-job training. Statistical tests, such as the Wilcoxon test, are used in the analysis process to compare understanding levels before and after the activity. The Wilcoxon test regularly confirmed significant differences and statistical data demonstrated a considerable gain in computer vision literacy among participants. A comprehensive picture of how student comprehension has changed is provided by descriptive analysis. Analyzing statistical data confirms how well the activities alter participants' perceptions, to have a long-term effect on the advancement of technology and society development.