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PENGARUH MEDIA 3D BERBANTUAN WEB ASSEMBLR TERHADAP HASIL BELAJAR MATERI PENGENALAN KOMPONEN KOMPUTER PADA SISWA SMP Frisca Monica; Pramudiyanti i; Daniel Rinaldi; Radinal Fadli
Jurnal Inovasi Pendidikan dan Teknologi Informasi (JIPTI) Vol. 6 No. 2 (2025): Jurnal Inovasi Pendidikan dan Teknologi Informasi (JIPTI)
Publisher : Information Technology Education Department

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52060/jipti.v6i2.3777

Abstract

Digital technology requires the world of education to utilize interactive and innovative learning media. Web-based three-dimensional (3D) visualization media can help students understand abstract concepts more concretely. In computer science education, particularly in the introduction to computer components, students still find it difficult to recognize the actual form and function of components. This study aims to determine the effect of web-based 3D media using Assemblr on the learning outcomes of seventh-grade students at SMP Negeri 36 Bandar Lampung. The research method used was an experimental method using a quasi-experimental model with a pretest-posttest equivalent control group research design involving two classes, each with 34 students. The instrument used was 20 multiple-choice questions that had been tested for validity and reliability (α = 0.801). The results showed a significant increase in the learning outcomes of students in the experimental class. The average pretest score for the experimental class was 46.32, which increased to 81.91 on the posttest. This comparison resulted in an average N-Gain score of 0.6428, which is categorized as moderate. The results of the independent sample t-test also showed a Sig. value of 0.000, proving that there was a significant difference between the learning outcomes of the two groups. Thus, it can be concluded that the use of web-based 3D media assemblr has a significant effect on student learning outcomes in computer component introduction material.
Peningkatan Kesadaran Keamanan Siber (Cyber Security Awareness) melalui Penyuluhan bagi Siswa Sekolah Menengah Pertama Dwi Wahyudi; Radinal Fadli
JURIBMAS : Jurnal Hasil Pengabdian Masyarakat Vol 4 No 3 (2026): Maret 2026
Publisher : LKP KARYA PRIMA KURSUS

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62712/juribmas.v4i3.929

Abstract

The rapid growth of digital technology increases cyber threat risks for junior high school students. This community service activity aimed to enhance students' cyber security awareness and behavioral intentions through interactive counseling. The implementation method included multimedia presentations, threat simulations, and evaluations using pre-test and post-test designs with 40 students at SMP Islam Plus At-Tholibin. The evaluation instrument covered four behavioral scales: risky, conservative, risk exposure, and risk perception behavior. Results showed a significant shift in perspectives, with average scores increasing from 2.15 to 3.72. The N-Gain analysis yielded a score of 0.84, categorized as “High”. This proves that gamification and simulation approaches are effective in providing a deep understanding to recognize cyber threats from an early age. This activity is expected to serve as a model for sustainable education to build a cyber security culture within the school environment.