Muhammad Aziz Rohmatulloh
Universitas Muhammadiyah Sidoarjo

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Educational Game Development for Grade VIII Informatics Learning: Pengembangan Permainan Edukatif untuk Pembelajaran Informatika Kelas VIII Muhammad Aziz Rohmatulloh; Fitria Nur Hasanah
Academia Open Vol. 10 No. 1 (2025): June
Publisher : Universitas Muhammadiyah Sidoarjo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21070/acopen.10.2025.13316

Abstract

General Background: The integration of digital learning media has become increasingly significant in secondary education, particularly in Informatics subjects that require conceptual understanding and logical thinking skills. Specific Background: In Grade VIII Informatics learning, students often experience low engagement and difficulty understanding abstract computational concepts when conventional teaching methods are applied. Knowledge Gap: Although educational games have been widely discussed in instructional media studies, limited research specifically addresses structured game development tailored to Grade VIII Informatics curriculum needs. Aims: This study aims to develop and validate an educational game designed to support Informatics learning for Grade VIII students. Results: The findings indicate that the developed game meets validity criteria based on expert evaluation and receives positive responses from students in terms of usability and learning support. Novelty: The study provides a curriculum-aligned educational game prototype specifically designed for Informatics instruction at the junior secondary level. Implications: The developed media offers an alternative digital learning resource that can support interactive classroom instruction and facilitate student engagement in Informatics learning processes. Keywords: Educational Game, Informatics Learning, Grade VIII Students, Instructional Media Development, Digital Learning Key Findings Highlights: The game prototype fulfilled expert validation standards for instructional use. Student responses demonstrated positive acceptance and practical usability. The media aligns with junior secondary Informatics curriculum structure.
Peningkatan Literasi Digital Masyarakat Melalui Pelatihan Koding Dasar dan Penerapan Kecerdasan Artifisial untuk Pembelajaran Fitria Nur Hasanah; Rahmania Sri Untari; Kemil Wachidah; Clarisa Seliya Tamara; Muhammad Aziz Rohmatulloh; Adam Nurul Haq
Abditeknika Jurnal Pengabdian Masyarakat Vol. 6 No. 1 (2026): April 2026
Publisher : LPPM Universitas Bina Sarana Informatika

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31294/abditeknika.v6i1.12052

Abstract

Perkembangan teknologi digital menuntut guru sekolah dasar untuk memiliki literasi digital yang baik, khususnya dalam pemanfaatan koding dasar dan kecerdasan artifisial (KA) sebagai bagian dari pembelajaran abad ke-21. Program pengabdian kepada masyarakat ini bertujuan untuk meningkatkan literasi digital guru melalui pelatihan koding dasar dan penerapan KA dalam pembelajaran di SD Muhammadiyah 1 Candi Labschool UMSIDA. Kegiatan pengabdian dilaksanakan pada tanggal 27 Januari 2026 dengan peserta semua guru di sekolah dasar. Pengabdian  ini dilaksanakan dengan metode pelatihan berbasis workshop dengan tahapan pemaparan materi, diskusi, praktik langsung, dan presentasi produk. Teknik pengumpulan data melalui pretest-postest, observasi aktivitas peserta, serta analisis hasil karya yang diunggah melalui Google Form. Hasil pelatihan menunjukkan adanya peningkatan pemahaman peserta terhadap konsep dasar koding dan pemanfaatan KA dalam pembelajaran, yang ditunjukkan dari kenaikan skor rata-rata peserta dari pretest sebesar 73.43 menjadi posttest sebesar 88.91, sehingga peningkatan pretest-posttest sebesar 15.48%. Selain itu, dapat dilihat melalui antusiasme tinggi peserta dalam mengembangkan media pembelajaran digital berbasis game dengan bantuan KA. Program ini dinilai berhasil dalam meningkatkan kompetensi pedagogik berbasis teknologi dan mendorong inovasi pembelajaran yang lebih kreatif dan interaktif di sekolah dasar.   The development of digital technology requires elementary school teachers to have good digital literacy, especially in the use of basic coding and artificial intelligence (AI) as part of 21st-century learning. This community service program aims to improve teachers' digital literacy through basic coding training and the application of AI in learning at Muhammadiyah 1 Candi Labschool Elementary School, UMSIDA. The community service activity was carried out on January 27, 2026, with all elementary school teachers participating. This service was carried out using a workshop based training method with stages of material presentation, discussion, direct practice, and product presentation. Data collection techniques were through pretest-posttest, observation of participant activities, and analysis of work uploaded via Google Form. The results of the training showed an increase in participants' understanding of the basic concepts of coding and the use of AI in learning, as indicated by an increase in the average score of participants from a pretest of 73.43 to a posttest of 88.91, resulting in a pretest-posttest increase of 15.48%. In addition, it can be seen through the high enthusiasm of participants in developing game based digital learning media with the help of AI. This program is considered successful in improving technology based pedagogical competencies and encouraging more creative and interactive learning innovations in elementary schools.