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PENINGKATAN LITERASI DIGITAL DAN LOGIKA PEMROGRAMAN C++ MELALUI PENDEKATAN GAME-BASED LEARNING MENGGUNAKAN CODECOMBAT DI SMK BAKTI PURWOKERTO Arif Ginanjar; Septiara Janatun Gresela; Gunawan Pamuji; Diva Rahma Listyaningrum
Jurnal Padamu Negeri Vol. 3 No. 2 (2026): April : Jurnal Padamu Negeri (JPN)
Publisher : CV. Denasya Smart Publisher

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.69714/nzwbft12

Abstract

Digital literacy and programming logic are essential competencies for vocational high school students to face future industrial challenges. This community service activity aims to improve these competencies through a C++ programming workshop using the CodeCombat game-based learning platform at SMK Bakti Purwokerto. The implementation method applies an educational approach that includes interactive theoretical explanations with hands-on practice in the laboratory, facilitating students to master basic logic structures such as variables, input-output, and loops visually. The results of the activity showed a significant positive impact, where 98% of participants successfully completed the game's basic level challenges independently and demonstrated a significant increase in technical understanding. Furthermore, the integration of gamification was proven effective in increasing student enthusiasm and active participation in completing coding missions. It was concluded that this approach provides a strategic framework for schools to reduce students' cognitive load in learning programming syntax, making the introduction to coding more effective, enjoyable, and relevant for vocational education.
PERANCANGAN ANTARMUKA SISTEM MONITORING PERTANIAN UNTUK PENGGUNA NON-TEKNIS DENGAN PENDEKATAN BERORIENTASI OBJECT Arif Ginanjar; Aditya Tri Prabowo; Faiq Irfandi Salim; Ilham Albana
Jurnal Riset Teknik Komputer Vol. 3 No. 2 (2026): Juni : Jurnal Riset Teknik Komputer (JURTIKOM)
Publisher : CV. Denasya Smart Publisher

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.69714/3176wb81

Abstract

The agricultural sector in Indonesia faces significant challenges in adopting digital technology due to user interface designs that are often too technical and complex for the general public. Although IoT-based monitoring systems are increasingly being developed, the presentation of raw data and complex graphs often leads to misinterpretation of information by non-technical users. This research aims to design an agricultural monitoring system interface specifically tailored for users without an IT background, with a focus on visual clarity and ease of interaction. Development was conducted using an Object-Oriented approach, leveraging the Unified Modeling Language (UML) to model user interaction requirements through use case, class, and sequence diagrams. The research resulted in a modern interface architecture that integrates intuitive visual metaphors, such as a 2D thermometer indicator for temperature and a water droplet icon for humidity, supported by a color-based warning system. The findings indicate that by simplifying data presentation and using familiar visual representations, the system can bridge the digital literacy gap. In conclusion, user-centered interface design significantly enhances the effectiveness of environmental parameter monitoring and promotes the adoption of sustainable smart farming technology among non-technical farm managers.