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Penerapan Problem-Based Learning dalam Pembelajaran Pemrograman menggunakan Codemonkey untuk Meningkatkan Kemampuan Pemecahan Masalah Siswa Kelas VII: Penelitian Setyawan Aji Samudra; Syaad Patmanthara; Syeh Umar Anggana; Rasif Nidaan Khofia Ahmadah; Putri Alivia Nabila; Rachman Kurniawan
Jurnal Pengabdian Masyarakat dan Riset Pendidikan Vol. 4 No. 4 (2026): Jurnal Pengabdian Masyarakat dan Riset Pendidikan Volume 4 Nomor 4 Tahun 2026
Publisher : Lembaga Penelitian dan Pengabdian Masyarakat

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/jerkin.v4i4.3185

Abstract

The ability to solve problems is a crucial 21st-century skill that should be developed from an early age, including through Informatics lessons at the junior high school level. However, traditional methods of teaching programming are often less effective in stimulating active participation and student understanding. The main focus of this study is to evaluate the effectiveness of implementing a Problem-Based Learning (PBL) strategy combined with the CodeMonkey platform as an effort to develop problem-solving skills among seventh-grade students at SMP Negeri 8 Malang. The method applied in this study is Classroom Action Research (CAR) based on the Kemmis and McTaggart model, carried out over two cycles. Data were obtained through student learning outcome evaluations and analyzed using quantitative methods. Results from the first cycle showed a mastery level of 20% with an average score of 60. After implementing PBL in the second cycle, mastery increased to 83,33% with an average score of 85. The application of problem-based learning proved effective in promoting the improvement of students’ cognitive and social skills through group collaboration, discussions, and mastery of contextual challenges. Therefore, the PBL model combined with interactive media such as CodeMonkey can serve as an innovative and relevant alternative learning strategy to enhance programming skills among junior high school students.
Penerapan E-LKPD Interaktif dengan Pendekatan Studi Kasus untuk Meningkatkan Pemahaman Dampak Sosial Informatika di SMP: Penelitian Putri Alivia Nabila; Syaad Patmanthara; Rachman Kurniawan; Lailatussa’adah; Rahmadita Sugma Ryanti
Jurnal Pengabdian Masyarakat dan Riset Pendidikan Vol. 4 No. 4 (2026): Jurnal Pengabdian Masyarakat dan Riset Pendidikan Volume 4 Nomor 4 Tahun 2026
Publisher : Lembaga Penelitian dan Pengabdian Masyarakat

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/jerkin.v4i4.3360

Abstract

The purpose of this study was to develop and test the success of implementing an interactive Student Worksheet (e-LKPD) based on case studies in learning the Social Impact of Informatics (DSI) in junior high schools. This study implemented Classroom Action Research (CAR) in two cycles. Each cycle included planning, implementation, observation, and reflection. The subjects were 31 students of class VII A at SMP Negeri 8 Malang. The results showed that the use of e-LKPD based on case studies can improve students' understanding of the social impact of informatics, especially in differentiating personal and private information, as well as applying ethical principles and privacy laws. In the first cycle, the percentage of students who completed the learning reached 70.97%, and the average student score increased to 82.42. After improvements were made in the second cycle, the percentage of students who completed the learning increased to 80.65%, with an average score reaching 86.57. This improvement indicates that the integrated case study approach in e-LKPD can encourage students to be more involved in discussions and develop critical thinking skills regarding social issues related to digital technology. This research provides an important contribution to the development of more contextual and interactive informatics learning, and can be used as a reference to improve the quality of learning at the junior high school level.