Peningkatan Pemahaman Siswa terhadap Proses Pembuatan Game Edukatif di Sekolah Perguruan Advent Parongpong

This community service program aimed to enhance digital literacy and student creativity among junior high school students through training in the development of educational games using the Scratch platform. The training was conducted in two sessions at Perguruan Advent Parongpong School and involved 8th and 9th grade students. The first session introduced basic visual programming concepts through a simple project titled Underwater Life, while the second session guided students to create a game called Bat vs Dragonfly, featuring a point system and win-lose logic. The method used was active and participatory, including material presentations, demonstrations, and hands-on practice with assistance. Questionnaire results revealed that most students regularly play games, showed strong interest in learning to create games, and viewed the use of games in learning positively. In the first session, 8 out of 29 students successfully completed the project, while in the second session, 21 out of 30 students completed the game within the allotted time. This activity demonstrated that educational games can effectively foster student interest in learning, logical thinking, and creativity. The outcomes are expected to serve as a foundation for schools to develop extracurricular programs focused on creative technology, and to encourage parents and educators to guide the use of technology in a positive and productive direction.

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Publication Details

Journal
ABDIKAN Jurnal Pengabdian Masyarakat Bidang Sains dan Teknologi
Published
2025-05-20
DOI
https://doi.org/10.55123/abdikan.v4i2.5409
Primary Topic
Edcuational Technology Systems
Type
article
Field-Weighted Citation Impact
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article

Peningkatan Pemahaman Siswa terhadap Proses Pembuatan Game Edukatif di Sekolah Perguruan Advent Parongpong

Henry Pandia, Sintaria Sembiring, Yusran Timur Samuel
ABDIKAN Jurnal Pengabdian Masyarakat Bidang Sains dan Teknologi
Edcuational Technology Systems
article

Peningkatan Pemahaman Siswa terhadap Proses Pembuatan Game Edukatif di Sekolah Perguruan Advent Parongpong

Henry Pandia, Sintaria Sembiring, Yusran Timur Samuel
article en

Abstract

This community service program aimed to enhance digital literacy and student creativity among junior high school students through training in the development of educational games using the Scratch platform. The training was conducted in two sessions at Perguruan Advent Parongpong School and involved 8th and 9th grade students. The first session introduced basic visual programming concepts through a simple project titled Underwater Life, while the second session guided students to create a game called Bat vs Dragonfly, featuring a point system and win-lose logic. The method used was active and participatory, including material presentations, demonstrations, and hands-on practice with assistance. Questionnaire results revealed that most students regularly play games, showed strong interest in learning to create games, and viewed the use of games in learning positively. In the first session, 8 out of 29 students successfully completed the project, while in the second session, 21 out of 30 students completed the game within the allotted time. This activity demonstrated that educational games can effectively foster student interest in learning, logical thinking, and creativity. The outcomes are expected to serve as a foundation for schools to develop extracurricular programs focused on creative technology, and to encourage parents and educators to guide the use of technology in a positive and productive direction.

ABDIKAN Jurnal Pengabdian Masyarakat Bidang Sains dan TeknologiVol. 4(2)
Universitas Advent Indonesia (ID)
Openalex Percentile: Top 88%
Edcuational Technology Systems
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