PkM: Pelatihan Peningkatan Skill Siswa Sekolah Kejuruan pada Pembuatan Game Sederhana berbasis Android

Agus Perdana Windarto, M Mesran, Anjar Wanto

Abstract


In accordance with the title of this community service program (P2M), the method of applying science and technology is in the form of android training in making simple games. Skills training activities are supported by lectures, questions and answers, and of course hands-on practice in the computer laboratory. The training module will be given to participants as a tool for practical activities in the laboratory. The purpose of implementing this community service program is to improve the skills of Pematangsiantar Exemplary Private Vocational School Students, by making simple android-based games for Pematangsiantar Exemplary Private Vocational High School Students, so as to minimize the gap between the skill levels of the Pematangsiantar Exemplary Private Vocational High School students. with the needs of the real world of work. From the evaluation results and the findings obtained during the implementation of this P2M activity, it can be concluded that this P2M program has been able to provide enormous and targeted benefits for Pematangsiantar Exemplary Private Vocational High School Students in this activity. This form of training is a very effective form of providing refreshment and additional insight and new knowledge in the field of information technology outside of the learning process received in their respective schools.

Full Text:

PDF

References


Nurul Farhana. (2017). Peranan Teknologi Dalam Pembelajaran Abad Ke-21. Reasearch Gate, October. https://www.researchgate.net/publication/320555649

Pratama, L. D., Bahauddin, A., & Lestari, W. (n.d.). Game Edukasi : Apakah membuat belajar lebih menarik ?

Pratama, Ujang Nendra dan Haryanto. (2017). Pengembangan Game Edukasi berbasis Android tentang Domain Teknologi Pendidikan, Jurnal Inovasi Teknologi Pendidikan. 4 (2). Oktober, http://journal.uny.ac.id/index.php/jitp

Putranti, N. (2013). Cara Membuat Media Pembelajaran Online. 2(2), 139–147.

Reddi, U. V., et.al. (2003). Educational multimedia: A handbook for teacher- Commonwealth Educational Media Centre for Asia (CEMCA)

Sadiman, Arief. S, et.al. (2010). Media Pendidikan Pengertian, Pengembangan dan Pemanfaatan. Jakarta: Rajawali Pers

Safitri, Melani, et.al. (2013). Pengembangan Media Pembelajaran Matematika Pokok Bahasan Segitiga menggunakan Macromedia Flash untuk Siswa Kelas VII SMP. Indonesian Jurnal on Computer Science. Vol. 10 (3)

Sanjaya, W. (2012). Perencanaan dan Desain Sistem Pembelajaran. Jakarta: Kencana

Sari, W, et.al. (2014). Pengembangan Game Edukasi Kimia Berbasis Role Playing Game (RPG) pada Materi Struktur Atom sebagai Media Pembelajaran Mandiri untuk Siswa Kelas X SMA di Kabupaten Purworejo. Jurnal Pendidikan Kimia (JPK). Vol 3(2)

Spector, J. M. (2012). Foundations of educational technology: Integrative approaches and interdisciplinary perspectives. New York USA: Routledge.




DOI: http://dx.doi.org/10.30645/jtunas.v3i2.63

DOI (PDF): http://dx.doi.org/10.30645/jtunas.v3i2.63.g63

Refbacks

  • There are currently no refbacks.