PENGENALAN LOGIKA MEMBUAT PROGRAM GAME PADA ANAK-ANAK DENGAN MENGGUNAKAN APLIKASI SCRATCH

Muhammad Sholeh, I Wayan Julianta Pradnyana, Izza Wildan Ridhoni

Abstract


Gaming is currently a game that both children and adults are very interested in. If not anticipated as early as possible, these games can become addictive or dependent. So that children are not only good at playing games, it is necessary to have activities that introduce the process of making game applications. With this activity, children are not only proficient in running games but know the logic in making games. The mentoring activity of introducing game logic especially to children aims to introduce the concept of game logic to children. Another benefit of this activity is to introduce logic in learning basic programming skills. The method of service activities is carried out by interviewing, socialisation, training and evaluation methods. The implementation of this training consists of material exposure and practice which includes introducing the basics of Scratch and understanding the logic used to make games. The purpose of this service activity is the improvement of basic logic and programming skills in children, as well as increasing their interest in technology and game development. The children also developed social skills and collaborative skills during the workshop activities.  The results of this community service activity include children being able to use the Scratch application to create simple games and understand basic programming logic.   The activities carried out can improve programming skills.

 


Full Text:

PDF

References


Bernard, M., & Setiawan, W. (2020). Developing math games media using scratch language. Journal of Physics: Conference Series, 1657(1). https://doi.org/10.1088/1742-6596/1657/1/012064

D.N.B.Mira, T. (2022). Prosiding Semmau 2022 Game Edukasi “Global Warming†Sebagai Media Pembelajaran Untuk Anak Kelas Vi Sekolah Dasar. PROSIDING SEMMAU 2022, 15.

Daheri, M., Sarnoto, A. Z., Riyadi, S., Rahmah, S., & Prastawa, S. (2023). Dampak Permainan Kekerasan Online Terhadap Karakter Anak : Sistematik Literatur Review. 05(04), 11791–11803.

Faza, A. W., Attalina, S. N. C., & Widiyono, A. (2022). Analisis Dampak Game Online Pada Interaksi Sosial Anak Usia Sekolah Dasar Di Desa Bawu RT 06 RW 01. Jurnal Pendidikan Dan Konseling, 4(3), 534–541. https://scholar.google.com/scholar?hl=i. Jurnal Pendidikan Dan Konseling, 4(3), 534–541.

Feryando, D. A., Wibowo, A. P. E., & ... (2022). Edukasi Dini Penggunaan Smartphone Yang Baik Pada Anak-Anak. JMM (Jurnal …, 6(2), 1102–1113.

Harun, F., & Arsyad, L. (2020). Dampak Game Online Terhadap Motivasi Belajar Peserta Didik. Educator (Directory of Elementary Education Journal), 1(2), 139–155. https://doi.org/10.58176/edu.v1i2.79

Irawan, E., Kusumah, Y. S., & Saputri, V. (2023). PENGEMBANGAN MULTIMEDIA INTERAKTIF MENGGUNAKAN SCRATCH: SOLUSI PEMBELAJARAN DI ERA SOCIETY 5.0. AKSIOMA: Jurnal Program Studi Pendidikan Matematika, 12(1).

Khalil, N. A., & Wardana, M. R. (2022). Pengembangan Media Pembelajaran Matematika Menggunakan Aplikasi Scratch Untuk Meningkatkan Higher Order Thinking Skill Siswa Sekolah Dasar. Jurnal Kiprah Pendidikan, 1(3), 121–130. https://doi.org/10.33578/kpd.v1i3.45

Lestari, A., & Eyus Sudihartinih. (2022). Pengembangan Media Pembelajaran Matematika Berjudul Game Learn with Adventure Menggunakan Scratch. Buana Matematika : Jurnal Ilmiah Matematika Dan Pendidikan Matematika, 12(2), 127–144. https://doi.org/10.36456/buanamatematika.v12i2.5451

Oktaria, S., Efrilia, & Pratiwi, D. F. (2022). Upaya Meningkatkan Pengetahuan Dampak Smartphone Terhadap Pendidikan dan Kesehatan di Kelurahan Pelawi Utara Kecamatan Babalan Kabupaten Langkat. Jurnal Pengabdian Mitra Masyarakat (JURPAMMAS), 2(1), 79–83.

Safari, G., & Mulya, M. (2020). Hubungan Bermain Game Online dengan Perilaku Agresif Pada Anak Kelas IV dan V di Sekolah Dasar. Jurnal Prodi Ilmu Keperawatan Fakultas Ilmu Kesehatan Universitas Bale Bandung, 8(2), 29–38.

Satria, E., Syaefudin Sa, U., Sopandi, W., Hayati Rahayu, A., & Anggraeni, P. (2022). Pengembangan Media Animasi Interaktif Dengan Pemograman Scratch Untuk Mengenalkan Keterampilan Berpikir Komputasional. | Jurnal CERDAS Proklamator, 10(2), 217–228.

Sembring, T. Y., Hutauruk, A. J. B., Marbun, Y., Manalu, J. B., Lokal, K., & Scratch, M. P. (2022). Pengembangan Media Pembelajaran Scratch Berbasis Kearifan Lokal pada Materi Himpunan. Jurnal Ilmiah Fakultas KIP Universitas Quality, 6(2), 109–119.

Sholeh, M., Pradnyana, I. W. J., & Ridhoni, I. W. (2022). Menumbuhkan Minat Anak-Anak dalam Belajar Logika Program Komputer dengan Menggunakan Aplikasi Scratch. ABDIFORMATIKA Jurnal Pengabdian Masyarakat Informatika, 2(2), 72–79. https://doi.org/10.25008/abdiformatika.v2i2.151

Sholeh, M., Rachmawati, R. Y., & Andayati, D. (2022). Edukasi Dampak Negatif Penggunaan Gadget Dan Media Internet Yang Berlebihan Bagi Anak-Anak. Jurnal Pengabdian Pendidikan Masyarakat (JPPM), 3(1), 69–77. https://doi.org/10.52060/jppm.v3i1.670

Sudihartinih, E., Novita, G., & Rachmatin, D. (2021). Desain Media Pembelajaran Matematika Topik Luas Daerah Segitiga Menggunakan Aplikasi Scratch. Jurnal Cendekia : Jurnal Pendidikan Matematika, 5(2), 1390–1398.

Sudrajat, B., Roma Doni, F., Herlan Asymar, H., & Darrusalam, M. (2022). Edukasi Penggunaan Internet Sehat Dan Aman Bagi Warga Sekitar Musholla An Nur Tanjung Duren Selatan. ABDINE: Jurnal Pengabdian Masyarakat, 2(2), 188–194. https://doi.org/10.52072/abdine.v2i2.441

Triana Afriani H. E, S. K. (2022). Membuat Game Scratch Pertamaku. Bhuana Ilmu Populer.

Ulya, L., Sucipto, S., & Fathurohman, I. (2021). Analisis Kecanduan Game Online Terhadap Kepribadian Sosial Anak. Jurnal Educatio FKIP UNMA, 7(3), 1112–1119. https://doi.org/10.31949/educatio.v7i3.1347

Wardani, P. M. A., Permana, E. P., & Wenda, D. D. N. (2022). Pengembangan Media Game Scratch Pada Pembelajaran Ipa Kelas V Materi Alat Pernapasan Pada Hewan. Edusaintek: Jurnal Pendidikan, Sains, Dan Teknologi, 9(1), 40–49.

Zahir, M. Z., Dewi, N. R., Asih, T. S. N., Winarti, E. R., Putri, T. U. K., & Susilo, B. E. (2021). Scratch Coding for Kids: upaya memperkenalkan mathematical thinking dan computational thinking pada siswa sekolah dasar. Journal.Unnes.Ac.Id, 4, 476–486.

Zubaidi, A., Jatmika, A. H., Wedashwara, W., & Mardiyansyah, A. Z. (2021). Pengenalan Algoritma Pemrograman Menggunakan Aplikasi Scratch Bagi Siswa SD 13 Mataram. Jurnal Begawe Teknologi Informasi (JBegaTI), 2(1), 95–102. https://doi.org/10.29303/jbegati.v2i1.423




DOI: http://dx.doi.org/10.33474/penadimas.v2i1.20575

Refbacks

  • There are currently no refbacks.


Creative Commons License
This work is licensed under a Creative Commons Attribution 4.0 International License.

Pena Dimas: Jurnal Pengabdian Masyarakat is indexed by:

        

         

    

This work is licensed under a Creative Commons Attributions-ShareAlike 4.0 International License.