SERVIRISMA: Jurnal Pengabdian kepada Masyarakat
Vol. 3 No. 1 (2023): Servirisma : Jurnal Pengabdian kepada Masyarakat

PENINGKATAN KOMPETENSI LOGIKA BERPIKIR MENGGUNAKAN GAME UNTUK SISWA SMA

Danny Sebastian (Universitas Kristen Duta Wacana)
Kristian Adi Nugraha (Universitas Kristen Duta Wacana)



Article Info

Publish Date
30 May 2023

Abstract

Online learning makes students bored and lazy. This condition requires teachers to think of other ways of teaching and learning activities. Gamification is a learning method using games as a teaching and learning tool. This service uses games on the code.org website application to increase high school-level students' interest in learning. In addition to gamification, several methods are applied to increase students' interest in learning, one of which is by providing personal assistance. The method applied was considered successful in increasing the interest and focus of the participants.

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Journal Info

Abbrev

servirisma

Publisher

Subject

Humanities Other

Description

Servirisma is a journal that provides a forum for publishing the results of community service programs that have positive impacts on solving problems in the community which are manifested in: Community Service in Psychology and Health Welfare and Economic Improvement Creativity-Based Community ...