Pelatihan Game Angry Bird Untuk Siswa SD Pada Pusat Kegiatan Belajar Masyarakat (PKBM) Semarang
Abstract
Sebuah game merupakan sesuatu yang menarik dan dapat mengubah banyak hal di masa depan. hal ini karena game adalah sesuatu yang dapat dimainkan oleh siapapun dan dimanapun. Oleh karena itu, kita perlu mengembangkan game menjadi sesuatu yang lebih inovatif bagi siswa. Pada pengabdian masyarakat ini, kami akan berfokus mengajarkan siswa untuk membuat game angry bird, ini adalah game yang menarik dan sekaligus dapat meningkatkan daya ingat, kreativitas, dan inovasi. Game ini sederhana tetapi tidak sederhana seperti yang kita pikirkan, banyak tantangan dalam membuat game angry bird, tetapi pada pelatihan ini, siswa akan dapat membuat game angry bird ini dengan cepat karena menggunakan bahasa programming yang praktis. Hasil dari pengabdian ini adalah siswa akan dapat mampu membuat game angry bird dan dapat digunakan sebagai sarana untuk meningkatkan kompetensi dan dapat meningkatkan daya inovasinya, sehingga jika sejak awal diajarkan dan dapat membuat ini, maka akan dapat tercapai hal-hal yang menarik di masa depan bagi siswa dan guru.
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DOI: https://doi.org/10.62411/ja.v7i3.2336
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Copyright (c) 2024 Indra Gamayanto, sasono Wibowo, Sendi Novianto, Farrikh Al Zami, Arta Moro Sundjaja, Tamsir hasudungan sirait, Aris Marjuni
Jurnal ABDIMASKU (p-ISSN : 2615-3696, e-ISSN : 2620-3235) diterbitkan oleh LPPM Universitas Dian Nuswantoro Semarang. Jurnal ini di bawah lisensi Creative Commons Attribution 4.0 International License.
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