Pelatihan Advanced Angry Bird Game Programming Untuk Siswa SD Pada Pusat Kegiatan Belajar Masyarakat (PKBM) Semarang

Indra Gamayanto, sendi novianto, Arta Moro Sundjaja

Abstract


Abstrak

 

Game merupakan sesuatu yang menarik,dimana dengan game banyak orang yang termotivasi untuk belajar dan hal ini akan dapat meningkatkan kreativitas. Masalah seperti belum tersedianya infrastruktur untuk menunjang pembuatan game dan sumber daya manusia yang masih terbatas akan dapat diatasi dengan pelatihan khusus. Pada pengabdian masyarakat ini, kami akan berfokus untuk memberikan pelatihan kepada siswa agar dapat membuat game yang sederhana dan hal ini dapat dikembangkan menjadi sebuah game yang menarik di masa depan. Masih banyak sekali, peluang yang akan didapat oleh siswa jika dapat menerapkan game ini karena ini akan dapat membantu siswa dalam meningkatkan daya ingat, kreativitas dan inovasinya. Hasil dari pengabdian masyarakat ini adalah siswa akan dapat membuat sebuah game yang sederhana melalui bahasa programming yang telah diajarkan, dan kemudian akan mengimplementasikannya ke dalam beberapa pelajaran di PKBM, sehingga hal ini akan dapat bermanfaat bagi masa depan siswa.

 

Kata kunci: Game, Programming, Siswa, Implementasi, Inovasi

 

Abstract

 

Games are something interesting, where with games many people are motivated to learn and this will increase creativity. Problems such as the unavailability of infrastructure to support game creation and limited human resources can be overcome with special training. In this community service, we will focus on providing training to students so they can create simple games and this can be developed into an interesting game in the future. There are still many opportunities that students will get if they can apply this game because it will help students improve their memory, creativity and innovation. The result of this community service is that students will be able to create a simple game using the programming language that has been taught, and will then implement it into several lessons at PKBM, so that this will be useful for the students' future.

 

Keywords: Game, Programming, Student, Implementation, Innovation


Keywords


Game, Programming, Siswa, Implementasi, Inovasi

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References


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DOI: https://doi.org/10.62411/ja.v8i2.2965

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Jurnal ABDIMASKU (p-ISSN : 2615-3696e-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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