Pengembangan cyberboard untuk meningkatkan pemahaman cyber security siswa pada mata pelajaran informatika. Tingkatkan pemahaman cyber security siswa SMP dengan CyberBoard, media pembelajaran interaktif yang terbukti efektif. Penelitian R&D ini menggunakan model ADDIE dan menunjukkan peningkatan nilai siswa signifikan.
Junior high school students' understanding of cybersecurity concepts remains relatively low due to the lack of interactive learning media tailored to students’ characteristics. This study aims to develop CyberBoard, an educational board game designed to enhance eighth-grade students' understanding of basic cybersecurity concepts. The research was conducted following the initial stages of the Research and Development (R&D) method, employing the ADDIE model (Analysis, Design, Development, Implementation, and Evaluation) as the approach for designing and implementing the learning media. The results showed an improvement in students’ average scores from 68.81 (pretest) to 84.52 (posttest). The normality test indicated that the data were normally distributed (p > 0.05), and the N-Gain test resulted in a score of 0.6818 or 68.18%, which falls into the "moderately effective" category. Therefore, it can be concluded that CyberBoard is effective in improving students’ understanding of cybersecurity.
The study titled "PENGEMBANGAN CYBERBOARD UNTUK MENINGKATKAN PEMAHAMAN CYBER SECURITY SISWA PADA MATA PELAJARAN INFORMATIKA" addresses a highly relevant educational challenge: the limited understanding of cybersecurity concepts among junior high school students, primarily due to a lack of interactive and age-appropriate learning media. To mitigate this, the authors propose and develop "CyberBoard," an educational board game specifically designed to enhance the grasp of basic cybersecurity concepts for eighth-grade students. The research follows the initial stages of the Research and Development (R&D) methodology, utilizing the ADDIE model, which provides a structured framework for the design and implementation of this novel learning tool. This endeavor represents a commendable effort to innovate within informatics education. The most compelling aspect of this research lies in its empirical findings, which demonstrate a positive impact on student learning. The abstract reports a significant increase in students' average scores, climbing from 68.81 in the pretest to 84.52 in the posttest, clearly indicating an improvement in immediate understanding. Furthermore, the N-Gain test score of 0.6818 (68.18%), classified as "moderately effective," reinforces the utility of CyberBoard as an educational intervention. The conceptualization of a board game to demystify complex cybersecurity topics is particularly innovative, offering an engaging and interactive alternative to traditional teaching methods and showcasing the potential of game-based learning in technical subjects. While the initial results are promising, several avenues could enhance the study's robustness and impact. The abstract notes that the research adhered to "initial stages" of the R&D method, suggesting that a more extensive and rigorous evaluation, potentially involving a larger sample, a control group, or long-term retention studies, would provide stronger evidence for CyberBoard's effectiveness and generalizability. Future work could benefit from detailing the specific learning objectives targeted by the game, the precise mechanics of how CyberBoard fosters understanding, and incorporating qualitative feedback from students regarding their engagement and learning experience. Expanding the research to explore the scalability and applicability of CyberBoard across diverse educational settings would further solidify its contribution to cybersecurity education.
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