Improving the Logic of Computer and Network Engineering Students through Games-Code Based Websites. Based on the results of a survey by the Ministry of Communication and Informatics, it is stated that internet users in Indonesia are very high. As many as 89% of the total Indonesian population (approximately 167 million people) use smartphones. The average age of the number of social media users in Indonesia ranges from 25-34 years old, but with the effect of online schooling, the minimum age of social media users in Indonesia has dropped to the age of 6 years.
The results of another research entitled "Neurosensum Indonesia
Consumers Trend 2021: Social Media Impact on Kids" by an independent
artificial intelligence (AI) based research company, Neurosensum., stated that
the average Indonesian child knows social media at the age of 7 years. Of
course, this is an indication that the use of smartphones has also reached the school age.
Responding to Internet Use at School Age
The massive use of the internet at school age must certainly be addressed
wisely. As educators, we cannot resist changes in thinking patterns, for that, we should be able to take advantage of this condition to a breakthrough in
education.
In adolescence, children tend to have a challenge-loving nature. Monotonous
learning will make the material we convey uninteresting, which in the end will
make learning ineffective. At school age, children's tendency to like games
both online and offline is very high.
Teacher Strategies in Utilizing Game-Based Applications or Content
For this reason, teachers' strategies in utilizing applications and
game-based content need to be explored to increase student learning motivation,
so that learning is not monotonous. In addition to making learning more
interesting and challenging, many problem-solving exercises will be able
to hone students' logic and way of thinking.
Computer and Network Engineering (TKJ) is one of the concentrations of
expertise in the independent curriculum which is closely related to the world
of the internet and computers. Effective learning in utilizing the internet and
student smartphones must be optimized in increasing student interest in
learning.
In this subject in TKJ, a good mastery of logic must be possessed by
students, because it will be used in solving problems related to programming
and networking in general.
Sites on the Internet that can be used for learning
There are many sites on the internet that can be used in this learning, one of which is the code.org website, a site that will teach students how to think and design a game for free. Using program blocks on the website will make it easier for students to understand the flow of programming logic, and will ultimately improve the logic in solving problems.
With an attractive appearance, and based on games, of course, it can be
used to increase students' interest in learning, especially in subjects in TKJ.
There is an account facility for teachers and students so that it can be used
as a collaborative learning medium, as well as a virtual classroom in learning so that learning is more effective because it is no longer constrained by time
and place.
Minimizing the Negative Impact of Information Technology Development
Advances in information technology and changes in mindset are real and have
various risks and negative influences that need to be watched out for. Using good and interesting learning media will certainly make learning more
quality and can minimize the negative impacts that will always appear along
with the existing progress.
In order for learning media to be interesting and acceptable, it is
necessary to adapt to the latest conditions in society and the mindset of
students. The development of information technology that targets the younger
generation is a challenge for every educator to make optimal use of it to
minimize the negative effects of technological growth itself because
education is the key to the progress of a nation.
