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Smart Literacy Class: Pendampingan Pembelajaran Bahasa Indonesia Berbasis Media Digital untuk Siswa Menengah Atas di Kabupaten Soppeng Herniyastuti; Abdul Kadir; Yusrina; Susianti; Saskiah
MAMMIRI: JURNAL PENGABDIAN MASYARAKAT Vol. 3 No. 2 (2026): Juni 2026
Publisher : Education and Talent Development Center Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51574/mammiri.v3i2.4932

Abstract

Program pengabdian masyarakat ini bertujuan untuk meningkatkan pembelajaran Bahasa Indonesia bagi siswa sekolah dasar melalui penggunaan media digital. Program ini dilaksanakan di SMKN 1 Soppeng yang melibatkan 30 siswa kelas X hingga XI. Metode yang digunakan meliputi lokakarya literasi, bantuan membaca digital, dan penggunaan aplikasi interaktif. Hasil menunjukkan peningkatan yang signifikan dalam minat membaca siswa, dengan 85% peserta menunjukkan peningkatan dalam keterampilan pemahaman bacaan. Guru juga dilatih dalam media pembelajaran berbasis digital sehingga program dapat berkelanjutan setelah masa pengabdian berakhir. Program ini menunjukkan bahwa integrasi media digital dalam pembelajaran Bahasa Indonesia efektif dalam meningkatkan kompetensi literasi siswa menengah atas dan dapat dijadikan model yang dapat direplikasi.
Analysis of Elementary School Students' Creativity Through STEAM-Based Science Activities in Prototype Development Veronica Resty Panginan; Susianti; Yusrina
Madako Elementary School Vol. 5 No. 1 (2026): JUNE
Publisher : Program Studi PGSD Universitas Madako Tolitoli

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56630/mes.v5i1.346

Abstract

This study addresses the limited development of elementary school students’ creativity in science learning, particularly in higher-order cognitive skills such as creation. It aims to analyze students’ creativity through STEAM-based science activities in prototype development. The research employed a qualitative descriptive approach using a multiple-case study design, involving 10–15 students aged 6–12 years. Data were collected through direct observation and structured interviews during two engineering-themed science activities, namely Brush Bot and X-Ray projects. The findings indicate a significant improvement in students’ creativity, with 80% in the Brush Bot activity and 83% in the X-Ray activity reaching highly creative levels, characterized by artistic quality and functional outcomes. Creativity was assessed through fluency, originality, flexibility, and elaboration, all of which demonstrated very good performance. The results further reveal that STEAM-based activities effectively foster curiosity, independence, and a shift from output-oriented to outcome-oriented thinking. These findings imply that integrating STEAM-based prototype development into elementary science learning constitutes an effective pedagogical strategy to enhance students’ creativity and higher-order thinking skills.