Clarisa Seliya Tamara
Universitas Muhammadiyah Sidoarjo

Published : 2 Documents Claim Missing Document
Claim Missing Document
Check
Articles

Found 2 Documents
Search

Peningkatan Literasi Digital Masyarakat Melalui Pelatihan Koding Dasar dan Penerapan Kecerdasan Artifisial untuk Pembelajaran Fitria Nur Hasanah; Rahmania Sri Untari; Kemil Wachidah; Clarisa Seliya Tamara; Muhammad Aziz Rohmatulloh; Adam Nurul Haq
Abditeknika Jurnal Pengabdian Masyarakat Vol. 6 No. 1 (2026): April 2026
Publisher : LPPM Universitas Bina Sarana Informatika

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31294/abditeknika.v6i1.12052

Abstract

Perkembangan teknologi digital menuntut guru sekolah dasar untuk memiliki literasi digital yang baik, khususnya dalam pemanfaatan koding dasar dan kecerdasan artifisial (KA) sebagai bagian dari pembelajaran abad ke-21. Program pengabdian kepada masyarakat ini bertujuan untuk meningkatkan literasi digital guru melalui pelatihan koding dasar dan penerapan KA dalam pembelajaran di SD Muhammadiyah 1 Candi Labschool UMSIDA. Kegiatan pengabdian dilaksanakan pada tanggal 27 Januari 2026 dengan peserta semua guru di sekolah dasar. Pengabdian  ini dilaksanakan dengan metode pelatihan berbasis workshop dengan tahapan pemaparan materi, diskusi, praktik langsung, dan presentasi produk. Teknik pengumpulan data melalui pretest-postest, observasi aktivitas peserta, serta analisis hasil karya yang diunggah melalui Google Form. Hasil pelatihan menunjukkan adanya peningkatan pemahaman peserta terhadap konsep dasar koding dan pemanfaatan KA dalam pembelajaran, yang ditunjukkan dari kenaikan skor rata-rata peserta dari pretest sebesar 73.43 menjadi posttest sebesar 88.91, sehingga peningkatan pretest-posttest sebesar 15.48%. Selain itu, dapat dilihat melalui antusiasme tinggi peserta dalam mengembangkan media pembelajaran digital berbasis game dengan bantuan KA. Program ini dinilai berhasil dalam meningkatkan kompetensi pedagogik berbasis teknologi dan mendorong inovasi pembelajaran yang lebih kreatif dan interaktif di sekolah dasar.   The development of digital technology requires elementary school teachers to have good digital literacy, especially in the use of basic coding and artificial intelligence (AI) as part of 21st-century learning. This community service program aims to improve teachers' digital literacy through basic coding training and the application of AI in learning at Muhammadiyah 1 Candi Labschool Elementary School, UMSIDA. The community service activity was carried out on January 27, 2026, with all elementary school teachers participating. This service was carried out using a workshop based training method with stages of material presentation, discussion, direct practice, and product presentation. Data collection techniques were through pretest-posttest, observation of participant activities, and analysis of work uploaded via Google Form. The results of the training showed an increase in participants' understanding of the basic concepts of coding and the use of AI in learning, as indicated by an increase in the average score of participants from a pretest of 73.43 to a posttest of 88.91, resulting in a pretest-posttest increase of 15.48%. In addition, it can be seen through the high enthusiasm of participants in developing game based digital learning media with the help of AI. This program is considered successful in improving technology based pedagogical competencies and encouraging more creative and interactive learning innovations in elementary schools.
Artificial Intelligence Based Educational Game Design for Literacy and Numeracy Skills in Elementary School Mathematics Learning Fitria Nur Hasanah; Fitria Eka Wulandari; Mahardika Darmawan Kusuma Wardana; Clarisa Seliya Tamara
Edu Komputika Journal Vol. 13 No. 1 (2026): Edu Komputika Journal
Publisher : Universitas Negeri Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15294/edukom.v13i1.49228

Abstract

Low literacy and numeracy achievement among elementary school students, particularly in mathematics learning, indicates the need for innovative learning media capable of providing adaptive and engaging learning experiences. Therefore, this study aims to design and evaluate an Artificial Intelligence (AI) based educational game for plane geometry learning to improve elementary school students' literacy and numeracy skills. The study employed the Research and Development (R&D) method using the ADDIE model, consisting of analysis, design, development, implementation, and evaluation. The developed product is an AI based Monopoly educational game that integrates adaptive question generation, automatic feedback, and learning analytics to adjust the difficulty level according to students' performance. The game was validated by two media experts and two mathematics education experts before being implemented in learning. The trial involved 25 fifth-grade students at Muhammadiyah 1 Labschool Umsida Elementary School. Data were collected through expert validation, classroom observation, and literacy and numeracy pretests and posttests. The validation results indicated that the developed game was highly feasible for classroom use. During implementation, students demonstrated high enthusiasm and active engagement in learning activities. The average pretest score increased from 65.64 to 80.16 in the posttest. The data met the normality assumption (pretest = 0.253; posttest = 0.567; p > 0.05). Furthermore, the Paired Sample t-test revealed a significant improvement in students' literacy and numeracy skills (p = 0.000), while the average N-Gain score of 40.07% indicated a moderate level of effectiveness. These findings demonstrate that the proposed AI based educational game is a feasible and effective learning medium for enhancing elementary students' literacy and numeracy skills while supporting Sustainable Development Goal 4 on Quality Education.