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Pengenalan dan Uji Coba Prototipe Aplikasi Edujoy Berbasis AI dan AR dengan Gamifikasi untuk Penguatan Karakter dan Motivasi Belajar Siswa di SD IT Azahra Purwokerto Siti Maskanah; Abdul Khafid; Anggita Indraswari
Jurnal Pelayanan Masyarakat Vol. 3 No. 3 (2026): September: JPM :Jurnal Pelayanan Masyarakat
Publisher : Lembaga Pengembangan Kinerja Dosen

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62951/jpm.v3i3.3611

Abstract

The quality of education and the degradation of empathetic character in elementary school students are crucial challenges in today's digital era. Unmanaged device usage triggers apathy and individualism in children. This community service activity aims to introduce and trial a prototype of an innovative application called "Edujoy" that integrates Artificial Intelligence (AI) and Augmented Reality (AR) with gamification to increase learning motivation while shaping the character of love, compassion, and empathy. The partners were 28 fourth-grade students of SD IT Azahra Purwokerto. The activity used a structured interactive approach, comprising socialization, collaborative group formation, educational digital gaming, guided moral reflection, and digital badge reward evaluation. The results indicated an improvement in students' understanding of science material (the skeletal system) and a reinforcement of social character through the Play with Friends feature, evidenced by a high frequency of mutual assistance (Heart Help) and positive expressions (Good Words). The use of AR also succeeded in providing an inclusive, child-friendly visualization. It is concluded that, even at the prototype stage, integrating adaptive digital technology with value reflection can help balance technological advancement with the character reinforcement of elementary school students.