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The MORAL ADVENTURE: EDUKASI KARAKTER SANTUN MELALUI BOARDGAME INTERAKTIF DI KALANGAN ANAK SD Wahyudi, Agus Wahyudi,; Rulyansah, Afib; Rahayu, Dewi Widiana; Syaiful, Yuanita
Jurnal Likhitaprajna Vol 9 No 1 (2025)
Publisher : FKIP Universitas Wisnuwardhana

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37303/peduli.v9i1.709

Abstract

Strengthening moral values in elementary school-aged children is a crucial aspect in fostering social responsibility from an early age. However, amidst the digital age and the decline of face-to-face interaction, the practice of saying "sorry," "please," and "thank you" is beginning to be marginalized. This community service activity aims to instill basic values of good manners as a foundation for social responsibility through the educational board game Moral Adventure. This activity was carried out with fourth-grade students of SDN Tenggilis Mejoyo 1 Surabaya using a participatory-educational approach. Through a series of activities such as socialization, game guidance, and reflection sessions, children were encouraged to understand and practice moral values in situations that resemble real life. The implementation results showed an increase in students' understanding of the importance of mutual respect, empathy, and collaboration among peers. In addition to being a fun learning tool, the Moral Adventure board game also strengthens the school's role as a partner in instilling civic values and building a culture of good manners in elementary education environments.
Optimalisasi AI sebagai Asisten Pembelajaran: Integrasi Teknologi dengan Etiket Digital Bagi Guru di Sekolah Dasar [Optimizing AI as a Learning Assistant: Integrating Technology with Digital Etiquette for Teachers in Elementary Schools] akhwani, akhwani; Rulyansah, Afib; Rahayu, Dewi Widiana; Rihlah, Jauharotur
Indonesia Berdaya Vol 7, No 1 (2026)
Publisher : UKInstitute

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47679/ib.20261309

Abstract

Abstract. This community service activity is motivated by the rapid advancement of AI in education and the need for teachers to adapt to changing times. Many teachers are still unprepared and less responsive in utilizing AI optimally. Teachers’ understanding and digital skills need to be balanced with digital etiquette. The use of AI is not only about technical proficiency but also ethical considerations. Training on optimizing AI as a learning assistant should be accompanied by digital etiquette intervention. The aim of this community service is to improve teachers’ understanding and skills in using AI, as well as to integrate digital etiquette into teaching practices. The community service method used is the drill and practice model with the ORPAER cycle (observe, reflect, plan, action, evaluation, reflect). The results show an increase in the integration of AI in terms of teachers’ understanding and skills in learning activities. Additionally, teachers’ awareness of digital etiquette when utilizing AI has also improved. Teachers’ digital etiquette needs to be nurtured and developed. This community service succeeded in enhancing teachers’ proficiency both technically and ethically. Teachers need to participate in similar training and continuously improve their understanding, including practical ethics. As role models for digital etiquette, teachers must possess responsibility and morality in utilizing AI. Ethics apply not only in the virtual world but also in the real world. Abstrak. Pengabdian kepada Masyarakat ini dilatarbelakangi oleh pesatnya kemajuan AI di bidang pendidikan dan kebutuhan guru untuk adaptif terhadap perkembangan zaman. Banyak guru yang masih belum siap dan sigap memanfaatkan AI secara optimal. Pemahamana, keterampilan digital guru perlu diimbangi dengan etiket digital. Pemanfaatan AI tidak sekedar kecakapan teknis tetapi juga etis. Pelatihan optimaliasi AI sebagai asisten pembelajaran perlu diintervensi dengan etiket digital. Tujuan dari pengabdian kepada masyarakat ini adalah untuk meningkatkan pemahaman, keterampilan guru dalam menggunakan AI serta mengintegrasikan etiket digital dalam praktik pembelajaran. Metode pengabdian kepada masyarakat yang digunakna adalah model drill and practices dengan menggukan siklus ORPAER (observe, reflect, plan, action, evaluation, reflect). Hasil pengabdian menunjukkan terdapat peningkatan pada integrasi AI pada aspek pemahaman dan keterampilan AI dalam pembelajaran. Selain itu kesadaran guru terhadap etiket digital dalam memanfaatkan AI juga meningkat. Etiket digital guru perlu ditumbuhkembangkan. Pengabdian kepada Masyarakat berhasil meningkatkan kecakapan guru dari segi teknis dan etis. Guru perlu mengikuti pelatihan sejenis dan meningkatkan pemahamannya secara berkelanjutan, termasuk etika praktis. Guru berperan sebagai teladan etiket digital maka guru harus memiliki tanggung jawab dan moral dalam memanfaatkan AI. Etika tidak hanya di dunia maya tetapi juga di dunia nyata.
The Effectiveness of the Teams Games Tournament Model Using Blooket Games Media on Fourth-Grade Science Learning Outcomes Dani, Novelita Ayu Rahma; Nafiah, Nafiah; Wahyudi, Agus; Rahayu, Dewi Widiana
Journal of Educational Sciences Vol. 10 No. 3 (2026): Journal of Educational Sciences
Publisher : FKIP - Universitas Riau

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31258/jes.10.3.p.958-970

Abstract

This study examines the effectiveness of the Teams Games Tournament (TGT) cooperative learning model supported by Blooket media on student learning outcomes in Grade IV Science and Social Studies (IPAS) at SD Iskandar Said, Surabaya. The study was conducted in response to low student learning outcomes associated with the use of conventional instructional methods and limited utilization of interactive learning media. A quantitative approach was employed using a one-group pretest–posttest pre-experimental design. The research sample consisted of 25 students from Class IVA. Data were collected through learning outcome tests (pretest and posttest), observation sheets of learning implementation, and student response questionnaires. The results indicated that the mean pretest score of 48.80 increased to 85.60 in the posttest. The N-Gain value of 0.73 was categorized as high, indicating a substantial improvement in learning outcomes. Observation results showed a score of 62, categorized as good, reflecting consistent implementation of the learning model. Student response questionnaire results indicated a positive level of engagement, with a percentage of 95%. These findings suggest that the application of the TGT learning model supported by Blooket media contributes to improved learning outcomes and encourages active student participation in the learning process.