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SDG’s Di Desa Sehat Dengan Penerapan Konsep Hexahelix Melalui Pemberdayaan Kemitraan Masyarakat Jum'ati, Nurleila; Agustin, Ardianti; Usniyah Sari, Mamik; Ayu Rachmania, Risca; Aini Azizah, Nur; Indah Budi Sari Wulan, Dyah Puspita
Humanism : Jurnal Pengabdian Masyarakat Vol 6 No 2 (2025): Agustus
Publisher : Universitas Muhammadiyah Surabaya

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Abstract

Kesehatan merupakan salah satu dari 17 Tujuan Pembangunan Berkelanjutan, yaitu SDG 3 tentang kesehatan dan kesejahteraan. Satu abad kemerdekaan Indonesia tahun 2045, memiliki jumlah populasi produktif yang tinggi pada tahun 2030, sehingga penting untuk mempersiapkan kualitas remaja sebagai generasi penerus. Masa remaja adalah fase kritis yang ditandai dengan perubahan fisik, emosional, dan sosial. Untuk menghadapi tantangan bonus demografi, kualitas remaja perlu ditingkatkan melalui edukasi kesehatan, kesadaran diri, dan keterampilan hidup. Desa Bulangkulon menghadapi berbagai masalah remaja seperti pernikahan dini, masalah kesehatan serius, dan perceraian, yang menunjukkan perlunya intervensi. Pemberdayaan Kemitraan Masyarakat menggunakan pendekatan partisipatif. Prosesnya mencakup identifikasi masalah lewat survei, pemetaan pemangku kepentingan, perencanaan, implementasi program, dan evaluasi untuk memastikan keberlanjutan. Dalam tahap identifikasi, diperoleh kesepakatan penting bahwa Posyandu Remaja perlu mengembangkan manajemen digital. Melalui model hexahelix, kolaborasi antara pemerintah, media, akademisi, dan masyarakat sangat penting untuk mendukung remaja. Pelaksanaan program mencakup pelatihan manajemen, penggunaan alat kesehatan dasar, pengadaan sarana prasarana, dan penyediaan website interaktif untuk layanan informasi. Kegiatan mencakup pelatihan tentang kesehatan reproduksi, kesehatan mental, dan pencegahan penyalahgunaan napza. Keberhasilan program PKM diharapkan dapat mendukung pencapaian 6 dari 17 SDGs, yaitu peningkatan kesehatan, pendidikan berkualitas, kesetaraan gender, pengurangan ketimpangan, pengembangan komunitas yang berkelanjutan, dan kemitraan untuk mencapai tujuan bersama. Buku panduan dan rencana kerja tahunan akan menjadi pegangan untuk keberlanjutan Posyandu Remaja di masa depan.
PELATIHAN GAME EDUKATIF BERBASIS SCRATCH BAGI GURU SEKOLAH DASAR Sari, Mamik Usniyah; Murdani, Muhammad Harist; Widhiyanta, Nurwahyudi
Prosiding Konferensi Nasional Pengabdian Kepada Masyarakat dan Corporate Social Responsibility (PKM-CSR) Vol 8 (2025): Penguatan Ekonomi Masyarakat Berbasis Ekologis untuk Mencapai Keberlanjutan Menuju Ind
Publisher : Asosiasi Sinergi Pengabdi dan Pemberdaya Indonesia (ASPPI)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37695/pkmcsr.v8i0.2671

Abstract

This Community Engagement Program (PPM) was implemented at Al Kautsar Elementary School, Benowo, Surabaya, an institution with more than 300 students that demonstrates strong potential for digital literacy development but continues to face challenges in integrating technology-based learning media. The main issues identified include the low competence of teachers in utilizing coding tools such as Scratch, the absence of interactive digital media integration in the learning process, and the limited availability of appropriate teaching resources. In response to the Ministry of Education, Culture, Research, and Technology’s policy to integrate coding and artificial intelligence (AI) into the curriculum starting in 2025, the proposing team offers a solution through intensive training and teacher mentoring in designing and utilizing Scratch-based learning media, supported by student involvement under the MBKM (Freedom to Learn – Independent Campus) scheme. The program’s expected outputs include improved teacher competence in applying Scratch, the development of at least three interactive digital learning media, the preparation of a Scratch teaching module for elementary school teachers, documentation of student involvement, and dissemination of results through CSR-PKM proceedings and mass media. The implementation method consists of five stages: socialization, practice-based training, classroom application of the media, mentoring and evaluation, and program sustainability planning through the development of teachers as internal trainers. This program is expected to support the implementation of the new curriculum, enhance digital literacy, and foster a technology-based learning ecosystem in elementary education.
PPM PELATIHAN GAME EDUKATIF SCRATCH GUNA MEMBANGUN KREATIVITAS DAN LITERASI DIGITAL Murdani, Muhammad Harist; Sari, Mamik Usniyah; Dewi, Fitriya Gemala
Prosiding Konferensi Nasional Pengabdian Kepada Masyarakat dan Corporate Social Responsibility (PKM-CSR) Vol 8 (2025): Penguatan Ekonomi Masyarakat Berbasis Ekologis untuk Mencapai Keberlanjutan Menuju Ind
Publisher : Asosiasi Sinergi Pengabdi dan Pemberdaya Indonesia (ASPPI)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37695/pkmcsr.v8i0.2672

Abstract

This Community Engagement Program was conducted at Wijaya Putra Senior High School, Surabaya, which faces challenges of low digital literacy and limited platforms for developing students’ creativity in interactive technology. The program aims to enhance logical and creative thinking skills as well as the utilization of digital technology through training in the development of Scratch-based educational games. The implementation method consists of several stages: socialization, intensive practice-based training (learning by doing), mentoring for final projects, evaluation of student works, and the establishment of the “Scratch Creative Class” community as a sustainability strategy. The expected outcomes include improved student skills in producing interactive digital media, the establishment of a coding community within the school, the creation of student project portfolios, and the dissemination of program results through CSR-PKM proceedings and mass media. This program is expected to strengthen students’ digital literacy, foster creativity, and build a technology-based educational ecosystem within secondary schools.