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Building Healthy Digital Generation: Parenting Education to Reduce Online Game Addiction Among Children in Leuwikaret Village Gunawan Wiradharma; Mario Aditya Prasetyo; Irla Yulia; Khaerul Anam
Abdi Masyarakat Vol. 8 No. 1 (2026): Abdi Masyarakat
Publisher : Lembaga Penelitian dan Pendidikan (LPP) Mandala

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58258/4nx0z953

Abstract

This article aims to analyze the impact of digital parenting education activities in improving parents’ digital competencies and preventing online game addiction among children in Leuwikaret Village. The background of this community service activity (PkM) is based on the high intensity of digital technology use among children, which is not accompanied by adequate parental digital literacy, thereby increasing the risk of digital addictive behaviors. This study employs a quantitative approach with a one-group pretest–posttest design involving 40 respondents, who are parents with school-aged children. Data were collected through a Likert-scale questionnaire measuring understanding of digital parenting concepts, the risks of game addiction, and its impact on child development. The findings indicate a significant improvement across all indicators of digital parenting competencies, with a large effect size. The highest increase was observed in the understanding of psychological and social impacts, suggesting that context-based educational approaches are more effective. Additionally, there was a decrease in the need for supplementary materials, indicating an increase in parents’ self-efficacy. Another finding reveals a gap in basic literacy among some respondents, which affects their comprehension process. This article concludes that digital parenting education effectively enhances parents’ digital competencies at the cognitive level and has the potential to serve as a preventive strategy against digital addiction. Future efforts require sustained interventions and more robust research designs to measure long-term impacts on changes in children’s behavior.
PEMBELAJARAN ARITMATIKA SOSIAL SEKOLAH DASAR MELALUI PENDEKATAN ETNOMATEMATIKA DENGAN PEMANFAATAN GIM EDUKASI BERBASIS VIRTUAL REALITY Khaerul Anam; Gunawan Wiradharma; Mario Aditya Prasetyo; Ronny Basista
EDUTECH : Jurnal Inovasi Pendidikan Berbantuan Teknologi Vol. 6 No. 3 (2026)
Publisher : Pusat Pengembangan Pendidikan dan Penelitian Indonesia (P4I)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51878/edutech.v6i3.12204

Abstract

ABSTRACT The low level of student engagement in learning social arithmetic and the limited integration of local culture into mathematics instruction highlight the need for more interactive and meaningful learning media. This study aimed to develop and evaluate the feasibility of SIVIRA (Social Arithmetic Virtual Reality), a Virtual Reality (VR)-based educational game that integrates an ethnomathematics approach into elementary school social arithmetic learning. The media was designed by incorporating local culture from the Riau Islands, particularly the context of Luti Gendang, to provide an immersive, contextual, and enjoyable learning experience. This study employed a Research and Development (R&D) method using the ADDIE model, consisting of analysis, design, development, implementation, and evaluation stages. The participants included 30 fifth-grade elementary school students and three mathematics teachers. Data were collected through questionnaires and analyzed using descriptive quantitative techniques. The results indicated that the aspects of usability, material quality, user satisfaction, and learning benefits were rated in the very good category by students. Teachers also assessed the content feasibility, pedagogical effectiveness, and integration of ethnomathematical content as very good. These findings demonstrate that SIVIRA is a feasible learning medium for teaching social arithmetic and has the potential to enhance conceptual understanding, student engagement, and appreciation of local culture through the innovative use of VR technology ABSTRAK Rendahnya keterlibatan siswa dalam pembelajaran aritmatika sosial serta kurang optimalnya pemanfaatan budaya lokal sebagai konteks pembelajaran mendorong perlunya pengembangan media yang lebih interaktif dan bermakna. Penelitian ini bertujuan mengembangkan dan menguji kelayakan media pembelajaran SIVIRA (Social Arithmetic Virtual Reality), yaitu gim edukasi berbasis Virtual Reality (VR) yang mengintegrasikan pendekatan etnomatematika dalam pembelajaran aritmatika sosial di sekolah dasar. Media ini dikembangkan dengan memanfaatkan budaya lokal Kepulauan Riau, khususnya konteks Luti Gendang, untuk menghadirkan pengalaman belajar yang imersif, kontekstual, dan menyenangkan. Penelitian menggunakan metode Research and Development (R&D) dengan model ADDIE yang meliputi analisis, desain, pengembangan, implementasi, dan evaluasi. Subjek penelitian terdiri atas 30 siswa kelas V sekolah dasar dan tiga guru matematika. Data dikumpulkan menggunakan angket dan dianalisis secara deskriptif kuantitatif. Hasil penelitian menunjukkan bahwa aspek kemudahan penggunaan, kualitas materi, kepuasan pengguna, dan kebermanfaatan pembelajaran memperoleh kategori sangat baik berdasarkan penilaian siswa. Penilaian guru terhadap kelayakan isi, efektivitas pedagogis, serta integrasi konten etnomatematika juga menunjukkan kategori sangat baik. Temuan ini menunjukkan bahwa SIVIRA layak digunakan sebagai media pembelajaran aritmatika sosial serta berpotensi meningkatkan pemahaman konsep, keterlibatan belajar, dan apresiasi siswa terhadap budaya lokal melalui pemanfaatan teknologi VR yang inovatif.
INCLUSIVE DISASTER LEARNING: DESAIN MEDIA PEMBELAJARAN MITIGASI BENCANA BERBASIS INKLUSIVITAS PADA PENDIDIKAN SEKOLAH DASAR Fadloli Fadloli; Cicilia Clara Devi Anggraini; Gunawan Wiradharma; Mario Aditya Prasetyo; Khaerul Anam
EDUTECH : Jurnal Inovasi Pendidikan Berbantuan Teknologi Vol. 6 No. 3 (2026)
Publisher : Pusat Pengembangan Pendidikan dan Penelitian Indonesia (P4I)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51878/edutech.v6i3.12474

Abstract

ABSTRACT Indonesia is a disaster-prone country, making disaster mitigation education essential from the elementary school level to improve students’ preparedness and resilience. This study aims to analyze the need for developing a disaster mitigation learning media based on the Universal Design for Learning (UDL) principles as a foundation for designing effective, adaptive, and inclusive educational media. The research employed a Research and Development (R&D) approach using the ADDIE model, focusing on the analysis phase. Data were collected through questionnaires and needs assessment instruments involving 30 elementary school students, 10 teachers, and 5 education and disaster management experts. The findings indicate that although most students possess basic knowledge of natural disasters, they experience difficulties in visualizing disaster situations and require more interactive learning media. Students demonstrated strong interest in game-based and simulation-based learning activities for disaster mitigation. From the teachers’ perspective, interactive digital media can enhance students’ understanding and preparedness, although its implementation in classroom practice remains limited. Experts emphasized the importance of developing contextual, multimodal, interactive, child-friendly, and accessible media that accommodates diverse learning needs. The study concludes that the development of UDL-based disaster mitigation learning media is highly necessary to transform disaster-related knowledge into practical preparedness skills through engaging, accessible, and inclusive learning experiences for all elementary school students ABSTRAK Indonesia merupakan negara yang memiliki tingkat kerentanan bencana tinggi sehingga pendidikan mitigasi bencana perlu diperkenalkan sejak sekolah dasar untuk meningkatkan kesiapsiagaan peserta didik. Penelitian ini bertujuan menganalisis kebutuhan pengembangan media pembelajaran mitigasi bencana alam berbasis prinsip Universal Design for Learning (UDL) sebagai landasan perancangan media yang efektif, adaptif, dan inklusif. Penelitian menggunakan pendekatan Research and Development (R&D) dengan model ADDIE yang difokuskan pada tahap analisis kebutuhan. Data dikumpulkan melalui angket dan lembar analisis yang melibatkan 30 siswa sekolah dasar, 10 guru, dan 5 ahli pendidikan serta kebencanaan. Hasil penelitian menunjukkan bahwa meskipun sebagian besar siswa telah memiliki pemahaman dasar tentang bencana alam, mereka masih mengalami kesulitan dalam membayangkan situasi bencana secara nyata dan membutuhkan media pembelajaran yang lebih interaktif. Siswa menunjukkan minat tinggi terhadap penggunaan permainan dan simulasi sebagai sarana belajar mitigasi bencana. Dari perspektif guru, media digital interaktif dinilai mampu meningkatkan pemahaman dan kesiapsiagaan siswa, meskipun pemanfaatannya dalam pembelajaran masih terbatas. Sementara itu, para ahli merekomendasikan pengembangan media yang kontekstual, multimodal, interaktif, ramah anak, dan dapat diakses oleh peserta didik dengan karakteristik belajar yang beragam. Penelitian ini menyimpulkan bahwa pengembangan media pembelajaran mitigasi bencana berbasis UDL sangat diperlukan untuk mendukung transformasi pengetahuan kebencanaan menjadi keterampilan kesiapsiagaan yang konkret, menarik, dan inklusif bagi seluruh siswa sekolah dasar.
Toward a Smart Campus: A Qualitative Study of the Digital Learning Ecosystem Model in Indonesian Higher Education Stefani Made Ayu Artharini Koesanto; Gunawan Wiradharma; Mario Aditya Prasetyo; Arina Rubyasih; Enang Rusyana; Karina Pramita Ningrum
Jurnal Kependidikan : Jurnal Hasil Penelitian dan Kajian Kepustakaan di Bidang Pendidikan, Pengajaran, dan Pembelajaran Vol. 12 No. 1 (2026): March
Publisher : LPPM Universitas Pendidikan Mandalika

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33394/jk.v12i1.19810

Abstract

This study aims to describe the implementation of innovative campuses in Indonesia based on a digital learning ecosystem model, while also analyzing how universities leverage technology to foster institutional innovation and support the development of a Smart Campus framework. This research employed a descriptive qualitative approach by conducting interviews with lecturers and students from several universities in Indonesia, including Makassar State University, Pontianak State Polytechnic, IPB University, Gadjah Mada University, Budi Luhur University, and Multimedia Nusantara University. Data were collected through semi-structured in-depth interviews using an interview protocol that focused on technology utilization, system integration, digital literacy, and organizational readiness. The data were analyzed using thematic analysis to identify recurring patterns in the implementation of Smart Campus initiatives. The findings reveal that the implementation of Smart Campus in Indonesian universities remains partial and fragmented due to limited system integration, unequal technological infrastructure, and varying levels of digital readiness among academic staff. These findings indicate that developing a sustainable Digital Learning Ecosystem requires not only the provision of technological infrastructure but also strong institutional alignment, continuous digital literacy development, and the design of integrated digital platforms.
Desain Sistem Aplikasi Pelaporan Pelanggaran di Destinasi Pariwisata Prioritas Indonesia Berbasis Prinsip Keberlanjutan Zulham Adamy; Gunawan Wiradharma; Mario Aditya Prasetyo; Miftahunnisa’ Igiriza; Khaerul Anam
PERSPEKTIF Vol. 15 No. 1 (2026): PERSPEKTIF January
Publisher : Universitas Medan Area

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31289/perspektif.v15i1.15757

Abstract

Amid growing demands for transparency and public participation in tourism governance, public reporting technology is still rarely positioned as a strategic instrument for citizen participation in sustainable tourism destinations. This study aims to analyze the needs and design a complaint reporting system for violations in Indonesia's priority tourism destinations by integrating sustainability principles and RAD approach. Using in-depth interviews with tourism experts and application developers, questionnaires, and field observations in super-priority destinations. The results show that the limitations of manual complaint systems not only hamper the effectiveness of follow-up violations but also weaken the participation of tourists as actors in destination governance. The main findings indicate that a responsive, secure, and transparent digital reporting system has the potential to strengthen the practice of co-production of public services and increase the accountability of tourism destination management. The scientific contribution of this research lies in the expansion of the RAD model's application in the context of participatory technology in the tourism sector, while enriching the e-governance discourse by positioning complaint applications as a medium for tourists and destination managers. This research emphasizes that public reporting technology is strategic instrument in building participatory, ethical, and sustainable tourism destination governance.
Branding as Communication: Understanding Students in Continuing to Open and Distance University Sri Sedyaningsih; Imam Nuraryo; Gunawan Wiradharma; Melisa Arisanty
Jurnal Komunikasi Ikatan Sarjana Komunikasi Indonesia Vol. 8 No. 2 (2023): December 2023 - Jurnal Komunikasi Ikatan Sarjana Komunikasi Indonesia
Publisher : Ikatan Sarjana Komunikasi Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25008/jkiski.v8i2.939

Abstract

Although branding is now widespread among Indonesian universities, the application of branding principles in the higher education sector is comparatively recent and may be controversial for internal audiences who question its suitability and efficiency. Universities need to communicate these characteristics effectively and consistently to all of the relevant stakeholders. This study explains the influence or impact of brand awareness and brand association on the interest in continuing their studies of high school students from three areas in Indonesia, especially Universitas Terbuka (UT). This survey used 812 respondents in random clusters from three senior high school regions from three regions of Indonesia, namely Bandung representing the western area, Makassar (middle area), and Jayapura (east area). The quantitative research approach was taken as the method of this research, through pilot testing, validity, and reliability testing with the hypothesis that there is a positive relationship between brand awareness, brand association, and interest in continuing open and distance learning studies in Indonesia. The results showed that the respondents' responses indicated that the brand awareness at Universitas Terbuka as a whole is quite good, especially for brand unaware and top of mind. Both simultaneously and partially, brand awareness and brand association significantly affect interest in continuing studies at Universitas Terbuka.
Cultural Meaning in Jambi Batik Motifs through Peirce's Semiotic Perspective Gunawan Wiradharma; Rahmat Alifin Valentino; Gustiana Sabarina; Miftahunnisa' Igiriza; Salaisyah Amalia Yusuf
EKSPRESI DAN PERSEPSI : JURNAL ILMU KOMUNIKASI Vol 9 No 2 (2026): May
Publisher : Fakultas Ilmu Sosial dan Ilmu Politik Universitas Pembangunan Nasional Veteran Jakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33822/jep.v9i2.12132

Abstract

Jambi batik is not just a traditional cloth, but a cultural artifact that encapsulates the philosophical, ecological, and spiritual values of the Jambi Malay community. Despite its high cultural richness, most existing studies emphasize the visual and historical aspects. This study aims to explore the meaning contained in Jambi batik motifs using Charles Sanders Peirce’s semiotic approach. The method used is descriptive qualitative research with data collection techniques through direct observation at the Jambi Siginjei Museum and Azmiah Batik House, and in-depth interviews with museum curators and batik makers. The results of the study show that the objects owned by Jambi batik motifs include natural elements such as plants, animals, history, and forms of objects that are close to the lives of the Jambi people. Representamens appear as ornaments or visual motifs such as the Durian Pecah motif, The Tempuk Maggis motif, The Kaco Piring motif, and others, which contain symbolic values. The community understands that the interpretations emerging from the meaning-making process function as religious symbols, markers of social status, and representations of life philosophies. This study concludes that Jambi batik is not only a visual artifact but also a cultural text that contains a complex sign system. These findings can provide theoretical contributions to the development of cultural semiotic studies and practical contributions in preserving batik as an intangible heritage that represents indigenous knowledge and identity.
OPTIMALISASI PEMASARAN DIGITAL UMKM MELALUI PELATIHAN DAN PENDAMPINGAN PEMBUATAN WEBSITE PRODUK DI DESA LULUT, KABUPATEN BOGOR Gunawan Wiradharma; Meirani Harsasi; Mario Aditya Prasetyo; Karina Pramita Ningrum; Khaerul Anam
COMMUNITY : Jurnal Pengabdian Kepada Masyarakat Vol. 6 No. 2 (2026)
Publisher : Pusat Pengembangan Pendidikan dan Penelitian Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51878/community.v6i2.14043

Abstract

ABSTRACT This Community Service Program (Pengabdian kepada Masyarakat/PkM) was conducted as a follow-up to the evaluation of the previous community service program, which revealed that Micro, Small, and Medium Enterprises (MSMEs) in Lulut Village, Bogor Regency, had limited utilization of websites as digital marketing media. Most MSME owners still relied on conventional marketing and simple social media promotion, resulting in product information that was not presented comprehensively or professionally. This program aimed to improve the knowledge and skills of MSME owners in developing and managing product catalog websites as digital promotional media. The program employed a training and mentoring approach consisting of website marketing instruction, hands-on website development practice, mentoring, and evaluation through pretests and post-training questionnaires. A total of 30 MSME owners participated in the program. The pretest results indicated that 86.7% of participants did not yet have a product website, although 93.3% recognized the importance of websites as a source of product information for potential customers. The evaluation results showed that all participants (100%) considered the training beneficial for their businesses, 93.3% reported increased knowledge after the training, 100% understood the functions of product websites, 90.0% understood the importance of attractive website design, 83.3% understood how to manage product websites, and 96.7% expressed the need to develop a website or digital product catalog for their businesses. These findings indicate that the community service program contributed to strengthening the digital capacity of MSME owners through the utilization of websites as effective digital marketing media to enhance business competitiveness. ABSTRAK Kegiatan Pengabdian kepada Masyarakat (PkM) ini dilaksanakan sebagai tindak lanjut atas hasil evaluasi program PkM tahun sebelumnya yang menunjukkan bahwa pelaku Usaha Mikro, Kecil, dan Menengah (UMKM) di Desa Lulut, Kabupaten Bogor, masih menghadapi keterbatasan dalam pemanfaatan website sebagai media pemasaran digital. Sebagian besar pelaku UMKM masih mengandalkan pemasaran konvensional dan media sosial sederhana sehingga informasi produk belum tersaji secara lengkap dan profesional. Kegiatan ini bertujuan meningkatkan pemahaman dan keterampilan pelaku UMKM dalam membuat serta mengelola website katalog produk sebagai media promosi digital. Metode pelaksanaan menggunakan pendekatan pelatihan dan pendampingan yang meliputi pemberian materi mengenai website marketing, praktik pembuatan website produk, pendampingan, serta evaluasi melalui pretest dan kuesioner setelah pelatihan. Kegiatan diikuti oleh 30 pelaku UMKM. Hasil pretest menunjukkan bahwa sebagian besar peserta belum memiliki website produk, meskipun mereka telah menyadari pentingnya website sebagai media informasi bagi konsumen. Hasil evaluasi pelatihan menunjukkan bahwa kegiatan ini memberikan manfaat bagi peserta, meningkatkan pengetahuan mereka mengenai pemanfaatan website sebagai media pemasaran, serta memperkuat pemahaman tentang fungsi, pentingnya tampilan website yang menarik, dan cara pengelolaannya. Selain itu, peserta juga menunjukkan kesadaran akan pentingnya mengembangkan website atau katalog produk sebagai upaya mendukung pengembangan usahanya. Dengan demikian, kegiatan PkM ini memberikan kontribusi dalam memperkuat kapasitas digital pelaku UMKM melalui pemanfaatan website sebagai media pemasaran yang lebih efektif serta mendukung peningkatan daya saing usaha.
INTEGRASI LEAP MOTION DAN PENDEKATAN ETNOMATEMATIKA DALAM MEDIA PEMBELAJARAN MATERI PECAHAN UNTUK SISWA SEKOLAH DASAR Khaerul Anam; Azizah Mujahidah Annisa; Ronny Basista; Gunawan Wiradharma; Mario Aditya Prasetyo
ELEMENTARY: Jurnal Inovasi Pendidikan Dasar Vol. 6 No. 4 (2026)
Publisher : Pusat Pengembangan Pendidikan dan Penelitian Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51878/elementary.v6i4.14764

Abstract

ABSTRACT Fraction learning in elementary schools remains challenging because the topic is often taught procedurally and is inherently abstract, causing students to experience difficulties in understanding fractions as parts of a whole, comparing fraction values, and connecting fractions to real-life situations. This study aims to develop an initial prototype of SAFIR (Surabi Fraction Adventure), a Leap Motion-based learning media that integrates ethnomathematics and Realistic Mathematics Education (RME) approaches for teaching fractions to elementary school students. This study employed a Research and Development (R&D) method using the ADDIE model and focused on the design and development stages. The design stage involved developing the learning sequence, storyboard, game flow, interface, learning materials, and Leap Motion-based gestural interactions. The development stage included prototype development, creation of visual assets featuring traditional surabi cakes, integration of the gesture system, and validation by media, language, and subject-matter experts. The data were analyzed using descriptive quantitative analysis based on the feasibility assessment results. The validation results showed that SAFIR achieved feasibility scores of 85.3% from the media expert, 82.4% from the language expert, and 87.1% from the subject-matter expert, resulting in an overall feasibility score of 84.9%, categorized as highly feasible. Therefore, SAFIR is considered a highly feasible initial prototype for fraction learning media that is interactive, contextual, and grounded in local culture. Further research is needed to examine the practicality and effectiveness of the media in actual classroom learning. ABSTRAK Pembelajaran pecahan di sekolah dasar masih menghadapi berbagai kendala karena materi cenderung diajarkan secara prosedural dan bersifat abstrak, sehingga siswa mengalami kesulitan dalam memahami pecahan sebagai bagian dari keseluruhan, membandingkan nilai pecahan, serta mengaitkannya dengan situasi kehidupan sehari-hari. Penelitian ini bertujuan mengembangkan prototipe awal media pembelajaran SAFIR (Surabi Fraction Adventure) berbasis teknologi Leap Motion dengan mengintegrasikan pendekatan etnomatematika dan Realistic Mathematics Education (RME) pada materi pecahan untuk siswa sekolah dasar. Penelitian menggunakan metode Research and Development (R&D) dengan model ADDIE dan difokuskan pada tahap design dan development. Tahap design meliputi perancangan alur pembelajaran, storyboard, game flow, antarmuka, materi, serta interaksi gestural berbasis Leap Motion. Tahap development meliputi pengembangan prototipe, pembuatan aset visual kue serabi, integrasi sistem gesture, dan validasi oleh ahli media, bahasa, dan materi. Data dianalisis secara deskriptif kuantitatif berdasarkan hasil penilaian kelayakan. Hasil validasi menunjukkan bahwa media SAFIR memperoleh persentase kelayakan sebesar 85,3% dari ahli media, 82,4% dari ahli bahasa, dan 87,1% dari ahli materi, dengan rata-rata keseluruhan sebesar 84,9% yang termasuk kategori sangat layak. Dengan demikian, SAFIR dinilai sangat layak sebagai prototipe awal media pembelajaran pecahan yang interaktif, kontekstual, dan berbasis budaya lokal. Pengujian lebih lanjut diperlukan untuk mengetahui kepraktisan dan efektivitas media dalam pembelajaran di kelas.
MODEL KOMUNIKASI INOVASI SIKLIKAL PADA PERGURUAN TINGGI TERBUKA DAN JARAK JAUH DI ERA TRANSFORMASI DIGITAL Mochamad Priono; Gunawan Wiradharma; Hasanuddin; Mario Aditya Prasetyo; Khaerul Anam
ACADEMIA: Jurnal Inovasi Riset Akademik Vol. 6 No. 4 (2026)
Publisher : Pusat Pengembangan Pendidikan dan Penelitian Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51878/academia.v6i4.13128

Abstract

ABSTRACT Digital transformation has encouraged Open and Distance Higher Education (ODHE) institutions to develop innovation communication strategies capable of effectively engaging diverse stakeholders. However, a communication model that specifically reflects the characteristics of Indonesian ODHE institutions remains limited. This study aims to develop an innovation communication model that is adaptive to digital transformation, cross-unit collaboration, and the needs of distance learners. A qualitative approach with a case study design was employed at Universitas Terbuka, Indonesia's national open and distance higher education institution. Data were collected through in-depth interviews, document analysis, and institutional communication archives, and were analyzed using thematic analysis involving coding, categorization, and theme synthesis. The findings reveal that innovation communication in ODHE is a complex organizational process characterized by multilevel interactions, multichannel communication, collaboration, and continuous cyclical implementation. The study highlights the importance of cross-unit coordination, integrated digital communication channels, message adaptation for distance learners, implementation support, management of organizational and technological barriers, and the utilization of stakeholder feedback for continuous improvement. Based on these findings, the study proposes an innovation communication model consisting of seven key components: innovation actor mapping, cross-unit coordination, communication channel integration, message adaptation, implementation support, participation and feedback, and continuous evaluation. This model contributes to the advancement of innovation diffusion theory within the context of digital open and distance higher education while offering strategic recommendations for improving innovation implementation in open universities. ABSTRAK Transformasi digital telah mendorong Perguruan Tinggi Terbuka dan Jarak Jauh (PTJJ) untuk mengembangkan komunikasi inovasi yang mampu menjangkau berbagai pemangku kepentingan secara efektif, namun belum tersedia model komunikasi inovasi yang secara khusus menggambarkan karakteristik PTJJ di Indonesia. Penelitian ini bertujuan mengembangkan model komunikasi inovasi pada PTJJ yang adaptif terhadap dinamika digital, kolaborasi lintas unit, dan kebutuhan pembelajar jarak jauh. Penelitian menggunakan pendekatan kualitatif dengan desain studi kasus di Universitas Terbuka sebagai institusi PTJJ berskala nasional. Data dikumpulkan melalui wawancara mendalam, studi dokumentasi, serta penelusuran arsip dan kanal komunikasi resmi, kemudian dianalisis menggunakan analisis tematik melalui proses pengodean, kategorisasi, dan sintesis tema. Hasil penelitian menunjukkan bahwa komunikasi inovasi di PTJJ merupakan proses organisasi yang bersifat multilevel, multikanal, kolaboratif, dan berlangsung secara siklikal. Temuan utama menegaskan pentingnya koordinasi lintas unit, integrasi komunikasi digital, adaptasi pesan sesuai karakteristik pembelajar, pendampingan implementasi, pengelolaan hambatan organisasi dan teknologi, serta pemanfaatan umpan balik sebagai dasar penyempurnaan inovasi. Berdasarkan temuan tersebut, penelitian ini menghasilkan model komunikasi inovasi PTJJ yang terdiri atas tujuh komponen utama, yaitu pemetaan aktor inovasi, koordinasi lintas unit, integrasi kanal komunikasi, adaptasi pesan, pendampingan implementasi, partisipasi dan umpan balik, serta evaluasi berkelanjutan. Model ini memperkaya pengembangan teori difusi inovasi dalam konteks PTJJ digital sekaligus memberikan rekomendasi strategis bagi perguruan tinggi terbuka dalam meningkatkan efektivitas implementasi inovasi.
Co-Authors Abdurrahman Rahim Thaha Ace Sriati Rachman Adamy, Zulham Aditya Prasetyo, Mario Afdol Tharik W S Agil Rakasiwi Agus Joko Purwanto Akadira, Tora Alpin Herman Saputra Anjani, Afifah Annisa, Azizah Mujahidah Ardiasih, Lidwina Sri Ari Cahyo Nugroho Arifah Bintarti arina rubyasih, arina Azizah Mujahidah Annisa B. Kristiono Soewardjo Batti, Steviani Budiwati, Yulia Cicilia Clara Devi Anggraini Cicilia Clara Devi Anggraini Cicilia Clara Devi Anggraini, Cicilia Clara Devi Clara Devi Anggraini, Cicilia Danar Kristiana Dewi Dede Kurniyawan Dede Mahmudah Dede Mahmudah Dewi Maharani Rachmaningsih Dewi, Danar Kristiana Dhimas Setyo Nugroho Diana, Mustika Dina Dewita Bi’an Dwi Rahmawati DWI RAHMAWATI Dwi Suprabowo Edward Zubir Efraim Bavo Priyana eka evriza, eka Eka Novita Sari Enang Rusyana Eraskaita Ginting Esti Kurniawati Mahardika Fadli, Muhammad Rijal Fadloli Fadloli Fadloli, Fadloli Fatonah, Khusnul Fauzi, Luthfi Faishal Fiani, Isma Dwi Guntur Freddy Prisanto Gustiana Sabarina Hakim, Nong Ayu Triyanti Utami Hasim, Rahman Ida Royandiah Ida Royandiyah Imam Nuraryo Imelda Paulina Soko, Imelda Isma Dwi Fiani Isma Fiani Karina Pramita Ningrum karunia, Erick Khaerul Anam Khoirul Anam Koesanto, Stefani M. A. A. Koesanto, Stefani Made Ayu Artharini Kristiana Dewi, Danar Kurnia Endah Riana Kurniawati Mahardika, Esti Kurniyawan, Dede Kuswanti, Eko Lukman Saleh Waluyo Mario Aditya Prasetyo Mario Aditya Prasetyo Mario Aditya Prasetyo Meirani Harsasi Melisa Arisanty Melisa Arisanty Melisa Arisanty Melisa Arisanty Melisa Arisanty Miftahunnisa' Igiriza Miftahunnisa' Igiriza Mikaresti, Pamela Mochamad Priono Muhammad Iqbal Mujazi Muktia Pramitasari Niken Febrina Nila Kusuma Windrati Nining Suryani Nisa, Rochmatul Uma Khoerun Nong Ayu Triyanti Utami Hakim Nugroho, Dhimas Setyo Nurdiansyah, Aulia Nurmanita, Tiara Sevi Poppy Ruliana Pramitasari, Muktia Prasetyo, Mario Aditya Priono, Mochamad Priyana, Efraim Bavo Purwanto, Agus Joko Puspitasari, Anggun Rachmawati Windyaningrum Raden Sudarwo Raesita Rakhmawati Rosadi Rahmaddian Rahmat Alifin Valentino Rahmat Budiman Rahmat Fadhli Rakasiwi, Agil Riady, Yasir Riana, Kurnia Endah Rita Herlina Robiansyah, Anton Rohmah, Dewi Wardah Mazidatur Ronny Basista Rosadi, Raesita Rakhmawati Rosiana Nurwa Indah Salaisyah Amalia Yusuf Sari, Novitalia Ablinda Sayimer, Idil Sediyaningsih , Sri Sediyaningsih, Sri Sediyaningsih, Sri Selly Anastassia Amellia Kharis Simabur, Lisda Ariani Sopandi, Agus Tatang Sri Maulidia Permatasari Sri Maulidia Permatasari Sri Sedyaningsih Stefani M. A. A. Koesanto Stefani Made Ayu Sudarwo, Raden Sukatmi, Sri Suko, Imelda Paulina Suparti Suparti Syinta, Irhamny Maya Unggul Utan Sufandi Valentino, Rahmat Alifin Vivi Indra Amelia Nasution Widiyanto Widiyanto Widiyanto Windi Baskoro Prihandoyo Yasir Riady Yulia, Irla Yusari, Nur Indah Zul Fahmi Zul Fahmi Zul Fahmi Zulham Adamy