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GENERATIVE AI-ENHANCED GAME-BASED LEARNING FOR CREATIVE SKILL DEVELOPMENT IN ELEMENTARY STUDENTS Yani Fitriyani; Sena Aditia Apriadi; Sulistiani; Ndaru Mukti Oktaviani
Jurnal Cakrawala Pendas Vol. 11 No. 4 (2025)
Publisher : Universitas Majalengka

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31949/jcp.v11i4.15304

Abstract

Student creativity in Indonesia remains a serious problem that requires special attention, with the 2022 PISA survey identifying only 5% of students achieving high creativity. Science learning is also still limited in integrating technology to develop creativity, even though this ability is a very important competency in the digital era. This study aims to develop Game-based Learning (GBL) with Generative AI (Gen AI) to improve the creativity of 5th grade elementary school students. The research method uses Research and Development (RnD) with the ADDIE model including five stages: analysis, design, development, implementation, and evaluation. The subjects of this study were 20 5th grade students of SDN Kutakembaran 1. GBL was developed with the ChatGPT-3.5 API to produce adaptive learning content. ChatGPT-3.5 works by analyzing student responses, automatically generating game scenarios, questions, and challenges tailored to the individual student's ability level. This development is enriched with West Javanese cultural elements such as folklore, traditions, and local contexts to increase the relevance of learning. The research instruments include expert validation (n=5), a creativity rubric that measures four indicators (fluency, flexibility, originality, elaboration) through problem-solving tasks, and observation of student engagement using a Likert scale that records active participation. The expert validation results showed a feasibility score of 77.50 (good category) with an Aiken's V coefficient of 0.813 (p<0.001). Implementation resulted in a significant increase in the creativity dimensions: fluency (23%, p<0.05), flexibility (31%, p<0.01), originality (28%, p<0.05), and elaboration (19%, p<0.05). Student engagement reached an average of 78.60 with 80% positive responses, while technology acceptability reached 83.45%. The culture-based GBL-GenAI media has proven effective in developing student creativity and making a significant contribution to innovation in science learning for the transformation of Indonesian basic education.
Implementasi Program Roots Sebagai Upaya Pencegahan Bullying Melalui Agen Perubahan di Sekolah Menengah Dita Hardiyanti; Yani Fitriyani; Ndaru Mukti Oktaviani; Muhammad Nurul Fajri
Jurnal Informasi Pengabdian Masyarakat Vol. 4 No. 2 (2026): Mei :Jurnal Informasi Pengabdian Masyarakat
Publisher : Institut Nalanda

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47861/jipm-nalanda.v4i2.2258

Abstract

This community service aims to identify forms of bullying and provide alternative solutions in the form of an anti-bullying roots program carried out at SMP Negeri 3 Klari, Karawang Regency, West Java. The methods used in this activity are carried out through a participatory approach. From the results of this community service, it is shown that bullying acts at SMP Negeri 3 Klari are quite common, with verbal bullying being the most common type that occurs at the school. One of the efforts made to reduce bullying is by implementing an anti-bullying roots program. Efforts made by using an anti-bullying program, putting up banners of forms of bullying, and anti-bullying declaration posters signed by all homeroom teachers and class leaders have proven to be quite effective in reducing the number of bullying acts at school. Agents of change as the main pillars of this program are very good at conveying positive messages to other students so that the campaign for SMP Negeri 3 Klari as a child-friendly school has yielded positive results.