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SOSIALISASI LITERASI DIGITAL PADA PELAKU UMKM DI PULAU KODINGARENG MENUJU “UMKM NAIK KELAS, UMKM GO DIGITAL” Sri Wahyuningsih Piu; Muhammad Rizal; Arham Arifin; Andi Asvin Mahersatillah Suradi; Muhammad Furqan Rasyid; Imran Djafar; Asmah Akhriana; Sitti Aisa; Santi Santi; Suci Ramadhani Arifin
Bestari: Jurnal Pengabdian Kepada Masyarakat Vol 3 No 2 (2023)
Publisher : Sekolah Tinggi Keguruan dan Ilmu Pendidikan (STKIP) Melawi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.46368/dpkm.v3i2.1102

Abstract

Kodingareng Island is a small island located in the Spermonde Archipelago, South Sulawesi, Indonesia. Kodingareng Island does not have a large population or large development so that the number of MSME actors on this island may be limited. Digital literacy is becoming increasingly important for MSMEs, including on Kodingareng Island. To overcome the low level of digital literacy for MSMEs on Kodingareng Island, a team of Lecturers from Dipa Makassar University carried out community service activities in the form of socialization of digital literacy using a social campaign and media campaign approach to increase awareness and understanding of digital literacy issues. The purpose of this activity is to help MSME players recognize and overcome the challenges and risks associated with the use of digital technology. With effective dissemination of digital literacy, it is hoped that MSME actors can make the most of digital technology, while protecting themselves and contributing positively in the ever-evolving digital world.
Pengembangan Profesionalisme Guru Yayasan Ashabul Kahfi Parepare melalui Pelatihan ChatGPT dan Google Drive di Era Digital Andi Saenong; Arham Arifin; Fitriani Fitriani; Husain T; Imran Djafar; Mochammad Agus Idris; Muh. Khaddafi; Rahmat Rahmat; Santi Santi; Sunardi Sunardi; Suci Ramadhani Arifin
Jurnal Pengabdian Masyarakat Vol. 5 No. 1 (2026): Juni 2026
Publisher : Unity Academy

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.70340/japamas.v5i1.329

Abstract

Kegiatan pengabdian masyarakat ini mengatasi tantangan kompetensi digital guru di Yayasan Ashabul Kahfi, Parepare. Berdasarkan observasi awal, sebagian besar guru belum pernah menggunakan teknologi AI dalam pembelajaran dan belum familiar dengan pengelolaan dokumen berbasis cloud. Kegiatan menggunakan pendekatan partisipatif dengan tiga sesi pelatihan: dasar-dasar ChatGPT, pengelolaan Google Drive, dan integrasi keduanya dalam persiapan pembelajaran. Efektivitas diukur melalui instrumen pre-test dan post-test yang mencakup aspek pemahaman konsep dan keterampilan praktis, dengan indikator keberhasilan minimal 75% peserta mengalami peningkatan skor. Program melibatkan 20 guru dan mencapai tingkat keberhasilan 85% (17 dari 20 guru), dengan skor rata-rata meningkat dari 42 menjadi 87 poin. Pelatihan menghasilkan peningkatan kepercayaan diri guru, pembentukan komunitas belajar digital, dan efisiensi persiapan materi ajar secara terukur sebagai bagian dari pengembangan profesional berkelanjutan di era pendidikan digital.
Lapak Jeneponto: Designing an Inclusive Mobile Marketplace UI for MSMEs in Rural Indonesia Suci Ramadhani Arifin; Sriwahyuningsih Piu
Turast: Jurnal Penelitian dan Pengabdian Vol 13, No 1 (2025)
Publisher : Universitas Islam Negeri Imam Bonjol Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15548/turast.v13i1.10234

Abstract

Jeneponto Regency's MSMEs face significant challenges accessing wider markets despite their economic potential. This research designed a User Interface (UI) for a mobile marketplace application ("Lapak Jeneponto") to enhance product visibility and market reach for local MSMEs. Using the Google Design Sprint methodology, we identified key user needs, generated features, created prototypes, and validated designs with 15 participants representing both MSME owners and potential customers. The prototype features product catalog, shopping cart, and payment functionality addressing four identified challenges: limited market information, low product visibility, restricted customer base, and inadequate digital literacy. Validation testing revealed strong preferences (92%) for Indonesian language interfaces, high task completion rates (87%), and demand for Cash on Delivery payment options. The resulting user-friendly interface accommodates varying digital literacy levels and aims to unlock growth opportunities for local businesses, contributing to regional economic development.