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Journal : Servitium Smart Journal

Sosialisasi Digital Parenting Terhadap Penyalahgunaan IT Pada Anak-anak di Desa Sampiro Putra, Edson; Tombeng, Marchel; Ibrahim Adam, Stenly; Herawan Moedjahedy, Jimmy
Servitium Smart Journal Vol 3 No 1 (2024): Servitium Smart Journal
Publisher : Universitas Klabat

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31154/servitium.v3i1.10

Abstract

The author carried out this community service in Sampiro village, Sangkub subdistrict, North Bolaang Mongondow district, North Sulawesi province together with students who are members of the Maranatha Unklab evangelism group. Carried out over a period of 10 days with many programs carried out, one of which is providing digital parenting outreach to parents in Sampiro village with the aim of ensuring that parents have digital literacy and provide supervision and control to children in using cellphones to avoid deviations. The method used is tiered qualitative, conducting interviews, in-depth research and outreach to each party starting from the village head, to the children and finally to the parents. The results obtained were that the children of Sampiro village all used cellphones, although not all of them had their own. The majority, namely 85%, play games, both online and offline games, and the majority, 65%, already have social media accounts. And children admit that their parents often remind them about using cellphones. Meanwhile, on the parents' side, the results showed that not all parents understood how to limit children's use of cellphones, even though most parents could afford cellphones. The conclusion is that the people of Sampiro village still need a lot of understanding on how to limit children's use of cellphones.
Literasi Digital Game Online Terhadap Perkembangan Otak Manusia di Siswa SMK Kristen Dian Halmahera Maluku Utara Putra, Edson Yahuda; Marwa , Julius Alfin; Moedjahedy, Jimmy Herawan; Pungus, Stenly Richard; Adam, Stenly Ibrahim
Servitium Smart Journal Vol 1 No 1 (2022): Servitium Smart Journal
Publisher : Universitas Klabat

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31154/servitium.v1i1.4

Abstract

Kegiatan pengabdian kepada masyarakat ini dilakukan oleh penulis dan sejumlah mahasiswa di sekolah menengah atas di kecamatan Jailolo kabupaten Halmahera Barat propinsi Maluku Utara. Menurut laporan Kominfo propinsi Maluku Utara memiliki tingkat literasi digital paling rendah di seluruh propinsi di Indonesia. Dalam berkegiatan PKM penulis memilih SMA K Dian Halmahera untuk memberikan literasi digital game online terhadap perkembangan otak manusia. Metode yang digunakan adalah seminar dalam bentuk power point dengan memberikan ilustrasi dalam bentuk video agar lebih mudah dipahami materi yang diberikan. Selanjutnya memberikan pertanyaan dan siswa langsung merespon, mahasiswa yang terlibat dalam kegiatan ini mencatatnya. Hasil dari kegiatan ini adalah siswa SMA K Dian Halmahera mempunyai kecenderungan bermain game online sebanyak 83%, dan siswa mengerti akan dampak baik negatif maupun positif dari game online. Dari hasil PKM ini menurut penulis ada beberapa hal, pertama Infrastruktur dari teknologi informasi dan komunikasi di propinsi Maluku Utara memang perlu penanganan lebih dari pemerintah dan pemangku kepentingan. Siswa SMA K Dian Harapan sudah mengerti tentang literasi digital game online terhadap perkembangan otak dan harapan penulis kedepan literasi digital di Maluku Utara akan lebih baik lagi.
Pengenalan Teknologi Informasi Untuk Siswa Kelas 1 - 3 di SD Madison School Mobuya Mandias, Green Ferry; Moedjahedy, Jimmy Herawan; Adam, Stenly Ibrahim; Putra, Edson Yahuda; Tombeng, Marchel Timothy
Servitium Smart Journal Vol 4 No 1 (2025): Servitium Smart Journal
Publisher : Universitas Klabat

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31154/servitium.v4i1.42

Abstract

This community service activity aims to introduce information technology to students in grades 1 to 3 at SD Madison School Mobuya. Through an interactive workshop approach, students were introduced to information technology tools and basic computer components. A total of 28 students participated in this activity, starting with a pretest to assess their initial understanding of technology. The pretest results showed that 80% of students were not familiar with technological tools and 90% were not familiar with the parts of a computer. After participating in the educational sessions, the posttest results revealed that all students had gained a solid understanding of information technology tools and basic computer components. This activity proves that early introduction to information technology can improve students' understanding of technology and equip them with basic skills needed to face the challenges of the digital world. It is hoped that this activity can be replicated in other schools to broaden the positive impact on the development of technology literacy among students.