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Edukasi Literasi Digital : Pendampingan Transformasi Digital bagi Generasi Muda di Desa Nepo Kabupaten Polewali Mandar Ruslan Ruslan; Muhammad Ilham S; Irmawati M; Intan Fandini; Umar Umar
Jurnal Pengabdian UNDIKMA Vol. 5 No. 1 (2024): February
Publisher : LPPM Universitas Pendidikan Mandalika (UNDIKMA)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33394/jpu.v5i1.9496

Abstract

This service activity aims to increase the understanding of young people in Nepo village regarding digital literacy and digital transformation assistance. The method of implementing this service uses socialization and training with a participatory approach. The evaluation instrument for this activity uses a questionnaire and is analyzed descriptively. The results of this service show that there has been a significant increase in participants' understanding of the concepts of digital literacy, digital transformation and social media. Digital literacy understanding increased from 50% to 79%, while benefits of digital literacy understanding rose from 50% to 87%. Participants also showed an increase in understanding the era of digital transformation (from 38% to 79%) and the impact of social media (from 43% to 93%). They also understand ethics and cyber security better, with significant improvements. The digital literacy education program in Nepo village has successfully achieved its goals, empowering the younger generation in digital literacy, digital transformation and social media ethics.
Preferensi Siswa Terhadap Gamifikasi dalam Pembelajaran di Sekolah Dasar : Students' Preferences Toward Gamification in Elementary School Learning Ilham S, Muhammad; Rasyid, Muh. Rafli; Amaliah, Resky; Indriani, Putri
Attadrib: Jurnal Pendidikan Guru Madrasah Ibtidaiyah Vol. 8 No. 2 (2025): Islamic Primary Education based on Islamic values
Publisher : Institut Agama Islam Daruttaqwa Gresik

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54069/attadrib.v8i2.991

Abstract

The quality of education at the elementary school level, particularly in Majene Regency, Sulawesi Barat, continues to face various challenges. These include low student motivation, difficulty in understanding learning materials, and limited use of technology in the learning process. These conditions result in suboptimal learning experiences, which ultimately affect the achievement of basic competencies such as literacy, numeracy, and character development, as reflected in the 2022 National Assessment results. In response to these challenges, innovative learning approaches such as gamification have emerged as relevant alternatives, aligning with the development of the digital era and the characteristics of today’s learners. This study aims to analyze students’ preferences toward gamification in elementary school learning. A descriptive quantitative approach was employed, using a closed-ended questionnaire with a Likert scale consisting of ten statements. The respondents were 87.35 fifth-grade students from three elementary schools that had integrated game elements into their teaching and learning processes. The results showed that 94.25% of students enjoyed game-based learning, 81.60% felt more motivated when learning through games, and 93.10% stated that they understood the material better when it was delivered through game-based media. Additionally, 95.40% of students expressed the need for educational games that align with their subjects. These findings indicate a strong preference for gamified learning, suggesting that gamification significantly enhances both motivation and comprehension, thereby providing an optimal learning experience for elementary students. Therefore, gamification deserves to be systematically developed within the context of more adaptive, innovative, and contextually relevant technology-based education.