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PELATIHAN PENGOLAHAN SAMPAH GELAS PLASTIK MENJADI TAS ETHNIK DI DESA BAMBAN Fitria Khasanah; Lina Ferdiana; Reynaldi Arya Putera Kusuma; Risalatul Muawanah; Usna Vegaria
Jurnal Pemberdayaan Masyarakat dan Inovasi Vol 2 No 3 (2023)
Publisher : STKIP PGRI SITUBONDO

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47668/join.v2i3.1014

Abstract

One of the villages in the Malang district, East Java, namely Bamban Asrikaton Village, has a problem, namely the large amount of inorganic waste that has accumulated on the side of the road so that it interferes with the cleanliness and view of the environment. A group of youth organizations members are trying to minimize the accumulation of waste. The youth group collects and sorts waste to clean up the environment and then sells it at a fairly cheap price. Even though inorganic waste can be used to become objects that have a high selling value. Therefore, we provide training on processing plastic waste into bags. The implementation method consists of Observations related to conditions and problems in the Youth Organization group in Bamban Village, Licensing for the implementation of activities to the Head of the Hamlet and Head of the RT and Chair of the Youth Organization, Purchase of tools and materials used for training, Training for making Ethnic Bags, Training participants can follow the steps -steps exemplified by the PKM -PM Team in making Ethnic Bags, and preparing Activity reports. As an output form of the activity, namely increasing partners' knowledge about the dangers of waste, especially inorganic waste which is known to be very decomposed or takes a very long time to decompose as a whole, and increasing the creativity of Bamban Asrikaton villagers by providing knowledge about processing plastic drinking glass waste into a bag.
From Design to Classroom: Developing a Generative-AI Enhanced Gamified Project-Based Civic Learning Framework Alfan Bramantya; Eko Pujiati; Dian Utami Ikhwaningrum; Reynaldi Arya Putera Kusuma; Adinda Ni’matus Zuhro; Marçal Vitor Soares
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.v12i1.18225

Abstract

This study aims to developed and preliminarily evaluated a Generative-AI-supported gamified Project-Based Civic Learning (GPBL-Civ) framework to strengthen student engagement and creative performance. This study employed a research and development method using the ADDIE model (analysis, design, development, implementation, and evaluation), The study involved undergraduate Civic Education students and aimed to examine the feasibility and effectiveness of a gamified project-based civic learning strategy supported by generative AI. Data were collected using expert validation instruments and student assessment tools. Feasibility was evaluated by four experts across strategy and content dimensions using Likert-scale questionnaires aligned with course learning outcomes. Effectiveness was examined through a single-group pretest–posttest design in one Civic Education class. Student engagement was measured using a validated engagement scale, while creativity was assessed using rubric-based evaluations of student projects. Data analysis employed descriptive statistics and normalized gain (N-gain) to determine improvements in engagement and creativity. The results indicate that the Generative-AI-assisted gamified Project-Based Civic Learning framework was rated “feasible” to “very feasible” by expert validators assessing both strategy and content. Classroom try-out results showed moderate improvements in student engagement (average N-gain = 0.66) across behavioral, emotional, and cognitive dimensions. Student creativity also demonstrated meaningful gains (average N-gain = 0.68), as reflected in rubric-based assessments of originality, elaboration, and effectiveness. Overall, the findings suggest that the developed framework has strong potential to enhance student participation and improve the quality of project outcomes in Civic Education courses. The instructional package may serve as a practical classroom supplement for university instructors implementing project-based civic learning with responsible use of Generative AI.