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PELATIHAN PEMBUATAN MEDIA BERBASIS KEARIFAN LOKAL UNTUK MENINGKATKAN KREATIVITAS PESERTA DIDIK SMP NEGERI 3 KABUH JOMBANG Diah Dinaloni; Henky Muktiadji; Meriena Mustikaning Kussusilo
Indonesian Collaboration Journal of Community Services (ICJCS) Vol. 6 No. 2 (2026): Indonesian Collaboration Journal of Community Services
Publisher : Yayasan Education and Social Center

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.53067/icjcs.v6i2.252

Abstract

The basic challenge facing the world of education today is the widespread use of modern learning media that tends to be uniform and overlooks the characteristics of the surrounding environment. The impact is that students feel alienated from their own culture. In fact, learning will only be meaningful if it is contextual by connecting students to social reality and the potential of the area where they live. Therefore, incorporating elements of local wisdom into learning media and teaching materials not only makes it easier to understand the material, but is also effective in sparking students' imagination and curiosity in a deeper way. Based on interviews with partner teachers and observations in May 2026, the learning process at the school is still dominated by conventional approaches that rely on formal textbooks and monotonous static visual media. This happens in social studies lessons for 7th-grade students on the topic of sustainable development. As a result, students seem less enthusiastic and passive during social studies lessons when the topic of sustainable development is taught, because the material is often considered boring due to the scope of the subject being too broad, so students can only guess how sustainable development is implemented in Indonesia. Responding to the urgency and various issues mentioned above, it is necessary to conduct a 'Training on creating media based on local wisdom to enhance the creativity of 7th-grade students at SMP Negeri 3 Kabuh, Jombang'. The implementation method of this program uses a persuasive, participatory, and experimental approach, divided into three systematic stages: preparation, implementation (training), and evaluation, which is measured using a Student Creativity Observation Sheet instrument covering aspects of fluency of thinking, flexibility, and originality of ideas. The results of the activities showed that using media based on local wisdom effectively made the learning atmosphere more lively and contextual. The final assessment places the student groups in the Creative to Very Creative category, where students are able to come up with ideas for using environmentally friendly natural materials, independently vary weaving techniques, and produce unique character visualizations
Pendampingan Penggunaan Game Edukasi pada Mata Pelajaran Bahasa Indonesia untuk Penguatan Profil Pancasila Siswa berbasis Self Regulated Learning Akhmad Sauqi Ahya; Heny Sulistyowati; Henky Muktiadji; Hemi Nur Azizah
Jurnal ABDINUS : Jurnal Pengabdian Nusantara Vol 10 No 1 (2026): Volume 10 Nomor 1 Tahun 2026
Publisher : Universitas Nusantara PGRI Kediri

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29407/ja.v10i1.26544

Abstract

Era Society 5.0 merupakan era yang mana aktivitas sehari-hari manusia dibantu dengan kecanggihan media teknologi. Hal ini juga berdampak positif pada Pembelajaran Bahasa Indonesia. Berbagai perkembangan teknologi telah membantu para guru untuk berinovasi pada media evaluasinya untuk mengetahui ketercapaian siswa atas pembelajaran yang dilalui dan kemandirian dalam menyelesaikan masalah pembelajaran. Fakta ini berbeda dengan realita penurunan kemandirian siswa untuk untuk belajar Bahasa Indonesia saat ini dan hanya tergantung pada yang disampaikan guru sehingga berdampak menurunnya kemampuan self Regulated Learning. Realita ini juga terjadi pada siswa MI Al Adnani Kayangan dalam belajar Bahasa Indonesia yakni kurang mandiri belajar, tidak ada target, dan tidak ada strategi untuk meningkatkan kemampuannya. Dari fenomena ini, Solusi yang akan kami berikan untuk kegiatan Pengabdian bagi siswa MI Al Adnani yakni; 1) Pelatihan penggunaan game digital yakni Wordwall sebagai sarana digitalisasi media pembelajaran; 2) Pendampingan penggunaan Game sebagai upaya peningkatan Self Regulated Learning siswa. Target PKM ini adalah, Pembiasaan kemandirian siswa untuk menetapkan target dan strategi mencapai target capaiannya; dan Peningkatan hasil belajar, dan Penguatan profil Pancasila. Metode pelaksanaaan pengabdian ini yakni tiga tahap Observasi Awal, Pendampingan Pembelajaran Bahasa Indonesia dengan menggunakan Wordwall, dan Evaluasi hasil belajarnya. Hasil pendampingan ini menunjukkan bahwa mayoritas siswa telah memperoleh hasil belajar di datas nilai Kriteria ketuntasan Minimal yakni 80.