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Digital Transformation: Implementation of the “Gesit Media” Program through Interactive Socialization for Students of SDN Sidomulyo 1 Tuban Pramesty, Meydiana Dyah; Susanto, Rika Yuli; Komania, Nasyiatul; Afifah, Rina Mei Zul; Arrohmaany, Sholahuddin Zulfan; Nuraida, Dede
Dimar : Jurnal Pengabdian Masyarakat Vol. 1 No. 2 (2025): August 2024-January 2025
Publisher : CV. Srikandi Kreatif Nusantara in collaboration with Institut Teknologi Mojosari Nganjuk

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.63709/dimar.v1i2.34

Abstract

Digital transformation in the world of education is an urgent need to equip students with 21st century skills. Community service through the "Gesit Media" program (Generasi Sidomulyo 1 Melek Digitalisasi Teknologi Global) at UPT SD Negeri Sidomulyo 1 Tuban aims to improve students' digital literacy, especially in the use of technology devices and applications. This program targets 6th grade students as preparation for higher education. The method used is interactive socialization involving direct demonstrations of the use of belajar.id accounts, introduction to artificial intelligence (AI), use of Google Drive for online storage and collaboration, and graphic design training using Canva. The results of the activity showed high enthusiasm from students in understanding and applying digital technology in learning. In addition, collaboration with teachers and school operators played an important role in the smooth running of the program. This program succeeded in increasing students' awareness and skills in using digital technology ethically and productively, so that it is expected to be a provision for them in facing the challenges of digital-based education in the future.
Pengembangan Multimedia Interaktif Berbasis PBL Untuk Meningkatkan Hasil Belajar Kognitif Siswa Kelas IV SD Komania, Nasyiatul; Agustin, Ina
Jurnal Gentala Pendidikan Dasar Vol. 11 No. 2 (2026): Jurnal Gentala Pendidikan Dasar
Publisher : Department of Primary School Teacher Education, Faculty of Teacher Training and Education, Jambi University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22437/gentala.v11i2.55252

Abstract

The low achievement of student learning outcomes in the Pancasila Education subject is the main problem underlying this research. This condition is influenced by the limited variety of learning media and the dominant learning approach that still focuses on the teacher. Therefore, this study is directed at creating an interactive multimedia product through PBL that meets the aspects of feasibility, practicality, and effectiveness to improve the cognitive learning outcomes of fourth-grade elementary school students. This study implements the Research and Development (R&D) method through an adaptation of the 4D development model that includes the stages of define, design, and develop. The study subjects were 12 fourth-grade students. Data were collected using interview, observation, questionnaire, and test techniques, while data analysis utilized qualitative and quantitative descriptive approaches. The study findings show that the interactive multimedia that was developed has a very high level of feasibility with a validity percentage reaching 92%, a practicality level of 99%, and effectiveness as indicated by an N-Gain score of 65% which is classified as moderate. This finding emphasizes that the application of PBL-based interactive multimedia is able to create more participatory, contextual, and student-oriented learning, which has a positive influence on improving cognitive learning outcomes.