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Snake Ladder Modification Boardgame Muhammad Aldiansyah Najib Amrullah; Aloung Candrika; Naufali Dimas Mahendra; Fauzi Kurniawan Asshidiqie; Muhammad Setiyawan
Jurnal Indonesia Sosial Sains Vol. 6 No. 6 (2025): Jurnal Indonesia Sosial Sains
Publisher : CV. Publikasi Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59141/jiss.v6i6.1767

Abstract

This research explores the modification of the traditional Snake and Ladder board game into an educational tool aimed at enhancing memory and basic calculation skills among elementary school children aged 10–11 years. The study addresses the need for engaging learning methods by integrating mathematical challenges, such as addition, subtraction, multiplication, and division, into the game mechanics. The background highlights the game’s potential to combine entertainment with education, fostering cognitive development and social interaction. The objective of this research is to design and test a modified Snake and Ladder board game that serves as an effective educational medium. The methodology involved observational activities, interviews with school principals, and literature reviews of elementary school materials. The game components include question cards, penalty cards, dice, and pawns, with rules designed to reinforce learning through interactive play. Testing was conducted with 10 elementary school students, and feedback was collected via questionnaires. Findings indicate that the game successfully improved students' engagement and understanding of basic math concepts. The visual design and interactive elements were well-received, making learning more enjoyable. The research concludes that the modified board game is a viable tool for educational purposes, offering implications for future applications in classroom settings to enhance traditional teaching methods.
Peningkatan Elektabilitas Pada Era Digital Berbasis Penguatan Identitas Digital, Etika Bermedia Sosial dan Pemanfaatan Teknologi AI Widiyanto Hadi; Moch Hari Purwidiantoro; Ina Sholihah Widiati; Indrawan Ady Saputro; Muhammad Setiyawan
Jurnal Pengabdian Masyarakat Bangsa Vol. 3 No. 11 (2026): Januari
Publisher : Amirul Bangun Bangsa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59837/jpmba.v3i11.3790

Abstract

Perkembangan teknologi digital dan media sosial telah mengubah cara pembentukan opini publik dan persepsi elektabilitas, khususnya di kalangan pemilih pemula seperti siswa Sekolah Menengah Atas. Namun demikian, rendahnya pemahaman mengenai identitas digital, etika bermedia sosial, serta pemanfaatan teknologi Artificial Intelligence (AI) secara bijak berpotensi menimbulkan penyalahgunaan informasi dan perilaku digital yang tidak bertanggung jawab. Kegiatan pengabdian kepada masyarakat ini bertujuan untuk meningkatkan pemahaman siswa mengenai konsep elektabilitas di era digital melalui penguatan identitas digital, penerapan etika bermedia sosial, dan pemanfaatan teknologi AI berbasis Informatika. Metode yang digunakan meliputi sosialisasi, pelatihan praktik penggunaan teknologi AI untuk pembuatan konten edukatif digital, pendampingan manajemen identitas digital, serta evaluasi melalui pre-test dan post-test. Hasil kegiatan menunjukkan adanya peningkatan pemahaman siswa terhadap literasi elektabilitas digital, etika bermedia sosial, dan penggunaan AI secara positif dan bertanggung jawab. Dengan demikian, penerapan IPTEKS bidang Informatika terbukti efektif dalam meningkatkan literasi digital siswa sebagai pemilih pemula di era digital