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INOVASI PRODUK NANAS DAN DAUN SINGKONG BERBASIS EKONOMI KREATIF MELALUI DIGITALISASI PEMASARAN DI DESA PRINGGASELA Janah, Qanita Izzatul; Suharni, Suharni; Khaerunnisa, Erma; Kurniawan, Lalu Wahyudi; Zulqarami, Hilman; Hidayat, Hamzah Fansuri; Maulida, Luthfiyah; Kamiliani, Cahya; Asfahunnisah, Asfahunnisah; Kusuma, L.M. Septa Hadi; Buana Sakti, Dwi Putra
Jurnal Wicara Vol 3 No 2 (2025): Jurnal Wicara Desa
Publisher : Universitas Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/wicara.v3i2.6759

Abstract

Pringgasela Village possesses abundant agricultural potential, particularly in pineapples and cassava crops. However, the utilization of these agricultural products remains limited due to a lack of processing innovation, access to modern technology, and effective marketing strategies. The Community Empowerment Field Study Program (KKN-PMD) of Universitas Mataram 2024-2025 aims to enhance the added value of these agricultural products through product innovation and the digitalization of marketing based on the creative economy. The innovations implemented include processing pineapples into syrup and jam, as well as transforming cassava leaves into chips. In addition, the program encompasses community outreach and digital marketing training to broaden the market reach of local products. The methods employed consist of observation, interviews, product development, and digital marketing training using the Participatory Rural Appraisal (PRA) approach. The results indicate that product innovation and digital marketing strategies have a positive impact on increasing community understanding of product processing and technology-based marketing. With this program, it is expected that the community will become more self-reliant in developing businesses based on local potential, thereby enhancing the village’s economic welfare.
Enhancing Digital Literacy of Elementary School Teachers Through STEAM-Based Coding Training: PENINGKATAN LITERASI DIGITAL GURU SEKOLAH DASAR MELALUI PELATIHAN CODING BERBASIS STEAM Ratnasari, Dwi; Afwani, Royana; Albar, Moh. Ali; Rosika, Herliana; Murpratiwi, Santi Ika; Nurjamil, As'ad Muzakki; Zulqarami, Hilman; Raihan, Muhammad Dzulhi; Paramita, Delia; Iswani, Fahrona; Rakhman, Mustafa Zohri
Jurnal Begawe Teknologi Informasi (JBegaTI) Vol. 6 No. 2 (2025): JBegaTI
Publisher : Program Studi Teknik Informatika, Fakultas Teknik Universitas Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/jbegati.v6i2.1461

Abstract

Transformasi digital dalam pendidikan dasar memerlukan peningkatan literasi digital guru sebagai kunci keberhasilan integrasi teknologi dalam pembelajaran. Kegiatan pengabdian masyarakat ini bertujuan untuk meningkatkan kompetensi guru sekolah dasar melalui pelatihan coding berbasis pendekatan STEAM (Science, Technology, Engineering, Arts, and Mathematics). Metode pelaksanaan terdiri atas empat tahapan utama: sosialisasi dan identifikasi kebutuhan, pengembangan modul pembelajaran digital, pelatihan literasi digital dan coding, serta pendampingan dan evaluasi. Hasil evaluasi menunjukkan peningkatan signifikan dalam pemahaman guru terhadap konsep coding dan STEAM, dengan rata-rata skor posttest mencapai 82.93 dibandingkan 59.04 pada pretest. Guru mampu mengimplementasikan pembelajaran berbasis proyek digital di kelas, menghasilkan produk siswa berupa animasi, game edukatif, dan simulasi ilmiah. Program ini juga menghasilkan modul pembelajaran digital, sistem LMS, dan komunitas guru STEAM. Kesimpulan dari kegiatan ini menunjukkan bahwa pelatihan coding berbasis STEAM efektif dalam meningkatkan literasi digital dan kompetensi guru, serta dapat direplikasi untuk memperkuat ekosistem pembelajaran berbasis teknologi di sekolah dasar.