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Pemanfaatan AI dan Game Edukatif sebagai Inovasi Pembelajaran di SDN 1 Sumber Agung: Pengabdian Riswandi; Muhammad Nurwahidin; Agus Salim; Akmal Nur; Nursya Fathin Nadiya
Jurnal Pengabdian Masyarakat dan Riset Pendidikan Vol. 4 No. 3 (2026): Jurnal Pengabdian Masyarakat dan Riset Pendidikan Volume 4 Nomor 3 (Januari 202
Publisher : Lembaga Penelitian dan Pengabdian Masyarakat

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/jerkin.v4i3.4591

Abstract

This community service program aims to enhance the competence of teachers at SDN 1 Sumber Agung in utilizing Artificial Intelligence (AI) and educational games as innovative learning tools. The program was conducted through workshops, mentoring sessions, and hands-on practice using various AI platforms and simple educational game development aligned with classroom content. Evaluation using a Likert-scale questionnaire indicates that teachers responded positively in several aspects, including understanding the material, ease of technology use, ability to apply AI media and educational games, and increased creativity in designing learning activities. The results demonstrate that the training effectively strengthened teachers’ technological, pedagogical, and content knowledge (TPACK) in an integrated manner. The program also increased teachers’ enthusiasm for adopting digital innovations and broadened the variety of learning strategies used in the classroom. Overall, this program successfully supported a shift toward more interactive, engaging, and student-centered learning practices.
Pelatihan Pembuatan Media Pmbelajaran Berbasis Canva AI dan Gamifikasi untuk Meningkatkan Kreativitas Guru SDN 1 Sumber Agung: Penelitian Muhammad Nurwahidin; Riswandi; Roslina; Hesti Apala; Restiyanita; Akmal Nur; Anugerah Hisyam Safaat
Jurnal Pengabdian Masyarakat dan Riset Pendidikan Vol. 4 No. 3 (2026): Jurnal Pengabdian Masyarakat dan Riset Pendidikan Volume 4 Nomor 3 (Januari 202
Publisher : Lembaga Penelitian dan Pengabdian Masyarakat

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/jerkin.v4i3.4744

Abstract

The training titled Developing Learning Media Using Canva AI and Gamification to Enhance Teacher Creativity at SDN 1 Sumber Agung was conducted to strengthen teachers’ ability to produce creative and interactive digital learning media that meet the needs of elementary school students. This study aims to describe the results of the training evaluation and analyze its impact on improving teacher creativity. A quantitative descriptive method was used, with data collected through a post-training evaluation questionnaire. The results show that teachers’ understanding of the material reached 89%, ease of technology use scored 86%, material relevance reached 92%, and overall satisfaction reached 90%. These findings indicate that the training was highly effective in enhancing teachers’ competencies, particularly in utilizing Canva AI and gamification elements to create engaging learning media. The results align with Mayer’s Cognitive Theory of Multimedia Learning, which emphasizes the importance of integrating visual and textual information to support cognitive processing. Overall, the training produced positive impacts, including increased creativity, improved digital literacy, and greater readiness among teachers to meet the demands of 21st-century learning.