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Edukasi mitigasi bencana bagi anak usia dini di Pulau Sebesi melalui game edukatif dan papan interaktif Roby Naufal Arzaqi; Deri Hendriawan; Pepi Nuroniah; Aisah Karunia Rahayu; Ardi Sirajudin Ra'uf; Rizma Rubia Ningsih
SELAPARANG: Jurnal Pengabdian Masyarakat Berkemajuan Vol 9, No 6 (2025): November
Publisher : Universitas Muhammadiyah Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31764/jpmb.v9i6.35209

Abstract

Abstrak Kesiapsiagaan bencana perlu ditanamkan sejak usia dini terutama di wilayah rawan bencana seperti Pulau Sebesi, Lampung Selatan. Kegiatan pengabdian masyarakat ini bertujuan meningkatkan pemahaman dan keterampilan mitigasi bencana pada anak usia dini, guru, dan orang tua melalui edukasi berbasis media inovatif. Metode yang digunakan meliputi observasi awal, pelatihan guru, sosialisasi orang tua, edukasi anak melalui game edukatif SMIGGI, papan interaktif, lagu mitigasi, simulasi evakuasi, serta evaluasi dengan pre-test, post-test, dan observasi langsung. Kegiatan dilakukan pada tanggal 5-7 Agustus 2025 yang melibatkan 23 anak, 23 orang tua, dan 4 guru PAUD. Hasil menunjukkan adanya peningkatan signifikan pengetahuan guru (rata-rata skor naik dari 55% menjadi 88%) dan orang tua (dari 48% menjadi 82%). Anak-anak juga menunjukkan keterampilan yang baik: 78% mampu memainkan game SMIGGI secara mandiri, 91% berhasil menempelkan prosedur mitigasi di papan interaktif dengan benar, dan 91% dapat menyanyikan lagu mitigasimem dengan lancar. Simulasi evakuasi memperlihatkan sebagian besar anak mampu mengikuti instruksi dengan tertib. Temuan ini menegaskan bahwa pendekatan bermain, bernyanyi, dan praktik langsung efektif meningkatkan kesiapsiagaan bencana sejak dini. Program ini merekomendasikan integrasi media edukasi ke dalam kurikulum PAUD serta pengulangan simulasi secara rutin agar kesiapsiagaan anak dan keluarga dapat terus terjaga. Kata kunci: anak usia dini; game edukatif; kesiapsiagaan; mitigasi bencana; papan interaktif. Abstract Disaster preparedness needs to be instilled from an early age, especially in disaster-prone areas such as Sebesi Island, South Lampung. This community service activity aims to improve understanding and disaster mitigation skills in early childhood, teachers, and parents through innovative media-based education. The methods used include initial observation, teacher training, parent socialization, children's education through SMIGGI educational games, interactive boards, mitigation songs, evacuation simulations, and evaluation with pre-test, post-test, and direct observation. The activity involved 23 children, 23 parents, and 4 PAUD teachers. The results showed a significant increase in the knowledge of teachers (the average score increased from 55% to 88%) and parents (from 48% to 82%). Children also showed good skills: 78% were able to play SMIGGI games independently, 91% managed to correctly paste the mitigation procedures on the interactive board, and 91% were able to sing mitigation songs fluently. The evacuation simulation showed that most of the children were able to follow instructions in an orderly manner. These findings confirm that play, singing, and hands-on practices are effective in improving disaster preparedness early on. This program recommends the integration of educational media into the PAUD curriculum and the regular repetition of simulations so that the preparedness of children and families can continue to be maintained. Keywords: disaster mitigation; early childhood; educational games; interactive boards; preparedness.
Improving Early Childhood Health Literacy through a Smart Apps Creator Based PHBS Game Aisah Karunia Rahayu; Roby Naufal Arzaqi; Aprida P; Iis Tianah; Tasya Umar
Child Kingdom : Jurnal Pendidikan Anak Usia Dini Vol 4 No 1 (2026): May
Publisher : LP3M STAI MA'ARIF MAGETAN

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.53961/childom.v4i1.477

Abstract

This study aims to analyze the implementation of Smart Apps Creator-based Clean and Healthy Living Behavior (PHBS) educational games in improving early childhood health literacy as a continuation of previous research that focused on media development and feasibility (Rahayu & Arzaqi, 2025). The research method used was a quasi-experiment with a one group pretest posttest design that was complemented by observation during implementation. The research subjects consisted of three children aged 57 years who were accompanied by students, with a five day implementation time which included one day of pretest, three days of game implementation, and one day of posttest. The aspects of health literacy studied include personal and environmental hygiene, healthy food, and physical activity. The research instruments were in the form of pretest, posttest, and observation sheets per PHBS game level, then analyzed descriptively, quantitatively and qualitatively. The results of the study showed that there was an increase in children's health literacy in all aspects of PHBS studied. The improvement was seen gradually through the results of daily observation which showed the development of independence, consistency, and accuracy of children's responses in completing each level of the game, and was strengthened by better posttest results than pretests. These findings show that PHBS educational games based on Smart Apps Creator are effectively used as an applicative and contextual health learning media for early childhood.