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Penyuluhan Desain Canva Untuk Pembelajaran Sekolah Dasar di SDN 1 Sumber Agung Kusno Setiadi; Dina Martha Fitri; Agus Salim; Ike Festiana; Karyadi Hidayat
ABDI AKOMMEDIA : JURNAL PENGABDIAN MASYARAKAT Vol. 4 No. 1 (2026)
Publisher : ABDI AKOMMEDIA : JURNAL PENGABDIAN MASYARAKAT

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

Kegiatan Pengabdian kepada Masyarakat (PkM) ini bertujuan untuk meningkatkan pemahaman dan keterampilan guru sekolah dasar dalam mendesain media pembelajaran digital menggunakan aplikasi Canva. Kegiatan dilaksanakan di SDN 1 Sumber Agung Kota Bandar Lampung pada tanggal 8 November 2025 dan diikuti oleh 20 orang guru sekolah dasar di wilayah Sumber Agung. Metode yang digunakan meliputi penyuluhan, demonstrasi, praktik langsung, dan pendampingan pembuatan media pembelajaran. Hasil kegiatan menunjukkan adanya peningkatan pemahaman guru terhadap fungsi dan fitur Canva, serta kemampuan menghasilkan produk media pembelajaran seperti poster, presentasi interaktif, dan lembar kerja peserta didik. Kegiatan ini memberikan dampak positif terhadap peningkatan kompetensi digital guru dan mendorong inovasi pembelajaran di sekolah dasar secara lebih kreatif dan interaktif.
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.
Pemanfaatan AI dan Gamifikasi untuk Meningkatkan Kinerja Guru SDN 1 Sumber Agung: Pengabdian Muhammad Nurwahidin; Riswandi Riswandi; Siti Mardasela; Agus Salim; Verawati Verawati; Larasati Larasati
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.v4i3.4748

Abstract

This article presents the results of a community service program focused on training teachers of SDN 1 Sumber Agung in the use of Artificial Intelligence (AI) and gamification to enhance teaching performance. The training included developing digital learning media using Canva, Wordwall, and Zep Quiz as practical examples of simple and applicable gamification strategies. The method was implemented through workshops, hands-on practice, and evaluation using teacher feedback questionnaires. The results indicate that teachers rated the training highly in terms of relevance, ease of use, and usefulness in improving creativity and classroom instructional effectiveness. The findings align with the TAM and UTAUT frameworks as well as gamification theories, which emphasize the role of perceived ease of use and perceived usefulness in technology adoption. Overall, the program significantly improved teachers’ digital competencies and fostered an innovative, technology-driven learning culture within the school.