Peningkatan literasi keuangan dan keterampilan public speaking melalui gamification smart pocket dan metode C.A.N - Saragih, Susanti; Margaretha, Yolla; Kristine, Fanny; Margaretha, Meily; Nursalin, Kezia Kurniawati; Sherlywati, Sherlywati; Kuswoyo, Chandra (SELAPARANG: Jurnal Pengabdian Masyarakat Berkemajuan, 2025)
AbstrakLiterasi keuangan dan keterampilan public speaking merupakan kompetensi penting bagi siswa dalam menghadapi era digital. Kegiatan Pengabdian kepada Masyarakat (PKM) ini bertujuan meningkatkan kedua keterampilan tersebut di kalangan siswa kelas IX SMPK BPK Penabur Holis Bandung melalui pendekatan edukatif interaktif. Kegiatan dilaksanakan dalam satu hari melibatkan 114 siswa dan delapan guru pendamping. Pemetaan kebutuhan dilakukan melalui survei daring sebelum pelatihan. Materi literasi keuangan menggunakan konsep SMART POCKET, sedangkan keterampilan berbicara menerapkan metode C.A.N (Creative, Artikulasi, Nada) dengan pendekatan gamification. Evaluasi menggunakan pre dan post-test serta survei kepuasan. Hasil menunjukkan peningkatan pemahaman signifikan dengan rata-rata skor meningkat dari 83,2 menjadi 100. Survei kepuasan menunjukkan peserta menilai kegiatan relevan, bermanfaat, dan mampu meningkatkan kepercayaan diri. Meskipun terbatas waktu pelaksanaan, kegiatan ini berhasil mencapai tujuan dan mencerminkan komitmen Tri Dharma Perguruan Tinggi serta berkontribusi pada pencapaian SDGs No. 8. Kata kunci: pengabdian; pelatihan; literasi digital; public speaking; generasi z Abstract Financial literacy and public speaking skills are essential competencies for students in facing the digital era. This Community Service (PKM) activity aims to enhance both skills among ninth-grade students at SMPK BPK Penabur Holis Bandung through an interactive educational approach. The activity was conducted in one day involving 114 students and eight accompanying teachers. Needs mapping was conducted through an online survey before the training. Financial literacy material used the SMART POCKET concept, while speaking skills applied the C.A.N method (Creative, Articulation, Tone) with a gamification approach. Evaluation used pre and post-tests as well as satisfaction surveys. Results showed significant improvement in understanding with average scores increasing from 83.2 to 100. Satisfaction surveys indicated that participants found the activity relevant, beneficial, and capable of boosting their confidence. Despite time constraints in implementation, this activity successfully achieved its objectives and reflects the commitment to Tri Dharma Perguruan Tinggi while contributing to the achievement of SDGs No. 8. Keywords: community service; training; digital literacy; public speaking; generation z