Peningkatan Well-Being Orang Tua dengan Metode Gamifikasi di TK Aisyiyah Bustanul Athfal 23 Kota Depok - Atikah Ainun Mufidah; Ernawati Ernawati; Novitasari R Damanik; Salsabila Mayang Sari; Arifani Arifani (Jurnal Kreativitas Pengabdian Kepada Masyarakat (PKM), 2026)
ABSTRAK Kesejahteraan (well-being) orang tua merupakan faktor penting dalam pengasuhan anak, namun hasil angket awal menunjukkan bahwa 50% orang tua di TK Aisyiyah Bustanul Athfal 23 Kota Depok masih memerlukan penguatan. Kegiatan pengabdian masyarakat ini bertujuan untuk memberikan pemahaman mengenai well-being sekaligus meningkatkan kesadaran orang tua melalui metode gamifikasi. Program dilaksanakan dalam bentuk penyuluhan, pelatihan, dan permainan interaktif. Kegiatan diikuti oleh 31 peserta, terdiri atas 22 orang tua dan 9 guru, namun analisis pre-test dan post-test dilakukan pada 19 orang tua yang bersedia mengisi instrumen. Hasil kegiatan menunjukkan adanya peningkatan rata-rata skor well-being orang tua dari 56,00 menjadi 57,53. Meskipun peningkatan tersebut tidak signifikan secara statistik, namun peserta memperoleh pemahaman baru mengenai pentingnya well-being, merasa lebih terhubung dengan sesama orang tua, serta mendapatkan inspirasi aktivitas positif yang dapat diterapkan di rumah. Dengan demikian, program ini berkontribusi dalam meningkatkan pemahaman dan kesadaran orang tua mengenai pentingnya kesejahteraan psikologis dalam pengasuhan, serta menunjukkan kecenderungan positif terhadap well-being orang tua melalui pendekatan gamifikasi. Kata Kunci: Well Being, Gamifikasi, Edukasi, Orang Tua, Pengabdian Masyarakat.  ABSTRACT Parental well-being is an important factor in child-rearing; however, the initial survey results showed that 50% of parents at TK Aisyiyah Bustanul Athfal 23, Depok City, still required further strengthening in this area. This community service program aimed to provide an understanding of well-being while also increasing parents’ awareness through a gamification approach. The program was carried out in the form of counseling, training, and interactive games. A total of 31 participants took part in the activity, consisting of 22 parents and 9 teachers; however, the pre-test and post-test analysis was conducted on 19 parents who were willing to complete the instrument. The results showed an increase in the average parental well-being score from 56.00 to 57.53, although this increase was not statistically significant. Qualitatively, participants gained new insights into the importance of well-being, felt more connected with fellow parents, and obtained ideas for positive activities that could be applied at home. Thus, the program contributed to improving parents’ understanding and awareness of the importance of psychological well-being in parenting, while also showing a positive tendency toward parental well-being through a gamification approach.  Keywords: Well-Being, Gamification, Education, Parents, Community Service.