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Arga
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INDONESIA
Jurnal Perjuangan dan Pengabdian Masyarkat: JPPM
ISSN : -     EISSN : 30908345     DOI : -
Jurnal Perjuangan dan Pengabdian Masyarakat: JPPM merupakan wadah publikasi ilmiah yang berfokus pada hasil penelitian dan kegiatan pengabdian masyarakat yang berkontribusi terhadap peningkatan kualitas hidup masyarakat. Jurnal ini mencakup berbagai disiplin ilmu, termasuk, tetapi tidak terbatas pada, pendidikan, kesehatan, lingkungan, sosial, ekonomi, hukum, teknologi, seni, dan budaya. Fokus utama jurnal ini adalah untuk mendokumentasikan praktik terbaik, inovasi, dan solusi kreatif dalam pengabdian masyarakat yang dapat dijadikan referensi bagi akademisi, praktisi, dan pembuat kebijakan. Selain itu, jurnal ini juga bertujuan untuk mendorong kolaborasi antara universitas, lembaga pemerintah, dan organisasi non-pemerintah dalam upaya meningkatkan kesejahteraan masyarakat. Dengan demikian, ruang lingkup jurnal ini meliputi artikel penelitian, studi kasus, laporan proyek, dan ulasan literatur yang relevan dengan tema pengabdian masyarakat di semua bidang ilmu antara lain Pendidikan Kesehatan Lingkungan Sosial Ekonomi Hukum Teknologi Seni Budaya Pertanian Psikologi Ilmu Komputer Kepemudaan Pengembangan Masyarakat Ilmu Politik Sosiologi Antropologi Geografi Manajemen Komunikasi Ilmu Olahraga
Arjuna Subject : Umum - Umum
Articles 37 Documents
Development of Digital Literacy in the Community Through Student Mentoring: A Study on the Implementation of QRIS in Rajang Village, Pinrang Regency Tahir G, Muhammad; Herniah, Herniah
Jurnal Perjuangan dan Pengabdian Masyarakat: JPPM Vol. 1 No. 2 (2025): 31 Mei 2025
Publisher : Universitas Pejuang Republik Indonesia

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Abstract

The development of digital technology has brought significant changes in various aspects of life, including in the economic transaction system. However, in many rural areas, the low level of digital literacy is still a major challenge in the application of new technologies. This research aims to analyze the development of digital literacy among the community through student assistance in the implementation of QRIS (Quick Response Code Indonesian Standard) in Rajang Village, Pinrang Regency. This research uses a descriptive qualitative approach with data collection methods through observation, interviews, and documentation during the Community Service Program (KKN) activities. Students who are members of the KKN program conduct socialization, training, and assistance to the community, especially UMKM players, to adopt a QRIS-based digital payment system. The results showed that student mentoring contributed significantly to the improvement of community digital literacy. People who initially did not understand the QRIS concept and were reluctant to switch from cash transactions, gradually showed an increase in knowledge and confidence in using the digital system. In addition, UMKM players in Rajang Village began to feel the benefits of transaction efficiency and increased their business competitiveness. The active role of students as technology facilitators is a key factor in the success of this program. In conclusion, student involvement in community service programs can be an effective strategy in encouraging digital transformation in villages. Continuous collaboration between universities, village governments, and digital service providers is needed to expand the positive impact of digital literacy development.
Increasing Artificial Intelligence Literacy (AI) Through Digital Training for Teachers SMPN 2 Kabupaten OKU Timur Fatimah, Siti; Lestari, Inda; Lestari, Cyndi; Husniyah, Dini Milatul; Larita, Nadia Putri; Firdaus, Thoha
Jurnal Perjuangan dan Pengabdian Masyarakat : JPPM Vol. 1 No. 3 (2025): 30 September 2025
Publisher : Lembaga Penelitian dan Pengabdian Masyarakat Universitas Pejuang Republik Indonesia

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Abstract

This training aims to enhance artificial intelligence (AI) literacy among junior high school teachers at SMP Negeri 2 OKU Timur through a participatory and hands-on approach. The program was motivated by the low level of understanding and utilization of AI technology in schools, especially in non-urban areas. The implementation method included needs assessment, material delivery, practical use of AIPRM-GPT, Gamma, and inVideo applications, and evaluation through pretest and posttest. The results showed an increase in participants' understanding of AI concepts and applications, as indicated by an improvement in scores from an average of 2.7–3.7 to 3.2–4.0. The training also provided reflective and collaborative experiences for both participants and the implementation team. The implications of this activity indicate that AI training can drive digital transformation in schools and enhance the competencies of teachers and students as change agents.
Optimizing MSMEs Digital Management and Marketing Through the KKU Service Program at O.N. Catering, Sidowayah Village Kabupaten Rembang Syafi’i, Sherly Nanda; Werdhiana, Soraya Triska; Pratama, Elky Arkadia; Lukiarti, Ming Ming
Jurnal Perjuangan dan Pengabdian Masyarakat : JPPM Vol. 1 No. 3 (2025): 30 September 2025
Publisher : Lembaga Penelitian dan Pengabdian Masyarakat Universitas Pejuang Republik Indonesia

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Abstract

The Kuliah Kerja Usaha (KKU) program conducted by Universitas YPPI Rembang represents a practical implementation of the university's Tri Dharma through community service, focusing on empowering local micro, small, and medium enterprises (MSMEs). This particular project was carried out with O.N. Catering, a culinary MSME located in Rembang Regency. The program aimed to enhance the professionalism and competitiveness of the business by applying strategic digitalization and management practices. The methods employed included SWOT analysis, system design and development (rancang bangun), training, and mentoring. The implemented work programs consisted of the development of an administrative record book, a professional price list, promotional banners, online order forms via Google Forms, and business registration on Google Maps. These initiatives resulted in significant improvements in the MSME’s business structure, marketing reach, and digital visibility. The program demonstrated a sustainable impact by equipping the MSME with tools and strategies to adapt to modern business challenges.
Socialization of the Dangers of Sleeping Late Due to Gaming Addiction: Efforts to Increase Digital Wellness Awareness in Students SMPN 4 Bontolempangan SATAP Ma'Lengu Arga, Arga; Arba', Muhammad Arkanul; Aulria, Siti Nurhalizah Mutia; Rerung, Charmila Tandi; Rahmatullah, Wahyu; Bana, Suriani
Jurnal Perjuangan dan Pengabdian Masyarakat : JPPM Vol. 1 No. 3 (2025): 30 September 2025
Publisher : Lembaga Penelitian dan Pengabdian Masyarakat Universitas Pejuang Republik Indonesia

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Abstract

Socialization of the dangers of sleeping late due to gaming addiction at SMPN 4 Bontolempangan SATAP Ma'Lengu aims to increase students' awareness about the negative impact of excessive use of gadgets to play games on sleep quality and overall health. This activity provides a platform for students to understand the concept of digital wellness, recognize the signs of gaming addiction, learn healthy digital time management strategies, understand the importance of sleep hygiene, and develop responsible gadget use habits. Through this socialization, it is hoped that students can reduce excessive gaming time, improve sleep quality, improve academic achievement, and create a healthy balance between digital activities and real life in the school and home environment.
Teacher Capacity Building in Developing Project-Based Learning Model in Toraja P, Suhenrik; Salam, Supardi; Ramly, Rizal Arizaldy; B, Eka Ariaty; Marwan, Marwan; Alfira, Evi; Mustari, Ulul Azmi
Jurnal Perjuangan dan Pengabdian Masyarakat : JPPM Vol. 1 No. 3 (2025): 30 September 2025
Publisher : Lembaga Penelitian dan Pengabdian Masyarakat Universitas Pejuang Republik Indonesia

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Abstract

The capacity-building program for teachers in developing Project-Based Learning (PjBL) in schools in Toraja aims to improve the quality of education through a more creative, contextual, and participatory learning approach. This activity provides a platform for teachers to understand the principles of PjBL, design curriculum-based learning projects, integrate Toraja local wisdom into projects, enhance classroom management skills for project-based learning, and develop assessment and reflection skills. Through this community service program, teachers are expected to improve professional and pedagogical competence, students gain meaningful learning experiences, and an innovative learning culture is fostered in schools.
Improving Physical Competence of Elementary School Students through Traditional Game-Based Physical Activities Sahabuddin, Sahabuddin; Ishak, Muhammad; Rahyuddin, Rahyuddin; Angriawan, Tri
Jurnal Perjuangan dan Pengabdian Masyarakat: JPPM Vol. 1 No. 2 (2025): 31 Mei 2025
Publisher : Universitas Pejuang Republik Indonesia

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This community service activity aims to improve students' physical competence through a traditional game-based physical activity approach. The target of the activity is 60 students in grades IV and V of SD Negeri 4 Mangkura, Makassar City. The activity is carried out in three stages: pre-activity (coordination and needs assessment), implementation (teacher training, parent counseling, and game practice), and post-activity (evaluation and dissemination). The five aspects of physical competence measured include endurance, agility, balance, leg muscle strength, and motor coordination. The measurement results showed a significant increase in all aspects, with an average pre-activity score of 58–65 increasing to 72–80 after the program was implemented. Qualitatively, there was an increase in active student participation, changes in behavior towards being more disciplined and cooperative, and increased awareness of teachers and parents regarding the importance of local culture-based physical activity. This program also succeeded in reviving interest in traditional games in the school environment. This community service proves that the PJOK learning model that integrates local cultural values ​​through traditional games is able to improve physical competence while building student character. This activity is recommended to be expanded to other schools as part of strengthening character education and preserving culture.
Creative Economy Literacy: Strategies for Improving Digital Entrepreneurship Competency for Millennials and Gen Z Badar, Muhammad; Nasir, Muhammad; N, Normiyati; S, Herniah; Timur, Intan; Zulfaidah, Zulfaidah; Hajrah, Hajrah
Jurnal Perjuangan dan Pengabdian Masyarakat: JPPM Vol. 1 No. 2 (2025): 31 Mei 2025
Publisher : Universitas Pejuang Republik Indonesia

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Abstract

The creative economy has become a strategic sector in Indonesia's national economic development. This research and community service activity aims to develop and implement a creative economy literacy program that can improve digital entrepreneurship competencies for millennials and Gen Z. The method used is a mixed-method approach with a combination of participatory workshops, digital marketing training, business incubation, and continuous mentoring. The activity was carried out for six months involving 50 participants from students and young UMKM actors in Makassar City. Research instruments include creative economy literacy tests, digital entrepreneurship competency questionnaires, business activity observation sheets, and program impact evaluations. The results showed a significant increase in creative economy literacy by 78.5% from pre-test to post-test. Participants' digital marketing competency increased from 52.3% to 89.7%, while creative business management skills increased from 48.9% to 85.4%. This program successfully created 32 new creative startups with an average turnover of IDR 5.2 million per month in the first three months. This activity makes a real contribution to the development of the local creative economy ecosystem and can be replicated in other regions as a creativity-based economic empowerment model.
Volleyball Game Learning  Education Upper Level Elementary School Children Purwoto, Septyaningrum Putri; Handayani, Heni Yuli; Himawan, Agus; Widodo, Haryo Mukti
Jurnal Perjuangan dan Pengabdian Masyarakat: JPPM Vol. 1 No. 2 (2025): 31 Mei 2025
Publisher : Universitas Pejuang Republik Indonesia

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Kegiatan pengabdian kepada masyarakat ini bertujuan untuk memberikan edukasi mengenai dasar- Kegiatan pengabdian kepada masyarakat ini bertujuan untuk memberikan edukasi mengenai dasar-dasar permainan bola voli kepada siswa sekolah dasar tingkat atas di SDK Maria Fatima, Bangkalan, Madura. Permainan bola voli merupakan salah satu cabang olahraga yang mampu mengembangkan aspek fisik, motorik, sosial, dan kognitif anak secara holistik. Namun, di lapangan masih ditemukan berbagai kendala, seperti kurangnya pemahaman guru dalam menyampaikan materi secara efektif, rendahnya minat siswa terhadap olahraga bola voli, serta terbatasnya keterampilan dasar yang dimiliki siswa. Untuk menjawab permasalahan tersebut, kegiatan ini dirancang melalui metode ceramah, demonstrasi, diskusi interaktif, dan praktik langsung dengan pendekatan yang menyenangkan serta disesuaikan dengan karakteristik perkembangan anak. Pelaksanaan kegiatan dilakukan selama satu bulan dan melibatkan 20 siswa kelas atas serta guru di SDK Maria Fatima. Hasil kegiatan menunjukkan adanya peningkatan pemahaman siswa terhadap konsep dasar dan teknik permainan bola voli, peningkatan keterampilan motorik dalam melakukan gerakan dasar seperti passing, servis, dan smash, serta tumbuhnya minat dan partisipasi aktif siswa dalam kegiatan pembelajaran jasmani. Selain itu, kegiatan ini juga memberikan dampak positif bagi guru dalam hal penerapan metode pembelajaran olahraga yang lebih variatif dan efektif. Dengan demikian, program ini memberikan kontribusi nyata dalam meningkatkan kualitas pendidikan jasmani di tingkat sekolah dasar, khususnya dalam cabang olahraga bola voli.
Basketball Dribbling Training at SMP 3 Bontomannu: Efforts to Improve Basic Technical Skills and Student Confidence Suwardi, Suwardi; Badaru, Benny; Juhanis, Juhanis
Jurnal Perjuangan dan Pengabdian Masyarakat: JPPM Vol. 1 No. 3 (2025): 30 September 2025
Publisher : Universitas Pejuang Republik Indonesia

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Basketball dribbling training at SMP 3 Bontomannu was designed to develop students' basic technical competencies in ball control and build confidence in playing basketball. This program provides opportunities for students to understand the fundamental principles of dribbling, recognize variations in ball control techniques, learn strategies for applying dribbling in game situations, and develop motor coordination and agility. Through structured and progressive training, it is expected that students can improve ball handling abilities, develop decision-making skills in games, increase physical fitness, and foster sportsmanship and teamwork in the school environment.
Interactive Duel Service Game Training to Improve Badminton Backhand Serve at SMPN Gollek School No 34 Selayar Islands Suwardi, Suwardi; Badaru, Benny; Hasanuddin, M. Imran; Fahrizal, Fahrizal; Badar, Muhammad; Mulyadi, Mulyadi
Jurnal Perjuangan dan Pengabdian Masyarakat: JPPM Vol. 1 No. 3 (2025): 30 September 2025
Publisher : Universitas Pejuang Republik Indonesia

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Interactive serve duel game training in badminton at SMPN Gollek No 34 Kepulauan SelayarSelayar was designed to develop students' basic technical competencies in mastering backhand serve and improve accuracy and confidence in playing badminton. This program provides opportunities for students to understand the fundamental principles of backhand serve, recognize variations in short and long serve techniques, learn strategies for applying serves in game situations, and develop hand-eye coordination and stroke consistency. Through structured training with an interactive duel-based game approach, it is expected that students can improve backhand serve technique abilities, develop tactical decision-making skills, increase shuttlecock placement accuracy, and foster competitive spirit and sportsmanship in the school environment.

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