This community service program is designed to enhance the competence of English teachers at SMP N 33 Purworejo in utilizing Artificial Intelligence (AI)-based learning media, particularly deep learning technology. In the digital era, many teachers still face limitations in integrating intelligent technology into classroom activities, which affects the effectiveness of learning. The program was carried out in four stages: the provision of basic materials on AI and deep learning, technical training on the use of AI applications, practical development of learning media, and mentoring combined with evaluation. The results of this activity show an increase in teachers’ understanding and skills in operating AI tools, with each participant producing at least one AI-based learning media product. Through workshops, teachers learned to use applications such as chatbots, speech-to-text, text-to-speech, and AI-assisted language tools to enrich students’ learning experiences. In addition, teachers were guided to design contextual media tailored to curriculum goals and student needs. Mentoring ensured that the products created were tested, improved, and ready to be applied in the classroom. The novelty of this activity lies in its focus on practical implementation of deep learning in junior high school English teaching, positioning teachers not only as users but also as creators of innovative media. Beyond technical competence, this program fosters collaboration among teachers to sustain innovation. In the long term, the outcomes are expected to improve students’ engagement, motivation, and communication skills, and contribute to the establishment of a digital learning ecosystem that supports interactive, effective, and future-oriented education.
This community service program is designed to enhance the competence of English teachers at SMP N 33 Purworejo in utilizing Artificial Intelligence (AI)-based learning media, particularly deep learning technology. In the digital era, many teachers still face limitations in integrating intelligent technology into classroom activities, which affects the effectiveness of learning. The program was carried out in four stages: the provision of basic materials on AI and deep learning, technical training on the use of AI applications, practical development of learning media, and mentoring combined with evaluation. The results of this activity show an increase in teachers’ understanding and skills in operating AI tools, with each participant producing at least one AI-based learning media product. Through workshops, teachers learned to use applications such as chatbots, speech-to-text, text-to-speech, and AI-assisted language tools to enrich students’ learning experiences. In addition, teachers were guided to design contextual media tailored to curriculum goals and student needs. Mentoring ensured that the products created were tested, improved, and ready to be applied in the classroom. The novelty of this activity lies in its focus on practical implementation of deep learning in junior high school English teaching, positioning teachers not only as users but also as creators of innovative media. Beyond technical competence, this program fosters collaboration among teachers to sustain innovation. In the long term, the outcomes are expected to improve students’ engagement, motivation, and communication skills, and contribute to the establishment of a digital learning ecosystem that supports interactive, effective, and future-oriented education.
The development of digital technology and the impact of the pandemic have shifted the learning paradigm in elementary schools from traditional face-to-face models to technology-based online systems. However, the limited mastery of teachers in utilizing digital learning media, particularly Google Classroom, has become a major obstacle in implementing effective online learning. This community service activity aims to improve the competence of teachers at SD Negeri Gollu Sapi in managing technology-based learning through the use of Google Classroom. The implementation method consists of four stages: preparation, workshop implementation, practice mentoring, and evaluation. The workshop was designed interactively by combining material presentation, demonstration, discussion, and hands-on practice, covering the creation of virtual classes, uploading teaching materials, assigning tasks, and conducting online assessments. The results of the activity showed a significant improvement in teachers’ skills, both in independently managing online classes and in applying the main functions of Google Classroom. Teachers were able to create digital teaching materials, set assignment schedules, provide feedback, and prepare technology-based assessments. In addition, this activity also produced an online article publication and video documentation as additional outputs. The teachers’ enthusiasm during the implementation indicates that this activity is useful and relevant to the needs of 21st-century learning. With this training, teachers are expected to become more adaptive to the digital transformation in education, thereby supporting the achievement of a more interactive, effective, and sustainable learning process in the digital era.
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This study investigates the effectiveness of Augmented Reality (AR) based activities in supporting vocabulary retention, motivation, and engagement in foreign language learning. A quasi-experimental design with a pre-test–post-test control group was employed, involving university students enrolled in English as a Foreign Language (EFL) courses. The experimental group engaged in AR-supported vocabulary learning, while the control group used conventional methods such as flashcards and text-based materials. Data were collected through vocabulary tests, motivation and engagement questionnaires, and classroom observations. The findings indicate that AR significantly enhanced vocabulary retention, with students in the experimental group outperforming those in the control group. AR also increased learners’ motivation by providing immersive and enjoyable learning experiences, and it fostered greater engagement as students actively interacted with digital media. These results support the integration of AR into language learning as an effective instructional approach that combines contextualization, interactivity, and gamification. The study contributes to the growing body of research on technology-enhanced learning and highlights the pedagogical potential of AR in modern language education.
This study aims to determine the benefits of the internet as a learning resource for students in the Economics Education Study Program at Mahammadiyah University Maumere. This study uses a descriptive method with a qualitative approach. This study provides an accurate description and explanation of the conditions or phenomena encountered. Data collection techniques include observation, interviews, documentation, and triangulation. The research subjects are 12 students from the 2021 cohort of the Economics Education Program. The utilization of the internet as a learning resource for students in the Economics Education Program at Muhammadiyah University of Maumere plays a significant role because the internet provides easy and quick access to various information such as learning materials, scientific journals, e-books, educational videos, and relevant and supportive resources. This enables students to access the latest information and a variety of up-to-date topics. The research findings indicate that economics education students at Muhammadiyah University of Maumere actively utilize the internet to search for references, access e-books, journals, educational videos, and participate in online discussions. The use of platforms such as Google, YouTube, TikTok, and AI tools like ChatGPT aids in understanding course materials. Despite network challenges, students seek solutions by relocating or using the campus network. They tend to choose reliable learning sources, reflecting strong digital literacy skills. Overall, the use of the internet enhances students' motivation and academic performance, leading to improved outcomes
Limited internet access in remote areas remains a major obstacle to equitable digital education in Indonesia. This situation significantly impacts student and teacher accessibility to digital learning resources, which are increasingly becoming a necessity in 21st-century learning. One way to address this obstacle is to provide alternative technology infrastructure that does not rely on external internet connections. This study aims to implement and evaluate a local server system without a quota at SMKN 1 Bantan as a solution for providing educational materials in environments with limited network coverage. The local server system is designed to store various learning content, including text, video, and interactive modules, which can then be accessed through the school's internal network. This mechanism allows students and teachers to access materials more quickly and stably, free from quota limitations and dependence on commercial internet networks, which are often slow or unavailable. The implementation results indicate that the local server is able to improve the accessibility and speed of distribution of learning materials. Teachers can easily upload teaching materials, while students can access them anytime through devices connected to the school network. Surveys conducted with students and teachers also indicate a high level of satisfaction with this system. They assessed that local servers facilitated the teaching and learning process, supported student independence, and reduced technical barriers that often arose due to weak internet connections. Furthermore, this study emphasized the importance of utilizing appropriate technology in educational settings in remote areas. Implementing local servers without quotas proved to be a relatively inexpensive, easy-to-manage, and sustainable solution to support equitable digital education.
This community service activity was conducted as an effort to introduce integrated learning innovations based on Augmented Reality (AR) technology using the Assemblr Edu application to teachers at SMAN 1 Leuwiliang, Bogor, and several other schools in Bogor Regency. This activity was motivated by the underutilization of interactive digital technology in the learning process, particularly in helping teachers visualize abstract material. The implementation methods included preparation, webinar promotion, webinar implementation, a brief technical training session on creating learning materials using the Assemblr Edu application, and guidance in designing AR-based learning content during the webinar. Participants were asked to create AR-based teaching materials using Assemblr Edu according to the subjects they teach. In addition to providing theoretical material, the implementation team also conducted hands-on practice to ensure participants developed the skills to create AR content independently. The results of the activity showed high enthusiasm from the participating teachers, with 85% of participants stating that the training was very helpful and that they felt more confident in integrating AR technology into classroom learning. Participants were also able to produce several prototypes of Augmented Reality-based learning media that can be used as interactive teaching tools. This activity not only improved teachers' technological literacy but also broadened their understanding of how digital technologies such as AR can be creative solutions to enhance the quality of learning and student engagement. Through this community service activity, it is hoped that teachers will become agents of change in utilizing innovative technologies to create more engaging, interactive, and technology-driven learning experiences that align with the demands of 21st-century educational technology. Additionally, this program serves as a strategic step to strengthen teachers' capacity in addressing future challenges in digital learning.
Mandarin Chinese teaching by non-native teachers is crucial in global education, given the complexity of the language and culture that require in-depth mastery. This study examines the roles, characteristics, challenges, and effective teaching strategies implemented by non-native Mandarin Chinese teachers. Using a qualitative approach and descriptive-analytical literature review, this study collected data from accredited journals and books from online databases such as Google Scholar, ResearchGate, and national journal portals. The results show that non-native teachers are required to have strong linguistic mastery, comprehensive Mandarin Chinese language skills, a deep understanding of Chinese culture, as well as pedagogical and psychological competencies, including the ability to manage classes and utilize modern technology. Characteristics of effective non-native teachers include sensitivity to observation, critical analysis skills, creativity, good communication, and adaptability. Mandarin Chinese training, such as at LKP AEC Semarang, has proven important to improve the competence of non-native teachers through planned, interactive learning structures and continuous evaluation. A comparison of the effectiveness between native and non-native teachers shows differences; native teachers excel in language mastery and higher student grades, while non-native teachers are more effective in explaining the material in depth with patience. The role of non-native teachers is crucial and integral, encompassing motivator, facilitator, role model, learning designer, and evaluator. Non-native teachers also face challenges such as pronunciation and writing difficulties, limited media resources, lack of confidence, and cultural differences. Solutions include the use of digital media, interactive learning strategies, and professional training. Overall, non-native teachers play a fundamental role in Mandarin Chinese language teaching and have the potential for success. With a strong foundation of materials, innovative strategies, adequate training support, and high self-confidence, they can enhance student interest and understanding, although challenges must be addressed strategically.
This study aims to conduct a critical study of the teaching materials for Islamic Religious Education and Character Building (PABP), specifically on the material "Avoiding Backbiting and Carrying Out Tabayun" used in class VII of SMPIT Takhassus Al-Qur'an Ashabiq. The focus of the study in this study covers several important aspects, namely learning objectives, the material delivered, the learning methods and models applied, evaluation of learning outcomes, and sources and references for teaching materials used by teachers and students. The approach used in this study is descriptive qualitative with data collection techniques through document studies of teaching materials, observations of the learning process in the classroom, interviews with teachers and students, and data validation is carried out through expert audits to ensure the accuracy of the findings. The results show that the teaching materials used have referred to the principles of the Independent Curriculum and the Pancasila Student Profile, which emphasize the development of character and student competencies as a whole. However, several significant weaknesses were found, especially in terms of integration between learning objectives with learning activities and evaluations carried out. Learning materials are structured in a normative and idealistic manner, but they do not adequately accommodate students' real-life contexts, particularly in facing the challenges of today's digital era, which significantly impact how they understand and internalize religious values. Learning evaluation is still dominated by cognitive measures such as written tests and conceptual understanding, while the attitudinal and skill dimensions, which are crucial for character education, have not been optimally measured. Furthermore, the learning resources used are quite limited, relying solely on textbooks and student worksheets (LKS), without any support from contemporary literature or digital media that could enrich the learning process and make it more engaging and relevant to today's students.
Improving the quality of biology learning in secondary schools requires pedagogical innovations that connect academic content with real-life contexts and leverage digital technology. This study aims to analyze the effect of a contextual teaching approach assisted by interactive PowerPoint on students’ learning outcomes in the human respiratory system topic. A true experimental design with a pretest–posttest control group was employed at SMA Negeri 1 Langowan, involving two eleventh-grade classes selected through simple random sampling. The experimental class received contextual instruction integrated with interactive PowerPoint, while the control class was taught using conventional methods. Data were collected through validated achievement tests and analyzed using normality and homogeneity tests, followed by independent and paired t-tests. The results indicate a significant improvement in learning outcomes for students in the experimental class compared to the control group. The experimental group’s posttest scores were substantially higher, and the difference was statistically significant. Integrating a contextual approach with interactive visualization effectively enhanced students’ understanding of abstract biology concepts, promoted active participation, and strengthened learning motivation. These findings support constructivist theory and highlight the relevance of contextual teaching in science education aligned with the Merdeka Curriculum. The study implies the importance of implementing context-based strategies combined with simple digital media to improve biology learning effectiveness. Future research may explore its impact on non-cognitive skills such as critical thinking and scientific attitudes. Furthermore, the results of this study provide opportunities for teachers to be more creative in designing teaching materials that are not only informative but also interactive and relevant to students' lives. By utilizing media such as interactive PowerPoint, teachers can present complex biological content in a more engaging and understandable way.
The use of technology in education is essential, particularly in creating digital teaching materials. This Community Service (PKM) activity aimed to introduce teachers and educators to the process of creating e-modules using Canva, a user-friendly tool with templates, graphics, and features for designing interactive and visually engaging teaching materials. The training provided hands-on experience, enabling participants to create curriculum-aligned e-modules, enhancing both their teaching materials and student engagement. The goal was to equip educators with the skills to develop innovative, digital-friendly materials that cater to various learning styles. During the training, participants integrated multimedia elements like images, videos, and text to make the learning experience more interactive. Emphasis was placed on incorporating technology in both physical classrooms and online learning environments, improving the overall dynamic of lessons. The training also helped educators gain a deeper understanding of Canva as a versatile tool for educational purposes. Results showed significant improvement in participants' confidence and ability to use Canva effectively to create engaging and pedagogically sound materials. Many expressed that the skills gained would help them incorporate creative and interactive elements into their lessons, fostering a more dynamic learning environment. This PKM activity successfully empowered participants to enhance their digital competencies and adapt to the evolving educational landscape. It contributed to improving the quality of education, ensuring educators are better prepared to navigate the digital age and meet the needs of modern learners. Furthermore, the training emphasized continuous learning and adapting to new technological tools to improve teaching strategies and learning outcomes
The rapid development of technology has made it increasingly important for the younger generation to acquire digital literacy skills at an early age. As technology becomes an integral part of daily life, it is essential to introduce fundamental programming concepts to students to prepare them for the future. This community service program aims to introduce 5th-grade students at Elementary School Emmaus Kediri to basic programming concepts using the Scratch platform. The program adopted the Project-Based Learning (PjBL) method, which emphasizes interactive learning through hands-on activities. The one-day session involved 17 students, who underwent a structured process consisting of a pre-test, material delivery, hands-on practice of creating simple animations, and a post-test. The learning materials included an introduction to the Scratch interface, how to use sprites, and basic coding blocks to develop simple animation projects. The evaluation results indicated a significant increase in students' understanding of basic programming concepts. The majority of participants successfully created simple animation projects using coding blocks and sprites, demonstrating their ability to apply the learned concepts. The students showed high enthusiasm throughout the learning process, indicating a strong interest in digital learning and coding. The high level of engagement further supports the potential for expanding similar programs in the future. This community service activity proved effective in introducing computational thinking and fostering creativity among elementary school students. It also demonstrated the effectiveness of interactive and hands-on learning approaches in enhancing students' digital literacy. As a result, this program has the potential to be implemented in other schools to promote early exposure to programming and support the development of digital skills among young learners
The rapid development of technology has made it increasingly important for the younger generation to acquire digital literacy skills at an early age. As technology becomes an integral part of daily life, it is essential to introduce fundamental programming concepts to students to prepare them for the future. This community service program aims to introduce 5th-grade students at Elementary School Emmaus Kediri to basic programming concepts using the Scratch platform. The program adopted the Project-Based Learning (PjBL) method, which emphasizes interactive learning through hands-on activities. The one-day session involved 17 students, who underwent a structured process consisting of a pre-test, material delivery, hands-on practice of creating simple animations, and a post-test. The learning materials included an introduction to the Scratch interface, how to use sprites, and basic coding blocks to develop simple animation projects. The evaluation results indicated a significant increase in students' understanding of basic programming concepts. The majority of participants successfully created simple animation projects using coding blocks and sprites, demonstrating their ability to apply the learned concepts. The students showed high enthusiasm throughout the learning process, indicating a strong interest in digital learning and coding. The high level of engagement further supports the potential for expanding similar programs in the future. This community service activity proved effective in introducing computational thinking and fostering creativity among elementary school students. It also demonstrated the effectiveness of interactive and hands-on learning approaches in enhancing students' digital literacy. As a result, this program has the potential to be implemented in other schools to promote early exposure to programming and support the development of digital skills among young learners
The Pancasila Student Profile Strengthening Project (P5) is part of the implementation of the Independent Curriculum, which emphasizes the holistic development of student character. The program's primary objective is to develop students with noble character, global diversity, collaborative spirit, independence, critical thinking, and creativity. One approach to integrating these values is through an appreciation of literary works, particularly folktales. Folktales have great potential as educational media because they contain various life values derived from local wisdom. This research focuses on analyzing the life values contained in folktales from the Semarang region and assessing their relevance in supporting the implementation of P5. Amidst the decline in moral values among students, marked by rampant cases of brawls, drug abuse, bullying, and unethical behavior, utilizing folktales as teaching materials is an alternative solution that is contextual and culturally based. Unfortunately, many local folktales remain largely unknown and underutilized in the learning process. The research method used was a qualitative approach with data analysis techniques modeled after Miles and Huberman. The results of the study indicate seven main values contained in Semarang folklore: aesthetic, religious, social, moral, cultural, educational, and economic. These values not only reflect the social conditions of society in the past but also have strong relevance for shaping the character of today's students. Despite differences in the context of the times, folklore can still be used as an effective learning medium, especially when packaged in a more engaging and modern format, such as digital storytelling, animation, or other interactive media. Therefore, the inclusion of folklore in P5 can bridge the gap between cultural heritage and sustainable character education.
This study aims to understand how learning about rainbows can improve elementary school students' understanding of basic science concepts, particularly regarding the refraction of light and the color spectrum. The concept of rainbows is an important part of Natural Science (IPA) lessons because it involves optical phenomena that can be directly observed and related to students' daily experiences. In this study, the method used is a literature study, namely by collecting, reviewing, and analyzing various relevant library sources, such as scientific articles, textbooks, and educational journals that discuss the topic of science learning and the rainbow phenomenon. The results of this study indicate that learning about rainbows can be done through various interactive and fun approaches, such as through practical experiments using prisms, water droplets, or other simple media that can demonstrate the process of refraction of white light into a color spectrum. In addition, the use of visual media such as images, animated videos, and digital simulations has also proven effective in helping students understand the process of rainbow formation more concretely. Creative activities such as drawing rainbows, making color models, or role-playing as light and water droplets can also increase active student participation and make learning more enjoyable. This study also emphasizes the importance of integrating rainbow learning into the elementary school science curriculum systematically and contextually. Rainbow materials not only introduce scientific concepts in a fun way, but also develop critical thinking, observation, and experimental skills in children. With the right approach, this learning can foster students' interest in science from an early age. Therefore, the results of this study are expected to contribute positively to the development of more effective, creative, and developmentally appropriate science learning methods for elementary school students.
This service activity aims to improve the digital literacy of students and teachers through training in making interactive teaching materials based on the Thunkable application. The activity was carried out in Malibela Complex, Klawalu Village, Sorong City, Southwest Papua Province, with a participatory and hands-on approach. The training was carried out in three stages, namely introduction to the concept of mobile learning and Thunkable application, assistance in the practice of making digital teaching materials, as well as presentation of results and evaluation. The results showed that all participants, both students and teachers, were able to understand and implement the main features of Thunkable, and successfully create prototypes of interactive teaching materials, such as local history applications, junior high school quizzes, and Indonesian teaching materials. In addition to improving technology skills, this activity also encouraged creativity, collaboration and confidence in utilizing digital media for learning. Technical challenges such as limited devices and internet networks were successfully overcome through cooperation between participants. This program proves that no-code-based technology training such as Thunkable can be an effective strategy to encourage digital education transformation, especially in areas with limited access to technology. This program is recommended to be replicated in similar contexts to expand the impact and shape a more adaptive and inclusive learning ecosystem.
The advancement of digital technology has driven significant transformation in the field of education, particularly in the innovation of learning media that is interactive and easily accessible to students. The subject of Pancasila and Civic Education (PPKn), as a crucial component of character education, must adapt to these developments to ensure that the material remains relevant and engaging for today’s digital generation. This community service activity aimed to enhance students' learning motivation by conducting a training program on creating educational applications using the no-code platform Thunkable. The focus of the training was on the topic of national political figures, which is part of the core competencies in the PPKn curriculum. The activity was held at SMA Ampera in Sorong City, involving 11th-grade students as active participants. A participatory and project-based learning (PjBL) approach was employed, in which students were guided to design, create, and test their own educational applications based on their ideas and creativity. The program was carried out in three stages: preparation (developing modules, training materials, and technical setup), training and practice (introduction to the Thunkable platform, interface design, and basic programming), and testing and evaluation (application trials by other students and effectiveness assessment). The results of the activity showed a significant increase in students' learning motivation, basic digital skills, and active engagement in the learning process. The participants successfully created educational application prototypes featuring visual content, brief narratives, and interactive quizzes about national political figures. Moreover, students demonstrated collaborative attitudes, innovation, and confidence when presenting their work. This activity demonstrates that a project-based learning approach supported by Thunkable technology can be an effective alternative for creating meaningful, contextual, and empowering learning experiences. It is especially beneficial for schools with limited access to digital technology. By integrating creativity and digital tools into civic education, students are encouraged to become not only technologically literate but also more engaged in understanding national identity and political history in a modern, accessible way.
In today's era of rapid globalization and modernization, each generation in Indonesia has distinct characteristics, particularly in their ways of thinking, interacting, and facing life's challenges. Generation Y (millennials) and Generation Z, who are now entering the world of education, have very different mindsets and adaptation methods compared to previous generations. One of the major challenges faced by educators is how to address these differences, particularly in teaching Islamic religious values and shaping students' religious character amidst the rapid development of technology and social dynamics. The transition from Generation Y to Generation Z brings significant changes in the world of education, particularly for Islamic Religious Education (PAI) teachers. Generation Z, more familiar with digital technology and the internet, often has a more interactive and visual learning style. They tend to prioritize fast and easily accessible information, and are more open to global cultural influences. This phenomenon presents new challenges for PAI teachers in delivering Islamic religious learning materials that are contextual, relevant, and easily understood by students. The transformation of PAI teachers in shaping students' religious character in this transitional era requires a deep understanding of existing social, technological, and cultural changes. Islamic Religious Education teachers are not only required to possess in-depth knowledge of religious teachings but also to be able to adapt teaching methods to suit the needs of today's students. For example, the use of digital technology in Islamic religious education can facilitate students' access to various relevant information sources, such as Islamic preaching videos, Islamic learning apps, or e-books that can enhance their understanding.
This service program aims to provide mentoring to students of SMK Negeri 3 Sorong through the utilization of mobile learning technology using the Thunkable application. Thunkable is a drag-and-drop-based platform that allows users to design interactive mobile applications without complex programming. The mentoring program was designed to enhance students’ digital literacy, foster creativity, and strengthen their understanding of subject materials through the development of self-made interactive media. The method employed in this activity involved a participatory approach, including workshops, technical guidance, and learning outcome evaluations. The results showed that students were able to develop simple applications tailored to their learning needs and demonstrated increased motivation and independence in the learning process. Furthermore, students gained hands-on experience in designing and implementing technology in practical contexts. This approach has proven effective in bridging the gap between the school curriculum and the technological skills required in today’s workforce. Therefore, using Thunkable as a mobile learning tool presents an innovative alternative in vocational education and training.