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Resdi Resdi; Asy Syifah; Syarifah Hijrah Febrianti; Riza Sativani Hayati

Jurnal Riset Rumpun Matematika dan Ilmu Pengetahuan Alam 2025 Pusat riset dan Inovasi Nasional

This study aims to analyze the implementation of video animation-based flipped classroom learning model in increasing students' learning interest in science subjects with material on the structure and function of living organisms in class 8D at SMPN 1 Sanrobone. The low interest in learning science among students is a major problem that needs to be addressed through more attractive and interactive learning innovations. The video animation-based flipped classroom model was chosen because it can optimize classroom learning time for more meaningful activities, while basic concept understanding is done independently through engaging animated videos. This study uses a survey method with a descriptive quantitative approach. The research subjects were  students of class 8D SMPN 1 Sanrobone in the even semester of the 2024/2025 academic year. Research instruments used learning interest questionnaires, observations, and documentation. The results showed that the implementation of video animation-based flipped classroom model was able to increase students' learning interest with high categories in aspects of attention, interest, involvement, and learning satisfaction. Animated videos presented before face-to-face learning provide clear visualizations of the structure and function of living organisms, making students more prepared and enthusiastic to participate in discussions and practical activities in class. This learning model also encourages student learning independence and increases active interaction in learning. This study recommends the implementation of video animation-based flipped classroom as an alternative effective and innovative science learning strategy to increase students' learning interest.

Erna Putri Diana; Ryski Dwi Pratowo; Fajar Hendro Utomo

Venus: Jurnal Publikasi Rumpun Ilmu Teknik 2025 Asosiasi Riset Ilmu Teknik Indonesia

Tulungagung Regency has the potential for culinary tourism that can be developed, one of which is traditional culinary. Although the Tulungagung Regency Government has presented a "Halal Culinary Area" and a "Pinka Culinary Tourism Area", the area has not fully provided an interesting visual and functional experience. Therefore, it is necessary to design a space that facilitates traditional culinary MSMEs as well as an educational and recreational place. This design carries the theme of contemporary tropical architecture by considering local climatic conditions, through the application of wide openings, cross ventilation, wide trellises, and the use of natural materials, as well as expressive styles with the shape of a rooster roof and the basic shape of an elliptical building as a symbol of adaptation to climate change and the economy in the business environment. The facilities in this design include traditional restaurants, educational bales, wiyata offices, prayer rooms, playgrounds and other supporting facilities that can attract the interest of the community and introduce traditional Tulungagung culinary.

Muhammad Nizar Ibrahim; Muhammad Bahri Musthofa; Zudan Rosyidi; Muifah Muifah

Hikmah : Jurnal Studi Pendidikan Agama Islam 2025 Asosiasi Riset Ilmu Pendidikan Agama dan Filsafat Indonesia

Difficulty reading and writing is still a fundamental problem for some elementary school students, even though these two abilities are an important foundation in understanding various subjects. In the context of madrasah ibtidaiyah education, teachers play a strategic role in helping students overcome literacy barriers in order to be able to achieve basic competencies optimally. This study aims to describe the efforts of teachers in overcoming reading and writing difficulties experienced by three 5th grade students at MIN 1 Gresik. The research method uses a descriptive qualitative approach with observation, interview, and documentation techniques. The research subjects included grade 5 teachers and three students who experienced literacy barriers. The results of the study showed that teachers carried out various strategies, including adding special tutoring hours outside of regular learning, providing gradual exercises according to students' abilities, and utilizing visual media and educational games to increase learning motivation. Teachers also apply an individualized approach so that students are more focused and confident. In addition, parental involvement is optimized through intensive communication so that reading and writing exercises can continue at home. The obstacles faced include time constraints, differences in basic abilities, and low student concentration. Nevertheless, the perseverance and creativity of teachers have proven to be able to drive significant progress in the development of students' basic literacy.

Akhmad Wijaya; Reza Febri Abadi; Dedi Mulia

International Journal of Education and Literature 2025 Lembaga Pengembangan Kinerja Dosen

The toilet training program for blind students at the State Special School (SKhN) 01 Pandegelang is an important aspect in the development of basic life skills. Blind students need to be trained systematically and continuously. This study used a qualitative approach. Data collection techniques were carried out through observation, in-depth interviews with teachers, students and parents, and documentation of the learning program implemented at the school. The results of the study indicate that the toilet training program at SKh Negeri 01 Pandegelang has been designed based on the individual needs of students, by implementing routine-based learning strategies, positive reinforcement, and the use of learning media that can be accessed tactilely and auditorily. Obstacles faced in the implementation of the program include limited special educators, lack of supporting facilities. Nevertheless, this program has a positive impact on increasing the independence of blind students in terms of personal hygiene, discipline, and self-confidence. The conclusion of this study shows that the success of the toilet training program is greatly influenced by teacher involvement, collaboration with parents, and adaptation of learning methods that are appropriate to the characteristics and needs of blind students. Researchers recommend strengthening teacher training, providing disability-friendly facilities, and regular program evaluations to improve optimal results

Nazwa Kusumawicitra; Salma Irdilah; Yona Wahyuningsih

SOSIAL: Jurnal Ilmiah Pendidikan IPS 2025 Asosiasi Peneliti Dan Pengajar Ilmu Sosial Indonesia

Advances in digital technology provide numerous opportunities to improve the quality of education, particularly in Social Studies (IPS) learning at the elementary school level. One important innovation is the use of digital interactive map media that enables students to learn geography in a visual, engaging, and relevant way. However, in practice, IPS learning in elementary schools is still dominated by conventional methods that rely on static printed maps, resulting in low student motivation and suboptimal understanding of geographic concepts, particularly those related to the ASEAN region. This study aims to evaluate the impact of using digital interactive map media on learning motivation and understanding of ASEAN geographic concepts among elementary school students. This study uses a Systematic Literature Review (SLR) approach following the PRISMA 2020 procedure. The research findings indicate that consistent use of digital interactive map media can improve students' motivation in learning and their understanding of geographic concepts. Interactive visualizations encourage active engagement and enthusiasm, and help students better understand spatial concepts. Therefore, digital interactive maps can be an innovative and effective social studies learning option that aligns with the principles of the Independent Curriculum and the Pancasila Student Profile.

Sahala Fransiskus Marbun; Sania Agustina Br Subakti; Selfi Juwita Zamasi; Elno Situmorang; Lastri Marbun

SOSIAL: Jurnal Ilmiah Pendidikan IPS 2025 Asosiasi Peneliti Dan Pengajar Ilmu Sosial Indonesia

Pancur Batu District, as one of the areas in Deli Serdang Regency, is experiencing the dynamics of regional development and pressure on land. The total area of ​​Pancur Batu District in Deli Serdang Regency is 122.53 km2. Information on the current land use conditions is essential to support spatial planning and sustainable development policy making. This study aims to identify, map, and analyze the distribution of Sustainable development. This study aims to identify, map and analyze the distribution of land use in Pancur Batu sub-district by utilizing remote sensing technology. The method used is visual interpretation and on-screen digitization using high-resolution satellite imagery from Google Earth in 2024. Land use classification is divided into several main classes, such as settlements, open land and road networks. The main result of this study is a land use map of Pancur Batu sub-district with a 1: 63,360 map that presents a special distribution of each land use class. From the results of the map analysis, it is known that land use is dominated by open land. Meanwhile, identified residential areas are growing rapidly along the main road network. The resulting map can be accurate and up-to-date basic data for the Deli Serdang district government for monitoring, evaluating land suitability, and controlling space use in Pancur Batu sub-district.

Jusbaeni Jusbaeni; Umara Hasmarani Rizqiyah; Nahridzah Mahjubuh Shiber; Husnirrahman J; Syahrul Syahrul

Jurnal Pengabdian Masyarakat 2025 Lembaga Pengembangan Kinerja Dosen

The development of digital technologyhas had a significant impact on education and the creative economy. The ability to processvisual designs has become an important skill for the younger generation to face thechallenges of the digital age. This community service activity aims toimprove students' digital design skills and creativity throughCanva training as a practical learning medium. The trainingwas conducted at SMAN 22 Gowa, involving six students from grades X and XI.The implementation method used an interactive workshop approach and hands-on practice(learning by doing) that emphasised project-based learning experiences. The results of the activity showed an increase in students' ability to understandthe basic principles of packaging design, apply visual elements appropriately, andproduce creative and communicative design works. This activity also fostered self-confidence,collaborative spirit, and awareness of the importance of digital literacy. Thus, this training successfully contributed positively to thedevelopment of creative skills and the readiness of students to face the world ofentrepreneurship and technology-based creative industries (Bell, 2010; Guo et al.,2020; Supriyadi, 2023; Wicaksono & Indriani, 2022).

Kardiana Metha Rozhana; Kardiana Zendha Avalentina; Adi Tri Atmaja

Proceeding of the International Conference on Global Education and Learning 2025 Asosiasi Riset Ilmu Pendidikan Indonesia

The objective of this research is to improve student learning interest in nonfiction texts through the implementation of E-Litera, a digital-based interactive literacy media. This study utilized a classroom action research design conducted in two cycles involving 24 fourth-grade students at SDN Sidomulyo. Data were obtained from questionnaires, observations, interviews, and documentation. The results showed a significant improvement in student learning outcomes throughout the research process. In the pre-action phase, only 8 students (33.3%) achieved the minimum mastery criteria, while 16 students (66.7%) did not meet the criteria. This figure increased to 12 students (50%) in the first cycle, and significantly rose to 20 students (83.3%) in the second cycle. The enhanced performance in the final cycle reflects the effectiveness of E-Litera in providing visually engaging and structured content, which helped deepen students' understanding of nonfiction materials. These findings support the use of E-Litera as a meaningful and engaging digital media to foster reading interest and improve comprehension skills in elementary education. By using E-Litera, the teaching and learning process can be more effective and enjoyable, ultimately improving the quality of student learning.

Jusbaeni Jusbaeni; Umara Hasmarani Rizqiyah; Nahridzah Mahjubuh Shiber; Husnirrahman J; Syahrul Syahrul

Jurnal Pengabdian Masyarakat 2025 Lembaga Pengembangan Kinerja Dosen

The development of digital technologyhas had a significant impact on education and the creative economy. The ability to processvisual designs has become an important skill for the younger generation to face thechallenges of the digital age. This community service activity aims toimprove students' digital design skills and creativity throughCanva training as a practical learning medium. The trainingwas conducted at SMAN 22 Gowa, involving six students from grades X and XI.The implementation method used an interactive workshop approach and hands-on practice(learning by doing) that emphasised project-based learning experiences. The results of the activity showed an increase in students' ability to understandthe basic principles of packaging design, apply visual elements appropriately, andproduce creative and communicative design works. This activity also fostered self-confidence,collaborative spirit, and awareness of the importance of digital literacy. Thus, this training successfully contributed positively to thedevelopment of creative skills and the readiness of students to face the world ofentrepreneurship and technology-based creative industries (Bell, 2010; Guo et al.,2020; Supriyadi, 2023; Wicaksono & Indriani, 2022).

Afna Nadila; Sulistyowati Sulistyowati

Jurnal Pengabdian dan Keberlanjutan Masyarakat 2025 Lembaga Pengembangan Kinerja Dosen

Developing students' creativity at the elementary school level is an important part of shaping 21st century character and skills. One approach that can be taken is through hand training with cardboard and printed images. This student service activity aims to train the creativity of fourth grade students at SDN 3 Palangka through cardboard weaving training as an innovative learning medium. This activity is motivated by the need for more interesting, active, and enjoyable learning for students. The training is carried out through several stages, namely the compaction of basic weaving techniques, independent practice by students, and evaluation of the work produced. Students are given the freedom to be creative using pieces of used cardboard, with direct guidance from the implementation team and accompanying teachers. The results of the activity show that students are very enthusiastic about participating in this activity. They are able to produce various simple new forms with creative displays that can be used as visual aids in the learning process. In addition to producing work, this activity also forms positive student character such as cooperation, responsibility, perseverance, and courage in displaying work. This activity proves that skills-based training can be a solution to present more lively and meaningful learning. Therefore, this kind of activity is very relevant to be continued and developed as part of a sustainable school program.

Elis Setiawati; Windri Gusnita; Annisah Kurniati; Suci Yuniati; Depriwana Rahmi

Bilangan : Jurnal Ilmiah Matematika, Kebumian dan Angkasa 2025 Asosiasi Riset Ilmu Matematika dan Sains Indonesia

Real analysis is one of the main branches of mathematics that serves as a fundamental foundation for the development of science and technology. This study emphasizes the understanding of basic concepts such as real numbers, limits, continuity, the principle of mathematical induction, as well as deductive and axiomatic approaches as a strong framework for mathematical proofs. This research employs the Systematic Literature Review (SLR) method by examining articles and journals related to both the theoretical aspects and the implementation of real analysis in solving mathematical problems. The findings indicate that the application of Polya’s method, visualization through demonstration, and the use of modern technology such as augmented reality (AR) can enhance the effectiveness of real analysis learning. These approaches help students connect abstract concepts with real applications, thereby strengthening logical, systematic, critical, and rigorous thinking skills. However, several learning difficulties are also identified, including the complexity of the material, weak learning habits, social influences, and inappropriate teaching strategies. Therefore, more applicative, interactive, and contextual learning strategies are needed to support the achievement of learning objectives. The conclusion of this review highlights that the integration of theoretical understanding, problem-solving methods, and innovative technology is a strategic step to improve students’ thinking quality in real analysis courses. Thus, real analysis is not only positioned as a theoretical subject but also as a medium for developing problem-solving abilities and higher-order thinking skills that are relevant to both academic needs and real-world applications.

Firsyawardana, Muhamad Reznu; Andreas, Rino; Kriskartika, Septi Anggita; Pratama, Rony Kurniawan; Umaiyah, Siti

Jurnal Pengabdian dan Solidaritas Masyarakat 2025 Lembaga Pengembangan Kinerja Dosen

The urgency of improving product marketing effectiveness in Musuk Village, Boyolali, arises because the Ceria Women Farmers Group (KWT Ceria) has been relying on face-to-face sales with limited reach and minimal visual appeal to attract potential buyers. The goal of this training is to enhance the knowledge and skills of KWT Ceria members in product photography and the use of e-commerce platforms to expand market access. The methods applied in this training include interactive lectures on the basic principles of product photography and digital marketing strategies, demonstrations of e-commerce applications, as well as hands-on practice in product photography and uploading photos to online platforms. The post-training evaluation results show a significant increase in participants' knowledge, enhanced technical skills in product photography, and deliverables such as a digital product catalog and e-commerce accounts. The findings demonstrate that product photography and digital marketing training can strengthen the competitive edge of KWT Ceria in the digital era. This training not only provided technical skills but also improved the members' ability to utilize technology to market products more widely and efficiently.

Yosua Mordekhai Hutabarat; Isna Damayanti; Shyavara Aisyah; Fatiha Azka Ghassani; Indrawati Indrawati

Jurnal Pengabdian Masyarakat dan Transformasi Kesejahteraan 2025 Lembaga Pengembangan Kinerja Dosen

This Community Service Program aims to strengthen the basic English language skills of children aged 5-12 in RW 03 Kalibaru, Cilincing, North Jakarta. Initial observations revealed low vocabulary mastery and a lack of confidence in communication among these children. With foreign language literacy rates for primary school-aged children in coastal North Jakarta at only 27.5%, non-formal educational intervention is crucial to support their school learning. As part of a university community service program (KKN), this initiative was carried out over three meetings with 30 children. The method used was Participatory Action Research (PAR), which emphasizes active collaboration between program facilitators and the community. The program's implementation included introducing basic materials such as the alphabet, numbers, colors, and vocabulary related to animals and family members, as well as practicing simple conversations like self-introductions and greetings. The learning methods applied were highly interactive, integrating educational games, songs, visualization, and role-playing. The evaluation, using pre-test and post-test instruments, showed a significant improvement in the participants' understanding. The average initial score increased sharply from 68.5 to 85.7, representing a 17.2-point or approximately 25% increase. This improvement proves the effectiveness of the interactive methods used in strengthening material mastery. Furthermore, the program successfully fostered an inclusive and enjoyable learning environment. A social change was observed in the form of increased self-confidence among the children when using English, a willingness to speak in front of their friends, and positive interactions among participants. Overall, this program not only succeeded in enhancing basic English skills but also fostered social transformation through increased confidence and positive interaction. Although challenges such as varying levels of understanding and limited learning media were encountered.

Muhammad Zidan Aldar; Dedi Iskandar

Jurnal Inovasi Pendidikan 2025 Lembaga Pengembangan Kinerja Dosen

Passing is a fundamental skill that is crucial in soccer because it plays a role in maintaining ball possession, controlling tempo, and creating scoring opportunities. However, in practice, many young players still struggle to pass correctly, both in terms of foot technique, strength, and accuracy of the ball's direction. Technological advancements in the world of sports offer various learning alternatives, one of which is through video feedback. This technology allows players to review their movements, making it easier to identify technical errors and make systematic improvements. Therefore, this study was conducted to determine the effect of video feedback on improving passing skills in young players. This study used an experimental method with a one-group pretest-posttest design. The subjects were 20 SSB Merpati Cerih U-14 players selected using a total sampling technique. The research instrument was a passing skills test administered before and after treatment. The test data were analyzed using descriptive and inferential statistics to measure the difference in average passing skill scores before and after the video feedback application. The results showed a significant improvement in passing ability after players received video feedback training. Players were able to correct technical errors, such as body position, leg swing, and pass direction. Visualizing movements directly through video recordings helps players more quickly identify weaknesses and correct them in subsequent training sessions. In conclusion, the application of video feedback technology has proven effective in improving basic passing skills in SSB Merpati Cerih U-14 players. This approach makes the learning process more interactive, motivates players, and optimizes training results. The application of similar technology is highly relevant to support achievement development in youth soccer.

Dimas Baiqun Akfa Sentauri; Didi Muhtarom

Jurnal Inovasi Pendidikan 2025 Lembaga Pengembangan Kinerja Dosen

This research is motivated by students' low basic table tennis skills, particularly in the technical aspects of holding the racket, hitting the ball, and maintaining proper body position. This condition results in low student learning outcomes in physical education subjects, so learning media that can support the learning process more effectively are needed. One alternative media that can be used is tutorial media, because it has the advantage of presenting movements visually, systematically, and can be repeated according to student needs. The method used in this study was an experiment with a one-group pretest-posttest design. The research subjects were 20 fifth-grade students of Begawat 01 State Elementary School, selected using a total sampling technique. The research instruments included a practical test of basic table tennis skills, observation, and documentation. Data on student learning outcomes before and after the treatment were then analyzed to determine differences in ability. The results showed a significant increase in basic table tennis skills after the use of tutorial media. Students were able to improve their racket holding techniques, adjust their body position, and become more skilled at hitting the ball. In addition, the use of tutorial media also had an impact on increasing student learning motivation and participation in practical activities. The clearly displayed visualization of movements helped students understand the steps of basic techniques more quickly and effectively. The conclusion of this study is that tutorial media is proven to be effective in improving the table tennis learning outcomes of fifth grade students at Begawat 01 State Elementary School. The implications of this study emphasize the importance of utilizing innovative learning media to support the physical education learning process, so that learning objectives can be achieved more optimally.

Yudi Hermansyah; Mahesi Agni Zaus

Jupiter: Publikasi Ilmu Keteknikan Industri, Teknik Elektro dan Informatika 2025 Asosiasi Riset Ilmu Teknik Indonesia

This study aims to design and develop an interactive learning medium based on Augmented Reality (AR) for the subject of Basic Electronics Engineering, particularly on the topic of active and passive electronic components, in order to enhance the understanding and learning motivation of tenth-grade students at SMK Negeri 5 Padang. The development method used is the Multimedia Development Life Cycle (MDLC), which includes the stages of conceptualization, design, material collection, production, testing, and distribution. The final product of this research is an Android application utilizing AR technology to display 3D objects of electronic components, equipped with learning materials, educational videos, interactive evaluations, and a scan marker feature. The results of the development and implementation of this learning medium show that the Android application serves as an interactive medium that supports the learning process through Augmented Reality technology. The application received a score of 93% from the Media Expert, categorized as “Valid,” and 89.3% from the Material Expert, also categorized as “Valid.” Furthermore, the practicality test conducted with students showed an overall score of 93.15%, categorized as “Very Practical.” Based on the design results and validation by the Media Expert and Material Expert, it can be concluded that this interactive learning medium based on Augmented Reality technology is highly feasible for use. Furthermore, the implementation of this application in the learning process shows an increase in student participation and enthusiasm during the learning activities. Students appear more interested in exploring the material through 3D visualizations provided by AR technology, compared to conventional methods. The interactivity offered by the application, such as evaluation features and educational videos, also helps students understand concepts in a deeper and more enjoyable way. This shows that the integration of AR technology in learning media not only improves the effectiveness of the quality of the material.

Zidanul Akbar; Asrul Suwondo; Rizky Ramadhan; Abdul Halim Hasugian

Neptunus: Jurnal Ilmu Komputer Dan Teknologi Informasi 2025 Asosiasi Riset Teknik Elektro dan Informatika Indonesia

Digital image processing is a rapidly developing branch of computer science and has many applications in everyday life. One of the fields that most often utilizes this technique is object detection and color identification in images and videos. This study specifically aims to implement the thresholding method in the HSV (Hue, Saturation, Value) color space to detect three basic colors, namely red, green, and blue, in digital images. The research process begins with uploading images using the Google Colab platform, a cloud-based computing environment that makes it easy for users to run Python programs without requiring additional software installation. After the image is uploaded, the next step is to convert it from the RGB (Red, Green, Blue) color space to the HSV color space. This conversion is important because the HSV color space is more suitable for use in the color segmentation process. The Hue value represents the type of color, Saturation shows the level of saturation, while Value describes the level of brightness. Once the image is in the HSV color space, the next step is to determine the HSV value range for each basic color. This range is determined based on experimental results and references from related literature. Using this range, masking is performed to extract the appropriate pixels so that only the red, green, or blue portions of the image are visible, while the other colors are reduced. The results show that the thresholding method in the HSV color space is capable of detecting primary colors with a good level of visual accuracy, especially in simple images with contrasting backgrounds. The implementation of this program is relatively lightweight, easy to run directly in Google Colab, and does not require high-spec hardware. Therefore, this method is very suitable for use as basic learning material for digital image processing, both for students and novice researchers.

Muhammad Syaifur Rohman; Galuh Wilujeng Saraswati; Nurul Anisa Sri Winarsih; Filmada Ocky Saputra; Danny Oka Ratmana +1 more

Jurnal Pengabdian Masyarakat 2025 Lembaga Pengembangan Kinerja Dosen

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

Muhammad Syaifur Rohman; Galuh Wilujeng Saraswati; Nurul Anisa Sri Winarsih; Filmada Ocky Saputra; Danny Oka Ratmana +1 more

Jurnal Pengabdian Masyarakat 2025 Lembaga Pengembangan Kinerja Dosen

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

Een Juhriah; Dewi Leyla Rahmah; Bertha Meyke Waty Hutajulu; Reko Syarif Hidayatullah

Jurnal Pengabdian Masyarakat dan Transformasi Kesejahteraan 2025 Lembaga Pengembangan Kinerja Dosen

Number recognition is a critical skill in early education, laying the foundation for digital literacy and mathematical understanding. However, traditional methods of teaching number recognition often lack the interactivity and engagement necessary for effective learning, particularly for young learners. This study proposes the development of a deep learning-based Android application aimed at enhancing the number recognition process by providing an interactive and visual learning experience. The application utilizes a Convolutional Neural Network (CNN), a type of deep learning model, to recognize handwritten numbers, offering users an innovative and engaging way to learn and practice number recognition.In the proposed application, users can draw numbers on their devices, and the system will immediately provide feedback regarding the accuracy of the drawn numbers. The CNN model will be trained on a comprehensive dataset of handwritten digits to ensure high accuracy in recognition. This real-time feedback loop is designed to help users learn the correct form of numbers while also introducing the foundational concepts of deep learning. The main objective of this application is to provide an accessible, interactive platform for learning number recognition, especially for novice learners who may be unfamiliar with basic concepts in machine learning and digital literacy. By integrating deep learning technology, the application not only supports the learning of number recognition but also serves as an introduction to artificial intelligence (AI) concepts in a practical, easy-to-understand format. Furthermore, the application is designed to be user-friendly, ensuring that it is suitable for a wide range of learners, including children and beginners. The application aims to combine the fundamental principles of deep learning with a practical, hands-on learning experience, fostering a deeper understanding of both number concepts and the potential of AI in everyday life.