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PENGUATAN LITERASI DIGITAL GURU SEKOLAH DASAR MELALUI PELATIHAN GEMINI AI DALAM PENGEMBANGAN GAME EDUKASI INTERAKTIF

Oct 2026 · JMM (Jurnal Masyarakat Mandiri) · 0 citations · 20 references

Abstract

Abstrak: Kegiatan pengabdian ini dilatarbelakangi oleh rendahnya literasi digital guru sekolah dasar dalam memanfaatkan kecerdasan buatan (AI) sebagai media pembelajaran interaktif, sementara siswa generasi digital cenderung lebih tertarik pada permainan digital dibandingkan metode pembelajaran konvensional. Tujuan pengabdian ini adalah meningkatkan kompetensi guru dalam memanfaatkan Gemini AI untuk merancang game edukasi interaktif serta meningkatkan motivasi dan hasil belajar siswa. Mitra kegiatan adalah 10 guru dan 5 kelas SD Inpres yang berlokasi di kampung Ampas, Provinsi Papua. Metode pelaksanaan meliputi workshop literasi AI, pelatihan desain game edukasi berbasis project-based learning, pendampingan intensif, dan implementasi di kelas dengan evaluasi menggunakan instrumen pretest-posttest sebanyak 15 soal dan angket motivasi belajar sebanyak 20 pernyataan. Hasil kegiatan menunjukkan 85% guru mampu memanfaatkan Gemini AI secara mandiri, dihasilkan lima produk game edukasi interaktif, motivasi belajar siswa meningkat 23%, dan hasil belajar siswa meningkat 18% pada materi yang diujikan. Kegiatan ini terbukti efektif meningkatkan literasi digital guru dan menghadirkan pembelajaran yang lebih interaktif, kontekstual, dan menyenangkan.Abstract: This community service program was motivated by the low digital literacy of elementary school teachers in utilizing artificial intelligence (AI) as an interactive learning medium, while digital-native students tend to be more interested in games than conventional learning methods. The program aimed to improve teachers competence in using Gemini AI to design interactive educational games and to increase students learning motivation and outcomes. The partners were ten teachers and five classes at a state elementary school (SD Inpres) located in Kampung Ampas, Papua Province. The method consisted of an AI literacy workshop, project-based training in educational game design, intensive mentoring, and classroom implementation, evaluated using a 15 item pretest-posttest and a 20 staetement learning motivation questionnaire. The results showed that 85% of teachers were able to use Gemini AI independently, five interactive educational games were produced, student learning motivation increased by 23%, and learning outcomes increased by 18% on the tested material. The program proved effective in strengthening teachers digital literacy and creating more interactive, contextual, and enjoyable learning. 

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