Pelatihan Kewargaan Digital Bagi Guru SMA dengan Pendekatan Game-Based Learning

Authors

  • Taufik Ikhsan Slamet Universitas Negeri Malang
  • Raden Bambang Sumarsono Universitas Negeri Malang
  • Herlina Ike Oktaviani Universitas Negeri Malang
  • Yerry Soepriyanto Universitas Negeri Malang

DOI:

https://doi.org/10.17977/um050v9i22026p75-80

Keywords:

Community engagement, Digital citizenship, Literasi digital, Media

Abstract

Pelatihan kewargaan digital adalah merupakan kegiatan pengabdian masyarakat. Tujuannya untuk mengatasi tantangan minimnya literasi kewargaan digital di kalangan pendidik serta kebutuhan akan inovasi metode pembelajaran yang efektif. Metode yang digunakan adalah pelatihan intensif berbasis workshop yang berfokus pada dua luaran utama: pengembangan kurikulum kewargaan digital yang terintegrasi dengan konteks madrasah, dan pelatihan penggunaan metode breakout box sebagai aktivitas Game. Hasil program ini menunjukkan keberhasilan sempurna dalam peningkatan kapasitas 25 guru peserta. Capaian utama meliputi adopsi kurikulum kewargaan digital sebagai kerangka ajar baru, penguasaan metode game- based LearningBreakout Box yang terbukti meningkatkan keterlibatan dan Peningkatan signifikan rata-rata pemahaman guru tentang konsep kewargaan digital. Meskipun terdapat kendala terkait ketersediaan perangkat fisik dan skala implementasi awal, produk dan inovasi yang dihasilkan kini siap untuk diujicobakan secara penuh kepada siswa, menjadikannya model penguatan budaya digital sekolah yang aplikatif dan berkelanjutan.

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Published

22-03-2026

How to Cite

Slamet, T. I., Sumarsono, R. B., Oktaviani, H. I., & Soepriyanto, Y. (2026). Pelatihan Kewargaan Digital Bagi Guru SMA dengan Pendekatan Game-Based Learning. Abdimas Pedagogi: Jurnal Ilmiah Pengabdian Kepada Masyarakat, 9(2), 75–80. https://doi.org/10.17977/um050v9i22026p75-80

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