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Showing 153 articles found for "Interaction"

SYSTEMATIC LITERATURE REVIEW OPTIMALIMASI LITERASI DIGITAL UNTUK EFISIENSI PENANGGULANGAN CYBERBULLYING

lim, sheren, Pernando, Yongky
Abstract: Abstract: This study aims to review digital literacy as a strategy to prevent cyberbullying in adolescents using the Systematic Literature Review (SLR) approach to research from 2020 to 2024. Cyberbullying, which often occurs… ccurs verbally, is influenced by the anonymity of the perpetrator and low digital literacy. The results of the study show that digital literacy can increase students' awareness, self-control, understanding of privacy, and empathy in interacting in the digital world. Psychosocial support from family, school, and community is also key in preventing cyberbullying. This study emphasizes the importance of digital literacy as an effective strategy to build responsible attitudes and positive interactions in the digital world. Keywords: systematic literature review; digital literacy; cyberbullying Abstrak: Penelitian ini bertujuan untuk meninjau literasi digital sebagai strategi pencegahan cyberbullying pada remaja dengan pendekatan Systematic Literature Review (SLR) terhadap penelitian tahun 2020 hingga 2024. Cyberbullying, yang kerap terjadi secara verbal, dipengaruhi anonimitas pelaku dan rendahnya literasi digital. Hasil penelitian menunjukkan bahwa literasi digital dapat meningkatkan kesadaran, pengendalian diri, pemahaman privasi, serta empati siswa dalam berinteraksi di dunia digital. Dukungan psikososial dari keluarga, sekolah, dan masyarakat juga menjadi kunci dalam mencegah cyberbullying. Penelitian ini menegaskan pentingnya literasi digital sebagai strategi efektif untuk membangun sikap bertanggung jawab dan interaksi positif di dunia digital.   Kata kunci: systematic literature review; literasi digital; cyberbullying

FAKTOR DAN DAMPAK CYBERBULLYING PADA SISWA/I SMA NEGERI 15 BATAM

Anggeliani, Cynthia, Pernando, Yonky
Abstract: Abstract: Cyberbullying has become an increasingly pressing issue among adolescents, which shifted many social interactions to digital platforms. This study investigates the factors contributing to cyberbullying and its… long-term impacts on students at SMAN 15 Batam. Using a descriptive quantitative approach, data were collected through a survey administered to 52 students across different age groups and grade levels. The findings indicate that a majority of students have experienced significant negative effects from cyberbullying, impacting their mental health, academic performance, and social relationships. Key contributing factors include emotional instability, peer pressure, stress from remote learning, and limited social activities during the pandemic. The study highlights that the most common forms of cyberbullying involve verbal harassment, physical appearance mockery, and identity impersonation. Given the extensive impact on students' well-being, stronger intervention programs involving schools, families, and communities are essential to mitigate the harmful effects of cyberbullying and foster a safer digital environment for adolescent          Keywords: Impact; Factors; Cyber; School Abstrak: Cyberbullying telah menjadi isu yang semakin mendesak di kalangan remaja, yang menggeser banyak interaksi sosial ke platform digital. Penelitian ini menyelidiki faktor-faktor yang berkontribusi terhadap cyberbullying dan dampak jangka panjangnya terhadap siswa di SMAN 15 Batam. Dengan menggunakan pendekatan deskriptif kuantitatif, data dikumpulkan melalui survei yang dilakukan terhadap 52 siswa dari berbagai kelompok umur dan tingkat kelas. Temuan menunjukkan bahwa sebagian besar siswa telah mengalami dampak negatif yang signifikan dari cyberbullying, yang berdampak pada kesehatan mental, kinerja akademik, dan hubungan sosial mereka. Faktor-faktor utama yang berkontribusi terhadap hal ini adalah ketidakstabilan emosi, tekanan teman sebaya, stres akibat pembelajaran jarak jauh, dan terbatasnya aktivitas sosial selama pandemi. Studi ini menyoroti bahwa bentuk-bentuk cyberbullying yang paling umum melibatkan pelecehan verbal, ejekan terhadap penampilan fisik, dan peniruan identitas. Mengingat besarnya dampak terhadap kesejahteraan siswa, program intervensi yang lebih kuat yang melibatkan sekolah, keluarga, dan komunitas sangat penting untuk mengurangi dampak berbahaya dari cyberbullying dan menciptakan lingkungan digital yang lebih aman bagi remaja. Kata kunci: Dampak; Faktor; Cyber; Sekolah

ANIMASI DAMPAK DAN PENCEGAHAN CYBERBULLYING PADA TINGKAT REMAJA DI KOTA BATAM

song, Meidianto, Pernando, Yonky
Abstract: Abstract: In today’s digital age, social media has become a primary medium for social interactions, particularly among teenagers. While digital advancements bring various advantages, they also introduce challenges, such… , such as the growing issue of cyberbullying, a harmful online behavior impacting teens' mental health and social relationships. This study focuses on developing an educational animation aimed at raising awareness about the effects and prevention of cyberbullying by employing the Multimedia Development Life Cycle (MDLC) approach. The MDLC method provides a structured, step-by-step process for creating multimedia-based animations, involving concept, design, material collection, assembly, testing, and distribution stages. Assets were created in Adobe Illustrator, while animation development used Adobe Animate to effectively communicate cyberbullying risks and preventive strategies to teenagers. Distributed through social media to assess audience feedback, the animation received initial positive responses, indicating an increased understanding of cyberbullying prevention. This study serves as a useful basis for further research into digital media’s role as a preventive tool against cyberbullying among youth. Keywords: cyberbullying; animation; multimedia development life cycle  Abstrak: Di era digital saat ini, media sosial telah menjadi media utama untuk interaksi sosial, terutama di kalangan remaja. Sementara kemajuan digital membawa berbagai keuntungan, mereka juga menimbulkan tantangan, seperti masalah cyberbullying yang berkembang, perilaku online berbahaya yang memengaruhi kesehatan mental dan hubungan sosial remaja. Penelitian ini berfokus pada pengembangan animasi edukasi yang bertujuan untuk meningkatkan kesadaran tentang efek dan pencegahan cyberbullying dengan menggunakan pendekatan Multimedia Development Life Cycle (MDLC). Metode MDLC menyediakan proses langkah demi langkah yang terstruktur untuk membuat animasi berbasis multimedia, yang melibatkan konsep, desain, pengumpulan material, perakitan, pengujian, dan tahap distribusi. Aset dibuat di Adobe Illustrator, sedangkan pengembangan animasi menggunakan Adobe Animate untuk mengomunikasikan risiko cyberbullying dan strategi pencegahan secara efektif kepada remaja. Didistribusikan melalui media sosial untuk menilai umpan balik audiens, animasi tersebut menerima tanggapan positif awal, yang menunjukkan peningkatan pemahaman tentang pencegahan cyberbullying. Penelitian ini menjadi dasar yang berguna untuk penelitian lebih lanjut tentang peran media digital sebagai alat pencegahan terhadap cyberbullying di kalangan remaja. Kata kunci: cyberbullying; animasi; multimedia developmet life cycle

Sosialisasi Media Pembelajaran Anak Tunanetra Reading Interaction Console With Kinetic Intelligence Braille Versi Prototipe

Ricki Ananda, Muhammad Amin, Muhammad Iqbal Haitame Tambunan, Saifuddin Muhammad Jalil
Abstract: Abstract: The Reading And Interaction Console With Kinetic Intelligence – Braille prototype aims to introduce an innovative educational technology for blind students at SLB Negeri Kota Tanjungbalai. The school, under the… he authority of the Province of North Sumatra, has 111 students across elementary, junior high, and senior high school levels. SLBN Tanjungbalai is led by Mrs. Resti, S.Pd., supported by 13 teachers and 1 administrative staff member. This media integrates an interactive kinesthetic system, binary Braille sensors, and artificial intelligence (AI) capable of recognizing Braille letter patterns based on tactile input and providing real-time voice feedback. Braille letters are converted into six-dot binary codes (Braille-cell), such as A (100000), B (110000), C (100100), D (100110), up to Z (101011). These binary combinations are detected by tactile sensors or push buttons, then processed by an ESP32S connected to a 2004 LCD with I2C, a DFPlayer Mini, and a speaker to produce the corresponding letter sounds. The socialization activity was conducted at SDLB Negeri Kota Tanjungbalai, involving companion teachers and eight blind students. The activities included device demonstration, usage training, and interactive trials. The results show positive responses from both teachers and students, as the media enhances motivation, accuracy, and speed in learning Braille letters. RICKI-Braille proved to be more interactive and adaptive compared to conventional Braille learning media. Keywords: Braille; visually impaired; inclusive learning media; assistive technology inclusive education;   Abstrak: Media Reading And Interaction Console With Kinetic Intelligence – Braille versi prototipe bertujuan memperkenalkan inovasi teknologi pendidikan bagi peserta didik tunanetra di SLB Negeri Kota Tanjungbalai. Sekolah yang berada di bawah naungan Provinsi Sumatera Utara ini memiliki 111 siswa dari jenjang SD, SMP, hingga SMA. SLBN Tanjungbalai dipimpin oleh Ibu Resti, S.Pd., dengan dukungan 13 guru dan 1 tenaga tata usaha. Media ini memadukan sistem kinestetik interaktif, sensor Braille biner, dan kecerdasan buatan (AI) yang mampu mengenali pola huruf Braille berdasarkan input titik-titik taktil, kemudian memberikan umpan balik suara secara real-time. Huruf Braille dikonversi menjadi kode biner enam titik (Braille-cell), misalnya A (100000), B (110000), C (100100), D (100110), dan seterusnya hingga Z (101011). Sensor taktil atau push button membaca kombinasi biner tersebut, lalu memprosesnya melalui ESP32S yang terhubung dengan LCD 2004 + I2C, DFPlayer Mini, dan speaker untuk menghasilkan suara huruf yang sesuai. Sosialisasi dilakukan di SDLB Negeri Kota Tanjungbalai dengan melibatkan guru pendamping dan delapan siswa tunanetra. Kegiatan mencakup demonstrasi alat, pelatihan penggunaan, serta uji coba interaktif. Hasilnya, guru dan siswa memberikan respons positif karena media ini meningkatkan motivasi, ketepatan, dan kecepatan belajar huruf Braille. RICKI-Braille terbukti lebih interaktif dan adaptif dibanding media Braille konvensional. Kata kunci: Braille; tunanetra; media pembelajaran inklusif; teknologi asistif; pembelajaran inklusif

Pemberdayaan UMKM Desa Nangewer Melalui Model Pasar Mingguan Partisipatif Untuk Kemandirian Ekonomi Lokal

Rhiswandi, Rhandi, Yus Djunaedi Rusli, Dedeh Kurniasih, Marsya Elianwar, Salsabillah Agustiawati
Abstract: Abstract: The community service program in Nangewer Village, Darangdan District, Purwakarta Regency, aims to empower local MSME actors and strengthen the village's economic independence post-pandemic through the development… ent of a participatory weekly market model. This activity involved 25 MSME actors, village officials, and Youth Organizations in planning, training, and implementing weekly markets combined with social activities such as mass gymnastics, local culinary, and children's games. The results of the evaluation showed an increase in the daily income of business actors from IDR 6.23 million to IDR 11.52 million, or an increase of 85%, with income stability of 40%. In addition to having an economic impact, this activity increases social interaction across hamlets and strengthens the role of women in household businesses. The main obstacles in the form of limited facilities and waste management are overcome through synergy with BUMDes and the support of the Village Fund. This activity shows good practices of collaboration between the community, village government, and universities in developing sustainable micromarkets, which can be replicated as a model of economic empowerment in other villages. Keywords: MSME; Community Empowerment; Weekly Market; Village Economy   Abstrak: Program pengabdian masyarakat di Desa Nangewer, Kecamatan Darangdan, Kabupaten Purwakarta, bertujuan memberdayakan pelaku UMKM lokal dan memperkuat kemandirian ekonomi desa pasca-pandemi melalui pengembangan model pasar mingguan partisipatif. Kegiatan ini melibatkan 25 pelaku UMKM, perangkat desa, dan Karang Taruna dalam perencanaan, pelatihan, dan pelaksanaan pasar mingguan yang dikombinasikan dengan kegiatan sosial seperti senam massal, kuliner lokal, dan permainan anak. Hasil evaluasi menunjukkan peningkatan pendapatan harian pelaku usaha dari Rp6,23 juta menjadi Rp11,52 juta, atau naik 85%, dengan stabilitas pendapatan 40%. Selain memberikan dampak ekonomi, kegiatan ini meningkatkan interaksi sosial lintas dusun dan memperkuat peran perempuan dalam usaha rumah tangga. Hambatan utama berupa keterbatasan fasilitas dan pengelolaan sampah diatasi melalui sinergi dengan BUMDes dan dukungan Dana Desa. Kegiatan ini menunjukkan praktik baik kolaborasi antara masyarakat, pemerintah desa, dan perguruan tinggi dalam mengembangkan pasar mikro yang berkelanjutan, yang dapat direplikasi sebagai model pemberdayaan ekonomi di desa lain. Kata kunci: UMKM; Pemberdayaan Masyarakat; Pasar Mingguan; Ekonomi Desa

Membangun Konsep Diri Positif Melalui Peer Group Sebagai Manajemen Diri Dampak Bullying Pada Remaja Putri

Prafitri, Lia Dwi, Budiarto, Eka, Suparni, Suparni, Zuhana, Nina
Abstract: Young women in orphanages often experience psychosocial challenges, such as low self-esteem and experiences of bullying, which affect their emotional and social well-being. This service aims to improve self-concept through… gh a peer group approach as a self-management strategy against the impact of bullying. The methods used include focused group discussions (FGD), education, peer group formation, role play, mentoring, and evaluation. The results show an increase in self-concept understanding, the formation of an active and supportive peer group, improvement in self-management skills, increased self-confidence, the development of peer group modules or guides, and the establishment of sustainable partnerships. Pre-test to post-test scores increased by an average of 1.4 points. Peer groups are effective in creating a safe environment and strengthening positive interactions between adolescents. This intervention has a positive impact on the psychosocial aspect and has the potential to be replicated in other orphanages as a form of promotive and preventive mental health. Cross-sectoral support, such as caregivers, educators, and health workers, is needed for sustainable programs and optimal results. Keywords: bullying; self-concept; orphanage; peer group; young women    Abstrak: Remaja putri di panti asuhan sering mengalami tantangan psikososial, seperti rendahnya konsep diri dan pengalaman bullying, yang memengaruhi kesejahteraan emosional dan sosial mereka. Pengabdian ini bertujuan meningkatkan konsep diri melalui pendekatan peer group sebagai strategi manajemen diri terhadap dampak bullying. Metode yang digunakan meliputi diskusi kelompok terfokus (FGD), edukasi, pembentukan kelompok sebaya, role play, pendampingan, dan evaluasi. Hasil capaian menunjukkan peningkatan pemahaman konsep diri, terbentuknya peer group yang aktif dan suportif, peningkatan kemampuan manajemen diri, peningkatan rasa percaya diri, tersusunnya modul atau panduan peer group dan terjalinnya kemitraan berkelanjutan. Skor pre-test ke post-test naik rata-rata 1,4 poin. Peer group terbukti efektif menciptakan lingkungan aman dan memperkuat interaksi positif antarremaja. Intervensi ini memberikan dampak positif pada aspek psikososial dan berpotensi direplikasi di panti lain sebagai bentuk promotif dan preventif kesehatan mental. Dukungan lintas sektor seperti pengasuh, pendidik, dan tenaga kesehatan diperlukan agar program berkelanjutan dan hasilnya optimal. Kata kunci: bullying; konsep diri; panti asuhan; peer group; remaja putri

Teknologi Informasi Digital Marketing Pada Urban Farming Pemasaran Sayur Hidroponik Di Kabupaten Asahan

Marpaung, Nasrun, Rahayu, Elly, Efendi, Zulfan, Febbrian, Aldi, Utama, Gita Nurul
Abstract: This study aims to analyze the implementation of information technology in digital marketing in urban farming, especially in improving hydroponic vegetable marketing in Asahan Regency. The development of information technology… nology has opened up new opportunities for urban farming actors to expand market reach through digital marketing strategies. The research method used is a case study with a qualitative approach, involving in-depth interviews and observations of urban farming actors as well as analysis of the use of digital platforms such as social media, e-commerce, and websites. The results of the study show that the implementation of digital marketing has proven effective in increasing sales and expanding the market, as well as supporting the sustainability of urban farming businesses by increasing product visibility, ease of transactions, and interaction with consumers. However, there are challenges such as limited technological knowledge for some business actors and uneven digital infrastructure. Therefore, training and technological support are needed for hydroponic farmers in order to maximize the potential of digital marketing in improving economic welfare in the urban agricultural sector. Keywords: digital marketing; hydroponics; information technology; urban farming.   Abstrak: Penelitian ini bertujuan untuk menganalisis implementasi teknologi informasi dalam digital marketing pada urban farming, khususnya dalam meningkatkan pemasaran sayur hidroponik di Kabupaten Asahan. Perkembangan teknologi informasi telah membuka peluang baru bagi pelaku urban farming untuk memperluas jangkauan pasar melalui strategi pemasaran digital. Masalah yang terjadi di Sigit Hidroponik memerlukan pemanfaatan teknologi dibidang pemasaran produk agar produk dapat terjual dengan baik dan terus mengalami peningkatan agar siklus atau perputaran penamaan dan panen dapat berjalan lebih efekti dan efisien dengan waktu yang lebih produktif. Metode penelitian yang digunakan adalah studi kasus dengan pendekatan kualitatif, melibatkan wawancara mendalam dan observasi terhadap pelaku urban farming serta analisis penggunaan platform digital seperti media sosial, e-commerce, dan website. Hasil penelitian menunjukkan bahwa penerapan digital marketing terbukti efektif dalam meningkatkan penjualan dan memperluas pasar, serta mendukung keberlanjutan usaha urban farming melalui peningkatan visibilitas produk, kemudahan transaksi, dan interaksi dengan konsumen. Namun, terdapat tantangan seperti keterbatasan pengetahuan teknologi bagi sebagian pelaku usaha dan infrastruktur digital yang belum merata. Oleh karena itu, dibutuhkan pelatihan dan dukungan teknologi bagi petani hidroponik agar dapat memaksimalkan potensi digital marketing dalam meningkatkan kesejahteraan ekonomi di sektor pertanian perkotaan. Kata kunci: digital marketing; hidroponik; teknologi informasi; urban farming.  

Permainan Edukasi Puzzle Math Untuk Menstimulasi Motorik Siswa

Rahmadani, Elfira, Supiatman, Lis, Fazariah, Nur Aisiyah, Wulandari, Putri, Aprilia, Cahyani, Lubis, M Rifaldi
Abstract: This service examines the necessity and pertinence of adopting a pedagogical approach that incorporates educational game components in order to promote motor development and enhance student engagement in the learning process.… cess. On November 18, 2023, this service activity was conducted at UPTD. SD Negeri 014672 Tanjung Alam. This activity is structured into three distinct phases during its execution: preparation, implementation, and practice. Based on empirical findings, engaging in direct interaction with mathematical puzzles has been found to enhance hand-motor coordination, finger dexterity, and precision control during object manipulation. Ninety-five percent of students were extremely interested in this educational game; eighty-five percent felt that math puzzle games improved their fine motor skills (hand and finger movements); and ninety-two percent intend to continue playing math puzzles on other materials in the future, according to the results of the questionnaire assessing the experience of playing with math puzzles. Students' fine motor skills improved significantly as a result of the implementation of this game, it was concluded.

Membangun Platform Digital Desa Margamulya Tanjung Kait Untuk Menuju Masyarakat Society 5.0

Hayat, Cynthia, marcel, marcel, Putro, Endi, Windarto, Yudhi, Perangin Angin, Prasasti, Mudita, Damida Shu, Setiawan, Theodorous Stevanus, Christian, Juan, Putratama, Andhika, Christian, Neil
Abstract: The village of Margamulya Tj. Kait is one of the foster villages of LPPM Ukrida. From the results of interviews and direct observations, there are several main issues faced by partners, including: limited access and dissemination… emination of financial information and village profiles to external parties as well as to the villagers themselves. Community service is conducted by utilizing technology to develop a digital village community ecosystem where social media-based platforms serve as everyday communication, socialization, and collaboration tools. The implementation method is carried out through: (1) development of social media platforms; (2) training on platform usage. With the developed social media platform program, the target output is achieved through the evaluation of activities, where the benefit of interaction between village officials and villagers, as well as the dissemination and access to important information, becomes easier.   Keywords: digital platform; village digitalization; digital village; margamulya village

Pembuatan Alat Permainan Edukatif (Ape) Dalam Mengenalkan Jiwa Bela Negara Pada Guru TK Kecamatan Pakal

Handayani, Wiwik, Romadhona, Mahimma, dewanti, mentari clara, Mandasari, Virginia
Abstract: Teachers are facilitators and are responsible for creating a learning process that can foster initiative and motivation for students in learning in the classroom. In addition, teachers in the learning process are also able… le to develop interaction patterns for various parties involved in learning. State Defense Education taught by teachers in class is one of the means in fostering students' awareness in understanding Bela Negara. Awareness of  Bela Negara  that cannot grow and develop by itself in every citizen, so planned efforts are needed in instilling the values  of State Defense in citizens. Based on the results of observations carried out in kindergartens in Pakal District, Surabaya City shows that the learning process carried out by teachers still lacks learning processes related to  Bela Negara, so that students lack insight into Bela Negara. In carrying out the learning process related to national defense, it can be through educational game tools (APE) which are specifically created and designed creatively to students using the superhero puppet character Panca Satria. This activity is expected to produce teachers who are able to create and apply educational game tools (APE) in introducing the spirit of Bela Negara in the classroom. Keywords: teacher; bela negara; educational game tools (ape); puppet.     Abstrak: Guru merupakan fasilitator dan bertanggung jawab dalam terciptanya proses pembelajaran yang  dapat menumbuhkan Prakarsa dan motivasi bagi peserta didik dalam belajar di dalam kelas. Selain itu, guru pada proses pembelajaran juga mampu mengembangkan pola interaksi bagi berbagai pihak yang terlibat dalam pembelajaran. Pendidikan Bela Negara yang diajarkan oleh guru di kelas menjadi salah satu sarana dalam membina kesadaran peserta didik dalam memahami Bela Negara. Kesadaran terhadap Bela Negara yang tidak dapat tumbuh dan berkembang dengan sendirinya dalam setiap warga Negara, sehingga diperlukannya Upaya-upaya yang terencana dalam menanamkan nilai-nilai Bela Negara pada di warga Negara. Berdasarkan hasil observasi yang dilaksanakan di Taman Kanak-kanak se Kecamatan Pakal Kota Surabaya menunjukkan bahwa proses pembelajaran yang dilaksanakan oleh para guru masih minimnya proses pembelajaran yang berkaitan dengan bela negara, sehingga peserta didik kurang memiliki wawasan tentang bela negara. Dalam menjalankan proses pembelajaran yang berkaitan dengan bela negara dapat melalui alat permainan edukatif (APE) yang secara khusus dibuat dan didesain secara kreatif kepada peserta didik dengan menggunakan karakter wayang superhero Panca Satria. Kegiatan ini diharapkan dapat menghasilkan guru yang mampu membuat dan menerapkan alat permainan edukatif (APE) dalam mengenalkan jiwa Bela Negara di kelas.   Kata kunci: guru; bela negara; alat permainan edukatif (ape); wayang.