Pelatihan Dan Pendampingan Guru Sekolah Dasar Dalam Pembuatan Media Interaktif Berbasis Digital Aplikasi Scratch

(1) * Nafiah Nafiah Mail (Universitas Nahdlatul Ulama Surabaya, Indonesia)
(2) Syamsul Ghufron Mail (Universitas nahdlatul ulama surabaya, Indonesia)
(3) Pance Mariati Mail (Universitas Nahdlatul Ulama Surabaya, Indonesia)
(4) Afib Ruliansyah Mail (Universitas Nahdlatul Ulama Surabaya, Indonesia)
*corresponding author

Abstract


A good learning process must contain interactive, fun, challenging, motivating aspects and provide more space for students to be able to develop creativity and independence, according to students' talents and interests. The purpose of this community service is 1) to provide training to elementary school teachers in making digital-based interactive media with scratch applications at Maarif LP Surabaya, 2) to assist elementary school teachers in making digital-based interactive media with scratch applications at Maarif LP Surabaya. Efforts that will be made to overcome these problems are conducting training and mentoring for elementary school teachers in making digital-based interactive media with scratch applications at Maarif LP Surabaya. This community service implementation method is carried out to overcome partner problems regarding the creation of digital-based interactive media with the scratch application through four activities, namely pre- community service activities, implementation of community service activities, evaluation of PKM implementation and follow-up and improvement of community service activities. The results of community service show that prior to the training and assistance in preparing learning media with the Scratch Application for Elementary School Teachers at the Maarif NU LP, Surabaya City, 81.3% had never known Scratch Application Digital-Based Interactive Media. After training and mentoring, 61.1% were familiar with Scratch Application Digital-Based Interactive Media. The results of the questionnaire also showed that 78.1% of elementary school teachers had never made the ability to make Scratch applications before training and mentoring was carried out and after training and mentoring were carried out, 8.3% were very able to use Interactive Media Based on Digital Scratch Applications, 55.6% could use Media Digital Based Interactive Scratch Application.

 

Abstrak: Proses pembelajaran yang baik haruslah memuat aspek interaktif, menyenangkan, menantang, memotivasi dan memberikan ruang yang lebih bagi siswa untuk dapat mengembangkan kreativitas dan kemandirian, sesuai dengan bakat dan minat siswa. Tujuan pengabdian masyarakat ini adalah 1)untuk memberikan pelatihan pada guru SD dalam pembuatan media interaktif berbasis digital dengan aplikasi scratch di LP Maarif Surabaya, 2) Melakukan pendampingan pada guru SD dalam pembuatan media interaktif berbasis digital dengan aplikasi scratch di LP Maarif Surabaya. Upaya yang akan dilakukan untuk menanggulangi permasalahan tersebut adalah melakukan pelatihan dan pendampingan pada guru SD dalam pembuatan media interaktif berbasis digital dengan aplikasi scratch di LP Maarif Surabaya. Metode pelaksanaan pengabdian masyarakat ini dilakukan untuk mengatasi permasalahan mitra tentang pembuatan media interaktik berbasis digital dengan aplikasi scratch melalui empat kegiatan yaitu pra kegiatan PKM, implementasi kegitan PKM, Evaluasi pelaksanaan PKM dan tindak lanjut dan perbaikan kegiatan pengabdian masyarakat. Hasil pengabdian masyarakat menunjukan, sebelum dilakukan pelatihan dan pendampingan pelatihan menyusun media pembelajaran dengan  Aplikasi Scratch bagi Guru Sekolah Dasar di LP Maarif NU Kota Surabaya menunjukkan 81,3% tidak pernah mengenal Media Interaktif Berbasis Digital Aplikasi Scratch. Setelah dilakukan pelatihan dan pendampingan menunjukkan 61,1% mengenal Media Interaktif Berbasis Digital Aplikasi Scratch. Hasil angket juga menunjukkan 78,1 % guru SD tidak pernah membuat Kemampuan membuat aplikasi Scratch sebelum dilakukan pelatihan dan pendampingan  dan setelah dilakukan pelatihan dan pendampingan menunjukkan 8,3% sangat bisa mengguanakan Media Interaktif Berbasis Digital Aplikasi Scratch, 55,6 % bisa menggunakan Media Interaktif Berbasis Digital Aplikasi Scratch.


Keywords


media; interaktif; digital; scratch; sekolah dasar

   

DOI

https://doi.org/10.47679/ib.2023372
      

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