GAMIFIKASI ENGKLEK UNTUK PENGUATAN KETAHANAN SOSIAL DIGITAL SISWA TERHADAP HATE SPEECH DAN CYBERBULLYING
Abstract
ABSTRAK
Program penguatan ketahanan sosial digital melalui gamifikasi Engklek "Ruang Aman Digital Anak" di Yayasan Chilihouse, Lombok Utara, bertujuan meningkatkan pemahaman siswa usia 10-13 tahun tentang keamanan digital, etika bermedia, ujaran kebencian, dan cyberbullying serta memperkuat pendampingan orang tua. Kegiatan dilaksanakan melalui sosialisasi, pelatihan interaktif, simulasi, permainan engklek tematik, pendampingan, dan evaluasi pre-test-post-test. Evaluasi kuantitatif mencakup 45 peserta yang hadir dan mengisi kedua tes. Rerata skor meningkat dari 55,5 menjadi 85,5, dengan kenaikan 30 atau 54,05% Observasi kegiatan juga menunjukkan keterlibatan aktif siswa dalam diskusi dan keberanian menyampaikan pengalaman digital, sedangkan orang tua mulai mengidentifikasi strategi pendampingan berbasis dialog. Hasil ini menunjukkan kelayakan gamifikasi berbasis permainan tradisional sebagai media literasi digital yang kontekstual dan mudah direplikasi. Namun, penilaian dampak jangka panjang masih memerlukan pengukuran lanjutan setelah program.
Kata kunci: Cyberbullying; Engklek edukatif; Ketahanan sosial digital; Literasi digital; Ruang aman anak.
ABSTRACT
This community engagement program used the "Safe Digital Space for Children" hopscotch game at Yayasan Chilihouse, North Lombok, to strengthen digital social resilience among students aged 10-13 years and improve parental guidance. The program combined socialization, interactive training, simulation, thematic hopscotch, mentoring, and pre-test-post-test evaluation. The quantitative evaluation included 45 participants who attended and completed both tests]. The mean score increased from 55,5 to 85,5, equivalent to 30 or 54,05%. Field observations also indicated active student participation, greater willingness to discuss digital experiences, and improved parental recognition of dialogue-based guidance strategies. These findings support the feasibility of adapting a traditional game as a contextual and replicable digital literacy medium. Longer-term follow-up is still required before conclusions can be drawn about sustained behavioral change.
Keywords: Cyberbullying; Educational hopscotch; Digital social resilience; Digital literacy; Safe spaces for children.
Keywords
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DOI: https://doi.org/10.31764/jce.v5i3.40108
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