Pelatihan permainan ular tangga SEHATIKA (Sehat dalam Implementasi Kurikulum Merdeka) berbasis digital bermuatan STEAM

Swandra Rahayu, Nelti Rizka, Fitriyana Fitriyana

Abstract


Abstrak

Kegiatan pengabdian kepada masyarakat ini bertujuan untuk meningkatkan kompetensi guru PAUD dalam mengembangkan media pembelajaran inovatif berbasis digital melalui pelatihan permainan ular tangga “SEHATIKU” (Sehat dalam Implementasi Kurikulum Merdeka) yang bermuatan STEAM (Science, Technology, Engineering, Art, and Mathematics). Permainan “SEHATIKU” dirancang sebagai media edukatif yang menyenangkan untuk menanamkan nilai-nilai hidup sehat sekaligus mengintegrasikan unsur pembelajaran berbasis proyek sesuai prinsip Kurikulum Merdeka. Metode pelaksanaan kegiatan meliputi sosialisasi, pelatihan pembuatan media digital, pendampingan implementasi dalam pembelajaran, serta evaluasi efektivitas penggunaan media. Hasil kegiatan menunjukkan peningkatan signifikan pada pemahaman dan keterampilan guru dalam merancang serta menerapkan media pembelajaran digital yang kreatif dan interaktif. Selain itu, peserta pelatihan mampu mengadaptasi unsur STEAM dalam aktivitas bermain anak untuk mengembangkan kemampuan berpikir kritis, kreatif, dan kolaboratif. Kegiatan ini diharapkan dapat menjadi model penguatan kompetensi guru dalam mewujudkan pembelajaran yang bermakna dan menyenangkan pada jenjang PAUD.

 

Kata kunci: permainan ular tangga; kurikulum merdeka; digital; STEAM.

 

Abstract

This community service program aims to enhance the competence of early childhood education teachers in developing innovative digital learning media through a training program on the “SEHATIKU” snake and ladder game (Healthy in the Implementation of the Independent Curriculum) integrated with STEAM (Science, Technology, Engineering, Art, and Mathematics) elements. The “SEHATIKU” game is designed as an engaging educational tool that promotes healthy living values while incorporating project-based learning principles aligned with the Independent Curriculum. The implementation methods include socialization, digital media creation workshops, mentoring during classroom implementation, and evaluation of media effectiveness. The results indicate a significant improvement in teachers’ understanding and skills in designing and applying creative, interactive digital learning media. Participants were also able to integrate STEAM components into children’s play activities, fostering critical thinking, creativity, and collaboration. This program is expected to serve as a model for strengthening teacher competence in creating meaningful and joyful learning experiences in early childhood education

 

Keywords: snakes and ladders game; independent curriculum; digital; STEAM.

Keywords


snakes and ladders game; independent curriculum; digital; STEAM.

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References


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DOI: https://doi.org/10.31764/jpmb.v10i1.36095

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