STRENGTHENING INCLUSIVE AND CREATIVE TECHNOLOGY-BASED LEARNING IN ELEMENTARY SCHOOLS THROUGH GAMIFICATION, INTERACTIVE MEDIA, AND ARTIFICIAL INTELLIGENCE
Abstract
A series of Community Service (PkM) programs has been carried out at SDN Kedoya Utara 03, West Jakarta, by a team from the Faculty of Computer Science, Mercu Buana University, aiming to improve the quality of technology-based elementary education. These programs include the development of a gamification-based learning application to enhance students’ digital literacy, training in graphic design software to support teachers’ creativity in delivering information, optimization of the interactive RubiMath media as an adaptive learning solution for inclusive education, and the utilization of Python-based Artificial Intelligence (AI) for learning patterns, geometry, and mathematical logic. The implementation results showed a significant increase in motivation, understanding, and skills for both students and teachers. The integration of technology and innovative methods proved effective in creating a more enjoyable, interactive, and inclusive learning process. All these activities contributed to enhancing digital literacy, teachers’ creativity, and the quality of mathematics learning outcomes, and can serve as a model for technology-based education implementation in other elementary schools.
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References
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