Peningkatan Kompetensi Guru KKG Wiradadaha 1 dalam Pengembangan Media Ajar Digital Berbasis STEAM melalui Pelatihan dan Pendampingan Terstruktur
##plugins.themes.academic_pro.article.main##
Abstract
The community service program was initiated due to the limited educational technology skills and lack of variation in digital learning media used by teachers in the Wiradadaha 1 Teacher Working Group, Tasikmalaya. These conditions hinder the optimal implementation of project-based learning aligned with 21st-century competencies. This program aims to enhance teachers’ abilities in developing digital learning media based on Science, Technology, Engineering, Arts, and Mathematics (STEAM) through structured training and mentoring. The methods included material presentation, demonstration, guided practice, and technical assistance in designing storyboards and producing digital media. The results indicate a significant improvement in participants’ competencies in creating creative, interactive, and STEAM-oriented learning media. This program has contributed positively to teachers’ readiness to integrate educational technology and is recommended for continuation through sustained mentoring initiatives.
##plugins.themes.academic_pro.article.details##

This work is licensed under a Creative Commons Attribution-NonCommercial 4.0 International License.
JURPIKAT (Jurnal Pengabdian Kepada Masyarakat) accepts manuscripts that have not been published elsewhere and are not under consideration for publication by other print or electronic media. Authors retain copyright and grant the journal right of first publication with the work simultaneously licensed under a Creative Commons BY-NC License that allows others to share the work with an acknowledgment of the work's authorship and initial publication in this journal.
Authors are able to enter into separate, additional contractual arrangements for the non-exclusive distribution of the journal's published version of the work (eg, post it to an institutional repository, in a journal or publish it in a book), with an acknowledgment of its initial publication in this journal.
License to Publish
The non-commercial use of the article will be governed by the Attribution-NonCommercial 4.0 International (CC BY-NC 4.0). The author hereby grants JURPIKAT (Jurnal Pengabdian Kepada Masyarakat) an exclusive publishing and distribution license in the manuscript include tables, illustrations or other material submitted for publication as part of the manuscript (the “Articleâ€) in print, electronic and all other media (whether now known or later developed), in any form, in all languages, throughout the world, for the full term of copyright, and the right to license others to do the same, effective when the article is accepted for publication. This license includes the right to enforce the rights granted hereunder against third parties.
References
As Sa, S., Dwi Istigfra, S., Alif Muharochimin, N., Inayah, N., Ipa, P., Tarbiyah dan Keguruan, F., Islam Negeri Sunan Ampel Surabaya, U., & Negeri, S. (n.d.). Efektivitas Model Pembelajaran STEAM (Science, Technology, Engineering, Art And Mathematics) Pada P5 Batik Shibori Terhadap Pemahaman Konsep IPA.
Efwinda, S., Qadar, R., Rananda, N., Mabrurah, F. F., & Setiyawan, R. (2021). Pelatihan Pembelajaran STEAM bagi Guru IPA SMP di Kalimantan Timur. Bubungan Tinggi: Jurnal Pengabdian Masyarakat, 3(4), 447. https://doi.org/10.20527/btjpm.v3i4.4074
Hafizhah, I., Iswandi, I., & Susiawati, I. (n.d.). Analisis Pembelajaran Berbasis STEAM untuk Meningkatkan Keterampilan Berpikir Kritis Pada Pelajaran IPA Kelas V. INNOVATIVE: Journal Of Social Science Research, 4, 1828–1841.
Indah Wulandari, A., Maisaroh, S., Aini, Q., Adinanda Siswoyo, A., & Guru Sekulah Dasar, P. (n.d.). Penerapan Pembelajaran STEAM Berbasis Proyek untuk Meningkatkan Pemahaman dan Kreativitas Siswa SD Mata Pelajaran Matematika.
Maarang, M., Khotimah, N., & Maria Lily, N. (2023). Analisis Peningkatan Kreativitas Anak Usia Dini melalui Pembelajaran STEAM Berbasis Loose Parts. Murhum : Jurnal Pendidikan Anak Usia Dini, 4(1), 309–320. https://doi.org/10.37985/murhum.v4i1.215
Mariana, N., Julianto, J., Subrata, H., Balqis, K. I., Rachmadina, C. D., Anindya, V. H. K., & Sholihah, S. A. (2023). Desain Pembelajaran STEAM dengan Media Selasi untuk Peserta Didik Kelas II SD. Jurnal Obsesi : Jurnal Pendidikan Anak Usia Dini, 7(1), 240–250. https://doi.org/10.31004/obsesi.v7i1.2809
Motimona, P. D., & Maryatun, I. B. (2023). Implementasi Metode Pembelajaran STEAM pada Kurikulum Merdeka pada PAUD. Jurnal Obsesi : Jurnal Pendidikan Anak Usia Dini, 7(6), 6493–6504. https://doi.org/10.31004/obsesi.v7i6.4682
Nasir, M., Khairi, M., Haji, B., Luvia, O., Nastiti, R., & Annovasho, J. (n.d.). Model Pembelajaran Steam Project-Based Learning (STEAM-PjBL).
Nuraeni, M. I., Wahyuni, S., & Mudakir, I. (2024). Analisis Presepsi Guru Ipa Terhadap Pembelajaran Berorientasi Steam-Pjbl Bermuatan Kearifan Lokal. In Jurnal Pendidikan dan Pembelajaran IPA Indonesia (Vol. 14, Issue 3).
Razak, F., Alimuddin, H., & Abdullah, A. (2023). Konsep Pembelajaran STEAM di Masa Depan Menuju Ruang Pembelajaran “Mixed Reality.” Jurnal Pelita: Jurnal Pembelajaran IPA Terpadu, 3(2), 114–129. https://doi.org/10.54065/pelita.3.2.2023.385
Santi, E. L. (2022). Pendekatan STEAM Pada Project Based Learning Mewujudkan Merdeka Belajar Untuk Meningkatkan Kreativitas Siswa. In Jurnal Pendidikan Dasar (Vol. 3, Issue 2). http://jurnal.umpwr.ac.id/index.php/jpd
Sirinding, A., Irianti, M., & Fitriani, A. A. (n.d.). Implementasi Model Pembelajaran Steam Terhadap Minat Belajar Siswa.
Triprani, E. K., Sulistyani, N., Fitri, D., Aini, N., & Malang, U. M. (n.d.). Implementasi Pembelajaran STEAM Berbasis PjBL Terhadap Kemampuan Problem Solving pada Materi Energi Alternatif di SD The Implementation of STEAM-based Learning with Project-based Learning Model for Problem Solving Skills of Elementary School Students in the Alternative Energy Materials.
Vernita, N. (2025). 76 Penerapan Metode Pembelajaran STEAM Jurnal Pendidikan Dasar Indonesia, 10(2). https://doi.org/10.26737/jpdi.v10i2.6902
Wandi Ginting, F., & Abulyatama Jurnal Dedikasi Pendidikan, U. (n.d.). Pengaruh Model Project Based Learning Berbasis Steam Terhadap Kemampuan Berpikir Kreatif Siswa Pada Materi Alat-Alat Optik Di Sma Negeri 1 Dewantara. Januari, 6(1), 127–136. http://jurnal.abulyatama.ac.id/dedikasi
Zaid, M., Razak, F., & Alam, A. A. F. (2022). Keefektifan Media Pembelajaran Augmented Reality Berbasis STEAM dalam Meningkatkan Kualitas Pembelajaran IPA di Sekolah Dasar. Jurnal Pelita: Jurnal Pembelajaran IPA Terpadu, 2(2), 59–68. https://doi.org/10.54065/pelita.2.2.2022.316