Penguatan Literasi Anak Melalui Pendekatan Gamifikasi Di Desa Kebong, Kecamatan Kelam Permai, Kabupaten Sintang, Kalimantan Barat

Authors

  • Atiqa Nur Latifa Hanum Universitas Tanjungpura, Pontianak, Indonesia Author
  • Amriani Amir Universitas Tanjungpura, Pontianak, Indonesia Author
  • Kurniawan Universitas Tanjungpura, Pontianak, Indonesia Author
  • Sahidi Universitas Tanjungpura, Pontianak, Indonesia Author

DOI:

https://doi.org/10.62238/karuna.v3i1.368

Keywords:

gamifikasi, literasi anak, literasi informasi

Abstract

Kegiatan pengabdian kepada masyarakat ini dilatarbelakangi oleh rendahnya literasi informasi anak-anak di wilayah pedesaan, khususnya di Desa Kebong, Kecamatan Kelam Permai, Kabupaten Sintang, Kalimantan Barat, yang memiliki keterbatasan akses terhadap sumber informasi dan sarana pendidikan. Program ini bertujuan meningkatkan kompetensi literasi informasi anak usia 8–14 tahun melalui pendekatan pembelajaran berbasis gamifikasi yang kontekstual dan mudah dipahami. Metode pelaksanaan menggunakan pendekatan partisipatif melalui permainan edukatif, simulasi, dan praktik langsung dengan memanfaatkan sumber daya lokal tanpa ketergantungan pada teknologi canggih. Hasil kegiatan menunjukkan peningkatan kemampuan peserta dalam mengidentifikasi kebutuhan informasi, mengakses dan mengevaluasi sumber, serta memanfaatkan informasi secara tepat. Selain itu, pendekatan gamifikasi terbukti meningkatkan motivasi, partisipasi aktif, dan keterlibatan kritis peserta. Program ini memberikan kontribusi dalam mengurangi kesenjangan literasi informasi antara wilayah pedesaan dan perkotaan serta berpotensi direplikasi pada komunitas serupa.

This community service program is motivated by the low level of information literacy among children in rural areas, particularly in Kebong Village, Kelam Permai District, Sintang Regency, West Kalimantan, where access to quality information and educational resources is limited. The program aims to enhance information literacy skills of children aged 8–14 through a gamification-based learning approach that is contextual and accessible. The implementation applied a participatory method involving educational games, guided simulations, and hands-on activities using locally available resources without reliance on advanced technology. The results indicate improvements in participants’ ability to identify information needs, access and evaluate information sources, and use information appropriately. Furthermore, the gamification approach effectively increased learning motivation, active participation, and critical engagement. Overall, the program contributes to reducing the information literacy gap between rural and urban areas and demonstrates potential for replication in similar communities. 

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Published

2026-04-10