Pemberdayaan Kreativitas Siswa SDN Sepatan 1 Melalui Pelatihan Motion Graphic Berbasis Aplikasi CapCut
DOI:
https://doi.org/10.36312/sasambo.v7i4.3543Keywords:
Pengabdian Kepada Masyarakat, Motion Graphic, CapCut, Literasi Digital, SDGsAbstract
Kegiatan Pengabdian kepada Masyarakat (PKM) yang dilaksanakan di SDN Sepatan 1 bertujuan untuk memperkenalkan konsep dasar motion graphic sekaligus melatih keterampilan praktis siswa dalam menggunakan aplikasi CapCut sebagai salah satu media pembelajaran berbasis teknologi digital. Program ini dirancang untuk menjawab kebutuhan peningkatan literasi digital di tingkat sekolah dasar, khususnya dalam menumbuhkan kreativitas siswa melalui pemanfaatan aplikasi yang mudah diakses. Metode pelaksanaan kegiatan mencakup penyampaian materi secara interaktif, praktik langsung penggunaan aplikasi, hingga pembuatan karya sederhana berupa video motion graphic yang diproduksi oleh siswa sendiri. Selama empat kali pertemuan, siswa kelas 5B dan 5C terlibat aktif, tidak hanya dalam mendengarkan penjelasan, tetapi juga dalam praktik mandiri serta diskusi kelompok. Evaluasi kegiatan dilakukan melalui pretest, posttest, observasi keterlibatan siswa, dan kuesioner kepuasan. Hasil analisis menunjukkan adanya peningkatan signifikan, di mana rata-rata nilai pretest sebesar 39,7 meningkat menjadi 85,5 pada posttest dengan nilai N-gain sebesar 0,76, termasuk dalam kategori tinggi. Selain peningkatan kompetensi, siswa menunjukkan motivasi yang lebih tinggi untuk berkreasi secara digital. Dengan demikian, kegiatan PKM ini terbukti efektif dalam mendukung pencapaian literasi digital sekaligus memperkuat tujuan pendidikan berkualitas sebagaimana tercantum dalam SDGs poin 4.
Empowering the Creativity of SDN Sepatan 1 Students through Motion Graphic Training Using CapCut Application
The Community Service Program (PKM) conducted at SDN Sepatan 1 aimed to introduce the basic concepts of motion graphics while simultaneously training students’ practical skills in using the CapCut application as a digital learning medium. This program was designed to address the need for enhancing digital literacy at the elementary school level, particularly in fostering students’ creativity through the use of accessible applications. The implementation method included interactive material delivery, hands-on practice with the application, and the creation of simple projects in the form of motion graphic videos produced by the students themselves. Over four sessions, students from classes 5B and 5C actively participated, not only by listening to explanations but also through independent practice and group discussions. The evaluation of activities was carried out through pretests, posttests, observation of student engagement, and satisfaction questionnaires. The results of the analysis showed a significant improvement, where the average pretest score of 39.7 increased to 85.5 in the posttest, with an N-gain value of 0.76, which falls into the high category. In addition to increased competence, students also demonstrated higher motivation to engage in digital creativity. Thus, this PKM activity proved to be effective in supporting the achievement of digital literacy and strengthening the goal of quality education as outlined in SDG point 4.
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