Pelatihan Pembuatan Media Pembelajaran Digital Berbasis Kearifan Lokal Grobogan Bagi Guru SD

Lintang Kironoratri, Much Arsyad Fardani, Ika Ari Pratiwi

Abstract


The use of digital learning media based on local wisdom in elementary schools remains constrained by teachers’ limited competence in developing digital media and integrating local culture into learning. This community service program aimed to strengthen the competence of 12 teachers at SD 1 Penganten, Klambu, Grobogan, in developing digital media based on local wisdom for literacy enrichment. The program employed a participatory approach through five stages: preparation and needs identification, first-stage training, second-stage training and media production, implementation and mentoring, and evaluation and reflection. Data were analyzed descriptively and qualitatively using observations, documentation, mentoring notes, media products, and feedback. The results showed that all program stages were implemented with active teacher involvement. The products included interactive folklore e-books, narrative videos of local figures, digital posters of traditional foods, and interactive quizzes based on traditional games. The products were used in learning and compiled as school digital learning resources, providing practical experience and contextual resources for literacy enrichment.

Keywords


Digital Learning Media, Grobogan Local Wisdom, Literacy Learning, Teacher Competence, Community Service.

Full Text:

PDF

References


Ardianti, S. D., Rondli, W. S., & Wanabuliandari, S. (2025). Analysis of the Cultural Relevance of a Gusjigang-Based Augmented Reality Science Learning Application Through Teacher and Student Evaluations. Thabiea : Journal of Natural Science Teaching, 8(2), 126–135. https://doi.org/https://doi.org/10.21043/thabiea.v8i2.34441

Fajrie, N., Aryani, V., & Kironoratri, L. (2024). Media Belajar Digital Berbasis Kearifan Lokal Sebagai Sumber Bacaan Dongeng Sastra Anak. Jurnal Elementaria Edukasia, 7(1), 2262–2275. https://doi.org/10.31949/jee.v7i1.8123

Fakhriyah, F., & Masfuah, S. (2024). Peningkatan Kompetensi Literasi Digital Guru di SD 1 Kandangmas melalui Pendampingan Desain Media Pembelajaran Interaktif Berbasis Canva. Jurmas Azam Insan Cendikia, 4(2), 304–312. https://embistek.org/jurnal/index.php/aic/

Firdausiyah, M., Kironoratri, L., & Ermawati, D. (2024). Efektivitas Model Multiliterasi Terhadap Kemampuan Membaca Pemahaman Materi Cerita Rakyat. ALFABETA: Jurnal Bahasa, Sastra, Dan Pembelajarannya, 7(1), 270–280. http://ejurnal.budiutomomalang.ac.id/index.php/alfabeta

Gheme, S., Uge Lawe, Y., Desidaria Noge, M., & Tinggi Keguruan dan Ilmu Pendidikan Citra Bakti, S. (2022). Pengembangan Bahan Ajar Multilingual Berbasis Konten Dan Konteks Budaya Lokal Etnis Ngada Untuk Siswa Kelas II SD. JIKAP PGSD: Jurnal Ilmiah Ilmu Kependidikan, 6(2), 295.

Hardhienata, S., Suchyadi, Y., & Wulandari, D. (2021). Strengthening Technological Literacy in Junior High School Teachers in the Industrial Revolution Era 4.0. JHSS (Journal of Humanities and Social Studies), 5(3), 330–335. https://doi.org/https://doi.org/10.33751/jhss.v5i3.4220

Kironoratri, L., Fardani, M. A., & Budiarti, E. (2026). Pengembangan Media Komik Pantun-GO! untuk Meningkatkan Keterampilan Membaca Pantun Siswa Kelas V Sekolah Dasar. Perspektif : Jurnal Pendidikan Dan Ilmu Bahasa, 4(2), 137–147. https://doi.org/https://doi.org/10.59059/perspektif.v4i2.3364

Kironoratri, L., Fardani, M. A., Ma’rifatus, N. F., & Sa’adah. (2026). Pengembangan Media TOPATI untuk Meningkatkan Keterampilan Berbicara dalam Mendongeng Cerita Rakyat Siswa SD. Indonesian Journal of Innovation Science and Knowledge, 3(3), 2367–2389.

Kironoratri, L., Fardani, M. A., Setiawaty, R., & Purbasari, I. (2025). The Effectiveness of a Local Wisdom- Based Children ’ s Literature Module to Enhance Short Story Writing Skills in Grade IV Elementary Students. Al-Ishlah: Jurnal Pendidikan, 17(4), 6327–6336. https://doi.org/10.35445/alishlah.v17i4.8204

Nurlina, N., Maharani, S. D., & Barus, J. (2024). Rancangan Pengembangan Media Komik Berbasis Budaya Lahat dengan Menggunakan Aplikasi Canva untuk Pembelajaran di Kelas II Sekolah Dasar. Jurnal Pendidikan Dan Pembelajaran Indonesia (JPPI), 4(4), 1353–1363. https://doi.org/10.53299/jppi.v4i4.761

OECD. (2023). PISA 2022 results (Volume I): The state of learning and equity in education: Vol. I. https://doi.org/https://doi.org/10.1787/53f23881-en

Setiawaty, R., Najikhah, F., Rohmah, T. I., Sholihah, A., Wahyuni, R., & Aryanti, R. D. (2025). Pengembangan Media E-Taler Berbasis Flipbook Heyzine untuk Meningkatkan Kemampuan Literasi Membaca Siswa Kelas IV Sekolah Dasar. Jurnal Pedagogik Pendidikan Dasar, 12(2), 234–249.

Sugiyono. (2022). Metode Penelitian Kualitatif, Kuantitatif, dan R&D. Alfabeta.

Suri, D., & Chandra, D. (2021). Teacher’s strategy for implementing multiculturalism education based on local cultural values and character building for early childhood education. Journal of Ethnic and Cultural Studies, 8(4), 271–285. https://doi.org/10.29333/ejecs/937

Ulum, U. A., Muhyidin, A., & Jamaludin, U. (2025). Teaching Materials of Local Wisdom-Based E-Book in Digital Learning : A Systematic Literature Review. 17(1), 623–640. https://doi.org/10.37680/qalamuna.v17i1.7110

Wiranti, D. A., Sutriyani, W., Maziyah, H. N., Aprilia, D. A. S., Mahdum, E. A. F., & Muhaimin, M. (2024). Pengembangan Media Langgar Berbasis Etnomatematika Bersumber Kebudayaan Lokal Jepara Untuk Meningkatkan Kemampuan Kognitif Siswa SDN 4 Krapyak. Jurnal Pembelajaran Dan Matematika Sigma (Jpms), 10(2), 221–225. https://doi.org/10.36987/jpms.v10i2.6137

Yuliantoro, Setyowati, D. L., Arsal, T., & Santoso, A. B. (2025). Developing Digital Media Based on Local Wisdom to Increase Student Engagement in Social Studies Learning. Al-Ishlah: Jurnal Pendidikan, 17(3), 4742–4753. https://doi.org/10.35445/alishlah.v17i3.




DOI: https://doi.org/10.31004/abdira.v6i4.2548

Refbacks

  • There are currently no refbacks.


Copyright (c) 2026 Lintang Kironoratri, Much Arsyad Fardani, Ika Ari Pratiwi

Creative Commons License
This work is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License.