Workshop Literasi Digital Berbasis KAP dengan Metode Boardgame bagi Mahasiswa UKWMS, Kampus Madiun

Authors

  • Merlina Maria Barbara Apul Universitas Katolik Widya Mandala Surabaya
  • Finsensius Yuli Purnama Universitas Katolik Widya Mandala Surabaya

DOI:

https://doi.org/10.61105/jise.v2i1.73

Keywords:

Boardgame, Cek Fakta, Komunikasi Antar Pribadi, Mahasiswa

Abstract

Bermula dari kebutuhan Program Studi Bahasa Inggris (PSDKU) Kampus Madiun Universitas Katolik Widya Mandala Surabaya (UKWMS) untuk memberikan pengetahuan dan skill literasi digital bagi mahasiswa, maka dirancang sebuah program pengabdian masyarakat yang berfokus pada workshop keterampilan cek fakta. Workshop ini berfokus pada tiga keterampilan utama yakni cek fakta, perlindungan data pribadi dan etika bermedia digital. Pertama, keterampilan cek fakta, bertujuan untuk memberikan pelatihan kepada peserta agar dapat menjadi agen periksa fakta yang terampil, khususnya dalam mengidentifikasi dan melawan penyebaran hoaks. Peserta akan dibekali pengetahuan dan keterampilan bagaimana melakukan periksa fakta. Narasumber akan mengajak peserta mempelajari pengertian hoaks, motif penyebar hoaks, ciri, dampak, dan cara melakukan periksa fakta (video, foto, dan narasi). Kedua, keterampilan perlindungan data pribadi bertujuan agar peserta mampu melindungi data dan perangkat dari ancaman kejahatan online. Banyaknya modus penipuan online di antaranya berkedok pembaruan data dari oknum yang mengaku dari bank, undian berhadiah, lowongan pekerjaan, bahkan modus lainnya seperti pengambilalihan akun pada kartu kredit atau kartu debit dengan mengambil data pribadi. Ketiga, keterampilan etika bermedia digital bertujuan untuk meninkatkan pengetahuan dan pemahaman peserta terhadap netiket. Konflik di media digital dapat terjadi salah satunya ketika seseorang tidak bersikap etis dan terdapat pihak lain yang tidak terima atas sikap atau perilaku tersebut. Bentuk, ragam, motif, dan modus kejahatan semakin beragam dan variatif. Pendekatan yang digunakan adalah metode Komunikasi Antar Pribadi dengan menggunakan permainan boardgame. Metode ini cocok digunakan dalam dinamika kelompok agar tidak membosankan. Hasilnya, pesertas merasa pelatihan lebih dinamis dan mudah dipahami materinya.

Starting from the needs of the English Study Program at Madiun Campus of UKWMS to provide knowledge and digital literacy skills to students, a community service program focused on fact-checking skills workshops was designed. This workshop focuses on fact-checking, personal data protection, and digital media ethics. Firstly, the fact-checking skill aims to provide training to participants to become skilled fact-checking agents, especially in identifying and combating hoax dissemination. Participants will be equipped with knowledge and skills on how to fact-check. Speakers will guide participants in understanding the concept of hoaxes, the motives behind hoax dissemination, characteristics, impacts, and methods of fact-checking (videos, photos, and narratives). Secondly, the personal data protection skill aims to enable participants to protect data and devices from online crime threats. Among the various online fraud modes are disguised as data updates from individuals claiming to be from banks, prize draws, job vacancies, and even other modes such as taking over credit card or debit card accounts by obtaining personal data. Thirdly, digital media ethics skills aim to enhance participants' knowledge and understanding of netiquette. Conflicts in digital media can occur when someone behaves unethically and there are others who disagree with such behavior. The forms, varieties, motives, and modes of crime are increasingly diverse and varied. Interpersonal Communication method using board games is suitable for group dynamics to prevent boredom and engage participants in game simulations. As a result, participants find the training more dynamic and the material easier to understand.

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Published

01-06-2024

How to Cite

Apul, M. M. B., & Purnama, F. Y. (2024). Workshop Literasi Digital Berbasis KAP dengan Metode Boardgame bagi Mahasiswa UKWMS, Kampus Madiun . Journal of Indonesian Society Empowerment, 2(1), 9–25. https://doi.org/10.61105/jise.v2i1.73

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Articles