Adopsi Platform Gamified Learning Management System (GLMS) di Kelompok Usaha Bersama (KUB) Yasinta untuk Scaling Up Bisnis Desa

Authors

  • Arif Amrulloh Universitas Telkom
  • Rifki Adhitama Universitas Telkom
  • Ariq Cahya Wardhana Universitas Telkom
  • Galih Putra Pamungkas Universitas Telkom
  • Kholifahdina Kholifahdina Universitas Telkom
  • Martryatus Sofia Universitas Telkom
  • Izzaty Zahara BR. Barus Universitas Telkom

DOI:

https://doi.org/10.55606/kreatif.v5i2.7119

Keywords:

LMS, Gamifikasi, UMKM, Desa Digital, Pemberdayaan

Abstract

This community service activity aims to enhance the digital capacity and entrepreneurial skills of MSME actors who are members of the Yasinta Joint Business Group (Kelompok Usaha Bersama – KUB) through the adoption of a Gamified Learning Management System (LMS) platform. The methods used include a participatory approach, interactive training, and technology-based mentoring. The results of the activity indicate an improvement in participants’ understanding of business digitalization, increased learning motivation through gamification features, and enhanced ability to access and utilize the LMS for business management. This approach has proven effective as a technology-based community empowerment effort in rural areas.

References

Amalia, S., & Hidayat, A. (2022). Peran Platform Pembelajaran Daring dalam Peningkatan Literasi Digital Masyarakat Desa. Jurnal Pengabdian kepada Masyarakat (Indonesian Journal of Community Engagement), 8(1), 110–117. https://doi.org/10.22146/jpkm.65607

Asad, M. M., & Shafique, A. (2021). Digital Literacy and Empowerment of Rural Women. International Journal of Rural Management, 17(1), 33–50. https://doi.org/10.1177/0973005220960532

Baharum, A., Jaafar, M., & Osman, S. (2015). Gamification in Online Learning: A Review of Empirical Studies. Procedia-Social and Behavioral Sciences, 195, 282–289. https://doi.org/10.1016/j.sbspro.2015.06.158

Bator, R. J., Bryan, A. D., & Schultz, P. W. (2011). Who Gives a Hoot?: Intercept Surveys of Litterers and Disposers. Environment and Behavior, 43(3), 295–315. https://doi.org/10.1177/0013916509356884

Hamari, J., Koivisto, J., & Sarsa, H. (2014). Does Gamification Work? — A Literature Review of Empirical Studies on Gamification. 47th Hawaii International Conference on System Sciences, 3025–3034. https://doi.org/10.1109/HICSS.2014.377

Hidayati, S. N. (2016). Pengaruh Pendekatan Keras dan Lunak Pemimpin Organisasi terhadap Kepuasan Kerja dan Potensi Mogok Kerja Karyawan. Jurnal Maksipreneur: Manajemen, Koperasi, dan Entrepreneurship, 5(2), 57–66. http://dx.doi.org/10.30588/SOSHUMDIK.v5i2.164

Huotari, K., & Hamari, J. (2012). Defining Gamification: A Service Marketing Perspective. Proceedings of the 16th International Academic MindTrek Conference, 17–22. https://doi.org/10.1145/2393132.2393137

Kementerian Desa PDTT. (2021). Indeks Desa Membangun (IDM) 2021. https://idm.kemendesa.go.id/

Norsyahera, A. W., Lailatul, F. A. H., Shahid, S. A. M., & Maon, S. N. (2016). The Relationship Between Marketing Mix and Customer Loyalty in Hijab Industry: The Mediating Effect of Customer Satisfaction. Procedia Economics and Finance, 37, 366–371. https://doi.org/10.1016/S2212-5671(16)30138-1

Nurchayati, R., & Fitriani, R. (2020). Literasi Digital dalam Meningkatkan Produktivitas Ekonomi di Era Industri 4.0. Jurnal Abdimas Mahakam, 5(2), 98–106. https://doi.org/10.25052/jam.v5i2.168

Risdwijanto, A., & Kurniyati, Y. (2015). Strategi Pemasaran Perguruan Tinggi Swasta di Kabupaten Sleman Yogyakarta Berbasis Rangsangan Pemasaran. Jurnal Maksipreneur: Manajemen, Koperasi, dan Entrepreneurship, 5(1), 1–23. http://dx.doi.org/10.30588/SOSHUMDIK.v5i1.142

Wahyuni, E. S., & Prasetyo, D. (2021). Strategi Pemberdayaan Ekonomi Perempuan melalui Kelompok Usaha Bersama (KUB). Jurnal Ekonomi dan Pembangunan, 29(1), 47–56. https://doi.org/10.18196/edp.291115

World Bank. (2020). The Digital Economy for Indonesia: A Path to Inclusive Growth. World Bank Group. https://documents.worldbank.org/

Zainuddin, Z., & Attaran, M. (2016). Malaysian Students’ Perceptions of Flipped Classroom: A Case Study. Innovations in Education and Teaching International, 53(6), 660–670. https://doi.org/10.1080/14703297.2015.1102079

Downloads

Published

2025-06-30

How to Cite

Amrulloh, A., Adhitama, R., Wardhana, A. C., Pamungkas, G. P., Kholifahdina, K., Sofia, M., & Izzaty Zahara BR. Barus. (2025). Adopsi Platform Gamified Learning Management System (GLMS) di Kelompok Usaha Bersama (KUB) Yasinta untuk Scaling Up Bisnis Desa. KREATIF: Jurnal Pengabdian Masyarakat Nusantara, 5(2), 510–520. https://doi.org/10.55606/kreatif.v5i2.7119