Digital Escape Room Sebagai Media Edukasi Literasi Digital Bagi Siswa SMA
DOI:
https://doi.org/10.32764/afja2406Keywords:
Digital, Escape Room, Educational Media, StudentsAbstract
This community service activity stems from the low digital literacy skills of high school students in recognizing risks, technological ethics, and verifying the veracity of hoax information amidst the rapid development of digital technology. The main objective of this activity is to broaden knowledge and raise students' awareness of the importance of digital literacy, including online security and internet ethics, through innovative and fun methods. The methods applied are participatory learning and experiential learning approaches, where students play an active role in direct practice using web-based Digital Escape Room educational media. This activity involved 22 10th-grade students as participants. The results of the community service activity showed an excellent success rate, where all participants (100%) successfully completed the game challenges correctly. In addition, at least 80% of participants were able to identify the characteristics of hoaxes and carry out simple verification steps.
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Copyright (c) 2026 Mambang Mambang, Muhammad Zulfadhilah, Septyan Eka Prastya, Subhan Panji Cipta, Abdul Latif, Ratna Lindawati, Trifebi Shina Sabrila, Finki Dona Marleny

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



