Digital Escape Room Sebagai Media Edukasi Literasi Digital Bagi Siswa SMA

Authors

  • Mambang Mambang Universitas Sari Mulia
  • Muhammad Zulfadhilah Teknologi Informasi, Universitas Sari Mulia
  • Septyan Eka Prastya Teknologi Informasi, Universitas Sari Mulia
  • Subhan Panji Cipta Teknologi Informasi, Universitas Sari Mulia
  • Abdul Latif Teknologi Informasi, Universitas Sari Mulia
  • Ratna Lindawati Teknologi Informasi, Universitas Sari Mulia
  • Trifebi Shina Sabrila Teknologi Informasi, Universitas Sari Mulia
  • Finki Dona Marleny Informatika, Universitas Muhammadiyah Banjarmasin

DOI:

https://doi.org/10.32764/afja2406

Keywords:

Digital, Escape Room, Educational Media, Students

Abstract

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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Published

2026-08-20

Issue

Section

Articles

How to Cite

Digital Escape Room Sebagai Media Edukasi Literasi Digital Bagi Siswa SMA. (2026). Jumat Informatika: Jurnal Pengabdian Masyarakat, 7(2), 106-111. https://doi.org/10.32764/afja2406