Strengthening Digital Literacy to Prevent Online Gambling Exposure through Social Media among Adolescents in Terasa Village, Sinjai Regency
DOI:
https://doi.org/10.61255/vokatekjpm.v4i1.1302Keywords:
Adolescents, Digital Literacy, Online Gambling, Prevention, Social MediaAbstract
The rapid expansion of online gambling in Indonesia has increasingly reached adolescents, largely through advertisements, links, and persuasive content circulating on social media. Adolescents in Terasa Village, Sinjai Regency, are particularly vulnerable because intensive social media use is not yet balanced by adequate digital literacy. This community service activity aimed to strengthen adolescents' digital literacy as a protective strategy to prevent exposure to online gambling through social media. The activity employed a participatory, practice-based training that combined interactive lectures, demonstrations, and simulations, and used a one-group pretest–posttest design to measure changes in participants' understanding. A nine-item instrument covering digital literacy concepts, recognition of online gambling content, its impacts, and reporting procedures was administered before and after the training. The results showed improvement across all items, with the average proportion of correct answers rising from about 60.7% in the pretest to about 89.3% in the posttest, an average increase of roughly 28.6 percentage points. The Normalized Gain value was about 0.73, which falls into the high category. The largest improvement occurred on items concerning how to block and report gambling content, which were initially the least understood. These findings confirm that practice-based digital literacy training is effective in closing knowledge gaps and equipping rural adolescents with protective skills against online gambling exposure.
Abstract views: 4
,
PDF downloads: 1
Downloads
References
Anas, I. (2024). Penggunaan aplikasi Gamma bagi guru dalam membuat presentasi yang menarik dan otomatis. Journal of Information System and Education Development, 2(1), 39–43. https://doi.org/10.62386/jised.v2i1.52
Awiliyanto, R. R. (2025). Pengembangan skill digital siswa SMK melalui pemanfaatan generatif AI. Bhakti Karya dan Inovatif, 5(1), 63–72. https://doi.org/10.37278/bhaktikaryadaninovatif.v5i1.1072
Calado, F., Alexandre, J., & Griffiths, M. D. (2017). Prevalence of adolescent problem gambling: A systematic review of recent research. Journal of Gambling Studies, 33(2), 397–424. https://doi.org/10.1007/s10899-016-9627-5
Calado, F., & Griffiths, M. D. (2016). Problem gambling worldwide: An update and systematic review of empirical research (2000–2015). Journal of Behavioral Addictions, 5(4), 592–613. https://doi.org/10.1556/2006.5.2016.073
Gilster, P. (1997). Digital literacy. John Wiley & Sons.
Gozali, A. A., et al. (2026). Peningkatan kompetensi guru SMK melalui literasi dan pemanfaatan generative AI untuk pengembangan pembelajaran inovatif. The Proceeding of Community Service and Engagement (COSECANT) Seminar, 5(2). https://doi.org/10.25124/cosecant.v5i2.10333
Griffiths, M. (2003). Internet gambling: Issues, concerns, and recommendations. CyberPsychology & Behavior, 6(6), 557–568. https://doi.org/10.1089/109493103322725333
Hake, R. R. (1998). Interactive-engagement versus traditional methods: A six-thousand-student survey of mechanics test data for introductory physics courses. American Journal of Physics, 66(1), 64–74. https://doi.org/10.1119/1.18809
Hasnining, A., Budiarti, N. A. E., Prima, K. W., Ramadhan, H. F., & Mushaf. (2026). Transformasi keterampilan visual siswa SMK melalui pelatihan Napkin AI dan Gamma AI. Kreativa: Kemitraan Responsif untuk Aksi Inovatif dan Pengabdian Masyarakat, 3(2), 177–184.
Juliana, et al. (2025). Pelatihan penulisan esai ilmiah dalam meningkatkan kompetensi akademik siswa SMK Negeri 14 Medan. Martabe: Jurnal Pengabdian Masyarakat, 8(3), 1277–1284.
Junaedi, Maranto, A. R. K., Hermawan, A., & Wijaya, A. H. (2025). Peningkatan keterampilan desain grafis siswa SMK melalui pelatihan berbasis proyek menggunakan platform Canva. Abdi Dharma, 5(1), 129–138. https://doi.org/10.31253/ad.v5i1.3641
King, D. L., Delfabbro, P. H., Gainsbury, S. M., Dreier, M., Greer, N., & Billieux, J. (2019). Unfair play? Video games as exploitative monetized services. Computers in Human Behavior, 101, 131–143. https://doi.org/10.1016/j.chb.2019.07.017
Livingstone, S. (2004). Media literacy and the challenge of new information and communication technologies. The Communication Review, 7(1), 3–14. https://doi.org/10.1080/10714420490280152
Nauli, S. B., Kurniawan, T. A., Priambodo, A., Sibarani, R., Sitorus, H., Zuli, F., Sianturi, H., & Ratnasari, A. (2025). Pelatihan penggunaan aplikasi ChatGPT untuk siswa SMK Yadika 12 Depok. PEMANAS: Jurnal Pengabdian Masyarakat Nasional, 5(2), 164–172.
Reddy, P., Sharma, B., & Chaudhary, K. (2023). Digital literacy: A review of the literature. Australasian Journal of Information Systems, 27, 1–22.
Syafii, S., Sindidu, S. A., & Savitri, C. (2025). Pemanfaatan media digital dalam meningkatkan literasi teknologi siswa. Jurnal Teknologi Informasi untuk Masyarakat, 3(2), 364–371. https://doi.org/10.29408/jt.v3i2.33266
UNESCO. (2021). Media and information literacy curriculum for educators and learners. UNESCO Publishing.
Wulandari, F., & Maulidina, R. (2023). Efektivitas penggunaan infografis dalam meningkatkan pemahaman materi Bahasa Indonesia. Jurnal Pendidikan Indonesia, 12(1), 89–97. https://doi.org/10.23887/jpi-undiksha.v12i1.6291
Downloads
Published
How to Cite
Issue
Section
License
Copyright (c) 2026 Nur Azizah Eka Budiarti, Haekal Febriansyah Ramadhan, Dewi Fatmarani Surianto, Rahmaniar, Muhammad Fadhullah

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








Email: fakhri.miftach@gmail.com