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Ummy Kalsum; Meilinda Meilinda; Mega Wahyuni; Alfino Fathin Z

Jurnal Pengabdian Kepada Masyarakat 2025 Pusat Riset dan Inovasi Nasional

The use of technology in early childhood and elementary education is becoming increasingly important in the digital era. This study aims to evaluate the effectiveness of educational games as an interactive learning medium to increase the interest and motivation of elementary school students. This activity was carried out by the KKM group 95 team from Bina Bangsa University on 43 fourth-grade students at Bayak Public Elementary School. The research method used a descriptive quantitative approach through a pre-test and post-test using a Google Form questionnaire. The educational games were developed through the Educaplay platform, which provides various features such as interactive quizzes, crosswords, and picture-matching games. Prior to the intervention, observations were conducted on student learning behavior in the classroom. The results of the initial observations indicated that most students showed little interest in conventional, monotonous learning methods. Therefore, a more engaging approach involving active student participation was needed to rekindle their enthusiasm for learning. During the activity, students were very enthusiastic in participating in the educational games presented. The classroom atmosphere became more lively, and students were seen working together and showing a high curiosity about the material presented through the games. After using the educational games for several sessions, a post-test was conducted to measure changes in students' interest and motivation to learn. Preliminary data analysis results indicate an increase in student interest and motivation scores after participating in educational game-based learning. This indicates that interactive, technology-based approaches have strong potential to improve learning effectiveness at the elementary school level. This study recommends that teachers actively integrate interactive technology into the teaching and learning process. In addition to increasing student engagement, the use of media such as Educaplay can also adapt learning to the digital-native characteristics of today's generation of students.

Restu Ayu Eka Pustika Dewi; Rifky Rangga Arnawa; Elin Agni Nurul Qolbi; Siti Wahyuni; Isti Mulyawati

Jurnal Pengabdian Kepada Masyarakat 2025 Pusat Riset dan Inovasi Nasional

Illegal logging is one of the leading causes of environmental degradation, triggering natural disasters such as floods, landslides, and droughts. Children of Generation Alpha, who are still in the cognitive development stage, are considered vulnerable due to their limited understanding and preparedness for such disasters. This community service program aimed to enhance elementary school students’ awareness and knowledge of disaster mitigation through educational media in the form of printed comics. The activity was conducted by the KKN Team of Universitas Ivet Semarang at SDN Plalangan 02, involving 24 students from grades 3 and 4. The procedure consisted of preliminary observation to assess school needs, comic development on the theme of illegal logging-related disaster mitigation, delivery of the material through comic reading sessions, interactive discussions, and evaluation through pretest and posttest. The pretest results showed that most students were in the "moderate" knowledge category (45.8%). After the intervention, 75% of students reached the "good" category. The Wilcoxon test yielded a significance value of p = 0.001 (p < 0.05), indicating a statistically significant difference in students’ knowledge before and after the intervention. Printed comics proved effective in conveying complex disaster mitigation content in a visually engaging and narrative-driven format. The approach aligns with the characteristics of Generation Alpha, who are highly responsive to visual media. It is recommended that printed comics be further developed and integrated into disaster education programs in elementary schools, especially those located in disaster prone areas.

Muhammad Dzaky Maulana; Maulida Rahma; Adelia Safitri; Siti Aisyah

Jurnal Pengabdian Kepada Masyarakat 2025 Pusat Riset dan Inovasi Nasional

This study aims to describe in depth the implementation of financial education in fostering a habit of saving among fourth-grade students at SD Negeri 121313 Tanjung Pinggir, Pematang Siantar. This activity is part of the Community Service Program (KKN) conducted by students of the State Islamic University of North Sumatra (UINSU). This study uses a descriptive qualitative method with data collection techniques through observation, interviews, and documentation of learning activities and the implementation of the savings program at school. The data obtained was then analyzed using the Miles and Huberman model, which includes the process of data reduction, data presentation, and interactive conclusion drawing. The results showed that the implementation of financial education by UINSU KKN students had a positive impact on changes in students' financial behavior. This financial education activity not only fostered financial skills but also shaped students' characters to be more responsible, disciplined, thrifty, and socially empathetic by encouraging them to share some of their savings. Thus, it can be concluded that the implementation of simple habit-based financial education through UINSU KKN activities has proven effective in fostering interest and enthusiasm for saving among elementary school students and contributes to shaping positive character traits that will be useful in their future lives.