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Aditya Sindu Sakti; Bheta Sari Dewi; Nurul Izzah H. L. Pasi; Marhamah Marhamah; Amalia Puspa Wahyu +3 more

Nusantara: Jurnal Pengabdian kepada Masyarakat 2025 Pusat Riset dan Inovasi Nasional

This community service program aimed to enhance students’ pharmaceutical literacy through the introduction of drug classification logos at SMP Muhammadiyah 04 Pangkatrejo. The background of this activity was the low level of drug-use literacy among adolescents, often leading to irrational self-medication. The activity employed a quantitative descriptive design with a one-group pretest–posttest approach. Educational interventions included interactive counseling, PowerPoint presentations, visual media using logo sticks, and pretest–posttest evaluation. Data were analyzed using the Wilcoxon Signed Rank Test. The results showed a significant improvement in students’ knowledge (p = 0.000), with mean scores increasing from 58% to 81% after the intervention. The highest gain was observed in the recognition of logo colors and drug classifications. Satisfaction analysis revealed that 96% of participants expressed satisfaction with the learning process, especially regarding material clarity and the presenters’ readiness to answer questions. The study concludes that participatory educational methods and visual media effectively improve rational drug-use awareness among junior high school students. Future programs are recommended to expand similar activities to other schools and integrate digital media for sustained impact on public health literacy.

Rahmawati, Debrina; Fitriana, Nurin

Nusantara: Jurnal Pengabdian kepada Masyarakat 2025 Pusat Riset dan Inovasi Nasional

This study aims to enhance legal awareness and leadership skills among high school students in Dau District, Malang Regency through the Adventure Legal Learning program. The background of this activity is the low level of legal understanding, leadership ability, and the limited use of interactive learning methods in the school environment. This community service project applies a participatory approach, actively involving students as key participants. The methods used combine legal education, educational games based on Eduka-Game, and outdoor outbound activities designed to foster values of responsibility, discipline, and leadership. The implementation includes legal counseling, group discussions, case simulations, collaborative games, and reflection sessions, with evaluation conducted through behavioral observation and participant response questionnaires. The results indicate a significant improvement in students’ legal understanding, communication skills, teamwork, empathy, and discipline. Moreover, positive leadership behaviors and stronger legal awareness emerged among participants. This experiential learning approach proved effective in developing responsible, empathetic, and integrity-driven young individuals capable of becoming agents of change in their communities. However, variations in individual leadership and empathy skills remain challenges that need further attention and development in future programs.

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

Nusantara: 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.