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Siti Aisyah; Azzura Nodian Nabawi; M. Dimas Dwi Utama; Siti Nurhalimah; Yusliani Yusliani

Nusantara: Jurnal Pengabdian kepada Masyarakat 2026 Pusat Riset dan Inovasi Nasional

Financial literacy is a fundamental competency that should be developed from an early age to foster prudent financial behavior in the future. However, the level of financial literacy among elementary school students remains relatively low, particularly in rural areas. The Community Service Program (Kuliah Kerja Nyata/KKN) serves as a strategic platform for providing financial education to the community, including elementary school students. This study aims to describe the implementation of a basic financial literacy program for students of SD 050430 Bunuraya Village through the KKN program and to analyze its impact on students’ understanding of financial concepts. This study employs a qualitative descriptive method, with data collected through observation, interviews, and documentation. The findings indicate that the financial literacy program delivered through interactive learning media effectively improves students’ understanding of basic concepts such as saving, distinguishing between needs and wants, and simple management of pocket money. The program is expected to serve as an initial step in building early financial awareness and encouraging the involvement of schools and families in children’s financial education.

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.

Widia Aulia Rahmah; Jericho Aditya Vandy; Rizky Titis Agustianto; Sri Harini; Endang Silaningsih +3 more

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

This service activity is motivated by the difficulties of primary school students in learning English.  This activity aims to promote enthusiasm and motivation to learn English among primary school students in the light of Industrial Revolution 4.0 at Phatnawitya School Yala and Darul Muhmin School Satun, Southern Thailand. The learning media implemented is supported by the use of technology such as television, speakers, laptops, etc. The delivery method consists of preparation, implementation, monitoring and evaluation phases. The results of the classroom activities for the students supported by technological assistance result in the students being more enthusiastic, excited and motivated during the English learning process.  

Imron, Muhammad; Hairil, Muhammad; Mahmudah, Istiyati

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

This community service aims to enhance the visual creativity of early childhood children through collage art activities at MIN 2 Kota Palangka Raya. In the current digital era, children are often exposed to passive visual media, which can hinder the development of their active creativity. Through the collage art approach, students are given the freedom to create using various materials such as colored paper, origami, and glue, which stimulate fine motor skills and visual creativity. The research method used involved direct guidance in creating collages, followed by the presentation of material about collage art and the steps for creating it. The results of the community service show that collage activities can improve students' creativity, visual expression, and fine motor skills. Additionally, these activities can also boost students' self-confidence in expressing themselves freely and creatively. These findings suggest that collage art can serve as an effective medium in art education at the elementary school level and is highly beneficial for fostering children's creativity from an early age.