Publication Search

69,815 articles from 602 journals · 1,760 citations tracked

Showing 1-8 of 8

Analytics

Syarifah Hijrah Febrianti; Asy Syifa; Resdi, Resdi; Riza Sativani Hayati

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

In the learning process, educators often face challenges in helping students achieve optimal learning outcomes. One of the contributing factors is the dominance of teacher-centered learning models, which frequently leads to low student engagement and reduced motivation. This condition affects students’ curiosity, particularly in Science learning, which requires active participation and exploration. Therefore, innovative teaching materials are needed to encourage student involvement while simultaneously stimulating their curiosity. One alternative that can be utilized is the Student Worksheet (Lembar Kerja Peserta Didik/LKPD), which can be designed systematically and contextually to support active learning. This study aims to determine the effectiveness of using LKPD in enhancing students’ curiosity in Grade VII Science learning at SMPN 1 Sanrobone. The research employed a Classroom Action Research (CAR) approach carried out in two cycles, each consisting of planning, implementation, observation, and reflection stages. The findings indicate a significant increase in students’ curiosity after the implementation of LKPD, as shown by improvements in questioning behavior, interest in the material, and the ability to observe and explore scientific phenomena. Based on these results, it can be concluded that the use of LKPD is effective in fostering students’ curiosity and contributes to a more interactive and meaningful Science learning experience.

Faiq Madani; Ahmad Ilham; Muhammad Sam’an; Rima Dias Ramadhani; Akhmad Fathurrohman +5 more

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

This study aims to evaluate the effectiveness of the Artificial Intelligence-Based Learning Media Development Program (P3MP-AI) in enhancing teachers’ technological and pedagogical competencies at SMK Muhammadiyah 2 Malang. The program employed a descriptive approach using both quantitative and qualitative methods, including pre-test and post-test assessments, as well as direct observation of the training process. A total of 30 teachers from various disciplines actively participated in the program conducted on August 12, 2025. The evaluation results revealed an increase in the participants’ average scores from 100 to 130 out of a maximum of 150, indicating a significant improvement in their understanding of AI concepts and applications in education. Beyond competency enhancement, the training also fostered teachers’ confidence, creativity, and ability to integrate AI-based tools into interactive learning media. However, several challenges were identified, such as limited technological resources and time constraints in classroom implementation. Overall, this program has made a tangible contribution to strengthening teachers’ digital literacy and can serve as a replicable professional development model for other vocational schools seeking to advance AI-based educational transformation.

Habibah Salsabila Addary; Siti Aisyah; Fadli Endi Tama; Fahira Rahmah Hani; Mulia A Sura

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

Community Service Learning (CSL) is a tangible manifestation of the implementation of the Tri Dharma of Higher Education, which aims to apply knowledge within the community, particularly in addressing economic challenges in rural areas. This study focuses on the effectiveness of the UIN SU student KKN programme in Sugihen Village, Juhar Subdistrict, Karo Regency, which carries the theme of economic empowerment of the community. The research method used a qualitative approach with participatory observation and practical demonstration techniques, directly involving the Sugihen Village community. The results showed that this programme significantly improved the participants’ knowledge and technical skills, transforming their roles from passive consumers to active producers. This training not only helped reduce household expenses but also opened up new business opportunities that had the potential to increase family income. Therefore, this KKN programme can serve as an effective strategic model for creating stable and independent community-based economic growth.

Patricia Wira Lestari

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

The spirituality of today’s church youth encounters multidimensional challenges, particularly the pervasive influence of digital culture, the gradual decline in interest toward spiritual disciplines, and the weakening of involvement in ecclesial ministry. Such dynamics often create a gap between theological knowledge and lived faith experiences. This Community Service (PkM) initiative was designed to respond to these issues by implementing an interactive model aimed at enhancing the spiritual understanding of the youth at GKSI Trimorejo Congregation. The model emphasizes participatory learning processes, in which youth are not merely passive recipients of teaching but active contributors to collective faith formation. The methodological framework consisted of three main stages: initial observation to identify needs and spiritual conditions; preparation of training modules contextualized with the congregation’s realities; and the implementation of interactive activities such as group discussions, thematic Bible studies, role-play, and collective reflection. Evaluation strategies integrated both quantitative and qualitative approaches, including pre-tests and post-tests to measure cognitive growth, alongside participatory interviews to capture experiential insights. The findings reveal a notable increase in youth comprehension of biblical principles, heightened enthusiasm and participation in church programs, and the establishment of a more cohesive spiritual learning community. Furthermore, the process encouraged a deeper sense of belonging and responsibility among the participants toward their ecclesial environment. In conclusion, the interactive model demonstrates significant effectiveness in fostering youth spirituality and may serve as a viable alternative strategy for churches encountering similar challenges within contemporary contexts of ministry.

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.

Salsabillah Syahriza; Baggas Prakhaza; Nabila Eiza Frania; Velisa Novelina Dara Wardi; Fernando Agasy

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

Learning tools are very meaningful documents for teachers in planning a regular and meaningful learning process. In this digital era, the use of technology such as ChatGPT and Canva can help teachers in compiling RPP, LKPD, and interesting teaching materials. The purpose of this study was to assess the effectiveness of training in the use of ChatGPT and Canva in improving the skills of junior high school teachers in creating teaching tools. Through a training approach involving the participation of 12 teachers, it was found that 95% of participants felt more efficient, creative, and confident after using these two applications. These findings indicate that artificial intelligence and visual design technology have great potential to support teacher professionalism in the era of the Independent Curriculum.

Yanuar Aldi Allesandro; Rahmat Maulana Sihotang; Rinda Aunillah Sirait; Pandu Watu Alam

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

Nutritional issues in Indonesia continue to pose a significant public health challenge and necessitate early educational interventions. Children aged 7 to 9, categorized as part of Generation Alpha, are digital natives who are beginning to develop logical thinking abilities and demonstrate a strong preference for audiovisual content. In response, a two-dimensional digital animation entitled “MIGI: Makan Minum Bergizi” was developed as an educational medium. This project aims to implement the animation principles of appeal, exaggeration, and squash & stretch, which serve as the foundation for communication and visual quality in animation. The animation was produced using Adobe After Effects with the keyframe animation technique, resulting in the application of the appeal principle through uniquely simple internal organ character designs, bright and contrasting color palettes, and the use of symbolic language relevant to the target audience. The exaggeration principle was applied to dramatize movement and emotional shifts, while squash & stretch was implemented using scale transformation and puppet tools, maintaining volume consistency. These three animation principles were consciously and conceptually applied to enhance the visual appeal and communicative effectiveness of the educational message, making the work an engaging and potentially impactful learning medium.

Syah, Firdiyan; Tentua, Meilani Nonsi; Saputra, Nurirwan

Nusantara: Jurnal Pengabdian kepada Masyarakat 2022 Pusat Riset dan Inovasi Nasional

The Covid-19 pandemic has forced the government to enforce a physical distancing policy which is the basis for implementing learning from home. This is also something that must be applied to students at SLB Negeri 2 Bantul. The use of information technology that applies suddenly, not infrequently, makes educators and students surprised and limping in its implementation. However, the learning process must continue so that teachers at SLB Negeri 2 Bantul are challenged to create a learning media that students with special needs can understand. The limited knowledge of teachers at SLB Negeri 2 Bantul in making learning media causes the need for training and mentoring of learning media. One of the technological developments that we can use for making learning media is an application for video editing. This application can help to make videos to improve the quality and effectiveness of learning. Application users are expected to support the activities of SLB Negeri 2 Bantul to participate in competitions and promotions as routine activities that must be done every year. The two needs of these teachers are what make them collaborate to implement training programs based on the required classes. The implementation uses the Classical method and Practices using video recording applications and equipment. Community service will be carried out at SLB Negeri 2 Bantul to support improving skills in using software from basic to advanced levels. The result of this training is that the participants can make their own video creations so that they are eligible to be included in competitions and make video advertisements more professional.