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Nurhasana Nurhasana; Irvin Novita Arifin; Rapi Us Djuko

Ta'rim: Jurnal Pendidikan dan Anak Usia Dini 2025 Sekolah Tinggi Agama Islam Yayasan Pendidikan Ilmu Qur'an Baubau

This study aims to investigate the role of teachers in developing literacy among early childhood learners at TK Irama Jaya Ulapato A, located in Telaga Biru District, Gorontalo Regency. The research employs a qualitative approach with a descriptive method. The subjects of the study are the teachers at TK Irama Jaya Ulapato A. Data collection techniques include observation, interviews, and documentation. The findings indicate that teachers play a significant role in fostering literacy in early childhood, particularly through storytelling activities. In its implementation, teachers act as motivators by giving praise to children who are able to answer questions as a form of positive reinforcement. As facilitators, teachers provide learning materials such as storybooks used during the learning process. Furthermore, teachers also serve as evaluators, conducting direct assessments of the children’s understanding related to literacy activities. Lastly, teachers function as class managers, creating an enjoyable learning environment and engaging activities that help increase children's interest in learning and improve their literacy skills.

Annisa Azzahra; Rina Devianty; Edi Saputra

Jurnal Kajian Ilmu Pendidikan, Bahasa dan Komunikasi 2025 Asosiasi Periset Bahasa Sastra Indonesia

The research entitled "Development of Pantun Card Media to Improve Pantun Writing Skills of Grade VII Students of SMP Negeri 4 Percut Sei Tuan" was motivated by the low ability of students in writing pantun due to a lack of understanding of pantun structure and limited interesting learning media. The method used is Research and Development (R&D) with the ADDIE development model through the stages of analysis, design, development, implementation, and evaluation. Data were obtained through validation by media experts, material experts, and language experts, teacher and student response questionnaires, and pretest and posttest tests in the experimental and control classes. The validation results showed that the pantun card media was included in the "very valid" category with a percentage score of 92% from media experts, 92% from language experts, and 100% from material experts with an average of 94.67%, as well as practicality tests by teachers of 92% and 89.85% from students which indicated that this media was very suitable for use and well received. The effectiveness test showed a significant increase in the ability to write pantun in the experimental class compared to the control class with an N-Gain score of 57.83%, so that the pantun card media is quite effective to be used as an innovative alternative in learning Indonesian, especially the material for writing pantun.

Maria Enjelica Colorosa; Reinaldis Masi; Maria Fatima Bongi Beribe

Jurnal Riset Rumpun Ilmu Pendidikan 2025 Lembaga Pengembangan Kinerja Dosen

Digital transformation in education demands a fundamental shift in the role of teachers from traditional instructors to modern learning facilitators who are adaptive, creative, innovative, and responsive to the latest technological developments. This research aims to explore in depth the multidimensional role of economics teachers in optimizing visual learning media to increase students' interest in learning in the digital era, especially at SMAN 1 Lewolema in the 2024/2025 academic year. Using a descriptive qualitative approach, this study involved one economics teacher and 23 students of class X through observation, interviews, and comprehensive documentation. The results show that teachers play the role of innovative learning designers, interactive facilitators who encourage active participation, motivators who arouse the spirit of learning, and innovators who make effective use of visual media. The integration of visual learning media is carried out with a contextual and interactive approach, so that it is able to transform the student learning experience holistically. The positive impacts identified include an increase in the affective dimension through a sense of pleasure, a cognitive dimension through a better understanding of the material, and a conative dimension through increased focus, interest, and motivation of students to learn. However, the implementation of the use of visual learning media cannot be separated from various challenges. Obstacles that arise include the limitations of technology infrastructure in schools, the gap in teachers' digital competencies, and the diversity of students' psychological characteristics that affect acceptance of new methods. This research makes a theoretical contribution to understanding the dynamics of educational technology integration in Indonesia, as well as offering a practical blueprint for schools with limited resources.

Khoiru Rifai; Aditya Pringga Satria

Jurnal Riset Rumpun Ilmu Pendidikan 2025 Lembaga Pengembangan Kinerja Dosen

This research aims to develop an electronic student worksheet (E-LKPD) based on Liveworksheet, integrated with Quizwhizzer, for teaching economic activities in elementary school. The background of this study stems from the limited variation in learning activities and the underutilization of digital technology in the learning process at schools. To address these problems, the study seeks to produce innovative, interactive, and easily accessible learning media that can support student engagement and improve learning outcomes. The development process follows the ADDIE model, consisting of five stages: Analyze, Design, Development, Implementation, and Evaluation. In the analysis stage, the needs of students and teachers were identified. The design and development stages involved creating E-LKPD content integrated with Liveworksheet and interactive quizzes using Quizwhizzer. The implementation was carried out through classroom trials, followed by evaluation to assess the effectiveness and feasibility of the product. Data collection was conducted through expert validation (media, material, and language experts) and questionnaire responses from both teachers and students. The validation results indicated that the E-LKPD developed is of excellent quality, with a score of 90% from media experts, 98% from material experts, and 96% from linguists. The student trial also produced highly positive results, with a feasibility score of 83%, reflecting strong student enthusiasm and acceptance of the media. Teachers also responded positively to the practicality and clarity of the content. Based on these results, it can be concluded that the Liveworksheet-based E-LKPD integrated with Quizwhizzer is highly feasible and effective for use in teaching economic activities at SD Negeri 7 Kampungdalem. This learning media is expected to increase students' interest, motivation, and active participation, while also optimizing the role of technology in supporting a more engaging and meaningful learning experience in the classroom.

Fennyndia Aqiilah Jauzaa; Diana Evawati

Jurnal Motivasi Pendidikan dan Bahasa 2025 International Forum of Researchers and Lecturers

This research is motivated by the lack of interesting learning media that can motivate and facilitate students in understanding fashion design material. The purpose of this research is to develop Pop-Up Book Fashion media as an innovative and interactive learning tool and to determine the feasibility of Pop-Up Book Fashion media on the material of custom skirts. The research method used is development research with a 4D model with stages consisting of 4 main stages, namely: (1) Define (Definition) (2) Design (Planning); (3) Develop (Development); (4) Disseminate (Dissemination). Assessment of product feasibility results is carried out by validation to 1 validator, namely a media expert. There is 1 more validator, namely the validator of the student response questionnaire instrument. Based on the value of the validator regarding the results of the product feasibility, the average score from the media expert is 91% (very feasible). Trials on 18 class X students of SMK Negeri 6 Surabaya showed an interest level of 91.11% (very interesting). So it can be concluded that the Pop up book Fashion media is proven to be effective and interesting to use as a learning medium. This media is recommended as an innovative alternative to improve student learning outcomes, particularly in fashion design. In addition to enhancing students' understanding of fashion design materials, the use of Pop-Up Book Fashion media also provides a stronger visual and kinesthetic learning experience. Through direct interaction with media that can be touched and moved, students can imagine the final form of clothing more realistically, especially for the custom skirt material that requires visualization of models and construction. This media not only helps with cognitive aspects but also facilitates students' emotional engagement in the learning process. This is in line with the thematic learning approach that emphasizes the importance of multisensory engagement in increasing retention and learning interest.

Muhammad Rezeki

Jurnal Riset Rumpun Ilmu Bahasa 2025 Pusat riset dan Inovasi Nasional

This study is aim to find out the significant effect of using grammar racing game to the students’ grammar score (simple present tense)  and the students’ interest toward grammar racing as media in teaching grammar for the Students of Elementary School Education Teacher Program In University of Palangka Raya. The study includes in Quantitative Paradigm with Experimental Design. The researcher designed the Lesson Plan, conducted the treatment and observed the students’ score by pretest and posttest. The population of study was at the first semester students which consisted of three classes. The researcher chose 1A as sample. The sample was determined using purposive sampling technique. After getting the data that were from pretest and posttest, the researcher analyzed the data using ttest formula to test the hypothesis stated based on the result of analysis, it was found that the value of tobserved = 8.677 and the ttable =2.03. It showed that the tobserved was higher than the ttable and to answer the second alternative hypotheses research used questionnaire there are 94 % of 43 students of 1A was interest toward grammar racing game as media in teaching grammar. The result of testing hypothesis determined that the Alternative Hypothesis (Ha) stating that there was significant effect of using grammar racing game toward student’s grammar score of Elementary School Education Teacher Program was accepted and Ho stating that there was no significant effect of using grammar racing toward student’s grammar score was rejected.

Fatimah Azzahra Dalimunthe; Tri Indah Kusumawati; Budiman Budiman

Jurnal Rumpun Ilmu Bahasa dan Pendidikan 2025 Asosiasi Periset Bahasa Sastra Indonesia

This study was motivated by the low interest and skills of seventh-grade students at Darul Ulum Budi Agung Private Islamic Junior High School, which was caused by the use of uninteresting teaching methods and the lack of innovative learning media during classroom activities. This study aimed to develop animated video learning media for seventh-grade students' descriptive text material. The research methodology uses research and development with the ADDIE model, which consists of five stages: analysis, design, development, implementation, and evaluation. The population in this study was seventh-grade students at MTs Swasta Darul Ulum Budi Agung, with a sample size of 30 students from class VII-1 and 30 students from class VII-5. Data collection was conducted through observation, interviews, validation tests, questionnaires, and documentation, then analyzed using SPSS V.26 software with normality tests, homogeneity tests, and t-tests to obtain valid and accurate results. The research results indicate that the developed animated video was deemed highly suitable by media experts (90%), language experts (84%), and subject matter experts (86%). The practicality of the animated video also received highly practical results, with 94% of teachers, 58% of control class students, and 92% of experimental class students responding positively. Additionally, the effectiveness of the animated video showed an improvement in students' writing skills, with an average of 67.66 for the control class and 84.83 for the experimental class in the effective category. This study demonstrates that animated videos can serve as an alternative teaching material that supports the learning process and leads to significant improvements in learning outcomes.

Andhika Anwar Pratama; Ade Budi Santoso

Jurnal Kajian Ilmu Pendidikan, Bahasa dan Komunikasi 2025 Asosiasi Periset Bahasa Sastra Indonesia

Film as a form of mass media has an important role in the socio-cultural, artistic, political, as well as scientific realms. Cek Toko Lado 2 is a continuation of the story of the Chinese family of Koh Afuk which is in the comedy genre and directed by Ernest Prakasa. This film not only presents entertainment, but also presents family dynamics, parental expectations, and challenges in maintaining family business while building trust between fellow family members. The stories presented are able to illustrate the social reality of urban communities who are often faced with a dilemma between family interests and individual freedom. The purpose of this research is to analyze the struggle of Erwin's character in fighting for his love for Natalie and his efforts to get the blessing of his future in-laws. The research method used is qualitative with the approach of Charles Sanders Peirce's semiotic theory. The data source was obtained through direct observation of scenes and dialogues in the film, and reinforced by documentation and literature studies. The results of the study show that Erwin's struggle can be understood through three main elements in Peirce's semiotics, namely sign, object, and interpretant. First, the spirit of never giving up is reflected in Erwin's consistency in facing various obstacles. Second, the attitude of responsibility can be seen from Erwin's commitment to his career and the romantic relationship he is living. Third, the willingness to sacrifice is evident when Erwin prioritizes personal interests in order to gain the blessing of Natalie's family. In conclusion, this study emphasizes that films not only function as a means of entertainment, but also as a social learning medium that conveys moral messages about struggle, sacrifice, and the importance of trust in family relationships and romance. Thus, Cek Toko Lado 2 is able to be a relevant and inspiring social reflection for the audience, especially urban people who are facing the dynamics of family life and love.

Ummi Aisyatus Salehah Ahlul Jannah; Mutiatul Hasanah; Imelyatun Namilah; M. Riqi Firmansyah; Ismail Makki

ARDHI : Jurnal Pengabdian Dalam Negri 2025 Asosiasi Riset Pendidikan Agama dan Filsafat Indonesia

The lack of interest of young children in learning numbers is a common challenge in kindergarten learning activities. Children tend to be passive during the mathematics learning process because the approach used is not appropriate to their age developmental characteristics, which prefer play, movement, and direct interaction with concrete media. To address this problem, the Community Service Program (KKN) at At-Tien Kindergarten, Sumber Gayam, focused on learning innovation by designing a simple media called the Mathematics Ferris Wheel. This media was designed by combining elements of play and motor activity, making it more engaging for children. The research in this community service activity used a Participatory Action Research (PAR) approach, which actively involved teachers and students in the planning, implementation, and evaluation stages. The media was implemented by children turning the Ferris wheel in turns, then calling out the number indicated along with the numbers before and after. Through this activity, children not only learned to recognize number sequences but also practiced concentration, courage, and communication skills. The implementation results showed that the use of the Mathematics Ferris Wheel was able to significantly improve the understanding of number concepts in early childhood. Furthermore, children's active involvement in learning also increased, demonstrated by their enthusiasm in participating in the game from start to finish. Teachers found this media to be highly beneficial because it is easy to use, flexible, and adaptable to teach other topics such as colors, shapes, and letters. Thus, this KKN activity demonstrates that innovative, participatory learning media can create a fun, contextual, and effective learning environment. Such efforts are a practical solution to improving the quality of learning in early childhood education

Tema Emiliana; Musafa Musafa

Gemawisata: Jurnal Ilmiah Pariwisata 2025 Sekolah Tinggi Ilmu Ekonomi Pariwisata Indonesia

This study aims to analyze the potential and challenges in implementing Fellowship-Based Cooperative Learning in D.I Edutainment, especially for Generation Z. The method used in this qualitative research is a case study, with data collection conducted through semi-structured interviews, participant observation, and documents. The unit includes the analysis of Gen Z participation, and involves facilitators, namely D.I Edutainment managers as informants. D.I Edutainment shows significant potential in implementing fellowship-based cooperative learning. Thanks to the interactive edutainment concept, small programs, and adequate human resource support. However, this study also identified challenges such as Generation Z's relatively short attention span, preference for digital media, variations in self-confidence levels, and the need for structure and motivation for ongoing collaboration. It is recommended that D.I Edutainment utilize, develop interactive and collaborative vehicles, train facilitators, design interesting project groups, and optimize community courage. From an academic perspective, further research is needed on the impact of cooperative learning, the role of technology, Generation Z's perceptions, and their social skills measurement models.

Yudi Hermansyah; Mahesi Agni Zaus

Jupiter: Publikasi Ilmu Keteknikan Industri, Teknik Elektro dan Informatika 2025 Asosiasi Riset Ilmu Teknik Indonesia

This study aims to design and develop an interactive learning medium based on Augmented Reality (AR) for the subject of Basic Electronics Engineering, particularly on the topic of active and passive electronic components, in order to enhance the understanding and learning motivation of tenth-grade students at SMK Negeri 5 Padang. The development method used is the Multimedia Development Life Cycle (MDLC), which includes the stages of conceptualization, design, material collection, production, testing, and distribution. The final product of this research is an Android application utilizing AR technology to display 3D objects of electronic components, equipped with learning materials, educational videos, interactive evaluations, and a scan marker feature. The results of the development and implementation of this learning medium show that the Android application serves as an interactive medium that supports the learning process through Augmented Reality technology. The application received a score of 93% from the Media Expert, categorized as “Valid,” and 89.3% from the Material Expert, also categorized as “Valid.” Furthermore, the practicality test conducted with students showed an overall score of 93.15%, categorized as “Very Practical.” Based on the design results and validation by the Media Expert and Material Expert, it can be concluded that this interactive learning medium based on Augmented Reality technology is highly feasible for use. Furthermore, the implementation of this application in the learning process shows an increase in student participation and enthusiasm during the learning activities. Students appear more interested in exploring the material through 3D visualizations provided by AR technology, compared to conventional methods. The interactivity offered by the application, such as evaluation features and educational videos, also helps students understand concepts in a deeper and more enjoyable way. This shows that the integration of AR technology in learning media not only improves the effectiveness of the quality of the material.

Fitrotus Salamah; Rosa Imani Khan; Ridwan Ridwan

Inovasi Pendidikan dan Anak Usia Dini 2025 Asosiasi Riset Ilmu Pendidikan Indonesia

This research is motivated by the low speaking ability of children in group A of RA Tarbiyatul Khoiriyah. This problem is caused by the lack of varied learning methods and the use of learning media that have not been able to optimally attract children's attention and interest. In fact, speaking ability is an important aspect in early childhood language development, which plays a role in communication and further learning processes. Therefore, an innovative and interesting approach is needed to encourage children's speaking skills. This research aims to develop children's speaking ability through storytelling activities using Paflaber (Pictured Flannel Board) as an interactive visual aid. This research uses the Classroom Action Research (CAR) approach model Kemmis and Taggart, which is implemented in three cycles. Each cycle consists of planning, implementation, observation, and reflection stages. The subjects in this study were 20 children aged 4–5 years, consisting of 10 boys and 10 girls. The instruments used in the research included open modules, child performance assessment sheets, as well as observation notes and activity documentation. The results showed a significant increase in children's speaking ability in each cycle. Learning completion increased from 30% in the pre-action phase to 40% in cycle I, 60% in cycle II, and 85% in cycle III. The implications of this research result indicate that Paflaber media is very effective in improving the speaking skills of early childhood children. This media not only helps children understand the content of the story through visualization but also stimulates active involvement and verbal interaction. Therefore, Paflaber media is recommended as one of the creative learning strategies that can be implemented by early childhood teachers to develop children's language skills in a fun and meaningful way.

Joko Warsito; Fitria Nur ‘Aini

Kajian Administrasi Publik dan ilmu Komunikasi 2025 Asosiasi Peneliti Dan Pengajar Ilmu Sosial Indonesia

This study examines the perceptions of the Pucangadi Village community towards the educational children's program "SiBobo" broadcast by TVRI Central Java. This research uses a descriptive qualitative approach, with data collection techniques through in-depth interviews with fifteen informants selected purposively. Informants consisted of parents, teachers, and local residents who have views regarding the program. The purpose of this study was to explore the extent to which the program "SiBobo" is accepted and has a positive impact on the development of children in the community. The results showed that the program "SiBobo" is considered an entertaining and educational learning medium by the majority of informants. This program successfully conveys moral and social messages relevant to children's lives, such as the values ​​of togetherness, social awareness, and the importance of protecting the environment. This program is also considered able to attract children's attention in a fun way, making them interested in learning while playing. In addition, the content presented in this program can increase children's knowledge about local culture and wisdom, which is expected to increase their love for Indonesian culture. However, despite "SiBobo"'s high educational value, the presence of gadgets and children's preference for digital content, such as YouTube videos and game apps, often divert their attention from public television. Children are more interested in shows they can access anytime through their devices. This suggests that while television shows like "SiBobo" still play a significant role, competition from digital media presents a significant challenge. This study emphasizes the importance of revitalizing children's programming based on local values ​​and the need for more adaptive communication strategies to optimally convey educational messages.

Mayang Serungke; Tri Indah Kusumawati; Budiman Budiman

Perspektif: Jurnal Pendidikan dan Ilmu Bahasa 2025 STAI YPIQ BAUBAU, SULAWESI TENGGARA

The research that has been conducted is entitled "Development of Adventure Comic Media to Improve Fantasy Story Writing Skills of Class VII MTs Negeri 2 Medan", the background of this research is the low writing ability of students, which is caused by difficulties in developing ideas and the use of conventional learning methods. This problem encouraged researchers to develop learning media in the form of comics as an innovative alternative to support more interesting and effective learning. This research uses the ADDIE development model which consists of five stages, namely analysis, design, development, implementation, and evaluation. Data were obtained through questionnaires, interviews, observations, tests, and documentation, and involved a validation process by material experts, media experts, and linguists. Furthermore, trials were conducted on students of class VII-G as an experimental class. The results of the study showed that the developed adventure comic media was classified as very feasible, practical, and effective. The validation results by three experts showed that the media expert gave a score of 95% (after revision), the material expert 98.33%, and the linguist 88%. In addition, user responses to the media were also very positive. Students in class VII-G gave an assessment of 94,52%, while the teacher gave an assessment of 97.14%. All assessment results are included in the very practical category. In terms of effectiveness, pretest and posttest tests were conducted to measure the improvement of students' writing skills. The results of the effectiveness trial were analyzed using the N-Gain value. In class VII-F (control class), the N-Gain score was 48.66%, while in class VII-G (experimental class) it was 68.35% with a fairly effective category. These results indicate that adventure comic media is quite effective in improving students' fantasy story writing skills. Thus, adventure comic media can be used as an alternative learning media that is interesting, easy to understand, and able to increase students' motivation and writing skills, especially in fantasy story text material.

Ulul Albab; Stanny Terianus Rumaseb; Sarwani Sarwani

Kajian Administrasi Publik dan ilmu Komunikasi 2025 Asosiasi Peneliti Dan Pengajar Ilmu Sosial Indonesia

Pancasila, as Indonesia’s foundational ideology, plays a central role in guiding the nation’s democratic governance and shaping its human rights framework. Despite its normative strength and universal values, the implementation of Pancasila in protecting human rights remains challenged by selective interpretations, legal inconsistencies, and socio-political dynamics that often limit its transformative potential. This study employs a Systematic Literature Review (SLR) following the PRISMA 2020 guidelines, systematically analyzing peer-reviewed Scopus-indexed publications from 2014–2025. The methodology integrates qualitative thematic synthesis and bibliometric mapping using VOSviewer, combining network, overlay, and density visualizations to capture both substantive content and the intellectual structure of the literature. The review identifies four major thematic dimensions: (1) humanity and social justice as core ethical values of Pancasila; (2) legal framework and reforms that seek to harmonize national laws with constitutional and international human rights principles; (3) challenges and critiques highlighting issues such as weak law enforcement, political intervention, and ideological contestation; and (4) educational and societal impacts, particularly the role of civic education and community-based initiatives in fostering rights awareness. Findings highlight that while Pancasila provides a robust ethical and legal foundation for human rights protection, its practical impact remains constrained by structural weaknesses, limited civic engagement, and inconsistent judicial practices. Bibliometric mapping reveals a growing scholarly interest in the areas of legal modernization, democratic governance, and the integration of human rights education within both formal and informal learning systems. This suggests that contemporary discourse is increasingly oriented toward reform and institutional strengthening. The study concludes that a synergistic application of Pancasila principles, comprehensive legal reform, and active civic participation is crucial for advancing human rights in Indonesia. Strengthening judicial independence, promoting inclusive legal frameworks, and enhancing civic education are key strategies to align Indonesia’s human rights practices with both its national values and international standards. Ultimately, this review contributes to scholarly discourse and policy development by providing a comprehensive synthesis of the intersection between ideology, democracy, and human rights in contemporary Indonesia.

Jems Sopacua; Titin Kempa; Rufiati Simal; Cristianti C. Kilikily

Jurnal Pengabdian Masyarakat 2025 Lembaga Pengembangan Kinerja Dosen

The low level of reading literacy in remote areas, such as the Muna Barat Daya Regency, poses a significant challenge in basic education. One innovation proposed to address this issue is the implementation of Scramble Fun Learning, an educational game-based approach designed to enhance reading literacy skills in students at SD Negeri 1Weet. This community service activity was carried out in two stages: a theoretical stage, which provided foundational understanding about the importance of literacy and gamification approaches, and a practical stage involving both teachers and fifth-grade students in word arrangement activities. Scramble Fun Learning combines game elements with a gamification approach by having students arrange words from random letters. The main objective is to train vocabulary recognition, strengthen reading comprehension, and increase student motivation to learn. In this activity, students are challenged to form words or sentences within a limited time, which not only stimulates their creativity but also makes the learning process more enjoyable and engaging. This method enables students to learn while playing, which is particularly effective in overcoming the boredom that often occurs in conventional learning. The results of this activity showed a significant improvement in student enthusiasm, active participation, and literacy skills. Many students who were previously disinterested in reading activities became more enthusiastic and motivated. Despite limitations in resources and time, the activity was still effectively implemented, thanks to creative adjustments made by the implementing team to ensure the material and activities were well received by both students and teachers. Overall, these findings indicate that Scramble Fun Learning is a highly potential and applicable approach to improving students' reading literacy, especially in areas with limited educational resources. This approach not only enhances literacy skills but also builds students' interest and motivation to continue learning.

Grace Oktavia; Ifani Viola Risty Putri; Aleyda Nurvilaely; Zakia Sofi Salsa Bela Laili; Mutia Deshinta +6 more

Jurnal Pelaksanaan Pengabdian Bergerak bersama Masyarakat 2025 Asosiasi Riset Ilmu Kesehatan Indonesia

Gunungsari Village, Windusari District, is one of the areas facing quite serious challenges in efforts to develop basic literacy in school-age children. The main problems faced are low interest in reading, limited access to adequate reading materials, and learning methods that are still conventional. These conditions have implications for many children who are not able to read and write fluently despite having received an elementary school education. In response to this situation, the community service team took the initiative to implement a literacy program that uses an interactive learning approach through the development of a literacy park. This program is not only designed to be a learning platform, but also to create a learning atmosphere that is fun, contextual, and involves the active participation of children. Various activities are implemented, including storytelling, the provision of a reading corner, educational games such as math games, vocabulary quizzes, and the provision of simple rewards to maintain high learning motivation. This program activities are carried out periodically with the involvement of the school, the surrounding community, and also the village government, so that its sustainability has the support of various parties. The results of the implementation show a significant increase in children's literacy skills. Not only are they reading more fluently, but they are also better able to comprehend story content and write simple ideas. Furthermore, the children appear more confident in expressing themselves, are more active in every learning activity, and are beginning to demonstrate positive reading habits. A culture of literacy is also slowly growing through the existence of child-friendly and inclusive literacy parks. This proves that a fun, community-based literacy approach is highly relevant in rural areas with limited resources and can be a simple yet impactful means of educational transformation for children's futures.

Jems Sopacua; Titin Kempa; Rufiati Simal; Cristianti C. Kilikily

Jurnal Pengabdian Masyarakat 2025 Lembaga Pengembangan Kinerja Dosen

The low level of reading literacy in remote areas, such as the Muna Barat Daya Regency, poses a significant challenge in basic education. One innovation proposed to address this issue is the implementation of Scramble Fun Learning, an educational game-based approach designed to enhance reading literacy skills in students at SD Negeri 1Weet. This community service activity was carried out in two stages: a theoretical stage, which provided foundational understanding about the importance of literacy and gamification approaches, and a practical stage involving both teachers and fifth-grade students in word arrangement activities. Scramble Fun Learning combines game elements with a gamification approach by having students arrange words from random letters. The main objective is to train vocabulary recognition, strengthen reading comprehension, and increase student motivation to learn. In this activity, students are challenged to form words or sentences within a limited time, which not only stimulates their creativity but also makes the learning process more enjoyable and engaging. This method enables students to learn while playing, which is particularly effective in overcoming the boredom that often occurs in conventional learning. The results of this activity showed a significant improvement in student enthusiasm, active participation, and literacy skills. Many students who were previously disinterested in reading activities became more enthusiastic and motivated. Despite limitations in resources and time, the activity was still effectively implemented, thanks to creative adjustments made by the implementing team to ensure the material and activities were well received by both students and teachers. Overall, these findings indicate that Scramble Fun Learning is a highly potential and applicable approach to improving students' reading literacy, especially in areas with limited educational resources. This approach not only enhances literacy skills but also builds students' interest and motivation to continue learning.

Masnor Maltufah; Faizun Najah

Reflection : Islamic Education Journal 2025 Asosiasi Riset Ilmu Pendidikan Agama dan Filsafat Indonesia

Perception refers Perception is an individual's way of viewing a situation, shaped by their experiences, environment, and values. Communication strategy is the planning and management done to achieve a particular goal. This study focuses on three research questions: 1. What is the perception of outstanding students in developing communication skills? 2. What is the strategy of outstanding students in developing communication skills? 3. What are the opportunities and challenges faced by outstanding students in building communication skills? The study uses a descriptive qualitative approach. The data collection techniques employed include interviews, observation, and documentation. The results indicate that the perception of outstanding students in developing communication skills includes: 1. Learning through practice, and 2. Having both introverted and extroverted traits. The strategies of outstanding students in developing communication skills include: 1. Recognizing the audience, 2. Non-verbal communication, 3. Joining interest groups, 4. Applying the "rule of three" technique, 5. Participating in public speaking activities, 6. Finding examples of communication from great figures, 7. Communicating every day and evaluating. The opportunities and challenges of outstanding students in building communication skills include: 1. Group communication, and the challenge of adapting (both internal and external)

Huda Karunia Al Rasyid; Ichsan Abror; Bardhian Cahyo Aji Gumilang; Amalia Rosyida; Laila Nur Hasanah +6 more

Publikasi Hasil Pengabdian dan Kegiatan Masyarakat 2025 Asosiasi Periset Bahasa Sastra Indonesia

The low reading interest and literacy skills of elementary school children in Indonesia remain a problem that requires creative and sustainable solutions. Factors such as limited access to quality books, a lack of reading habits at home, and uninteresting learning approaches are often the causes of a weak literacy culture among students. To address this problem, the Student Community Service Program (KKN) of Sebelas Maret University students in Singodutan Village implemented an activity aimed at fostering a culture of literacy in children through a Reading Book Content-Based Project at SDN 3 Krisak. The concept of this activity integrates reading activities with the creation of creative projects that are appropriate to the content of the reading, so that students not only understand the text but are also able to process the information into real products. This study used a qualitative approach with a phenomenological research type to understand students' experiences during the activity. Data were collected through observation, documentation, and literature review, which were then analyzed descriptively. Activities included selecting reading books appropriate to students' ability levels, shared reading, discussions about the reading content, and the creation of creative projects such as posters, picture stories, or artwork inspired by the reading material. The results of the activity showed an increase in student participation in reading activities, an increase in interest in books, and an improvement in their ability to process information into creative works. Furthermore, students demonstrated greater self-confidence when presenting their work to their classmates.