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Fridollin Fridollin; Wahyuni Oktavia; Resy Nirawati

SABER : Jurnal Teknik Informatika, Sains dan Ilmu Komunikasi 2025 STIKes Ibnu Sina Ajibarang

This study aims to examine the application of the Project Based Learning (PjBL) model assisted by animated videos in improving problem-solving skills in Natural and Social Sciences (IPAS) subjects. The study used a quasi-experimental approach with a one-group pretest and posttest design. The subjects were 30 fifth-grade elementary school students selected as samples. The research instruments included a problem-solving ability test and an observation sheet for the implementation of learning. The results showed a significant increase in students' problem-solving skills after being treated through the PjBL model assisted by animated videos. The average posttest score was higher than the pretest, so it can be concluded that this learning strategy is effective in improving student learning outcomes. The use of animated videos helped students to visualize abstract concepts and engage more actively in the learning process. In addition, the results of observations of the implementation of learning showed that students became more active, enthusiastic, and able to work together in groups to complete the project. Student activity increased gradually, starting from the project planning stage, information collection, to the presentation of results. The teacher acted as a facilitator who provided direction and guidance, while students were directly involved in each process. This indicates that the integration of technology-based media supports collaborative and student-centered learning. Therefore, the implementation of the Project-Based Learning model with animated videos is not only effective in improving problem-solving skills but also fosters overall student engagement in science learning. Therefore, this learning model can be recommended as an innovative strategy to enhance problem-solving skills in primary education.

Mutia Anjani

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

This community service activity was carried out to increase the digital capacity and expand the market reach of the Peyek Bayam Yusr MSME located in Rajabasa Lama I Village, East Lampung, through the application of appropriate technology in the form of website creation and management training. In the rapidly developing digital era, the presence of online media is a key factor in supporting product marketing, but most MSMEs in this region do not yet have the skills or knowledge to utilize it optimally. This activity was designed in several stages: identifying needs, socialization, technical training, mentoring, and evaluation. The training included creating an account on a free platform, selecting a template, filling in product content, and managing supporting features such as photo galleries, contact information, and integration with social media. This approach was carried out directly by students so that MSME owners could follow each process. The results showed that after the training, all participants were able to create a simple website and began using it for promotions. Identified direct impacts included increased product visibility in online media, increased orders, and demand from outside areas that were previously difficult to reach. In addition, this activity also encouraged a shift in marketing patterns from conventional methods to technology-based strategies. The analysis of the results indicates consistency with various previous studies, such as Santoso (2020) and Ginting et al. (2021), which emphasize the importance of MSME digitalization to increase competitiveness. This process has had a significant positive impact on MSMEs. This program is recommended for other MSMEs, as it is hoped that this program will have a positive impact in line with market needs. This process is accompanied by direct mentoring so that the achieved results can be maintained and developed

Wiwik Maulidah; Moh. Edy Marzuki

Majelis : Jurnal Hukum Indonesia 2025 Asosiasi Peneliti dan Pengajar Ilmu Hukum Indonesia

This study examines organizational communication within the General Election Supervisory Body (Bawaslu) of Pasuruan Regency in handling violations during the 2024 Regional Elections (Pilkada). Using a qualitative case study approach, data were obtained through in-depth interviews, observation, and documentation involving Bawaslu members, technical staff, and the Integrated Law Enforcement Center (Gakkumdu). The results show that vertical and horizontal communication flows are generally effective in supporting internal coordination and violation handling, despite challenges such as limited human resources, high workloads, and inter-agency coordination gaps. To address these, Bawaslu strengthens internal meetings, leverages digital media, provides technical training, and enhances external collaboration and public outreach. The study concludes that effective organizational communication significantly improves election monitoring performance and offers insights for communication strategies in other supervisory bodies.To address these issues, Bawaslu has taken several proactive steps. These include strengthening internal meetings to improve coordination and decision-making, leveraging digital media for more efficient communication and reporting, providing technical training to staff to enhance their skills in violation detection and reporting, and fostering stronger collaboration with external agencies such as Gakkumdu for coordinated law enforcement. Additionally, Bawaslu has focused on improving public outreach through social media campaigns to increase awareness of the electoral process and violations. The study concludes that effective organizational communication significantly improves election monitoring performance and offers insights for communication strategies in other supervisory bodies. It recommends that other institutions facing similar challenges in managing complex, multi-agency processes adopt similar strategies to improve both internal and external communication for more efficient operations and outcomes.  

Rendi Wahyu Saputra; Sitti Retno Faridatussalam

Maeswara : Jurnal Riset Ilmu Manajemen dan Kewirausahaan 2025 Asosiasi Riset Ilmu Manajemen Kewirausahaan dan Bisnis Indonesia

The Independent Entrepreneurship Program is one of the strategic efforts of the Ministry of Education, Culture, Research, and Technology in fostering the entrepreneurial spirit of students through direct experiential learning. This program is present as a forum for students to not only understand entrepreneurship theory, but also to practice in real life the process of building and managing a business. In its implementation, the program involves active collaboration between universities, industry mentors, and field supervisors who play a role in providing direction, guidance, and evaluation of student business development. Through Independent Entrepreneurship, students are given the opportunity to design creative business ideas, run a business on a real scale, and solve various entrepreneurial challenges they face. This activity not only trains managerial, communication, and innovation skills, but also improves critical thinking and problem-solving skills. In addition, students gain valuable experience in terms of teamwork, financial management, marketing strategies, building business networks, and the use of digital technology to support business sustainability. The results of the program implementation show positive impacts, including increased confidence, independence, and students' understanding of the real business world. Furthermore, this program encourages the creation of an entrepreneurial ecosystem in a sustainable campus environment and is able to be the forerunner of the birth of a young generation of Indonesian entrepreneurs who are resilient, innovative, creative, adaptive to changing times, and have high competitiveness. Thus, Independent Entrepreneurship not only plays a role as a skill development program, but also becomes one of the important foundations in preparing students to face the world of work and becoming independent business actors who are professional, visionary, sustainability-oriented, and make a real contribution to the nation's economic development.

Dinda Masyita Putri Kurnia Dimmaja; Deka Anjariyah; Feriyanto Feriyanto

Bilangan : Jurnal Ilmiah Matematika, Kebumian dan Angkasa 2025 Asosiasi Riset Ilmu Matematika dan Sains Indonesia

This study aims to describe the mathematical literacy skills of vocational high school students in solving statistics problems with the help of Microsoft Excel based on digital literacy levels, which are grouped into high, medium, and low. The background of this study is based on the importance of mathematical literacy in dealing with everyday problems and the demands of the world of work, as well as the increasing need for digital literacy mastery in the information technology era. Both are essential competencies that support each other, especially in technology-based mathematics learning. The research approach used is descriptive qualitative with a purposive sampling technique, where the selection of subjects is based on the results of the digital literacy questionnaire, equivalence of mathematics scores, and adequate communication skills to support the interview process. The research instruments include a digital literacy questionnaire, a mathematical literacy test in the form of descriptive questions completed using Microsoft Excel, and interview guidelines that have been validated by experts. The data collection procedure was carried out through tests and in-depth interviews, while data analysis included the stages of data reduction, data presentation, and drawing conclusions. The results of the study indicate differences in students' mathematical literacy skills based on their digital literacy levels. Students with high digital literacy are able to master mathematical literacy indicators well, including communication, mathematization, problem-solving strategies, and reasoning and argumentation. They can optimally utilize Microsoft Excel features to present data, perform calculations, and draw logical conclusions. Students with moderate digital literacy demonstrate fairly good mastery, but still experience difficulties in aspects of problem-solving strategies and in-depth reasoning. Based on these findings, it can be concluded that digital literacy plays a crucial role in supporting students' mathematical literacy abilities.  

Rodia Tammardia Siregar; Rina Devianty; Edi Saputra

Jurnal Ilmu Bahasa dan Pendidikan Guru Sekolah Dasar 2025 Asosiasi Periset Bahasa Sastra Indonesia

The research that has been conducted is entitled "The Effect of Role Playing Method on Speaking Skills in Drama Texts in Grade VII Students of SMP Negeri 20 Medan" which is motivated by the low learning outcomes in the Indonesian Language subject, especially in language skills. Students show a lack of self-confidence and doubt in conveying ideas or ideas that they have. The research method uses a quantitative method with a quasi-experimental approach, a non-equivalent control group design using a nonprobability sampling technique (purposive sampling) and in the form of a pre-test and post-test with a sample size of 32 students VII-1 and 32 students VII-3. Data collection techniques with observation, multiple choice tests, questionnaires, and documentation. Based on the results of the pre-test that has been carried out, it is known that the average pre-test results of the control class and the experimental class are not much different, namely the average pre-test score of the control class is 56.41 while the experimental class is 57.34. After both classes carried out the learning process with different processes, there was a significant difference in the post-test given, namely the control class obtained a score of 84.22 while the experimental class obtained a score of 89.69. Based on the dialtals, it was proven that there was an increase in learning outcomes after the learning process was carried out.

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.

Isnaini Lilis Elviyanti; Ahamad Aftah Syukron; Titi Maemuna; Dwiyono Waluyo

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

Improving the capacity of village government is a strategic step in realizing sustainable development oriented towards community welfare. Pejengkolan Village, Padureso District, Kebumen Regency, as a developing village, faces challenges in planning, managing, and implementing participatory and sustainable development programs. These challenges include limited knowledge of village officials, a lack of understanding of village development regulations, and weak coordination between the village government and village institutions and the community. This research/activity aims to strengthen the capacity of village government officials by increasing knowledge, skills, and understanding of the role of village institutions, particularly the Village Consultative Body (BPD) and Village Community Institutions (LKD), in the development planning process. Capacity building for local government officials is considered a crucial step to ensure sustainable development at the village level. The method used is a participatory approach through training, focus group discussions, and technical assistance. This participatory approach not only improves technical skills but also strengthens collaborative values ​​among stakeholders. The results of the activity demonstrated an increase in village officials' understanding of village development regulations, their ability to develop inclusive development plans, and the establishment of synergy between the village government, the Village Consultative Body (BPD), the Village Funds (LKD), and the community. Furthermore, this activity demonstrated a shift in mindset among village officials toward more transparent, accountable, and responsive governance to community needs. Good governance at the village level is a fundamental element to achieving long-term community welfare. This effort is expected to serve as a foundation for strengthening village governance, which is able to address the dynamic needs of the community and encourage sustainable village development.

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

Oktavia Istiqomah; Wardania Isnaini Aisyah; Suesthi Rhayuningsih; Achmad Rijanto; Dicki Nizar Zulfika

Pemberdayaan Masyarakat: Jurnal Aksi Sosial 2025 Lembaga Pengembangan Kinerja Dosen

A mentoring activity on the use of the interactive media ZEP Quiz was conducted at SDN Palrejo with the primary goal of improving teachers' skills in utilizing gamification-based learning technology. The background to this activity stems from the fact that most teachers at the school are not yet familiar with or use ZEP Quiz, despite the availability of adequate digital facilities. This minimal use of technology leads to a monotonous learning process and does not facilitate active student engagement. However, in today's digital era, the implementation of innovative learning media is crucial for improving the quality of education. The methods used in this activity included initial observations, interviews with teachers, direct mentoring, and practical use of ZEP Quiz with students in class. The mentoring was designed in the form of structured training that included an introduction to the features, the creation of questions based on Bloom's Taxonomy, and strategies for integrating ZEP Quiz into learning scenarios. The results of the activity showed a significant increase in teachers' knowledge and skills. Teachers were able to operate ZEP Quiz independently, develop questions according to cognitive level, and apply them to the teaching and learning process. The implementation in the classroom received a positive response from students, characterized by high enthusiasm, active participation, and a fun, competitive atmosphere. These findings support previous research on the effectiveness of gamification in improving student motivation, engagement, and learning outcomes. In conclusion, mentoring the use of ZEP Quiz has proven effective in strengthening teacher competency while creating interactive learning that motivates students. Going forward, innovative and sustainable efforts are needed, including varying question content, developing gamification strategies, and integrating with other digital platforms, to avoid declining motivation due to the novelty effect and ensure the sustainability of technology-based learning in schools.

Oktavia Istiqomah; Wardania Isnaini Aisyah; Suesthi Rhayuningsih; Achmad Rijanto; Dicki Nizar Zulfika

Pemberdayaan Masyarakat: Jurnal Aksi Sosial 2025 Lembaga Pengembangan Kinerja Dosen

A mentoring activity on the use of the interactive media ZEP Quiz was conducted at SDN Palrejo with the primary goal of improving teachers' skills in utilizing gamification-based learning technology. The background to this activity stems from the fact that most teachers at the school are not yet familiar with or use ZEP Quiz, despite the availability of adequate digital facilities. This minimal use of technology leads to a monotonous learning process and does not facilitate active student engagement. However, in today's digital era, the implementation of innovative learning media is crucial for improving the quality of education. The methods used in this activity included initial observations, interviews with teachers, direct mentoring, and practical use of ZEP Quiz with students in class. The mentoring was designed in the form of structured training that included an introduction to the features, the creation of questions based on Bloom's Taxonomy, and strategies for integrating ZEP Quiz into learning scenarios. The results of the activity showed a significant increase in teachers' knowledge and skills. Teachers were able to operate ZEP Quiz independently, develop questions according to cognitive level, and apply them to the teaching and learning process. The implementation in the classroom received a positive response from students, characterized by high enthusiasm, active participation, and a fun, competitive atmosphere. These findings support previous research on the effectiveness of gamification in improving student motivation, engagement, and learning outcomes. In conclusion, mentoring the use of ZEP Quiz has proven effective in strengthening teacher competency while creating interactive learning that motivates students. Going forward, innovative and sustainable efforts are needed, including varying question content, developing gamification strategies, and integrating with other digital platforms, to avoid declining motivation due to the novelty effect and ensure the sustainability of technology-based learning in schools.

Audrey Fadillah; Rosa Imani Khan; Ridwan Ridwan

Jurnal Pendidikan Anak Usia Dini dan Kewarganegaraan 2025 Asosiasi Riset Ilmu Pendidikan Indonesia

The background of this research highlights the crucial role of vocabulary mastery in children’s language development, which significantly impacts their social interactions and learning processes. This study focuses on developing the Magic Star Box as a learning medium aimed at enhancing the gross motor skills of children aged 4–5 years. The Magic Star Box is an adaptation of stop-motion media, designed to create an engaging and enjoyable learning atmosphere by integrating words and images. The research applies a Research and Development (R&D) method, simplified into four stages: identifying potentials and problems, collecting data, designing the product, and validating the design. Validation from subject matter experts and game design experts indicated that the Magic Star Box is feasible for improving children’s vocabulary. This medium is expected to provide an innovative, engaging, and effective learning solution for young learners

Winda Safitri; Frischa Vera Yunida; Yanuangga Galahartlambang; Agustinus Salukh; Tri Winarsih

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

The Pancasila Student Profile Strengthening Project (P5) aims to develop students who possess strong character and skills that are relevant to the demands of the times, particularly in facing global challenges and technological advancements. One of the implementations of P5 at SMK NU 1 Sukodadi is the Gelar Karya activity, which serves as a platform for students to showcase their creativity and apply the values of Pancasila in real life. The theme of this activity is "Build a Healthy Body, Mind, and Sustainable Lifestyle," aimed at raising awareness of the importance of physical and mental health, as well as adopting environmentally friendly practices that support sustainability. The method used in this activity is a project-based learning approach, where students are given the opportunity to learn through direct experience. This allows them to understand and apply the theories they have learned in real-world practices. Additionally, the activity emphasizes collaboration between students and teachers, creating a supportive learning environment and strengthening the relationship between learners and educators. By utilizing experiential learning, students are directly involved in the learning process, which facilitates a deeper understanding. The results of this community service project show that the Gelar Karya activity successfully increased students' awareness of the importance of healthy lifestyles and sustainable environmental management. Students not only gained theoretical knowledge but also practical skills that they can apply in their daily lives. Furthermore, the activity strengthened students' character and supported the values of the Pancasila Student Profile. These findings can serve as a model for other schools to optimize the sustainable implementation of P5, providing a positive impact on shaping students' character and skills for a better future.

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.

Abalaka James Nda; Sulaiman Taiwo Hassan; Abdullahi Ya'u Usman

Systematic Literature Review Journal 2025 International Forum of Researchers and Lecturers

This paper explores the transformative influence of artificial intelligence (AI) on the accounting profession, particularly within the Accountant General of the Federation (OAGF). The research investigates how AI-driven innovations are reshaping traditional accounting practices and redefining the role of accountants. By conducting a systematic literature review, this study identifies three primary dimensions of AI’s impact: the automation of repetitive tasks such as data entry, transaction processing, and reconciliation; enhanced data analytics capabilities, which include predictive modeling and real-time decision support; and the evolution of accountants' roles toward more strategic and value-added activities, such as financial advisory and risk management. The automation of routine processes through AI allows accountants to focus on higher-level tasks that require judgment, creativity, and expertise, ultimately enhancing the overall efficiency of the accounting function. Furthermore, AI’s advanced data analytics tools provide more accurate insights, enabling accountants to offer more effective financial guidance and make more informed decisions. As AI reduces the time spent on manual processes, accounting professionals can improve their role in advising on business strategy, improving risk management, and identifying new growth opportunities. The study’s findings underscore the importance of embracing AI in the accounting profession, not only to improve operational efficiency, reduce costs, and scale operations but also to enable accountants to stay competitive in a rapidly evolving technological landscape. The paper concludes by emphasizing that adopting AI is essential for accountants to remain relevant and continue providing valuable contributions to their organizations. Future research should focus on the long-term implications of AI on accounting ethics and the development of necessary skills for accounting professionals to thrive in the age of AI.

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.

Dede Sugih Hartono; Triana Apriani

Jurnal Inovasi Ekonomi Syariah dan Akuntansi 2025 Asosiasi Riset Ekonomi dan Akuntansi Indonesia

This research involves the DT Peduli program in an effort to empower the community's economy through the Mustahik Mandiri program. This program combines an Islamic philanthropic approach with the principle of economic independence, aiming to improve the welfare of mustahik while breaking the cycle of dependency. The program not only provides direct and sustainable financial assistance but also provides skills training, business mentoring, and full access to various economic resources. Thus, this intervention is designed not only to meet immediate needs but also to equip mustahik with long-term capacity to develop independently. The main vision of this program is to create a socio-economic transformation, where empowered mustahik are expected to transition into muzakki in the future. This process also strengthens the value of social solidarity and the strategic role of zakat in community development. The research method used is a descriptive qualitative approach with a case study strategy. Data were collected through in-depth interviews, participant observation, and documentation of several program beneficiaries in various regions. The data obtained were then analyzed using empowerment and sustainable development theories as an interpretive framework to understand the resulting impact. The research results show that the Mustahik Mandiri program has had a positive impact, increasing the income, skills, and self-confidence of beneficiaries. Furthermore, the program has contributed to the formation of stronger social networks and the capacity of community-based small businesses. These findings confirm that the Mustahik Mandiri program can be a model for sustainable economic empowerment, with significant implications for improving community welfare and strengthening the role of zakat in national development.

Acep Musliman; Chandra S. Haratua; Atu Solihah; Intan Afrianti; Kinanti Fadillah Kusuma +2 more

Jurnal Pengabdian Masyarakat Waradin 2025 Sekolah Tinggi Ilmu Ekonomi Pariwisata Indonesia Semarang

This community service activity was conducted as an effort to introduce integrated learning innovations based on Augmented Reality (AR) technology using the Assemblr Edu application to teachers at SMAN 1 Leuwiliang, Bogor, and several other schools in Bogor Regency. This activity was motivated by the underutilization of interactive digital technology in the learning process, particularly in helping teachers visualize abstract material. The implementation methods included preparation, webinar promotion, webinar implementation, a brief technical training session on creating learning materials using the Assemblr Edu application, and guidance in designing AR-based learning content during the webinar. Participants were asked to create AR-based teaching materials using Assemblr Edu according to the subjects they teach. In addition to providing theoretical material, the implementation team also conducted hands-on practice to ensure participants developed the skills to create AR content independently. The results of the activity showed high enthusiasm from the participating teachers, with 85% of participants stating that the training was very helpful and that they felt more confident in integrating AR technology into classroom learning. Participants were also able to produce several prototypes of Augmented Reality-based learning media that can be used as interactive teaching tools. This activity not only improved teachers' technological literacy but also broadened their understanding of how digital technologies such as AR can be creative solutions to enhance the quality of learning and student engagement. Through this community service activity, it is hoped that teachers will become agents of change in utilizing innovative technologies to create more engaging, interactive, and technology-driven learning experiences that align with the demands of 21st-century educational technology. Additionally, this program serves as a strategic step to strengthen teachers' capacity in addressing future challenges in digital learning.

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.

Irwan, Andesta Granitio; Wahyuzi, Zikri; Dalimunthe, Nurzaidah Putri; Martahayu, Vika; Juliansyah, Ari

Jurnal Pengabdian Masyarakat Waradin 2025 Sekolah Tinggi Ilmu Ekonomi Pariwisata Indonesia Semarang

The village economy supported by MSMEs is very important for the progress of a village, especially in the islands, but limited access provides minimal opportunities for MSMEs to develop. Kumbung Village, located in South Bangka Regency, is one of the villages that has the above problems, therefore in increasing the competence of MSMEs, it is necessary to socialise the potential and use of digital technology, especially the use of intelligence that is relatively easy and inexpensive to use. Community service activities are carried out at the Kumbung Village Office with the target of village officials and the community, especially technology-savvy teenagers. The community service programme focused on the use of artificial intelligence in designing strategies to improve the quality of MSMEs and explore the potential of the village that can support the economy of residents. In the service programme, the practice of using Gemini.Ai was carried out to find the potential of MSMEs, making logos as product branding, and marketing strategies. The results obtained were the addition of skills of socialisation participants related to the use of Gemini.Ai in providing ideas and strategies as well as branding village MSME products with positive results and participants understood the advantages and disadvantages in the Gemini.Ai application in providing assistance for the marketing process of MSME products.