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Zagoto, Alfin Susanto

Jurnal Pengabdian Sosial 2025 Lembaga Pengembangan Kinerja Dosen

The creative Sunday School teaching program at GKSI Imanuel Teretek was implemented as a community service initiative focused on increasing children’s enthusiasm for participating in spiritual activities. The program was motivated by initial findings showing that many children exhibited declining interest due to monotonous learning methods that lacked creative engagement. Therefore, the service team designed a series of activities based on creative approaches, including the use of visual media, educational games, art activities, and interactive storytelling to align learning with the developmental needs of children. The implementation process was carried out through several stages, including observation, material planning, activity execution, and evaluation. The results showed a significant increase in attendance, active participation, and positive responses from the children. They appeared more engaged, more willing to ask questions, and better able to remember biblical messages through enjoyable and easy-to-understand activities. Additionally, Sunday School teachers gained new insights regarding creative teaching strategies that can be applied sustainably. These findings affirm that innovation in teaching methods has a real impact on children’s learning motivation and strengthens the church’s role in nurturing faith from an early age.

Iyai, Yustina; Zahara, Leni

Jurnal Ilmu Sosial, Bahasa dan Pendidikan 2025 Pusat Riset dan Inovasi Nasional

This study aims to increase student interest in Social Studies (IPS) through the use of varied learning media in third-grade students at SD Pembangunan Laboratorium UNP. The typically boring nature of Social Studies learning can be addressed by presenting engaging media tailored to student characteristics. Varied learning media, such as educational videos, images, interactive games, and props, are expected to engage students, engage them, and enhance their understanding of the material. This study used a qualitative approach through observation and interviews to determine students' responses to the use of these media. The results showed that the use of diverse learning media increased student motivation and interest in Social Studies lessons. Students appeared more enthusiastic in discussions, asking questions, and completing assigned assignments. Thus, the use of varied media not only increased student interest but also strengthened their understanding of the material presented. This study recommends that educators at SD Pembangunan Laboratorium UNP optimize the use of varied learning media to improve the quality of Social Studies learning, thereby making the teaching and learning process more enjoyable and effective.

Thavany, Sevti Putri; Legiawati, Nurfazria; Zahra, Finesha Meirylla; Anggita, Via; Ertinawati, Yuni

Inspirasi Dunia: Jurnal Riset Pendidikan dan Bahasa 2025 Universitas Maritim AMNI Semarang

This study aims to describe the implementation of Indonesian language development through the learning of standard words and the Enhanced Spelling System (EYD) at MTs Sambongjaya. The method used is a descriptive qualitative method, with data collection techniques consisting of observation and documentation. The development activities were carried out by applying the Team Games Tournament (TGT) learning model. The results of the study indicate that the implementation of the TGT model was able to improve students’ motivation and understanding of standard word usage and EYD. Students appeared enthusiastic during the learning process, although some still experienced difficulties in reading and applying correct spelling. The TGT model created a competitive yet collaborative environment that enhanced students’ engagement in learning. Despite the challenges, the model proved effective in fostering students’ awareness of the importance of using proper and correct language. It also encouraged them to be more careful in applying EYD rules, which contributed to their language proficiency. The study concludes that Indonesian language development activities through learning standard words and EYD, supported by the TGT model, can significantly enhance students’ language skills and understanding, thus improving their overall language use in educational settings. This approach can serve as a model for similar educational institutions aiming to enhance language proficiency.

Indrawiananda Nur Sandrina; Ratih Kurniasari

Jurnal Siti Rufaidah 2025 PPNI UNIMMAN

Meeting the nutritional needs of school-age children is an important factor in supporting their health and academic achievement, especially for school children who spend most of their time at school. One form of education about balanced nutrition introduced by the Indonesian government is the Isi Piringku (Fill My Plate) program. This program serves as a dietary guide that emphasizes balanced food consumption in each serving. The main objective of this study was to understand the extent of the influence of educational media such as leaflets, audiovisual videos, and games, considering the use of flashcards in conveying the concept of balanced nutrition and encouraging healthy eating behavior changes in children. Through this approach, the study sought to identify the most effective media so that it could be used as a model for nutrition education in elementary schools. The results of this study found that there was a significant increase in knowledge between the pretest and posttest conducted on the three media (p < 0.05), while a significant change in attitude only occurred in the Leaflet and Video media (p < 0.05). The Kruskal-Wallis test also showed that there was no significant difference between the three educational media (p > 0.05).

Indra Ardiansyah; Jasson Prestiliano; Birmanti Setya Utami

Misterius: Publikasi Ilmu Seni dan Desain Komunikasi Visual 2025 Asosiasi Seni Desain dan Komunikasi Visual Indonesia

River pollution has become one of the serious environmental issues in Indonesia, including in the Gelis River in Kudus City. The lack of public awareness—especially among the younger generation—in maintaining river cleanliness highlights the need for effective and engaging educational media. This study aims to design an Android-based educational game as an interactive learning tool for children aged 7 to 12 years to raise their awareness about the importance of keeping rivers clean. The research method used is Research and Development (R&D), employing the ADDIE development model (Analysis, Design, Development, Implementation, Evaluation). The game developed, titled RiverCourse: Petualangan Menjaga Sungai (RiverCourse: The Adventure of Protecting the River), features a sidescrolling mechanic with a visual style combining pixel art and cartoons, suited to the cognitive development stage of children. Testing was conducted on the target age group through observation and simple questionnaires.

Muhammad Akhdan Bahy; Pani Akhiruddin Siregar

Jurnal Pajak dan Analisis Ekonomi Syariah 2025 Asosiasi Riset Ekonomi dan Akuntansi Indonesia

The 2025 Independent Community Service Program (KKN) of the University of Muhammadiyah North Sumatra was held at SD Negeri 102028 Sei Parit, Sei Rampah District, Serdang Bedagai Regency. Sharia financial education from an early age is an important step in shaping a generation that is financially literate and has Islamic morals. This study aims to describe the process and results of Islamic financial education activities through the “Saving from an Early Age” program for students at State Elementary School 102028 Sei Parit, Sei Rampah District, Serdang Berdagai Regency. The implementation method used a participatory approach with direct observation, counseling, mini banking simulations, and educational games. The results of the activity show that students are able to understand the basic concepts of saving, recognize the prohibition of usury, and show a high interest in saving consistently. This activity also succeeded in fostering basic Islamic financial literacy, especially in the context of wise pocket money management. This study recommends that similar programs be carried out continuously through collaboration between schools and Islamic financial institutions.

Navisa Navisa; Siti Halima Sineri; Rahma Nur Khalifah3; Halimatus Sadiyah; Salza Putri Amelia Jaidi +2 more

Jurnal Inovasi Pendidikan 2025 Lembaga Pengembangan Kinerja Dosen

This study aims to describe the use of the Crossword Puzzle Game Application (TTS) as a learning medium to increase students' involvement and understanding in the learning process. The rapid development of technology demands educational innovation, and gamification, especially in the form of mobile TTS game applications, offers attractive and accessible solutions. Using qualitative research methods with a phenomenological approach, data was collected through in-depth interviews, observations, and document analysis from selected groups of students and teachers who had used the application. The results of the study show that this application effectively increases the motivation, activeness, and vocabulary memory of students. In addition, TTS games provide challenges that spark curiosity and encourage collaboration between learners while solving puzzles. The app also provides a fun, interactive, and adaptive learning environment to individual learning needs, moving away from traditional methods that tend to be monotonous. This study concludes that the TTS Game Application is a very effective, interesting, and relevant educational tool for modern learners and has the potential to be applied to a wide range of subjects.

Muhammad Akhdan Bahy; Pani Akhiruddin Siregar

Jurnal Pengabdian Masyarakat 2025 Lembaga Pengembangan Kinerja Dosen

The 2025 Independent Community Service Program (KKN) of the University of Muhammadiyah North Sumatra was held at SD Negeri 102028 Sei Parit, Sei Rampah District, Serdang Bedagai Regency. Sharia financial education from an early age is an important step in shaping a generation that is financially literate and has Islamic morals. This study aims to describe the process and results of Islamic financial education activities through the “Saving from an Early Age” program for students at State Elementary School 102028 Sei Parit, Sei Rampah District, Serdang Berdagai Regency. The implementation method used a participatory approach with direct observation, counseling, mini banking simulations, and educational games. The results of the activity show that students are able to understand the basic concepts of saving, recognize the prohibition of usury, and show a high interest in saving consistently. This activity also succeeded in fostering basic Islamic financial literacy, especially in the context of wise pocket money management. This study recommends that similar programs be carried out continuously through collaboration between schools and Islamic financial institutions.

Muhammad Akhdan Bahy; Pani Akhiruddin Siregar

Jurnal Pengabdian Masyarakat 2025 Lembaga Pengembangan Kinerja Dosen

The 2025 Independent Community Service Program (KKN) of the University of Muhammadiyah North Sumatra was held at SD Negeri 102028 Sei Parit, Sei Rampah District, Serdang Bedagai Regency. Sharia financial education from an early age is an important step in shaping a generation that is financially literate and has Islamic morals. This study aims to describe the process and results of Islamic financial education activities through the “Saving from an Early Age” program for students at State Elementary School 102028 Sei Parit, Sei Rampah District, Serdang Berdagai Regency. The implementation method used a participatory approach with direct observation, counseling, mini banking simulations, and educational games. The results of the activity show that students are able to understand the basic concepts of saving, recognize the prohibition of usury, and show a high interest in saving consistently. This activity also succeeded in fostering basic Islamic financial literacy, especially in the context of wise pocket money management. This study recommends that similar programs be carried out continuously through collaboration between schools and Islamic financial institutions.

Nurfalah, Samsu; Siti Nurhalimah; Rifa Salsabila; Siti Nursilah

Akhlak : Jurnal Pendidikan Agama Islam dan Filsafat 2025 Asosiasi Riset Ilmu Pendidikan Agama dan Filsafat Indonesia

Game-based learning has emerged as a relevant instructional strategy to address the challenges of 21st-century education, including in Islamic Religious Education (PAI), which is often perceived as monotonous and less engaging for students. This study aims to describe the implementation of game-based learning in enhancing students’ learning motivation in the PAI subject at MA Yapina. This research employed a descriptive qualitative approach with data collected through observation, interviews, and documentation. The findings indicate that the use of educational games—both digital and non-digital—creates a more interactive and enjoyable learning atmosphere while encouraging active student participation. Students demonstrated increased motivation, self-confidence, and interest in understanding religious concepts more deeply. In addition to boosting motivation, game-based activities contributed to better conceptual understanding through collaborative tasks and contextual simulations of Islamic values. However, several challenges were identified, including limited teacher competence in using game-based media and unequal availability of technological facilities. These findings suggest that game-based learning holds significant potential for PAI instruction but requires adequate teacher support and sufficient infrastructure to optimize its implementation. This study is expected to serve as a reference for developing innovative and creative learning strategies in Islamic Religious Education that align with the characteristics of digital-native learners.

Surya Akbar; Riyan Pradesyah

Jurnal Pengabdian dan Solidaritas Masyarakat 2025 Lembaga Pengembangan Kinerja Dosen

Independent Community Service Program (KKN) is a form of student community service that aims to apply knowledge practically in the field. This activity was carried out by students of the University of Muhammadiyah North Sumatra with the theme "Building Student Financial Awareness Through Education and Socialization in Schools. " This program aims to improve financial understanding among students from Elementary and High Schools in Perkebunan Gunung Melayu Village, Rahuning District, Asahan Regency. The methods applied include interactive socialization, educational games, and quizzes to stimulate students' interest and understanding of the importance of saving and managing finances from an early age. The results of this activity show that students begin to recognize the basic concepts of financial management, including how to distinguish between needs and desires, the significance of saving, and the application of Islamic financial principles in daily routines. In addition, this activity also serves to increase public understanding of the importance of financial education for children. The main element that facilitates the implementation of activities is support from educational institutions, village governments, and local communities, while the main challenge faced is the lack of attention of elementary school students caused by their habits that still prefer to play. Overall, this KKN program has a positive impact on increasing students' financial awareness and has the potential to be a simple financial education model at the elementary and secondary school levels

Fara Natasya Hamzah Lubis; Nur Rahma Amini

Jurnal Pengabdian dan Keberlanjutan Masyarakat 2025 Lembaga Pengembangan Kinerja Dosen

This community service program was held at SD Negeri 102028 Dusun II Sei Parit, Sei Rampah District, Serdang Bedagai Regency, with a focus on applying the principles of sharia economic justice. This goal is achieved through education about the prohibition of usury and savings initiatives from an early age. This activity was motivated by the lack of Islamic financial literacy among children, especially related to the risk of usury and the urgency of frugal behavior and financial responsibility. The method chosen is a participatory-educational approach, which includes socialization, simulation and habituation, prioritizing the active involvement of students. The activity is divided into two main phases, namely usury education and saving education, utilizing animated films, educational games and picture stories. The impact of this service shows an increase in students' insight into the concept of riba, discipline in frugality, and the growth of awareness to manage money wisely according to Islamic guidance. Children are now beginning to understand that money is a mandate that must be used correctly and halal. In addition, this program also encourages the formation of the character of responsibility, trust and justice in the participants. Therefore, this program makes a significant contribution in building a children's mentality based on the principles of sharia economic justice and is worthy of being used as a prototype of Islamic financial education at the elementary school level.

Bintang Ariga

Akhlak : Jurnal Pendidikan Agama Islam dan Filsafat 2025 Asosiasi Riset Ilmu Pendidikan Agama dan Filsafat Indonesia

This study aims to determine the role of Community Service Program (KKN) students in increasing interest in learning Islamic Religious Education (PAI) at the Al-Muttaqin Foundation MDTA. The background of this study stems from the low enthusiasm and motivation of students in participating in religious lessons, so that learning innovations are needed that can rekindle their enthusiasm for religious values. KKN students, as part of the implementation of the Tri Dharma of Higher Education, have a social responsibility to contribute directly to society, one of which is through educational activities. In its implementation, students apply various creative, interactive, and fun learning methods, such as educational games, group discussions, and role-model-based approaches that make students more active and motivated. This study uses a descriptive qualitative method with observation, interview, and documentation techniques during the two-month activity. The results show that the presence of KKN students has a positive influence on increasing student interest in learning, seen from increased discipline, active participation, and curiosity about PAI materials. In addition to being teachers, students also play a role as moral guides who instill religious values ​​through positive behavior and habits.   

Feri Irawan; Jupriani Jupriani

Abstrak : Jurnal Kajian Ilmu seni, Media dan Desain 2025 Asosiasi Seni Desain dan Komunikasi Visual Indonesia

Traditional games are an important part of cultural heritage rich in educational, social, and moral values. However, technological developments in the modern era have led children in Merangin Regency to abandon traditional games. They spend more time with gadgets, causing a decline in social interaction and awareness of local culture. Among various types of traditional games, congklak has become one of the least played. This situation encouraged designers to create an educational and engaging medium for children. As a solution, an Illustrated Book of the Traditional Game Congklak of Merangin Regency was designed as both a learning medium and an effort to preserve local culture. The illustrated book was chosen because it can convey messages visually and verbally in an appealing way, making it easier for readers to understand the story and the values contained within it. The design process used the 4D method (Define, Design, Develop, Disseminate) with 5W+1H analysis to meet design needs. In addition to the main book, supporting media such as posters, x-banners, t-shirts, tumblers, tote bags, bookmarks, and e-books were also developed. The design feasibility test obtained a score of 90%, categorized as very feasible, covering aspects of storyline, illustration, layout, and language. The content feasibility test achieved a score of 100%, also categorized as very feasible, including cultural, cognitive, social, and character education values. This book is declared highly feasible and effective as a learning medium as well as a means of preserving the local culture of Merangin Regency.

Widyaningsih Sinaga, Artika Meilinda; Rosidah, Rosidah

International Journal of Educational Evaluation and Policy Analysis 2025 Asosiasi Riset Ilmu Pendidikan Indonesia

This study aims to develop, validate, and test the effectiveness of a scaffolding-based e-module integrated with educational games on the topic of market equilibrium to improve students’ problem-solving skills in economics learning. The research utilized the ADDIE development model, which includes the stages of analysis, design, development, implementation, and evaluation. A total of 72 students from SMA Negeri 1 Kelapa participated in the study, divided into experimental and control groups. Data were collected through validation questionnaires, pre-tests, and post-tests. The results showed that the e-module obtained a very high level of feasibility, with average validation scores of 3.86 from material experts, 3.88 from media experts, 3.95 from teachers, and 3.49 from students, indicating that the product met the quality criteria for instructional media. Furthermore, effectiveness testing revealed that students in the experimental class achieved an N-Gain score of 0.56, categorized as moderate, which was significantly higher than the control class score of 0.30. These results suggest that the scaffolding-based e-module integrated with educational games is both feasible and effective in enhancing students’ problem-solving skills and learning engagement in economics education.

Kezia Mulianto; T. Arie Setiawan Prasida; Jasson Prestiliano

Jurnal Riset Rumpun Seni, Desain dan Media 2025 Pusat Riset dan Inovasi Nasional

The low level of financial literacy in Indonesia, which only reached 49.68% according to the Financial Services Authority (OJK) in 2022, highlights the urgency of financial education from an early age. Children aged 11–12 are at an ideal developmental stage to understand basic financial concepts such as income, expenses, saving, and delayed gratification. This study aims to introduce financial literacy through an interactive learning medium in the form of a board game. Board games are chosen because they enhance children's engagement in learning while playing and serve as an alternative to excessive gadget use. Through gameplay, children practice financial decision-making by simulating buying and selling activities, managing expenses, and choosing to save. This approach also supports the development of children's self-efficacy, which refers to their belief in their ability to manage financial tasks. By applying this method, children are expected not only to understand the value of money but also to implement basic financial management skills in daily life. Educational board games offer an effective tool for instilling healthy financial habits from an early age.

Istijabath Istijabath; Vera Imanti; Galih Fajar Fadillah

Jurnal Hasil Kegiatan Bersama Masyarakat 2025 Asosiasi Riset Ekonomi dan Akuntansi Indonesia

The formation of manners from an early age is crucial in building children's character with noble morals. Children at the Al-Quran Educational Park (TPA) often face challenges in understanding and applying adab values ​​in everyday life. This service activity aims to implement the Five Basic ABC Media as an intervention effort to increase understanding and application of etiquette among TPA children. This media is based on five main principles: Accept, Belief, Confidentiality, Empathy and Respect. The method used in this service is an interactive learning method involving 12 TPA children as subjects. Intervention is carried out through various educational activities, such as interactive games, manners simulations, discussions that focus on building positive character. The results of this service activity show that the application of the Five Basic ABC Media can provide practical understanding and ethical behavior to children, which is demonstrated through FGD activities. The conclusion from this service activity is that the Five Basic ABC Media is a fairly effective method in guiding TPA children to understand and apply etiquette in everyday life. It is hoped that this media can be a guide for TPA educators in developing character education based on Islamic values ​​in a comprehensive and enjoyable manner

Rahmawati, Debrina; Fitriana, Nurin

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

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

Julia Amelia Sormin; Eva Betty Simanjuntak; Afrida Hanum Lubis; Najwa Fadhilah Siregar; Nabila Olivia

Jurnal Bintang Pendidikan Indonesia 2025 Pusat Riset dan Inovasi Nasional

This study aims to analyze the learning difficulties experienced by fifth-grade students at Yayasan Al-Hidayah and identify innovative solutions in the learning process. The research uses a descriptive quantitative method with data collected through questionnaires. The results indicate that students still face challenges in understanding the material, primarily due to the fast pace of the teacher's explanations, a lack of supporting media and teaching aids, and limited learning facilities. The most difficult subjects for students to understand are Mathematics, followed by English and Science. Despite these challenges, parental involvement in supporting the learning process is relatively good, and students tend to prefer interactive learning, such as educational games, group discussions, experiments, and the use of digital media. Based on these findings, there is a need for innovation in learning, focusing on technology-based learning, the use of more varied teaching aids, and the application of creative strategies to enhance motivation, understanding, and student learning outcomes. Such innovations are expected to provide more engaging and effective learning experiences for students, addressing the difficulties they encounter in learning.

Rahma Novia Budiati; Noer Adhela Krisna Putri Achmad; Fernanda Maulana Kusuma Putri; Veronika Deta Junia Anjarwani; Nensy Megawati Simanjuntak

Jurnal Ilmu Pendidikan, Bahasa, Sastra dan Budaya 2025 Asosiasi Periset Bahasa Sastra Indonesia

This study analyzes the effectiveness of digital educational games, particularly the “Who Am I?” game on the Wordwall platform, in enhancing students’ knowledge of Indonesian language learning. The research is motivated by the need for junior high school teachers to design engaging learning methods that can foster enthusiasm among adolescents. Educational games are viewed as innovative media that present concepts in a simple yet enjoyable way, making lessons more interactive and accessible. Using a descriptive quantitative approach, the study involved 30 eighth-grade students at SMP Negeri 38 Surabaya. Data collection included pre-tests and post-tests to quantitatively measure learning outcomes, as well as questionnaires to capture student responses. Findings indicate a notable improvement in student achievement after the application of the “Who Am I?” game. The average pre-test score was 71.33, which rose to 91.00 on the post-test, showing an increase of 19.67 points. Results of a paired t-test confirmed that the difference was statistically significant, demonstrating that the improvement was due to the intervention. Additionally, questionnaire results showed that students felt more motivated, engaged, and able to understand the material more effectively through this game. Overall, the “Who Am I?” game on Wordwall proved to be an effective learning tool, and its use is recommended for teachers seeking to implement game-based strategies in classroom instruction.