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Dona Martilova; Atika Atika; M. Rendy Ramadhan; Putri Nur Annisa; Salma Asilah

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

Clean and Healthy Living Behavior (PHBS) is an important component in creating healthy living habits, especially in elementary school children. Education about PHBS needs to be instilled from an early age to form a sustainable healthy lifestyle. This study aims to determine the effect of interactive education on improving the understanding of second-grade students at Dharma Loka Elementary School Pekanbaru regarding PHBS. In this study, 50 students were involved using a pre-experimental design through the One Group Pretest-Posttest Design method. The educational intervention was carried out using interactive instructional games such as snakes and ladders, animated films, and PowerPoint presentations. The results showed an increase in students' understanding of PHBS after the intervention. The average score of students in the initial test was 93.2, while after the intervention, the average score increased to 100, with an increase of 6.8 points. This indicates that interactive learning has a positive impact on students' understanding of PHBS. Learning that involves teaching aids and games is proven to be more interesting for elementary school students, making them more active in the learning process. Interactive education not only improves students' understanding but also encourages them to apply PHBS more in their daily lives. The use of media such as games, animated films, and PowerPoint presentations facilitates a more comprehensive and enjoyable understanding. Therefore, this approach can be an effective strategy for teaching children healthy lifestyles, while providing a fun and rewarding learning experience. This interactive education also provides students with the opportunity to learn in a more enjoyable and less boring way. Through the snakes and ladders game, students can learn the concept of healthy living (PHBS) directly in a lighter and more entertaining way. Animated films and PowerPoint presentations add variety to the learning method, making the information conveyed more easily by students.

Yayan Sudrajat; R.A. Annita Meilina Ahmadi; Ikeu Liana Dewi; Ina Herlina; Rifka Kamalia Wardani +1 more

Jurnal Pengabdian Kepada Masyarakat 2025 Pusat Riset dan Inovasi Nasional

This community service program focuses on training teachers at SMKN 1 Malingping in developing formative assessment instruments using the Quizizz and Wordwall platforms. The main objective is to enhance teachers’ competencies in integrating technology into classroom assessment practices, thereby improving the quality of teaching and learning. Formative assessment plays a crucial role in the learning process as it allows teachers to continuously monitor student progress, identify learning gaps, and provide timely feedback that supports both remediation and enrichment. By mastering digital tools such as Quizizz and Wordwall, teachers can design engaging, interactive, and effective assessment activities that align with curriculum objectives while also increasing student motivation and participation. The training was conducted through a workshop model, combining theoretical sessions on formative assessment principles with hands-on practice in creating and implementing online quizzes, interactive games, and customized learning activities. Teachers were guided step-by-step in account creation, content development, and analyzing assessment results for instructional decision-making. Feedback sessions were also integrated to address challenges and share best practices. The results of the training indicated a significant improvement in teachers’ skills and confidence in utilizing Quizizz and Wordwall for formative assessment. Participants demonstrated the ability to design varied assessment formats, adapt content to students’ needs, and effectively interpret assessment data to inform teaching strategies. Moreover, teachers reported increased student engagement when these platforms were implemented in classroom settings. This program highlights the importance of equipping educators with digital literacy skills that are relevant to 21st-century learning demands. The integration of Quizizz and Wordwall not only streamlines the assessment process but also fosters a more dynamic and student-centered learning environment. The experience from SMKN 1 Malingping suggests that similar training initiatives can be replicated in other schools to promote effective, technology-based formative assessment practices.

Zainal Abidin; Roby Roby; Daryono Daryono; F. Silvi Dwi Mentari; Yuanita Yuanita +8 more

Jurnal Kemitraan Masyarakat 2025 Lembaga Pengembangan Kinerja Dosen

Environmental character education from an early age is a strategic step in developing a generation that cares about the natural world. Instilling this value is crucial in concrete ways so that children can understand and directly experience the benefits of protecting the environment. One effort undertaken is through a simple hydroponic learning activity involving children from TKS Kartika V 16. The activity was held once at the Samarinda State Agricultural Polytechnic with the support of lecturers as resource persons. Through a hands-on learning method, the children were introduced to how to grow lettuce and bok choy using a simple hydroponic system. The learning process included an introduction to tools and materials, an explanation of the planting stages, and plant care. Observations throughout the activity showed high enthusiasm among the children. They were actively involved, from preparing the planting medium, planting the seeds, to providing air and nutrients to the plants. This activity fostered a sense of care and responsibility for the plants they grew themselves. Furthermore, the children's fine motor skills were also demonstrated through activities such as arranging the planting medium, sowing the seeds, and assembling the hydroponic equipment. This activity not only developed individual skills but also taught social values such as cooperation and mutual assistance. Children learn to work in groups, help each other, and appreciate each other's roles in the planting process. This hands-on, hands-on approach has proven effective in strengthening environmental awareness in a fun and contextual way. Therefore, environmental education through hydroponics can be a practical, inspiring, and easy-to-implement learning medium for young children, while also serving as a concrete example of how character education can go hand-in-hand with the introduction of environmentally friendly technologies.

Muhammad Syaifur Rohman; Galuh Wilujeng Saraswati; Nurul Anisa Sri Winarsih; Filmada Ocky Saputra; Danny Oka Ratmana +1 more

Jurnal Pengabdian Masyarakat 2025 Lembaga Pengembangan Kinerja Dosen

The rapid development of technology has made it increasingly important for the younger generation to acquire digital literacy skills at an early age. As technology becomes an integral part of daily life, it is essential to introduce fundamental programming concepts to students to prepare them for the future. This community service program aims to introduce 5th-grade students at Elementary School Emmaus Kediri to basic programming concepts using the Scratch platform. The program adopted the Project-Based Learning (PjBL) method, which emphasizes interactive learning through hands-on activities. The one-day session involved 17 students, who underwent a structured process consisting of a pre-test, material delivery, hands-on practice of creating simple animations, and a post-test. The learning materials included an introduction to the Scratch interface, how to use sprites, and basic coding blocks to develop simple animation projects. The evaluation results indicated a significant increase in students' understanding of basic programming concepts. The majority of participants successfully created simple animation projects using coding blocks and sprites, demonstrating their ability to apply the learned concepts. The students showed high enthusiasm throughout the learning process, indicating a strong interest in digital learning and coding. The high level of engagement further supports the potential for expanding similar programs in the future. This community service activity proved effective in introducing computational thinking and fostering creativity among elementary school students. It also demonstrated the effectiveness of interactive and hands-on learning approaches in enhancing students' digital literacy. As a result, this program has the potential to be implemented in other schools to promote early exposure to programming and support the development of digital skills among young learners

Muhammad Syaifur Rohman; Galuh Wilujeng Saraswati; Nurul Anisa Sri Winarsih; Filmada Ocky Saputra; Danny Oka Ratmana +1 more

Jurnal Pengabdian Masyarakat 2025 Lembaga Pengembangan Kinerja Dosen

The rapid development of technology has made it increasingly important for the younger generation to acquire digital literacy skills at an early age. As technology becomes an integral part of daily life, it is essential to introduce fundamental programming concepts to students to prepare them for the future. This community service program aims to introduce 5th-grade students at Elementary School Emmaus Kediri to basic programming concepts using the Scratch platform. The program adopted the Project-Based Learning (PjBL) method, which emphasizes interactive learning through hands-on activities. The one-day session involved 17 students, who underwent a structured process consisting of a pre-test, material delivery, hands-on practice of creating simple animations, and a post-test. The learning materials included an introduction to the Scratch interface, how to use sprites, and basic coding blocks to develop simple animation projects. The evaluation results indicated a significant increase in students' understanding of basic programming concepts. The majority of participants successfully created simple animation projects using coding blocks and sprites, demonstrating their ability to apply the learned concepts. The students showed high enthusiasm throughout the learning process, indicating a strong interest in digital learning and coding. The high level of engagement further supports the potential for expanding similar programs in the future. This community service activity proved effective in introducing computational thinking and fostering creativity among elementary school students. It also demonstrated the effectiveness of interactive and hands-on learning approaches in enhancing students' digital literacy. As a result, this program has the potential to be implemented in other schools to promote early exposure to programming and support the development of digital skills among young learners

M. Arbain; Hartatya Novika; M. Fikri Haq; Andrea Revaz

Jurnal Pengabdian dan Perubahan Sosial 2025 Lembaga Pengembangan Kinerja Dosen

This community service project aimed to implement and evaluate the effectiveness of using English-language YouTube videos to improve listening skills at Package C Community Learning Centers (PKBM) in Banjarmasin City. Listening skills have been identified as a major challenge for students at PKBM due to limited exposure to authentic materials and real-world language. This research utilized a pre-experimental design with a one-group pretest-posttest format involving 30 students from a local PKBM. The implementation stages included interactive lectures, YouTube video screenings, followed by discussions and question-and-answer sessions, with the effectiveness assessed through pretests and posttests. The quantitative results revealed a significant improvement in listening comprehension, with the average listening score increasing from 82.9 in the pretest to 86.7 in the posttest, reflecting a positive impact of the intervention. In addition to the quantitative results, the qualitative data highlighted high levels of student engagement and motivation throughout the learning process. Many students expressed that the YouTube videos made the content more relatable and enjoyable, which contributed to a deeper understanding of the material. This suggests that the use of YouTube videos is not only effective in enhancing listening skills but also fosters a more interactive and student-centered learning environment, making the learning experience more relevant to the needs of non-formal learners. The study concludes that YouTube videos are a promising and innovative tool for improving English language teaching at PKBM, providing accessible and engaging resources that can bridge the gap between formal and informal learning environments, helping students connect better with the material.

Arif Rahman Hakim; Muhamad Farhan; M. Tohimin Apriyanto; Napis Napis; Rahmatulloh Rahmatulloh

Jurnal Pengabdian Kepada Masyarakat 2025 Pusat Riset dan Inovasi Nasional

Sustainable learning should begin with strengthening basic skills such as reading, writing, and arithmetic (calistung). This is heavily influenced by the teaching methods, media, and teaching modules used. Adapting the content into student activities through modules is key to improving the quality of the learning process. In response to this issue, the Community Service Team (PkM) conducted a Training on Preparing Teaching Modules at the Swara Peduli Ceria Foundation, located in Klender, East Jakarta. This training aimed to assist educators at the learning center in developing relevant and impactful teaching modules for children. The activity was held at the Learning Center Hall of the Swara Peduli Ceria Foundation, with 15 participants attending. The training was carried out in five stages: (1) initial preparation, (2) activity presentation, (3) delivery of material, (4) activity evaluation, and (5) follow-up. Participants were given both theoretical materials and practical experience in developing teaching modules. The results showed an improvement in the participants' ability to design teaching modules that were appropriate for the needs of the children at the learning center. The final product, a collaboratively developed teaching module, was considered beneficial and practical for the educators to implement in their lessons. This activity provided a positive impact not only for the participants but also for the quality of learning at the center. The PkM program strengthened the role of higher education institutions in supporting sustainable education for the community. By helping educators in preparing suitable teaching materials and modules, the program contributed to enhancing the learning environment for children, ensuring that the education they receive aligns with their developmental needs. This initiative also highlights the importance of collaboration between universities and local educational institutions in improving education quality and fostering sustainable growth in the community.

Ahmad Rifai; Rian Adnan Fauzi; Mohammad Ulyan

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

The aim of this research is to develop and implement an application called APTAQU, designed to assist students with disabilities, especially those with hearing impairments, at Pesantren Tunarungu ABATA Temanggung in learning the interpretation of the Qur'an (tafsir). This application is developed to address the specific needs of hearing-impaired students, allowing them to access Qur'anic interpretation learning independently and effectively. The research employs a qualitative method, involving students and pesantren mentors actively in each stage, including planning, training, evaluation, and refinement of the application, to ensure that it meets the needs and abilities of the users. The application development process involves direct input from students and mentors, ensuring that the resulting application is truly relevant to their needs. During the development and implementation phases, students were trained to optimize the use of the application. The results of this community service show that the APTAQU application can improve accessibility for hearing-impaired students in understanding the interpretation of the Qur'an, an area that had previously been a major barrier in their learning. Interactive features such as sign language, audio-visual content, screen readers, and voice instructions have proven to help overcome communication barriers present in conventional media that were not inclusive. Moreover, the use of this application has also increased the involvement of students in religious education, particularly in understanding the Qur'anic interpretation. They are now more actively engaged in the learning process and can better comprehend the tafsir material. However, the application still requires further development to become more inclusive and user-friendly for all students, both with and without disabilities. This research contributes significantly to creating a more inclusive and accessible education for people with disabilities, especially in religious education, and serves as a starting point for addressing educational access disparities for them.

Melda Agnes Manuhutu; Sherly Gaspersz; Lulu Jola Uktolseja; Irwan Soulisa; Rindaldy Rindaldy +3 more

Jurnal Pengabdian dan Keberlanjutan Masyarakat 2025 Lembaga Pengembangan Kinerja Dosen

The advancement of digital technology has driven significant transformation in the field of education, particularly in the innovation of learning media that is interactive and easily accessible to students. The subject of Pancasila and Civic Education (PPKn), as a crucial component of character education, must adapt to these developments to ensure that the material remains relevant and engaging for today’s digital generation. This community service activity aimed to enhance students' learning motivation by conducting a training program on creating educational applications using the no-code platform Thunkable. The focus of the training was on the topic of national political figures, which is part of the core competencies in the PPKn curriculum. The activity was held at SMA Ampera in Sorong City, involving 11th-grade students as active participants. A participatory and project-based learning (PjBL) approach was employed, in which students were guided to design, create, and test their own educational applications based on their ideas and creativity. The program was carried out in three stages: preparation (developing modules, training materials, and technical setup), training and practice (introduction to the Thunkable platform, interface design, and basic programming), and testing and evaluation (application trials by other students and effectiveness assessment). The results of the activity showed a significant increase in students' learning motivation, basic digital skills, and active engagement in the learning process. The participants successfully created educational application prototypes featuring visual content, brief narratives, and interactive quizzes about national political figures. Moreover, students demonstrated collaborative attitudes, innovation, and confidence when presenting their work. This activity demonstrates that a project-based learning approach supported by Thunkable technology can be an effective alternative for creating meaningful, contextual, and empowering learning experiences. It is especially beneficial for schools with limited access to digital technology. By integrating creativity and digital tools into civic education, students are encouraged to become not only technologically literate but also more engaged in understanding national identity and political history in a modern, accessible way.

Ummy Kalsum; Meilinda Meilinda; Mega Wahyuni; Alfino Fathin Z

Jurnal Pengabdian Kepada Masyarakat 2025 Pusat Riset dan Inovasi Nasional

The use of technology in early childhood and elementary education is becoming increasingly important in the digital era. This study aims to evaluate the effectiveness of educational games as an interactive learning medium to increase the interest and motivation of elementary school students. This activity was carried out by the KKM group 95 team from Bina Bangsa University on 43 fourth-grade students at Bayak Public Elementary School. The research method used a descriptive quantitative approach through a pre-test and post-test using a Google Form questionnaire. The educational games were developed through the Educaplay platform, which provides various features such as interactive quizzes, crosswords, and picture-matching games. Prior to the intervention, observations were conducted on student learning behavior in the classroom. The results of the initial observations indicated that most students showed little interest in conventional, monotonous learning methods. Therefore, a more engaging approach involving active student participation was needed to rekindle their enthusiasm for learning. During the activity, students were very enthusiastic in participating in the educational games presented. The classroom atmosphere became more lively, and students were seen working together and showing a high curiosity about the material presented through the games. After using the educational games for several sessions, a post-test was conducted to measure changes in students' interest and motivation to learn. Preliminary data analysis results indicate an increase in student interest and motivation scores after participating in educational game-based learning. This indicates that interactive, technology-based approaches have strong potential to improve learning effectiveness at the elementary school level. This study recommends that teachers actively integrate interactive technology into the teaching and learning process. In addition to increasing student engagement, the use of media such as Educaplay can also adapt learning to the digital-native characteristics of today's generation of students.

Wisnu Wahyu Widayat; Sulastri Rini Rindrayani

Jurnal Inovasi Sosial dan Pengabdian 2025 Lembaga Pengembangan Kinerja Dosen

The purpose of this study was to understand the effect of using Canva-based learning media on the creativity of eleventh-grade students in economics. The background of this study stems from the low level of student learning creativity caused by the minimal use of innovative and engaging media in the learning process. Creativity is an important aspect in economics learning because it encourages students to think critically, create solutions, and understand abstract concepts more contextually. Static and monotonous learning media such as blackboards and textbooks often do not sufficiently stimulate student interest and participation. Therefore, a more interactive and visual approach is needed, one of which is using Canva. Canva is an online graphic design platform that allows teachers and students to easily create presentations, infographics, and other visual materials. Using Canva in learning can provide a more enjoyable learning experience and motivate students to be actively involved. This study used a quantitative method with a one-group pretest-posttest pre-experimental design. Data analysis was carried out by comparing creativity scores before and after treatment. Student creativity was measured using a test instrument that included aspects of fluency, flexibility, originality, and elaboration. The study subjects were 34 11th-grade students at SMAN 1 Tulungagung. The results showed a significant difference in scores between the pretest and posttest results, indicating that the use of Canva-based learning media had a positive impact on increasing student creativity. Students became more active in expressing ideas, more daring to experiment with concepts, and better able to present learning outcomes visually and attractively. These findings support constructivism theory, which states that effective learning occurs when students actively construct knowledge through meaningful experiences.

Melda Agnes Manuhutu; Sherly Gaspersz; Lulu Jola Uktolseja; Irwan Soulisa; Christen Christen +2 more

Jurnal Inovasi Sosial dan Pengabdian 2025 Lembaga Pengembangan Kinerja Dosen

The transformation of education in the digital era demands inclusive, creative, and relevant learning innovations in line with technological developments. To address these challenges, utilizing digital platforms is a strategic step in driving the digitalization of education. One innovative solution that is becoming widely used is no-code platforms like Thunkable, which enable users, including students, to create applications without having to master complex programming. This article reviews the results of a community service activity conducted at SMA Negeri 2 Sorong City, focusing on improving digital literacy and strengthening 21st-century skills through training in creating educational applications based on Thunkable. This activity utilized experiential learning and project-based learning approaches, implemented through hands-on training, interactive demonstrations, independent practice, and participatory evaluation. This training not only targeted students as the primary participants but also involved teachers as facilitators who accompanied the learning process and encouraged the application of training outcomes in classroom activities. Evaluation results showed a significant increase in student enthusiasm, critical thinking skills, and creativity in designing simple educational applications tailored to learning needs and local contexts. Despite obstacles such as limited digital devices and uneven internet access, this activity still succeeded in creating an innovative and transformative learning space. Furthermore, this training makes a significant contribution to supporting the implementation of the Pancasila Student Profile, particularly in the areas of digital literacy, independence, mutual cooperation, and creativity. It also serves as an effective means to instill the value of digital responsibility and foster a learning culture that is adaptive to technological change. The success of this program demonstrates that a simple yet applicable technology-based approach like Thunkable can be replicated in other schools, particularly in the 3T (disadvantaged, frontier, and outermost) regions, with the support of structured and collaborative training.

Adilatun Nisa; Roswiyani Roswiyani; Willy Tasdin

Jurnal Ilmu Keperawatan dan Kebidanan 2025 Asosiasi Riset Ilmu Kesehatan Indonesia

This study aims to determine the relationship between perfectionism and academic burnout among final-year students in Jakarta. Academic burnout is defined as stress arising from the learning process that results in emotional exhaustion, depersonalization, and low academic performance (Sagita & Meilyawati, 2021). Perfectionism is considered a personality disposition characterized by concerns about self-evaluation, overly critical self-assessment, and striving to achieve perfect personal standards (Hill, 2017). This study employs a quantitative approach, involving final-year university students in Jakarta aged 20–25 years who are in their 7th–9th semesters. The sampling technique used is purposive sampling. The measurement tools used were the Multidimensional Perfectionism Scale developed by Flett and Hewitt (1991) and the School Burnout Inventory developed by Salmela-Aro, Kiuru, Leskinen, and Nurmi in 2009. The results of the correlation test using Pearson Correlation yielded a value of r = 0.854, with significance 0.000 p < 0.05. These results indicate that there is a relationship between perfectionism and academic burnout among final-year students in Jakarta. Based on the correlation test per dimension, the results show that there is a relationship between perfectionism and all dimensions of academic burnout, especially the exhaustion dimension. Additionally, there is a relationship between academic burnout and all dimensions of perfectionism, particularly the socially prescribed perfectionism dimension. This indicates that the higher an individual's level of perfectionism, the higher their level of academic burnout.

Riana Sahrani; Hody Denilson; Willy Tasdin

Jurnal Ilmu Keperawatan dan Kebidanan 2025 Asosiasi Riset Ilmu Kesehatan Indonesia

Education is the learning of knowledge, skills, and habits of a group of people that are passed down from one generation to the next through teaching, training, or research. Education often occurs under the guidance of others, but is also possible autodidactically. The etymology of the word Education comes from the Latin "Educare" which means "to educate" or to nurture, learning motivation is the desire that arises in students that causes learning activities to occur. The existence of learning motivation will ensure the sustainability of learning activities and provide direction to learning activities so that the goals desired by the learning subject can be achieved. And intrinsic value refers to the actual and fundamental value of a learning, and intrinsic value is used in learning in the formation of student values ​​in the ongoing learning process, in this study involved 306 student respondents from all over the Jabodetabek area with the value of the regression test measured into the coefficient b result of 0.286 for every 1% addition it will increase by 1,060 which is measured in the regression value equation Y = 0.286 - 1.060 and also the criteria for adding ha at 0.000 which means less than 0.05 which means there is no significance in the regression test properly.

Ernawati Br Barus; Vera Charoline Br Barus; Harry Dito Meliala

Jurnal Pengabdian dan Solidaritas Masyarakat 2025 Lembaga Pengembangan Kinerja Dosen

The use of computers in the teaching and learning process aims to improve the quality of teaching and learning. One of the competencies of teachers is applying information and communication technology in learning. Some problems that exist in society, especially in some schools, are the lack of multimedia-based learning materials in the classroom; learning using conventional methods; and the lack of use of information technology among teachers. Therefore, a workshop on how to create multimedia-based materials was proposed. The purpose of this workshop is to train teachers to build from scratch to multimedia-based teaching materials and train them to use information technology tools optimally. Some of the benefits requested are that teachers can learn new knowledge especially about multimedia; applications made by teachers can be used as initial applications to be used as one of the tools to transfer topics or subjects to their students. This workshop was held for one day from May 15, 2025 joining 20 educators from SMP Advent Kabanjahe. The result of this Socialization is the application of learning media teaching materials based on macromedia flash and can be used as one of the tools in the classroom to transfer knowledge to the class.

Muhammad Zaenuri; Ridho Gata Wijaya

International Journal of Health and Social Behavior 2025 Asosiasi Riset Ilmu Kesehatan Indonesia

Tarakan City as an archipelago with high maritime activity has a significant risk of water accidents, yet students' swimming skills are still low. This study aims to: (1) evaluate the context of swimming learning in the PJOK curriculum, (2) assess input readiness (teachers, facilities, costs), (3) analyze the learning implementation process, and (4) measure learning outcomes related to student skills and safety. The research used a descriptive qualitative approach with the Context, Input, Process, Product (CIPP) evaluation model. Data sources include principals (4 people), physical education teachers (4 people), and students (16 people) from four junior high schools in Tarakan City. The research instruments were semi-structured interview guidelines, observation sheets, and curriculum document analysis. Data collection techniques were conducted through participatory observation, in-depth interviews, and documentation studies. The data were analyzed qualitatively using cost and benefit analysis techniques to identify the suitability of the program to the needs. The results show that the context of swimming learning is in accordance with the curriculum, but the swimming pool facilities depend on public facilities with limited access. The learning process is in accordance with the lesson plan, but the practice time (2 times/semester) is not sufficient to master the skills. Product evaluation results indicated a good understanding of water safety theory, but low practical swimming skills. Recommendations: (1) Increased frequency of swimming practice, (2) collaboration with local government for the provision of school swimming pools, and (3) teacher training in adaptive teaching methods for beginner students.

Yohana Nono BS; Chatarina Novianti; Maria Ludtinia Bupu Meo; Sebastiana Nenu

Pemberdayaan Masyarakat: Jurnal Aksi Sosial 2025 Lembaga Pengembangan Kinerja Dosen

The low interest and engagement of lower-grade primary school students in literature serve as an important introduction to this study. The aim of this Community Service Program (PKM) was to enhance children’s literary abilities through the use of three innovative media: word cards, short story videos, and descriptive texts. The study employed an experimental method with a pretest–posttest control group design and a Classroom Action Research (CAR) approach based on Kemmis & McTaggart (1988), carried out among grades I–III students at SD Katolik Roworeke 2, Ende (approximately 25–30 students per class). Results showed a statistically significant improvement in the experimental group compared to the control group, especially in literary element comprehension and literary appreciation. Word cards enriched vocabulary, story videos increased visual appeal and understanding, while descriptive texts trained literacy and imagination skills. The interactive and contextual learning process proved effective in fostering reading interest, teacher creativity, and students’ literacy enthusiasm. In conclusion, this method is recommended for adoption by Indonesian Language and Literature teachers in lower grades. Future research should expand sample size, include diverse literary works, and explore supporting factors influencing method effectiveness.

Stefanus Tebajak Henakin; Maria Yasinta Ome; Maria Alfira Fe’a; Maria Adelheid Bayan Makin

Pemberdayaan Masyarakat: Jurnal Aksi Sosial 2025 Lembaga Pengembangan Kinerja Dosen

Mastery of English as an international language is an international language is an important need in the word of education, including at the elementary school level. However, the monotonous and less varied learning processes often causes low interest and motivation of  students in learning English. This Community Service Activity (PKM) was carried out in class V at SDN Roworeke 2 with 11 students which aims to improve the quality of English learning trough the use of media and fun learning techniques. The methods used included demonstration, question and answer methods as well as the use of activite learning techniques such as educational games and songs. The result of the activity showed an uncrease in student enthusiasm and participation in learning, this activity was also able to increase interest and motivation in learning English.

Stefanus Tebajak Henakin; Maria Yasinta Ome; Maria Alfira Fe’a; Maria Adelheid Bayan Makin

Pemberdayaan Masyarakat: Jurnal Aksi Sosial 2025 Lembaga Pengembangan Kinerja Dosen

Mastery of English as an international language is an international language is an important need in the word of education, including at the elementary school level. However, the monotonous and less varied learning processes often causes low interest and motivation of  students in learning English. This Community Service Activity (PKM) was carried out in class V at SDN Roworeke 2 with 11 students which aims to improve the quality of English learning trough the use of media and fun learning techniques. The methods used included demonstration, question and answer methods as well as the use of activite learning techniques such as educational games and songs. The result of the activity showed an uncrease in student enthusiasm and participation in learning, this activity was also able to increase interest and motivation in learning English.

Yohana Nono BS; Chatarina Novianti; Maria Ludtinia Bupu Meo; Sebastiana Nenu

Pemberdayaan Masyarakat: Jurnal Aksi Sosial 2025 Lembaga Pengembangan Kinerja Dosen

The low interest and engagement of lower-grade primary school students in literature serve as an important introduction to this study. The aim of this Community Service Program (PKM) was to enhance children’s literary abilities through the use of three innovative media: word cards, short story videos, and descriptive texts. The study employed an experimental method with a pretest–posttest control group design and a Classroom Action Research (CAR) approach based on Kemmis & McTaggart (1988), carried out among grades I–III students at SD Katolik Roworeke 2, Ende (approximately 25–30 students per class). Results showed a statistically significant improvement in the experimental group compared to the control group, especially in literary element comprehension and literary appreciation. Word cards enriched vocabulary, story videos increased visual appeal and understanding, while descriptive texts trained literacy and imagination skills. The interactive and contextual learning process proved effective in fostering reading interest, teacher creativity, and students’ literacy enthusiasm. In conclusion, this method is recommended for adoption by Indonesian Language and Literature teachers in lower grades. Future research should expand sample size, include diverse literary works, and explore supporting factors influencing method effectiveness.