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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.

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.

Euis Kusumarini; Eka Selvi Handayani; Maria Yosevina Tridarmawati; Riska Wanti; Suwaibatul Aslamiyah

Jurnal Pengabdian Masyarakat Nian Tana 2025 Fakultas Ekonomi & Bisnis, Universitas Nusa Nipa

This study aims to explain attempts to build honest character in less active children and increase their interest in learning through traditional congklak or dakon games. Congklak games were chosen because they have elements of competition that require honesty, while also involving fine motor activities that can stimulate the participation of children who tend to be passive. The method used is a literature methods based on literature review and analysis of earlier research result in PAUD, TK, and SD. The finding indicate that congklak these games prove beneficial in instilling honesty values, improving simple arithmetic skills, and triggering learning motivation in less active children. The strategies applied include the preparation of clear rules, providing positive encouragement, and reflection after the game. Thus, congklak games may serve as an alternative tool for educational purposes character and academics that are fun, both at school and at home, which are relevant to the developmental needs of early childhood to elementary school.

Khansa Labibah; Marsofiyati Marsofiyati

Journal of Student Research 2025 Pusat Riset dan Inovasi Nasional

This study analyzes the impact of collaborative learning approaches on students' social skills through a literature review method. The research is grounded in the importance of social skills for students' future social and professional lives, encompassing communication, teamwork, and empathy. Collaborative learning, supported by Vygotsky's Zone of Proximal Development theory and Bandura's social learning theory, emphasizes social interaction in education. The findings reveal that collaborative learning significantly enhances students' social skills, including communication, teamwork, and critical thinking, through models like the Teams Games Tournament (TGT). However, challenges such as unequal student participation and complex group dynamics remain obstacles to be addressed. These findings provide critical implications for educators in designing effective learning strategies and emphasize the necessity of teacher training to manage collaborative learning successfully across different educational levels.

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

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

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

St.Malka; Mutmainnah Mutmainnah

Jurnal Pengabdian dan Pembangunan Lokal 2025 Lembaga Pengembangan Kinerja Dosen

Free association among adolescents is a social problem that is increasingly worrying, especially in the current era of globalization. Adolescents' lack of understanding regarding behavioral boundaries in social interactions can have various negative impacts, both physically, psychologically, and socially. To address this, this community service activity was conducted with the aim of providing education about the dangers of free association to students of MA Mathla'ul Anwar Pandeglang. A total of 25 students participated in this activity. The media used was a snakes and ladders game that had been educationally modified to suit the material presented. The implementation method included interactive lectures, educational games, group discussions, and learning evaluations through pre- and post-tests. The results of the activity showed a 34% increase in students' understanding of the dangers of free association after participating in the entire series of activities. In addition, the snakes and ladders game media proved effective as a fun learning tool and was able to increase active student participation. This game also helped students more easily understand and remember the material presented. With this creative and participatory approach, it is hoped that education about healthy associations and adolescent character can be better accepted and implemented in everyday life. This activity is expected to become an alternative model for character education in schools and can be implemented sustainably in various educational institutions.

Ucu Wandi Somantri; Mutiara Mutiara; Chaerunisa Agustina; Kokom Komalasari; Puspita Sari +4 more

Jurnal Pengabdian dan Pembangunan Lokal 2025 Lembaga Pengembangan Kinerja Dosen

Free association among adolescents is a social problem that is increasingly worrying, especially in the current era of globalization. Adolescents' lack of understanding regarding behavioral boundaries in social interactions can have various negative impacts, both physically, psychologically, and socially. To address this, this community service activity was conducted with the aim of providing education about the dangers of free association to students of MA Mathla'ul Anwar Pandeglang. A total of 25 students participated in this activity. The media used was a snakes and ladders game that had been educationally modified to suit the material presented. The implementation method included interactive lectures, educational games, group discussions, and learning evaluations through pre- and post-tests. The results of the activity showed a 34% increase in students' understanding of the dangers of free association after participating in the entire series of activities. In addition, the snakes and ladders game media proved effective as a fun learning tool and was able to increase active student participation. This game also helped students more easily understand and remember the material presented. With this creative and participatory approach, it is hoped that education about healthy associations and adolescent character can be better accepted and implemented in everyday life. This activity is expected to become an alternative model for character education in schools and can be implemented sustainably in various educational institutions.

Lontoh, susy olivia; Novendy; Irawaty, Enny

Jurnal Pengabdian dan Kesejahteraan Masyarakat 2025 Lembaga Pengembangan Kinerja Dosen

The application of proper cough etiquette is an essential part of Clean and Healthy Living Behavior (PHBS) and serves as a preventive measure in reducing the transmission of respiratory infectious diseases from an early age. Health education for young children is crucial, as this stage represents the formative period where foundational habits are developed, potentially influencing long-term individual and environmental health. This community service activity was conducted on May 9, 2025, at Stella Maris Kindergarten in Tangerang City, involving 29 Nursery group children. The main objective of the program was to enhance the knowledge and skills of early childhood students in practicing correct cough etiquette and to instill healthy behaviors that they can apply in their daily lives at home and school. The implementation of the activity followed the POAC approach (Planning, Organizing, Actuating, Controlling) in a structured manner. Activities included storytelling (using engaging illustrations), screening of age-appropriate educational videos, practical simulations of cough etiquette, and fun, interactive games. These methods were designed to encourage active participation and ensure that children could understand and retain the health messages through enjoyable learning experiences. The results showed a notable improvement in the children's understanding and active involvement in practicing healthy coughing techniques, such as covering their mouths with a tissue or the inside of their elbows when coughing. Visual education combined with hands-on practice proved to be highly effective in conveying health messages to young children. The teachers responded positively to the program, emphasizing that the approach used was appropriate and should be widely implemented in other early childhood education institutions. They recognized it as a valuable promotive effort and a long-term health investment for children, laying the groundwork for healthier habits and environments in the future.

Yohan Fitriadi; Wellia Novita; Puspita Rama Nopiana

Jurnal Pengabdian dan Pembangunan Lokal 2025 Lembaga Pengembangan Kinerja Dosen

This community service program aims to improve the capacity of 25 raw cassava chip MSMEs in Solok Regency through holistic training that integrates managerial, collaborative, and spiritual aspects. The activities are designed with the real needs of business actors in mind, both in terms of technical business management skills and strengthening business ethics values. The training is conducted in a classical manner through the delivery of entrepreneurship and financial management materials covering basic business management concepts, simple marketing strategies, and cash flow management. In addition, participants participate in group simulations and ice-breaking games to foster a spirit of collaboration and build trust among business actors. Assistance in financial recording practices is carried out using the financial records application v1.1, which is designed to facilitate recording daily transactions, tracking production costs, and simple profit and loss analysis. A special contemplation session is also held to foster awareness of ethics and spirituality in entrepreneurship, including the importance of honesty, social responsibility, and sincere intentions in running a business. The program is evaluated through a 20-question digital quiz taken by all participants. The evaluation results show a significant increase in the understanding of basic management concepts, cash flow recording skills, and a responsible attitude in managing the business. These findings confirm that a values-based training approach combined with hands-on practice can effectively strengthen the foundations of MSME sustainability, both in terms of operational performance and moral resilience. Given the positive results, this program is recommended for replication in other regions with similar business characteristics. Continued support from local governments, educational institutions, and business partners is essential to expand the program's impact, ensure business sustainability, and foster competitive and integrated community-based economic growth.

Ismi Widyaningrum; Arina Nur Indriani; Linda Linda; Asep Saefullah Kamali

Indonesia Bergerak : Jurnal Hasil Kegiatan Pengabdian Masyarakat 2025 Asosiasi Riset Ilmu Teknik Indonesia

Limited access to learning resources appropriate to the local context presents a challenge in the mathematics learning process in indigenous communities such as the Baduy Tribe. Conventional mathematics learning is often considered too abstract and less relevant to the daily lives of Baduy children, especially in the Outer Baduy region. To address this challenge, this community service activity aims to introduce contextual mathematics learning media based on the surrounding environment and local culture. The media developed is designed to be easily accessible, affordable, and environmentally friendly, while still respecting prevailing traditional values. The method used in this activity is Participatory Action Research (PAR), with a collaborative approach between a team of lecturers and the Outer Baduy community. The activity implementation process includes six stages, namely: identification of local problems and potential, planning, designing learning media, implementation, evaluation, and documentation of activity results. The results of the activity show an increase in interest and understanding of basic mathematics concepts among Outer Baduy children. Children appear more active, enthusiastic, and confident in participating in the learning process through educational games and concrete activities. The media used utilizes natural objects and local cultural elements, such as woodcuts, ancient angklungs, traditional hats, and distinctive Baduy woven motifs. The community responded positively because these media do not conflict with traditional values. This activity has had positive cognitive and social impacts and strengthened awareness of the importance of a contextual and culturally based educational approach as a relevant and inclusive learning strategy.  

Pettia Weharima Perangin Angin; Siti Nur Masithah; Ratna Komalasari; Pielza Marsyha

Jurnal Mahasiswa Kreatif 2025 International Forum of Researchers and Lecturers

The “Aku Anak Jujur” campaign is an anti-corruption educational program aimed at elementary and middle school students to instill honesty and integrity from an early age. The program aims to shape young generations to be aware of the dangers of corruption and the importance of honesty in daily life. Conducted online via Zoom, the program involved 16 participants. Materials were delivered through presentations, animated educational videos, interactive discussions, and games such as word scramble and fill the blank. The results showed that the interactive approach effectively engaged participants, enhanced their understanding of anti-corruption values, and encouraged self-reflection on honest behavior. This initiative successfully increased students' awareness of honesty and contributed positively to character development. Similar programs are recommended to be expanded to strengthen an anti-corruption culture from a young age.  

Khoirul Wafa; Naily Fauziyah; Moch. Romdon Andreansyah; Zakiyyatul 'Azizah; Achmad Arif Rofiki +1 more

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

The cultivation of holistic character in elementary school students is a fundamental component in shaping individuals who are morally, socially, and spiritually grounded. This study aims to describe the effectiveness of interactive educational approaches in fostering character development among elementary students at Pondok Pesantren At-Tausyiah, Blitar. A qualitative descriptive method was employed, involving observation, interviews, and active participation during the character-building program. The activities implemented included inspirational storytelling on heroism to foster nationalism and a “water-carrying game” designed to teach values of cooperation and responsibility. Observational data indicated a high level of enthusiasm and active participation from the students throughout the program. Reflections from the students and interviews with facilitators supported the finding that experience-based learning, educational games, and two-way communication significantly enhance both understanding and practice of character values. Beyond strengthening students' character, the program also fostered a joyful learning environment and strengthened the bond between student facilitators and the participants. The findings affirm that interactive education is an effective strategy for holistic character formation, particularly in Islamic boarding school settings.

Najla Imtinan; Ibnu Muthi

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

This study aims to examine the implementation of digital educational games to enhance the understanding of fraction concepts among fifth-grade elementary school students. The background of this research lies in the low mastery of fraction material and the lack of student engagement due to conventional teaching approaches. The research used a quasi-experimental method with a pretest-posttest control group design. The subjects were divided into an experimental group, which received digital educational game-based learning, and a control group, which was taught using traditional lectures and practice questions. The results showed a significant improvement in the understanding of fractions in the experimental group compared to the control group. The findings indicate that digital educational games can enhance motivation, engagement, and the effectiveness of mathematics learning. This research recommends the integration of interactive digital media as an innovative strategy for teaching mathematics in elementary schools.

Nurul Fadilah; Syamsiah Depalina

Jurnal Hukum, Pendidikan dan Sosial Humaniora 2025 Asosiasi Peneliti dan Pengajar Ilmu Hukum Indonesia

This study aims to examine the role of interactive play in early childhood language development in Sipolu-polu Village, Panyabungan District. Interactive games are a fun and educational approach that supports children's language skills, particularly vocabulary acquisition, sentence structure, storytelling ability, and two-way communication. This research employed a qualitative descriptive method using observation, interviews, and documentation techniques. The subjects were children aged 4–6 years involved in interactive play activities within non-formal education settings and their home environments. The findings show that interactive games, such as role-playing, picture puzzles, and educational digital games, have a positive impact on children's language development. Children became more verbally active, followed instructions better, and could express ideas and stories in a more structured manner. Therefore, interactive games are proven to play a significant role as an effective learning medium in developing early childhood language skills in the community of Sipolu-polu Village.

I’anatul Ashriyah; Umi Mahmudah

Algoritma : Jurnal Matematika, Ilmu pengetahuan Alam, Kebumian dan Angkasa 2025 Asosiasi Riset Ilmu Matematika dan Sains Indonesia

This study aims to develop learning media based on the Wordwall application in mathematics learning for grade 3 at MI Salafiyah 1 Kauman. The background of this study is the low interest and motivation of students in participating in mathematics learning, which is caused by less interesting learning methods and the lack of use of interactive media. By utilizing the Wordwall application, it is expected to increase student involvement through fun educational games. The method used in this study is Research and Development (R&D) with the ADDIE model (Analysis, Design, Development, Implementation, Evaluation). The development process begins with needs analysis, learning media design, media development using the Wordwall application, media implementation in learning, and evaluation of the effectiveness of the media developed. The results of the study showed that the Wordwall-based learning media developed had high validity with an average score of 90% from material and media experts. The practicality of the media was also obtained with an average score of 85% from teachers and students. The trial of media implementation in mathematics learning showed an increase in student motivation and learning outcomes. So, students will be more active in participating in learning and show a better understanding of the material being taught. Thus, Wordwall-based learning media has proven effective in increasing the motivation and learning outcomes of grade 3 students at MI Salafiyah 1 Kauman.

Dimas Dimas; Budi Budi

Mutiara Pendidikan dan Olahraga 2025 Asosiasi Riset Ilmu Pendidikan Indonesia

This study aims to determine the effect of cone drill training through the traditional Hadang game on improving the agility of fifth-grade students at SDN Banjaran 03. The research used a one-group pretest-posttest design with a quantitative approach. The sample consisted of 11 students selected through purposive sampling. Data were collected using a shuttle run test to measure students' agility levels before and after the intervention, which consisted of Hadang game training for four weeks. Data analysis using a paired sample t-test showed a significant improvement in agility after the intervention, with a significance value (p < 0.05). These findings indicate that the Hadang game, which involves quick movements and frequent direction changes, is effective in enhancing the agility of elementary school students. This study recommends incorporating traditional games as an alternative method in physical education classes to improve students’ physical fitness in a fun and educational manner.

Rosadalima Ule; Maryano Musaputra; Baltasar Putra Gado

Jurnal Pengabdian dan Pembangunan Lokal 2025 Lembaga Pengembangan Kinerja Dosen

This Community Service (PKM) aims to increase the effectiveness of English language learning in second grade students of Mbomba Catholic Elementary School through the utilization of picture board media. The background of this activity is the low interest and participation of students in learning English due to the limitations of interesting learning media. The implementation method uses a participatory and educational approach that involves students actively in activities such as picture matching games, guessing pictures, storytelling, and singing. The results of the activity show that the use of picture boards is able to attract students' attention, increase engagement, and strengthen memory of English vocabulary. Despite the short implementation time, students still showed good understanding. Picture board media proved to be effective, simple, economical, and suitable to be implemented in schools with limited facilities. This activity illustrates that an attractive and interactive visual approach can be a solution in improving the quality of English language learning at the primary school level.

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.

Siti Khoirunnisa; Yulianah Yulianah; Agung Windrianto; Bunga Bunga; Rina Hidayati Pratiwi

Algoritma : Jurnal Matematika, Ilmu pengetahuan Alam, Kebumian dan Angkasa 2025 Asosiasi Riset Ilmu Matematika dan Sains Indonesia

Generally, students stated that the concepts in physics, especially on the material of distance, speed, and acceleration, are difficult to understand. This causes low student motivation and learning outcomes. In order to increase student motivation, understanding of concepts, and learning outcomes, it is necessary to use visual media so that learning is active and enjoyable. The use of visual media, one of which is education game-based learning media, is very helpful for students in understanding physics concepts, especially on the material of distance, speed, and acceleration. The purpose of this study was to determine the study of the use of visual media based on education games that can improve students' understanding of the material of distance, speed, and acceleration. This research method uses the library research method. The form of research uses literature studies with qualitative data acquisition. To obtain data using two databases, namely Google Scholar and Sinta, with document analysis first carried out to identify relevant literature studies. Based on the results of the preliminary study conducted, it was obtained that the use of visual media based on education games is good and flexible. With the use of visual media based on education games, students find it easier to understand the material of distance, speed, and acceleration. In addition, it makes it easier for teachers to carry out learning activities. Learning is more interesting, students are more motivated so that students' understanding, abilities, and learning outcomes increase.