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Dzikra Tsabita Azalea; Aisyatun Munawaroh; Didik Tri Setiyoko

Jurnal Riset Rumpun Ilmu Pendidikan 2026 Lembaga Pengembangan Kinerja Dosen

This study aims to analyze the obstacles in Social Studies (IPS) learning related to global issues influenced by technological advancement through a literature review method. Social Studies plays an essential role in shaping students’ understanding of social, economic, cultural, and political life while fostering global awareness in the digital era. However, in practice, IPS learning often faces various challenges that reduce its effectiveness and attractiveness. One of the main problems is students ’low interestin IPS, as it is often perceived as boring and overly theoretical, combined with the influence of technology that diverts students’ attention toward digital entertainment. Other contributing factors include non-interactive teaching methods, limited learning facilities, unconducive classroom environments, and a lack of parental support. Through a comprehensive literature review, this study found that relevant strategies to overcome these issues include Project-Based Learning, Technology Integration, and Contextual Approaches. These strategies enable students to learn actively, critically, and collaboratively by linking IPS material to global issues and real-world phenomena. The recommended solutions include implementing project-based education, utilizing interactive digital media, and fostering intercultural dialogue within the learning process. The results of this study are expected to provide theoretical contributions to the development of adaptive IPS learning models in response to technological progress, as well as practical benefits for teachers, schools, and policymakers in creating Social Studies learning that is engaging, meaningful, and relevant to the global challenges of the 21st century.

Oktaviyanti Oktaviyanti; Supriyadi Supriyadi; Nuramila Nuramila

Jurnal Riset Rumpun Ilmu Pendidikan 2026 Lembaga Pengembangan Kinerja Dosen

This study aims to describe the use of Powtoon media in increasing student learning motivation in narrative text learning. The location of this research took place on grade X students of SMK Negeri 1 Bokat in the 2024/2025 Academic Year. Data were obtained through observation, questionnaires, and documentation, then analyzed descriptively qualitatively. The results of the study indicate that the use of Powtoon media can be applied as a means to significantly increase student learning motivation. Attractive visual displays, dynamic animations, and audio support make the learning process more interactive, fun, and easy to understand. Students appear more focused, active, and enthusiastic in participating in learning activities. Before the use of Powtoon, learning narrative text tended to be monotonous and less interesting. However, after the application of this media, students showed increased interest, involvement, and understanding of the material. Thus, the use of Powtoon can be an alternative learning media that is effective in increasing student learning motivation in learning narrative text.

Mustaman Mustaman; Elpisah Elpisah; Saripuddin Saripuddin; Suarlin Suarlin

International Journal of Islamic and Economic Education 2026 International Forum of Researchers and Lecturers

This study aims to (1) analyze the effect of gamification on students’ learning motivation and (2) analyze the effect of gamification on students’ positive perceptions in economics learning among Grade X students at SMAN 1 Pangkep. This research employed a quantitative approach with an ex post facto design and involved 198 students selected through proportional random sampling. A Likert-scale questionnaire was used as the main research instrument to measure the variables of gamification, learning motivation, and positive perception. Data analysis was conducted using simple linear regression to identify relationship patterns and determine the magnitude of influence of the independent variable on both dependent variables. The results of the study indicate that gamification has a positive and significant effect on student learning motivation. In addition, gamification also has a positive and significant effect on students' positive perceptions of economics learning. These findings indicate that the application of gamification elements in learning can encourage student engagement, increase learning motivation, and create a more interesting, enjoyable, and meaningful learning experience..

Sri Wahyuni; Martin Kustati; Gusmirawati, Gusmirawati

Jurnal Riset Rumpun Ilmu Pendidikan 2026 Lembaga Pengembangan Kinerja Dosen

The learning process that engages students greatly influences their interest in learning. The integration of technology in education can enhance students’ interest and motivation to learn, and technological advancements provide significant support in delivering education on Islamic religious knowledge. Various social media platforms can serve as learning resources. With technological assistance, it becomes easier to spread religious knowledge in innovative and creative ways. This technology can also capture students’ attention, as it enables the creation of animated videos to enhance students’ comprehension of religious knowledge. An example of such a platform that can serve as an educational resource is YouTube Kabi. YouTube Kabi is an interactive medium that offers engaging audio-visual content with animations that capture students’ interest. The delivery of Sirah Nabawiyah material can be accomplished easily because this application can be accessed on laptops or smartphones. The purpose of this study is to examine the utilization of YouTube Kabi in teaching Sirah Nabawiyah material. The method employed in this study is qualitative with a descriptive approach. This research is field-based, and the data collection process involves observation, interviews, and documentation. The findings of this study demonstrate that YouTube Kabi serves as an example of an Islamic educational resource that can enhance students’ motivation to learn, especially in learning Sirah Nabawiyah material, because during the learning process, students demonstrate enthusiasm and engagement.

Arini Hidayati; Hullyatul Badi’a; Muhammad Alaika; Nur Kamiliatus Syarifa

Jurnal Inovasi Sosial dan Pengabdian 2026 Lembaga Pengembangan Kinerja Dosen

High school student’s poor understanding of mathematics remains a common problem, particularly in terms of learning motivation and independent problem-solving skills. This situation is also experienced by students at Nurul Jadid High School, where mathematics lessons tend to be perceived as difficult and boring. This community service activity aims to improve student’s mathematical understanding through the implementation of the Fun Arithmetic game-based tutoring program, designed to be interactive and fun. The methods used in this activity include planning, implementation, and evaluation. The activity was implemented through group tutoring using an educational math game that integrates the concepts of counting, problem-solving, and healthy competition between students. Evaluation was carried out through observation, and pre- and post-activity comprehension tests. The results of the activity showed an increase in students' understanding of mathematical concepts, as indicated by an increase in final test scores compared to the initial test. In addition, students demonstrated a more positive, enthusiastic, and active attitude in participating in mathematics learning. Thus, the Fun Arithmetic game-based tutoring program has proven effective as an alternative learning strategy to improve students' mathematical understanding of Nurul Jadid High School and create a more interesting and enjoyable learning atmosphere.

Abdul Hadi; Moh Nabil Rafif Awwal; Chalid Maulana Nizar

Akhlak : Jurnal Pendidikan Agama Islam dan Filsafat 2026 Asosiasi Riset Ilmu Pendidikan Agama dan Filsafat Indonesia

The phenomenon of students displaying lazy attitudes and a lack of learning motivation represents a major challenge in the teaching and learning process of Islamic Religious Education (PAI) in various schools across Indonesia. This condition has a direct impact on low levels of student engagement and the achievement of expected learning objectives. This article provides an in-depth analysis of the multidimensional causes of this phenomenon, including internal student factors such as learning interest, levels of self-efficacy, intrinsic motivation, and learning styles, as well as external factors encompassing the role of teachers, particularly in the selection of instructional methods, classroom management, and pedagogical interactions. In addition, the family environment, peer influence, and digital culture are also important factors affecting students’ learning motivation. The article also presents various practical and integrated strategies that can be implemented by PAI teachers to enhance students’ learning motivation. The proposed approaches include strengthening value-based classroom management rooted in Islamic principles, applying active, participatory, and contextual learning methods, and reinforcing collaboration between schools and families in building a positive learning culture. Using a descriptive qualitative approach and classroom action research (CAR), the analysis shows that teachers’ emotional engagement, the implementation of educational reward systems, reflection on religious values, and experiential learning are able to increase students’ intrinsic motivation. This study implies the importance of curriculum innovation and strengthening professional development for PAI teachers to better orient learning toward fostering students’ enthusiasm for learning and the sustainable development of religious character in the digital era.

Hariski Hariski; Apri Eka Budiyono; Giman Bagus Pangeran

Jurnal Manajemen Bisnis Digital Terkini 2026 Asosiasi Riset Ilmu Manajemen Kewirausahaan dan Bisnis Indonesia

The management of the Qur'an memorization program at Al Iman Quran Science Junior High School by school administrators is covered in this paper. One of the school's main initiatives is the Qur'an memorization program, which aims to develop students' character via memorization and study of the Qur'an while also raising educational standards. This study employs a descriptive method in conjunction with a qualitative approach. The principal and Tahfidz instructors who are actively involved in the program's execution make up the research subjects. Interviews, observations, and documentation were used to gather data. According to research findings, school leadership plays a significant role in teacher development by offering training to enhance teacher competency and working to promote collaboration with parents of children. Four Qur'anic teacher support each class while the memorization method is implemented in an organized and disciplined manner. For students in the first and second grades, audio and the Hijaz Wafa-style Qur'anic reading method are employed as educational resources. Regular memorizing competitions organized by the school and the education administration each year are supporting aspects for this program. Meanwhile, differences in kids' remembering skills and parents' lack of interest in and support for their children's at-home learning activities are examples of limiting factors.

Andi Setiadi Manalu; Erwin Sirait; Arifin Tua Purba; Lasminar Lusia Sihombing; Roy Sahputera Saragih +2 more

Jurnal Pengabdian dan Solidaritas Masyarakat 2026 Lembaga Pengembangan Kinerja Dosen

This community service program is entitled Improving Microcontroller Competence of Students of SMK Negeri 3 Pematangsiantar through Arduino Training Based on Industrial Practice and is implemented as a follow-up to the school's official request to invite university practitioners as guest teachers in order to strengthen industry-based vocational learning. The activity was carried out on November 27, 2025 at the Computer Laboratory of SMK Negeri 3 Pematangsiantar involving 50 grade XI students, and guided by Andi Setiadi Manalu, S.Kom., M.Ti as the main instructor of Arduino material which focuses on the introduction of microcontrollers, basic programming, sensor integration, and simple automation project design. The purpose of this activity is to improve students' technical competence in the field of embedded systems while fostering work readiness through real-world practice-based learning experiences. The implementation method uses an experiential learning and project-based learning approach, which combines brief conceptual explanations with direct practice, technical discussions, and problem-based project assignment completion. The evaluation results show an increase in students' understanding of microcontroller functions, programming logic structures, and the ability to connect hardware and software in one work system. In addition, students demonstrated increased motivation, confidence, and interest in industrial technology, as reflected in their active participation during the practicum and their successful independent completion of functional prototypes. Overall, this activity proved effective in strengthening the technical competencies of vocational high school students and supporting the implementation of the link and match policy between vocational education and the needs of the industrial world, while also emphasizing the strategic role of higher education institutions in supporting the improvement of human resource quality at the vocational high school level.

Tulad Sutomo; Fitrawati Fitrawati

Jurnal Inovasi Pendidikan 2026 Lembaga Pengembangan Kinerja Dosen

Music education plays a crucial role in supporting the cognitive, affective, and psychomotor development of elementary school students. This study aims to analyze the contribution of music learning to students' thinking skills and identify other developmental aspects that can be enhanced through musical activities. This study employed a qualitative literature review, drawing on relevant scientific articles. The findings indicate that music education in elementary schools can foster and shape students' character values. Teachers can discover students' interests and talents. Furthermore, repeated training can foster cognitive, affective, and psychomotor aspects, as well as implement positive activities for students. This finding is in line with (Madina Ameliza, Hakim Ardipal, Miaz Ramalis, 2021) They said that music education, as a branch of arts education, plays a vital role in fostering the holistic development of students. Music enhances the cognitive, affective, and psychomotor domains, and serves as a medium for aesthetic expression and emotional refinement.  

Dzikra Tsabita Azalea; Munawaroh, Aisyatun; Setiyoko, Didik Tri

Jurnal Riset Rumpun Ilmu Pendidikan 2026 Lembaga Pengembangan Kinerja Dosen

This study aims to analyze various obstacles in Social Sciences (IPS) learning related to global issues that are increasingly influenced by technological advances, through literature study methods. Social studies has a strategic role in shaping students' understanding of social, economic, cultural, and political aspects, as well as fostering global awareness in the digital era. However, the effectiveness of social studies learning still faces a number of obstacles, especially low student interest because the material is considered boring, too theoretical, and less interesting than digital entertainment. In addition, less interactive learning methods, limited facilities, unconducive classroom environment, and lack of parental support also worsen the quality of learning. Through a comprehensive literature review, this study identifies several relevant learning strategies to overcome these constraints, including ProjectBased Learning, technology integration, and contextual approaches. These three strategies allow students to learn actively, critically, and collaboratively by relating social studies materials to global issues and real phenomena. This research provides theoretical contributions to the development of social studies learning models that are adaptive to technological developments, as well as practical benefits for teachers, schools, and policymakers in creating social studies learning that is more interesting, meaningful, and relevant to the global challenges of the 21st century.

Muhamad Saifudin; Ika Putra Viratama

Jurnal Insan Pendidikan dan Sosial Humaniora 2026 International Forum of Researchers and Lecturers

One effort to enhance students’ engagement, learning interest, and conceptual understanding in Natural Science learning at the elementary school level is through the use of interactive learning media that are aligned with learners’ characteristics. Interactive learning media are considered capable of creating a more active and meaningful learning environment. This study aims to evaluate the use of ClassPoint as an interactive learning medium based on live quizzes on the topic of Energy and Its Transformations for fifth-grade elementary school students. The research method employed is a Systematic Literature Review (SLR) by examining various relevant and credible scientific articles obtained from the Google Scholar, Garuda, and Directory of Open Access Journals (DOAJ) databases. The findings indicate that the use of ClassPoint in science learning can significantly increase students’ participation, activeness during the learning process, and learning motivation. In addition, students’ responses to the use of ClassPoint generally show positive attitudes, as learning is perceived to be more engaging, interactive, enjoyable, and easier to understand. However, the successful implementation of ClassPoint in elementary school science learning requires adequate facilities and infrastructure as well as teacher training. The challenges encountered include limitations in technological infrastructure, the readiness of supporting devices, and teachers’ ability to effectively optimize the features of learning media.

Indra Syah Putra; Feri Ranja; Fatimah Qadarsih

Jurnal Pengabdian dan Pembangunan Lokal 2026 Lembaga Pengembangan Kinerja Dosen

The rapid development of digital technology highlights the importance of introducing computational thinking skills from an early age, including at the elementary school level. One effective approach to introducing basic programming concepts is through block-based coding learning media that are visual, interactive, and engaging. This community service activity aimed to improve elementary school students’ understanding and interest in basic coding through hands-on training using block-based coding media. The program was implemented with sixth-grade students at Yayasan Kemala Bhayangkari 1 Medan. The activity employed a hands-on training approach consisting of several stages, including an introduction to basic coding concepts, familiarization with the Blockly Games interface, and practical exercises involving puzzle and maze challenges designed to develop logical thinking, sequencing, and problem-solving skills. The evaluation was conducted through direct observation of student participation and assessment of students’ ability to complete the given challenges. The results demonstrated that the use of Blockly Games effectively increased students’ enthusiasm, active engagement, and understanding of basic programming logic. Students who initially perceived programming as difficult showed greater interest and confidence due to the colorful, visual block-based instructions that were easy to understand and enjoyable. This community service activity is expected to serve as an effective introductory model for coding education and to support the development of digital literacy among elementary school students.

Dede Ardian Tarigan; Aser Heber Ginting; Juwita Etika Laia

Jurnal Pengabdian dan Solidaritas Masyarakat 2026 Lembaga Pengembangan Kinerja Dosen

The era of digitalization demands that the world of education adapt quickly to technological developments. One of the basic skills that elementary school students need to have is the ability to operate a computer, particularly in typing and using word processing applications. Community service research was conducted at the Kemala Bhayangkari Foundation 1 Medan with the aim of improving students' digital literacy thru typing training using Microsoft Word and the interactive media 10fastfingers.com. The training method is conducted using a workshop model, which consists of two main topics. The first material is a basic introduction to typing using the ASDF;LKJ pattern and the use of important keyboard keys. The second material is an introduction to basic Microsoft Word features, such as changing font type and size, using Bold, Italic, Underline, changing text color, and highlighting. Additionally, students are trained to use 10fastfingers.com to interactively improve their typing speed and accuracy. The research instruments are pretest-posttest, observation, and student response questionnaires. The research results show a significant improvement in typing skills. Average speed increased from 8–10 words per minute to 20–25 words per minute, with over 85% accuracy. Student responses were also very positive; they felt more confident, more motivated, and able to use Microsoft Word more effectively. This training program has proven effective in improving digital literacy among elementary school students while also fostering an interest in technology-based learning.

Aulia Sava Kamila; Indriana Dwi Saputri; Sofyan Hadi Saputra; Rani Setiawaty

Jurnal Ilmu Bahasa dan Pendidikan Guru Sekolah Dasar 2026 Asosiasi Periset Bahasa Sastra Indonesia

Indonesian language learning in elementary schools, especially on figurative language, still faces various problems, such as difficult to understand material, limited learning media, and low student interest and understanding. This is also experienced by fifth-grade students of SD 1 Mlati Lor who have difficulty recognizing types of figurative language and understanding their meaning well in context. This study aims to develop an interactive flipbook media about figurative language that highlights the local wisdom of North Sulawesi and test its feasibility and practicality for semantic learning. The method used in this study is research and development (R&D) with the ADDIE model, which consists of analysis, design, development, implementation, and evaluation. The research subjects were fifth-grade students of SD Negeri 1 Mlati Lor. Data collection was carried out through interviews, observations, validation by material and media experts, questionnaires for teachers and students, and learning outcome tests. Data were analyzed using qualitative and quantitative descriptive approaches. The results of the study indicate that the interactive flipbook media inspired by the local wisdom of North Sulawesi was considered very valid by experts. Furthermore, practicality testing demonstrated that teachers and students responded in the "very practical" category, indicating that the media was easy to use and well-received in learning. The application of local cultural elements has been shown to help students understand figurative language concepts more clearly and meaningfully. Therefore, the developed flipbook can be used as an alternative Indonesian language learning medium to improve students' semantic understanding and cultural knowledge in elementary schools.

Rimba Rahmawati; Ika Putra Viratama

Jurnal Insan Pendidikan dan Sosial Humaniora 2026 International Forum of Researchers and Lecturers

Technology-based learning media have now become a primary choice in supporting the learning process in elementary schools, in line with the development of the digital era and the growing demand for more innovative learning approaches. The utilization of technology in education is expected to enhance the quality of teaching and learning processes and encourage active student engagement. One technology-based learning medium considered effective and engaging is BrainPOP, a digital learning platform that presents educational content through interactive animated videos, quizzes, simulations, and various supporting activities designed to suit the characteristics of elementary school students. The selection of BrainPOP is based on its advantages in increasing students’ learning interest, facilitating the understanding of abstract concepts by making them more concrete, and enhancing students’ motivation and retention of learning materials. The visual, communicative, and interactive presentation of content enables students to learn in a more enjoyable and less monotonous manner. This medium is capable of creating an engaging, effective, and student-centered learning atmosphere, thereby fostering an active, creative, and enjoyable learning environment. Therefore, the use of BrainPOP in the learning process is expected not only to improve students’ learning outcomes but also to optimally and sustainably develop their interest, motivation, and engagement in learning.

Asika Zahrah; Siti Nurharisha; Melisa Febrianti Sofyan; Rismawati Rismawati

RISOMA : Jurnal Riset Sosial Humaniora dan Pendidikan 2026 Asosiasi Ilmuwan Pendidikan, Sosial, dan Humaniora Indonesia

Reading ability is a basic skill that plays a crucial role in the success of students' learning process. However, various studies indicate that the reading ability of junior high school students remains low. This study aims to analyze the reading ability of students at the UPT SMP Negeri 2 Mappakasunggu using Alfred Schutz's social phenomenology perspective. The research approach used was qualitative with descriptive methods. Data collection techniques included in-depth interviews, observation, and documentation of students and teachers. The results indicate that students' low reading ability is not solely caused by cognitive factors but is also influenced by subjective meanings formed through students' social experiences. The lack of a literacy culture in the family and school environment results in reading not being perceived as an important or enjoyable activity. Furthermore, the dominant use of gadgets for entertainment creates habits that reduce students' interest and concentration in reading texts. From Alfred Schutz's social phenomenology perspective, these conditions are related to students' lifeworlds and stock of knowledge, which shape their perspectives and actions toward reading. This study concludes that improving students' reading ability requires a comprehensive approach, taking into account experiences, social interactions, and the formation of meaning in reading in students' daily lives.

Muhammad Zaki Mubarok; Zidan Muhammad Fadhil; Nur Fajriansyah; Faruq At Taqi; Ahmad Nurrohim

Jurnal Miftahul Ilmi: Jurnal Pendidikan Agama Islam 2026 STIKes Ibnu Sina Ajibarang

Learning the Qur'an in Islamic Elementary Schools requires an approach that emphasizes not only reading skills but also understanding the meaning and internalizing the Qur'anic values ​​contextually. However, learning practices that are still dominated by conventional methods have the potential to reduce student engagement and interest in learning, especially in narrative materials such as animal stories in the Qur'an. This study aims to examine the effectiveness of the Qur'anic Magic Cards media as a learning medium for animals in the Qur'an in increasing the understanding and interest in learning of students in Islamic Elementary Schools. This study uses a qualitative approach with data collection techniques through observation, interviews, and documentation. The results show that the use of the Qur'anic Magic Cards media can help students understand the meaning of verses more concretely, increase active involvement during learning, and foster interest in learning the Qur'anic material. This media also contributes to creating a fun, contextual, and meaningful learning atmosphere, so that the messages of the Qur'an are not only understood textually but also internalized in the learning process. Thus, the Magic Quran Cards can be used as an innovative and relevant alternative Quranic learning medium for implementation in Islamic Elementary Schools (Madrasah Ibtidaiyah).

Amelia Bactiara Putri; Ulyatul Fahriyah; Ratna Yuliana Putri; Syifa' Muhtarom; Qonitatin Taibah +2 more

Jurnal Inovasi Pendidikan 2026 Lembaga Pengembangan Kinerja Dosen

The low level of interest in learning for elementary school students remains a fundamental problem in the implementation of basic education in Indonesia. One factor suspected of contributing to this condition is the lack of optimal fulfillment of students' physical health and nutritional needs. The Free Nutritional Meal Program (MBG) is strategic government policy aimed at improving students' nutritional status as an effort support learning readiness and the quality of learning in schools. This study aims to analyze the effect of the Free Nutritional Meal Program on increasing interest in learning for elementary school students. The study used a quantitative approach with a quasi-experimental design using a one-group pretest-posttest model. The research subjects included elementary school students and teachers directly involved in the implementation of the MBG program. Data collection techniques were carried out through a learning interest questionnaire, observation of student learning activities, and structured interviews with teachers. The data obtained were analyzed using descriptive statistics and inferential statistics in the form of paired t-tests determine differences in learning interest before and after the program implementation. The results of the study are expected to show an increase in student interest learning after participating in the Free Nutritional Meal Program, which is characterized by increased attention, activeness, and motivation in the learning process. These findings are expected to provide empirical evidence that the Free Nutritional Meal Program not only contributes improving students' physical and health conditions, but also has positive impact on the psychological and academic aspects elementary school students.

Andrea Gafiria Permata Putri; Ika Putra Viratama

Jurnal Nakula : Pusat Ilmu Pendidikan, Bahasa dan Ilmu Sosial 2026 Asosiasi Riset Ilmu Pendidikan Indonesia

Students often have difficulty understanding the Solar System material given in elementary school science lessons using only conventional methods due to its abstract nature. This study creates and explains the advantages of "3D Solar System" learning materials with interactive puzzles and quizzes for sixth-grade elementary school students using the Qreatif Educative platform. Qualitative research methodology is applied to this type of library research. Scientific articles from the DOAJ and Google Scholar databases are scanned to collect data. After that, content analysis methods such as data reduction, classification, theory synthesis, and drawing conclusions are applied in this paper. The results of this study, the use of 3D media significantly increases students' cognitive interest and understanding because it provides more realistic and detailed visuals compared to 2D media. Qreatif Educative's interactive puzzle and quiz elements have successfully created a fun and engaging learning environment based on the psychological characteristics of elementary school children who like to learn through play. The conclusion of this study is that the "3D Solar System" media is worth considering as a creative alternative to improve the standard of science teaching and make it more interactive and student-centered.

Yuliantina, Devi; Putri Irianti Sintaman; Muhammad Achiril Haq; Rihwanun Nufuts; Purwitasari Purwitasari

Jurnal Pengabdian Masyarakat 2026 Lembaga Pengembangan Kinerja Dosen

This community service activity was implemented at SDN 3 Tangkiling to cultivate an entrepreneurial mindset among elementary school students by integrating financial literacy and exploring creative professions. The program emphasized enhancing students' comprehension of fundamental financial principles through socialization activities and rudimentary buying and selling simulations using play money. The “Mini Shop” activity was implemented to facilitate students' learning about the value of money, the distinction between needs and wants, and the importance of saving. This activity was designed using an active and contextual learning approach, which aligns with the characteristics of elementary school students and the principles of the Merdeka Curriculum, emphasizing character building, independence, and creativity. Additionally, the exploration of creative professions was undertaken through the implementation of role-playing and interactive discussions, thereby introducing a variety of occupations and cultivating an interest in entrepreneurship from an early age. The outcomes of the activity indicated that students exhibited increased enthusiasm and comprehension of fundamental financial concepts and demonstrated an interest in elementary entrepreneurial activities. It is anticipated that this program will evolve into an inspirational learning model for instilling financial literacy and entrepreneurial spirit at the elementary school level.