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Hendri Rasminto; Fujiama Diapoldo Silalahi; Budi Hartono

JURNAL ILMIAH EKONOMI DAN BISNIS 2022 LPPM Universitas Sains dan Teknologi Komputer

Analysis of E-Learning Information Systems is certainly one of the efforts that can be made to overcome problems that arise in the process of implementing teaching and learning activities (KBM) in each school. Soft System Methodology (SSM) analysis is a method used to help model unstructured problems. The SSM methodology is suitable for assisting an organization in defining their goals and then building a human activity system to achieve those goals. The relationship between the internal and external academic community involves teachers, parents of students, students and school administrators to develop information for supervision and student Development approaches. E-Learning analysis using the Soft Systems Methodology (SSM) approach is expected that the E-Learning information system will be able to answer existing challenges and problems. This study carried out a CATWOE analysis of the holons and elements (Client, Actor, Transformation, World View, Owner, Environment) found in case studies, building E-Learning models by applying the roles of humans, processes and technology as knowledge-forming elements, then analysis. holons based on the modeling of the resulting Knowledge. The analysis of E-Learning needs is answered by the need between the internal staff of teachers, employees, counseling and external students and parents to improve the quality of teaching and learning activities and student development.

Andi Sulistio

Jurnal Ilmu Sosial, Bahasa dan Pendidikan 2022 Pusat Riset dan Inovasi Nasional

One of the appropriate methods to improve students' abilities is the role play learning method. In improving students' ability to understand students' narrative texts, appropriate learning methods are needed. One of the appropriate methods to improve students' abilities is the role play learning method. The purpose of this study was to analyze the improvement of students' ability in understanding narrative texts using the Role Play Learning Method in Class XI IBB Students in the Even Semester of the 2021/2022 Academic Year. The method used to conduct the research is Classroom Action Research (CAR). The approach used is a qualitative approach. The data collection procedure is the test method. From the test method obtained data in the form of student learning scores which are then used for hypothesis testing. The results of this study are the application of the role play learning method can improve students' ability to understand narrative texts for Class XI IBB students, this can be seen from the students' test scores in the initial test activity from 73.07 increased to 78.20 in cycle 1, and in cycle II increased again to 85. Thus, the role play learning method applied to students can improve students' ability to understand narrative texts for students in Class XI IBB Even Semester in the 2021/2022 Academic Year.

Dede Indra Setiabudi; Dewi Utami

International Journal of Education and Literature 2022 Lembaga Pengembangan Kinerja Dosen

This study aims to improve the activeness and learning achievement of students by applying simulation methods in Strategy and Planning of Studying courses. This research is a class action research. The research setting was regular semester VI students, totaling 50 students who took Strategy and Planning of Studying courses. The research design involves the lecturer as the main researcher and at the same time the perpetrators of the action, the observer lecturer and students as the subject of the students. The way the research is carried out through: 1. planning, 2. implementation of class actions, 3. monitoring and evaluation, 4. analysis and reflection, 5. summarizing results. Data collection uses observation, interviews, documentation and questionnaires: Test the validity of the data using triangulation of          methods and sources.Research this action by applying simulation methods in Strategy and Planning of Studying courses. The results of this action research are 1) The application of simulation learning methods can increase student activities. An increase in learning activities from cycle I to cycle II, and from cycle II to cycle III. 2) Application of simulation learning  methods can optimize student learning achievement. Student learning achievement has increased from learning achievement cycle I to cycle II, and from cycle II to cycle III.  

Nugroho, Setiyo Adi; Hadi, Andik Prakasa; Rudjiono, Rudjiono; Zainudin, Ahmad

JURNAL ILMIAH KOMPUTER GRAFIS 2022 UNIVERSITAS STEKOM

The advances in mobile technology have created a new learning method known as mobile learning technology or mobile learning. This method utilizes the use of smartphones which have become part of the daily life of people of all ages and levels of education. in this mobile learning ,android platform is selected. The reason for choosing android is that it is the most popular mobile OS. This learning is designed to run on Android with the aim that it can be used easily and can be run at any time as long as you carry an Android cellphone and there is an internet connection. This application is addressed to the Persatuan pemuda sandya karya mandiri desa reksosari kec suruh kabupaten Semarang, which is an activity of a youth group that is trying to develop and improve their video streaming channel . they need learning to improve their digital video processing skills to improve the quality of their video output. because this youth union consists of various ages and various educational backgrounds, the making of learning videos must be easy to operate, easy to display and does not require complicated equipment. The development of this application is based on usability which is the most important aspect of an application.

Wiwin Wulandari; Budi Murtiyasa

Proceeding International Conference Of Innovation Science, Technology, Education, Children And Health 2022 Program Studi DIII Rekam Medis dan Informasi Kesehatan

The purpose of this study is to determine the results of the implementation of mobile seamless learning in increasing the learning activity and learning achievement of students at SMP Negeri 1 Gemolong Sragen during the pandemic. This study uses a quasi-experimental method, using quantitative data analysis. The location of the study was carried out at SMP Negeri 1 Gemolong Sragen. The population in the study were all students of SMP Negeri 1 Gemolong Sragen. The sampling technique used Random Sampling where each class contained 32 students. The technique applied in this study is to use multiple choice and oral tests. In conducting the test, the validity test uses the product moment and the rehabilitation test uses the KR 20 formula. The data is then analyzed using normality and homogeneity tests. The results of the study indicate that there is an influence of mobile seamless learning on the learning activity and learning achievement of students of SMP Negeri 1 Gemolong Sragen During the Pandemic.

Wiwin Wulandari; Budi Murtiyasa

Proceeding International Conference Of Innovation Science, Technology, Education, Children And Health 2022 Program Studi DIII Rekam Medis dan Informasi Kesehatan

The purpose of this study is to determine the results of the implementation of mobile seamless learning in increasing the learning activity and learning achievement of students at SMP Negeri 1 Gemolong Sragen during the pandemic. This study uses a quasi-experimental method, using quantitative data analysis. The location of the study was carried out at SMP Negeri 1 Gemolong Sragen. The population in the study were all students of SMP Negeri 1 Gemolong Sragen. The sampling technique used Random Sampling where each class contained 32 students. The technique applied in this study is to use multiple choice and oral tests. In conducting the test, the validity test uses the product moment and the rehabilitation test uses the KR 20 formula. The data is then analyzed using normality and homogeneity tests. The results of the study indicate that there is an influence of mobile seamless learning on the learning activity and learning achievement of students of SMP Negeri 1 Gemolong Sragen During the Pandemic.

Idha Rachmawati; Esti Untari; Sri Kustiyah

Proceeding International Conference Of Innovation Science, Technology, Education, Children And Health 2022 Program Studi DIII Rekam Medis dan Informasi Kesehatan

Writing stories can start when students are in elementary school. Through story writing activities students can express their feelings, ideas, and ideas to others. Based on the results of interviews and observations conducted on January 20, 2021, the 5th grade homeroom teacher of SDN 5 Sudimoroharjosiswa felt bored in online learning during the pandemic. This can be seen from the students' writings that do not match the information. The writing of stories that do not match this information can be seen from one of the students who did not write down sports activities where there are pictures of people who are exercising. This study aims to determine the ability of students to present information in the form of stories through interactive image media based on thinglinks for grade 5 students at SDN 5 Sudimoroharjo, Nganjuk Regency. Based on the results of research on the use of interactive image media based on thinglink in Indonesian language learning, the material for retelling the sequence of events in fictional texts according to the background of the story has been carried out, it can be concluded that: (1) The implementation of learning using interactive image media based on thinglink is carried out according to the steps of learning activities which uses the project based learning model very well so as to increase the activities of teachers and students. This is evidenced by the increased activity of teachers and students in cycle I to cycle II. The average percentage of teacher activity in the first cycle is 82.85% with good criteria increasing to 10.01% to 92.86% with very good criteria in the second cycle. While the average student activity from the first cycle is 77, 86% with sufficient criteria increased to 11.43% to 89.29% with good criteria in cycle II. (2) The application of learning using interactive image media based on thinglinks can improve the ability of V SDN 5 Sudimoroharjo students, Nganjuk Regency, in retelling the sequence of events in fictional texts according to the background of the story. This is evidenced by the increase in student learning outcomes when in the skill aspect with the average value in the first cycle of 74 increasing to 89.5 in the second cycle. In addition, the percentage of student learning completeness also increased starting in the first cycle, namely 60.71% with less criteria, increasing by 39.29% to 100% with very good criteria in the second cycle. For teachers, it is recommended that if doing learning using interactive image media based on thinglinks, they should do a trial before being used by students.  

Idha Rachmawati; Esti Untari; Sri Kustiyah

Proceeding International Conference Of Innovation Science, Technology, Education, Children And Health 2022 Program Studi DIII Rekam Medis dan Informasi Kesehatan

Writing stories can start when students are in elementary school. Through story writing activities students can express their feelings, ideas, and ideas to others. Based on the results of interviews and observations conducted on January 20, 2021, the 5th grade homeroom teacher of SDN 5 Sudimoroharjosiswa felt bored in online learning during the pandemic. This can be seen from the students' writings that do not match the information. The writing of stories that do not match this information can be seen from one of the students who did not write down sports activities where there are pictures of people who are exercising. This study aims to determine the ability of students to present information in the form of stories through interactive image media based on thinglinks for grade 5 students at SDN 5 Sudimoroharjo, Nganjuk Regency. Based on the results of research on the use of interactive image media based on thinglink in Indonesian language learning, the material for retelling the sequence of events in fictional texts according to the background of the story has been carried out, it can be concluded that: (1) The implementation of learning using interactive image media based on thinglink is carried out according to the steps of learning activities which uses the project based learning model very well so as to increase the activities of teachers and students. This is evidenced by the increased activity of teachers and students in cycle I to cycle II. The average percentage of teacher activity in the first cycle is 82.85% with good criteria increasing to 10.01% to 92.86% with very good criteria in the second cycle. While the average student activity from the first cycle is 77, 86% with sufficient criteria increased to 11.43% to 89.29% with good criteria in cycle II. (2) The application of learning using interactive image media based on thinglinks can improve the ability of V SDN 5 Sudimoroharjo students, Nganjuk Regency, in retelling the sequence of events in fictional texts according to the background of the story. This is evidenced by the increase in student learning outcomes when in the skill aspect with the average value in the first cycle of 74 increasing to 89.5 in the second cycle. In addition, the percentage of student learning completeness also increased starting in the first cycle, namely 60.71% with less criteria, increasing by 39.29% to 100% with very good criteria in the second cycle. For teachers, it is recommended that if doing learning using interactive image media based on thinglinks, they should do a trial before being used by students.  

Efy Lilawati; Esti Untari; Sri Kustiyah

Proceeding International Conference Of Innovation Science, Technology, Education, Children And Health 2022 Program Studi DIII Rekam Medis dan Informasi Kesehatan

Learning through online that does not do face-to-face certainly has various challenges. One of the challenges is the lack of student learning motivation. Efforts to create an interesting and fun learning atmosphere require several breakthroughs, both in curriculum development, learning media innovation and fulfilling educational infrastructure. This study aims to describe the application of the quizizz educational game and the provision of rewards to increase the learning motivation of fifth grade students at SDN Tarokan 5 Kediri. The approach used in this research is a qualitative approach with the type of classroom action research. The research was carried out in two cycles. Each cycle consists of 4 stages, namely planning, implementation, observation, and reflection. The subjects of the research were the fifth grade students of SDN Tarokan 5, totaling 10 students consisting of 6 boys and 4 girls. The data in this study are the results of observations of teacher activities, student activities, and student learning motivation. Data collection techniques used by using observation, questionnaires, field notes and documentation. The results of the study by applying the quizizz educational game and giving rewards can run well and have increased. In the first cycle the average value of teacher activity was 98% in the very good category, increasing to 100% with the very good category in the second cycle. The value of student activity is 83.5% in the good category, in the second cycle it increases to 91.5% in the very good category. Meanwhile, the result of students' learning motivation in the pre-action was 53% with a very low category. In the first cycle, the results of the observation of students' learning motivation increased to 77% in the high category. Furthermore, in the second cycle, the results of the observation of students' learning motivation increased to 82% with a very high category. The conclusion of this study is that the application of the quizizz educational game and the giving of rewards to the fifth grade students of SDN Tarokan 5 Kediri, has been carried out by the teacher and students very well.

Efy Lilawati; Esti Untari; Sri Kustiyah

Proceeding International Conference Of Innovation Science, Technology, Education, Children And Health 2022 Program Studi DIII Rekam Medis dan Informasi Kesehatan

Learning through online that does not do face-to-face certainly has various challenges. One of the challenges is the lack of student learning motivation. Efforts to create an interesting and fun learning atmosphere require several breakthroughs, both in curriculum development, learning media innovation and fulfilling educational infrastructure. This study aims to describe the application of the quizizz educational game and the provision of rewards to increase the learning motivation of fifth grade students at SDN Tarokan 5 Kediri. The approach used in this research is a qualitative approach with the type of classroom action research. The research was carried out in two cycles. Each cycle consists of 4 stages, namely planning, implementation, observation, and reflection. The subjects of the research were the fifth grade students of SDN Tarokan 5, totaling 10 students consisting of 6 boys and 4 girls. The data in this study are the results of observations of teacher activities, student activities, and student learning motivation. Data collection techniques used by using observation, questionnaires, field notes and documentation. The results of the study by applying the quizizz educational game and giving rewards can run well and have increased. In the first cycle the average value of teacher activity was 98% in the very good category, increasing to 100% with the very good category in the second cycle. The value of student activity is 83.5% in the good category, in the second cycle it increases to 91.5% in the very good category. Meanwhile, the result of students' learning motivation in the pre-action was 53% with a very low category. In the first cycle, the results of the observation of students' learning motivation increased to 77% in the high category. Furthermore, in the second cycle, the results of the observation of students' learning motivation increased to 82% with a very high category. The conclusion of this study is that the application of the quizizz educational game and the giving of rewards to the fifth grade students of SDN Tarokan 5 Kediri, has been carried out by the teacher and students very well.

Ninik Sulis Setiani; Esti Untari; Sri Kustiyah

Proceeding International Conference Of Innovation Science, Technology, Education, Children And Health 2022 Program Studi DIII Rekam Medis dan Informasi Kesehatan

This study aims to determine the use of google form media to increase the learning motivation of grade 4 students at Kandangan 4 Elementary School, Kandangan District. The research was conducted with a qualitative approach to the type of classroom action research. The research was carried out in two cycles, each consisting of 4 stages, namely planning, implementation, observation, and reflection. The data obtained are process data and result data. Collecting data using interview techniques, observation, tests, documentation, and field notes. Data analysis was carried out with the stages of reducing data, presenting data, and drawing conclusions. The results showed that the application of google form media can increase students' learning motivation. This is evidenced by the increase in teacher activity from 81.25% in the first cycle to 93.5% in the second cycle. The student activity increased from 81.8% in the first cycle to 90.9% in the second cycle. Meanwhile, the level of student motivation also increased from 66.5% in the pre-action to 84.8% in the first cycle and 88% in the second cycle. Teachers are expected to continue to develop online learning through the right and correct google form, and add some references about online learning that are more innovative and interesting for students in achieving the expected goals.

Ninik Sulis Setiani; Esti Untari; Sri Kustiyah

Proceeding International Conference Of Innovation Science, Technology, Education, Children And Health 2022 Program Studi DIII Rekam Medis dan Informasi Kesehatan

This study aims to determine the use of google form media to increase the learning motivation of grade 4 students at Kandangan 4 Elementary School, Kandangan District. The research was conducted with a qualitative approach to the type of classroom action research. The research was carried out in two cycles, each consisting of 4 stages, namely planning, implementation, observation, and reflection. The data obtained are process data and result data. Collecting data using interview techniques, observation, tests, documentation, and field notes. Data analysis was carried out with the stages of reducing data, presenting data, and drawing conclusions. The results showed that the application of google form media can increase students' learning motivation. This is evidenced by the increase in teacher activity from 81.25% in the first cycle to 93.5% in the second cycle. The student activity increased from 81.8% in the first cycle to 90.9% in the second cycle. Meanwhile, the level of student motivation also increased from 66.5% in the pre-action to 84.8% in the first cycle and 88% in the second cycle. Teachers are expected to continue to develop online learning through the right and correct google form, and add some references about online learning that are more innovative and interesting for students in achieving the expected goals.

Pipit Rahmadhany; Esti Untari; Sri Kustiyah

Proceeding International Conference Of Innovation Science, Technology, Education, Children And Health 2022 Program Studi DIII Rekam Medis dan Informasi Kesehatan

The COVID-19 pandemic has had an unfavorable impact on all aspects of life, including aspects of health, economy, tourism, social and education. Students can also use learning support applications such as study houses, teacher rooms, thinglink, netboard, oodlu, quizwhizzer and other applications. In fact, not all students will be successful in online learning. This research aims to improve speaking skills through the application of online-based interactive picture media to 5th graders at SD Negeri 2 Blitaran, Nganjuk Regency. This research is a classroom action research with the research design determined are planning, implementation, observation and reflection. There are two data obtained, namely process data and result data. Process data obtained from teacher activity data and student activities in applying online-based interactive image media. Result data obtained from student learning outcomes data in the form of students' speaking skill scores through the application of online-based interactive image media. The research subjects were 31 fifth grade students at SD Negeri 2 Blitaran, Nganjuk Regency, for the 2020/2021 academic year. The results showed that the teacher's activities continued to increase starting from the pre-action cycle II. In the pre-action, the average score of students was only 63.1 with a very poor category. After taking action in cycle 1 at meeting 1, the average score of students increased to 80%. The percentage of 80% indicates that there are still activities that have not been carried out at meeting 1. The action is continued in the second friendship, where the ability of students has reached 87%. With this percentage, improvements need to be made in cycle II. The teacher must review the steps in the lesson plans that have been prepared so that learning can run according to the plan. In Cycle II meeting 1, the percentage of success was 92.8%. The thing that must be maintained in cycle II is that the teacher carries out learning according to the steps that have been planned and provides explanations to students regarding important things that must be considered when retelling a reading. The action was continued in Cycle II meeting 2 where the student success achieved reached 95.7%. This happens because the teacher carries out learning in accordance with the planned RPP based on the results of the cycle reflection. Teachers should emphasize

Pipit Rahmadhany; Esti Untari; Sri Kustiyah

Proceeding International Conference Of Innovation Science, Technology, Education, Children And Health 2022 Program Studi DIII Rekam Medis dan Informasi Kesehatan

The COVID-19 pandemic has had an unfavorable impact on all aspects of life, including aspects of health, economy, tourism, social and education. Students can also use learning support applications such as study houses, teacher rooms, thinglink, netboard, oodlu, quizwhizzer and other applications. In fact, not all students will be successful in online learning. This research aims to improve speaking skills through the application of online-based interactive picture media to 5th graders at SD Negeri 2 Blitaran, Nganjuk Regency. This research is a classroom action research with the research design determined are planning, implementation, observation and reflection. There are two data obtained, namely process data and result data. Process data obtained from teacher activity data and student activities in applying online-based interactive image media. Result data obtained from student learning outcomes data in the form of students' speaking skill scores through the application of online-based interactive image media. The research subjects were 31 fifth grade students at SD Negeri 2 Blitaran, Nganjuk Regency, for the 2020/2021 academic year. The results showed that the teacher's activities continued to increase starting from the pre-action cycle II. In the pre-action, the average score of students was only 63.1 with a very poor category. After taking action in cycle 1 at meeting 1, the average score of students increased to 80%. The percentage of 80% indicates that there are still activities that have not been carried out at meeting 1. The action is continued in the second friendship, where the ability of students has reached 87%. With this percentage, improvements need to be made in cycle II. The teacher must review the steps in the lesson plans that have been prepared so that learning can run according to the plan. In Cycle II meeting 1, the percentage of success was 92.8%. The thing that must be maintained in cycle II is that the teacher carries out learning according to the steps that have been planned and provides explanations to students regarding important things that must be considered when retelling a reading. The action was continued in Cycle II meeting 2 where the student success achieved reached 95.7%. This happens because the teacher carries out learning in accordance with the planned RPP based on the results of the cycle reflection. Teachers should emphasize

Haris Munandar; Mangara Sihaloho; Najmah Najmah

Jurnal Riset Rumpun Matematika dan Ilmu Pengetahuan Alam 2022 Pusat riset dan Inovasi Nasional

The results of observations on Class VII students of National Junior High School teaching and learning activities only run theoretically and are not related to the real environment where students are located. The incompleteness of student learning outcomes, one of which is the selection of learning methods that are not appropriate, learning media are less attractive and the level of student activity is low. The purpose of the study was to improve student learning outcomes through the Picture and Student Active (PASA) model with a Contextual Teaching and Learning (CTL) approach to the seventh grade students of the Makassar National Junior High School. This research is classroom action research with 2 cycles, namely the stages of planning, action, observation and reflection. The data collection instrument used observation sheets and test questions. The success indicator is 85% with an acquisition score of 75. The results show that the Picture and Student Active (PASA) Model with this Contextual Teaching and Learning (CTL) approach, can improve biology learning outcomes in class VII students of Makassar National Junior High School which is marked by an increase in the category student learning outcomes from cycle I to cycle II. In the first cycle is in the category of 20 people or 50% and in the second cycle is in the high category that is 40 people or 100% and the completeness of learning outcomes in the first cycle is 20 people or 50% and the second cycle is 40 people or 100%..    

Nofri Yudi Arifin

Jurnal Pengabdian Masyarakat Nusantara (Pengabmas Nusantara) 2022 Universitas Muhammadiyah Manado

The implementation of learning at this time needs to be supported by technology-based learning media. Technology-based media can make people adapt to the current developments in technology. One of the technology-based information media that can be used as a support for existing media is in the application. There are various types of applications such as smart farmer and fisherman applications. In this community service the author will introduce one technology-based application, namely the application of smart farmers and fishermen. The purpose of this activity is that participants are expected to help facilitate access for farmers and fishermen to obtain or exchange information.

FR Wuriningsih

Jurnal Suara Pengabdian 45 2022 LPPM Universitas 17 Agustus 1945 Semarang

Learning activities outside the classroom (Outdoor Study) and outside reading book texts will create a different atmosphere and understanding. One of the ways to study outdoors is to visit museums, the museum informs the public, especially students and teachers, about history classes. Museums are the best place to find historical sources, feel more grateful, get to know the world more broadly. The purpose of this community service writing is to disseminate information about the existence of the OSF Semarang Mission Study House as an alternative to visit, as an interesting place and provide additional knowledge. The methods used in this activity are preparation, visit and evaluation. The result of this dissemination is that the OSF Semarang Study house is an interesting place to visit with relics of interesting items to be known by students and the visiting public. Arrangement of items in a neat and attractive room will make students and the public feel at home and will visit again

Khasanah, Ismatul -

Adi Widya: Jurnal Pengabdian Masyarakat 2021 Lembaga Penelitian dan Pengabdian Masyarakat

Art education in kindergarten is part of the process of forming a whole individual in accordance with the goals of national education. Art education includes dance, music, visuals and drama. This activity aims to provide assistance to kindergarten / early childhood teachers in artistic creativity and creativity, especially painting activities using local wisdom-based media so that they can be applied in teaching and learning activities in kindergarten / early childhood education. As for art and reativity, what is meant is not only to form skilled students at imagination through fine arts, but also to form appreciative and creative personalities through the experience of art processing. This activity can contribute not only to the development of teaching materials, but also to the ability of kindergarten / early childhood teachers to create art, especially art and creativity which can have a positive effect on the development of teacher skills by packaging teaching materials based on art and creativity according to the needs of garden children childhood and early childhood education. This PKM activity was attended by Kindergarten / Early Childhood Teachers who are members of the entire West Semarang District, Semarang City.

Anna Aisyah Prihatin; Akhmad Qomaru Zaman

GARUDA : Jurnal Pendidikan Kewarganegaraan dan Filsafat 2021 International Forum of Researchers and Lecturers

Education is an effort to educate the nation's life so that they become fully human with the spirit of Pancasila. The learning process carried out by teachers tends to achieve curriculum material targets and emphasizes memorization rather than understanding. In terms of improving learning achievement, creative teachers are needed who make learning interesting and liked by students. SAL Type Cooperative Learning is a teaching method by distributing question and answer sheets with available alternative answers. The aim of this research is to improve learning outcomes for Indonesian Social and Cultural Diversity Material using SAL Type Cooperative Learning for Class VIIA students for the 2022-2023 academic year at SMPN 12 Surabaya. This research uses Classroom Action Research (PTK) with a descriptive qualitative and quantitative approach consisting of two cycles. The subjects of this research involved 30 students of class VII A. Qualitative data was collected through student activity observation sheets. Meanwhile, quantitative data was collected from learning outcomes tests. The results of the research showed that there was an increase in the learning outcomes of Class VII A students at SMPN 12 Surabaya, the average score for cycle 1 was 72.3, with the highest score being 90, there was 1 person, and the lowest score was 55, there were 4 people with learning completeness of 80.0% and the incomplete 20.0%. Meanwhile, the average score obtained for cycle II was 79.5 with the highest score being 100, there were 2 people, and the lowest score was 60, there were 2 people with 90.0% learning completeness and 10.0% incomplete.

Fictor S. Misssa; Edwer Y. Dethan; Yanto Tefa; Petrus Pareira; Angelita Meneses

Nusantara: Jurnal Pengabdian kepada Masyarakat 2021 Pusat Riset dan Inovasi Nasional

This community service project aims to enhance Sunday School teachers’ ability to use digital media as a tool for children’s faith formation in local churches. The rapid development of information technology requires churches to adapt their educational ministries, including children’s spiritual learning. The training was conducted at the Christian Evangelical Church in Timor (GMIT) Sion Noelbaki Congregation, involving 25 Sunday School teachers. The implementation methods included needs observation, interactive workshops, practical sessions on creating digital Bible content, and direct mentoring in using media such as spiritual videos, PowerPoint, and online platforms (YouTube, Canva, and WhatsApp Groups). Evaluation was carried out through pretest-posttest and participant satisfaction questionnaires. The results showed a 78% increase in teachers’ competence in using digital media after the training. Participants also demonstrated high enthusiasm and commitment to applying digital media in their children’s ministry. This activity had a positive impact on improving the quality of faith education, making Sunday School learning more engaging, contextual, and relevant to children’s lives in the digital era.