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Husnaini Rahmi Arrumi

Jurnal Miftahul Ilmi: Jurnal Pendidikan Agama Islam 2025 STIKes Ibnu Sina Ajibarang

This study explores the reinforcement of monotheism (tauhid) education through interactive digital content for fifth-grade students at SDIT Insan Kamil in the social media era. Using a qualitative case study approach, data were collected via classroom observations, interviews with Islamic education teachers, and analysis of digital learning materials. Findings indicate that interactive digital content, including videos, animations, and educational games, enhanced students' understanding of tauhid, increased engagement, and facilitated self-directed learning beyond school hours. Students demonstrated improved participation in discussions and greater confidence in expressing religious inquiries. However, challenges such as unequal access to technology among students were identified. Recommendations include developing tailored digital content aligned with tauhid principles, providing teacher training in technology integration, and addressing technological disparities through collaborative school-parent efforts. This study highlights the potential of digital tools to make Islamic education more relevant and engaging for digitally immersed students, emphasizing balanced collaboration between technology and teacher guidance.  

Dian Mariska; Devi Puspita; Heni Arinda; Shandra Agustin; Erwanto Erwanto

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

The program Smart Saving Education: Building Financial Habits Among Elementary Students of SDN 168 Sinar Bhakti Village was conducted as part of the 34th Community Service Program (KKN) by Universitas Baturaja. This activity aimed to enhance financial literacy among elementary school students from an early age. The main problem identified is the low awareness among children regarding the importance of saving and prudent money management. This program employed an interactive socialization method involving visual aids, educational games, and group discussions to facilitate understanding. The activity was conducted in a one-day session involving 40 students from grades 4, 5, and 6 of SDN 168 Sinar Bhakti. The results indicated improved understanding among students about the importance of saving, as reflected in their ability to explain the benefits of saving, prioritize needs, and create simple plans to save money. Moreover, most students expressed high enthusiasm to start saving independently. The activity also fostered a culture of discussion among students, teachers, and parents regarding basic financial management. These findings indicate that interactive education approaches are effective in fostering good financial habits among children. This program is expected to be a starting point for the sustainable development of financial literacy among younger generations.

Avika Septiana Hapsari; Yeni Nuraeni; Syahnia Maulida Fitria; Virna Dhia Ulhaq; Rizkia Putri Awalina

Education is an essential component in an individual’s life which plays a role in providing self-development, determining the future, and forming national identity. In the educational process, reading skills are an important aspect because reading is the key to gaining knowledge. A high interest in reading will encourage students to learn independently and broaden their horizons. However, interest in reading is often influenced by internal factors such as understanding the benefits of reading, and external factors such as the social environment and the availability of learning media.  Games Book-based learning media is one solution to increase students’ reading interest. This media combines game elements with learning, creating an interactive and fun learning atmosphere. Games Books are also able to stimulate creativity, increase learning motivation, and support collaborative learning. In its implementation, this media is designed to attract students’ attention with educational games such as mazes, puzzles, puzzles and other games. As a result, the use of this media has proven to be effective in increasing students’ reading interest. This research aims to explore the potential of using Games Books in increasing students’ reading interest, especially at the elementary school level. With a creative educational approach, it is hoped that this media can make a positive contribution to the learning process, support the achievement of educational goals, and create meaningful learning experiences.  

Anggun Siska Pratiwi; Nelly Ainun Muna; Muhammad Sadam Husein; Muhammad Nofan Zulfahmi

Bilangan : Jurnal Ilmiah Matematika, Kebumian dan Angkasa 2025 Asosiasi Riset Ilmu Matematika dan Sains Indonesia

This study examines the application of mini-game-based pocket books as a learning medium to improve elementary school (SD) students' mathematics learning outcomes. The background of this study is based on the challenges faced by students in understanding mathematical concepts effectively, so an innovative and fun approach is needed. Mini-game pocket books offer an interactive and motivating learning method, combining educational games with academic concepts. This study uses the systematic literature review (SLR) method by analyzing scientific articles published in the last five years from national journals and books. The analysis process is carried out descriptively to identify research patterns, the effectiveness of learning media, and their impact on student learning outcomes. The results of the study are expected to show that mini-game pocket books are able to improve students' conceptual understanding, learning motivation, and critical thinking skills. These findings also provide insight for teachers and researchers in developing more effective and interesting learning strategies at the elementary school level.

Addurun Nafis Firdaus; Alim Amin Fathan; Cresna Shafa Saiddina; Siti Zalfa Pratiwi; Yazid Fadhilah

The 21st century is characterized by globalization and technological advances that require students to have critical thinking abilities as part of 21st century skills, such as digital literacy, creative thinking, effective communication, and high productivity. These abilities are important to help students solve problems logically and effectively. For this reason, educators need to create relevant learning scenarios, one of which is through the project-based learning (PjBL) model (Hartini 2017), which is centered on solving problem-based projects. However, students' critical thinking skills in science learning in elementary schools are still not optimal due to the lack of appropriate learning media. This research uses a literature review method using a qualitative approach, explaining that various kinds of digital media inventions, such as educational games, videos, YouTube, PowerPoint, AR/VR, & educational implementation (Ruang Guru, Quipper School, Kelas Pintar), can be effective in improving students' critical thinking skills in science learning.

Revi Nauval Ilhansyah

Proceeding of the International Conference on Global Education and Learning 2024 Asosiasi Riset Ilmu Pendidikan Indonesia

The integration of video games into education has garnered attention for its potential to enhance learning experiences, particularly in fostering engagement and autonomous skill development. This qualitative study investigates EFL (English as a Foreign Language) learners' perceptions of using Disco Elysium, a narrative-driven role-playing game, as a supplementary tool for language learning. Data were collected through semi-structured interviews and thematic analysis, focusing on the experiences of EFL learners who engaged with the game's complex linguistic and narrative content. The findings reveal that participants perceive Disco Elysium as a unique and immersive learning medium, aiding in vocabulary acquisition, reading comprehension, and critical thinking. However, challenges such as the game's advanced vocabulary, cultural references, and morally complex themes were also identified. By centering on learner perspectives, this study contributes to the limited research on the role of narrative-driven games in language learning. The results provide insights into how such games can be integrated into educational contexts to complement traditional EFL learning methods.

Ayu Anggraeni Dyah Purbasari; Afif Amir Amrullah

Kolaborasi : Jurnal Hasil Kegiatan Kolaborasi Pengabdian Masyarakat 2024 Asosiasi Riset Ilmu Matematika dan Sains Indonesia

The influence of global development in the field of technology has caused some younger generations to forget local cultural activities such as behavior, language, and traditional games, which ultimately may lead to a loss of love for the nation and the country. Universitas Pembangunan Nasional Veteran Jakarta is an educational institution with the slogan "Campus for the Defense of the Nation," making it highly appropriate to have efforts to introduce and preserve culture within the campus community. One of these efforts is to introduce the traditional game of engklek on campus. This research involves community service activities focused on creating engklek game facilities on campus so that students can recognize and practice it

Titin Kempa; Jems Sopacua; Miranda Y. Kuasapy; Johan Silalebit

Jurnal Pengabdian Masyarakat Sains dan Teknologi 2024 Fakultas Teknik Universitas Cenderawasih

Education is the main key in building an intelligent and competitive generation. However, in remote areas such as Werwaru Village, Southwest Maluku, the challenges in education are quite significant, especially in increasing children's interest in learning. Gaps in facilities, lack of motivation, and limited resources are the main obstacles to their academic development. This research aims to explore the role of free tutoring activities carried out by KKN students at Pattimura University PSDKU MBD in increasing children's interest in learning in Werwaru Village. This program is carried out for 30 days with a frequency of three times a week and involves various interactive and creative learning methods, such as group learning, personal approaches, and educational games. The research results showed an increase in children's motivation and enthusiasm for learning, which was reflected in improvements in understanding of subject matter and increased student test scores. However, challenges related to program sustainability remain a major concern, especially after KKN students complete their assignments. This research suggests the need for partnerships with local institutions to ensure this program can continue to run and have a positive impact on future generations.

Ainiyah, Nur; Ilmiddaviq, M. Bahril; Setiono, Hari

POTENSI : Jurnal Pengabdian Kepada Masyarakat 2024 Fakultas Ekonomi dan Bisnis UNDARIS

mproving financial literacy in elementary school students is an important step in building early financial management skills, which will positively impact the financial well-being of individuals and communities in the future. This community service program aims to introduce the basic concept of financial literacy to fifth-grade students of MI Bilingual Roudlotul Jannah, Sidoarjo, through an educational and interactive approach. The activity was carried out on December 9, 2024, using lecture methods, simulations, educational games, and group discussions.The program's results showed increased students' understanding of saving, distinguishing between needs and wants and simple financial planning. Several students began implementing positive habits, such as saving independently and reducing unnecessary expenses. Despite obstacles like varying student concentration levels and limited time, this program proved that financial literacy can be taught effectively through relevant and fun methods. This program is expected to be the first step in preparing students to face future financial challenges wisely.

Riska Nabillaahadyah; Endah Fajri Arianti

RISOMA : Jurnal Riset Sosial Humaniora dan Pendidikan 2024 Asosiasi Ilmuwan Pendidikan, Sosial, dan Humaniora Indonesia

Sanggar Bhineka P4GN Sukoharjo, a community that focuses on developing children's knowledge, character and social skills. The volunteers at Sanggar Bhineka are students/internship students from various universities in Solo Raya and have the same goal. Data collection was carried out using a qualitative approach, namely participant observation and more in-depth interviews with children. The results of the research show that the activities carried out in the studio, such as fun games, learning and creative activities, still do not contribute significantly to improving the communication skills of some children. These findings emphasize the importance of an educational environment that supports social interaction for the development of children's character, so that children can express themselves and improve their communication skills.

Fatmah Afrianty Gobel; Asrini Safitri; Sumiaty Sumiaty

Jurnal Pengabdian Masyarakat Nian Tana 2024 Fakultas Ekonomi & Bisnis, Universitas Nusa Nipa

SD Inpres Parang, located in Kelurahan Lanna, Kecamatan Parangloe, Kabupaten Gowa, educates 244 students. Observations revealed that the school canteen provides unhealthy snacks containing sweeteners, preservatives, and food coloring. Regular consumption of these snacks can increase the risk of non-communicable diseases such as early-onset diabetes mellitus. The purpose of this activity is to educate students, teachers, and canteen managers about healthy, halal, and thoyib snacks to raise awareness of the importance of choosing safe snacks and to protect students from health risks at an early age. Education was also provided to food vendors on the importance of maintaining food safety and nutrition. The methods used included socialization and education through lectures, Q&A sessions, and engaging communication media such as animated videos, educational games, and standing banners. The results showed strong support from stakeholders, including the school principal, teachers, canteen managers, students, and university students, which ensured the smooth implementation of the program. Prior coordination, both offline and online, helped clarify the roles of each party. Awareness of the importance of healthy, halal, and thoyib snacks increased, and there was a stronger commitment to creating a healthier school environment.

Olifia Widi Anggrahini; Kanya Indah Fanisa; Baeti Rahmawati; Meivia Nur Damayanti

Jurnal Pelayanan Masyarakat 2024 Lembaga Pengembangan Kinerja Dosen

The use of gadgets among young children is increasing along with the development of technology. Gadgets have the potential to be a fun and useful learning tool if used appropriately. However, excessive use of gadgets has a negative impact, children who spend too much time with gadgets tend to lose interest in learning, such as reading books or participating in educational games. Additionally, their social interactions with peers and family may also be disrupted, ultimately affecting their social and emotional development. Student service to the community regarding the impact of gadget use on early childhood learning interest and the environment. It is carried out in one stage, namely the stage of providing material which aims to provide an understanding of how to use gadgets wisely so that they can still learn effectively while maintaining a balance with other activities that support their growth and development.

Nursalehah Nursalehah; Juliwis Kardi; Sri Intan Wahyuni

Ta'rim: Jurnal Pendidikan dan Anak Usia Dini 2024 Sekolah Tinggi Agama Islam Yayasan Pendidikan Ilmu Qur'an Baubau

The problem behind this research is that the language skills of children aged 5-6 years in Class B of the tulip group at RA Rahmah El-Yunusiyyah Padang Panjang have not developed, such as children who have not been able to compose simple sentences in a complete structure, children have not been able to understand the rules in a game. Based on this, researchers try to apply spin board media in the hope that it can improve children's language skills well. This study aims to improve the language skills of children aged 5-6 years through spin board media. Spin board as an interactive learning media, designed to facilitate the development of children's language skills through fun and educational games. The study used a classroom action research method with a sample of 12 children in class B of the Tulip group of RA Rahmah El-yunusiyyah Padang Panjang. Data was collected through observation, documentation and research. The results of this study indicate that the improvement of children's language skills through spin board media has increased. This can be seen from before taking action, where from pre-research the number of scores achieved by children is only 26%. Then the researchers took action for 2 cycles, where in each cycle there were 3 meetings. The first meeting in cycle I the score obtained by the child through the spin board media was 27%, then at the second meeting of cycle I increased to 30% and at the third meeting in cycle I the score achieved by the child through the spin board media was 48%. This shows that every meeting the scores achieved by children always increase, but have not met the ideal score standard of 72%. Therefore, researchers continued to cycle II. The score at the first meeting in cycle II was 50% then experienced an increase in the second meeting of 55% and continued the third meeting of cycle II experienced an increase in children's learning process using spin board media of 80%. From each cycle carried out, it can be concluded that this research was successful.

Herdi Ramon; Mas Andika Fahreza; Fadhilah Irawan; Rifky Sultan Nico Sembiring; Afni Suhaida +1 more

Jurnal Ilmuan Bahasa dan Sastra Inggris 2024 Asosiasi Periset Bahasa Sastra Indonesia

Mastering English from an early age is an important factor in preparing children to face global challenges in the future. This research aims to explore effective English language teaching methods in local communities, especially for children aged 7-12 years from lower middle socio-economic backgrounds. A qualitative approach was used through participant observation, in-depth interviews, and documentation of learning activities for 3 weeks. The research results show that interactive methods, such as games, role playing, and the use of simple technology, can improve language skills, build self-confidence, and create an enjoyable learning experience. In addition, local community involvement and parental empowerment have proven to play an important role in supporting children's learning. These findings emphasize the need for collaboration between communities, educators, and families to create sustainable and relevant learning programs. With a needs-based and technology-based approach, English language teaching can be an effective tool for building a brighter future for children.

Himathul Aulia Farikha; Aisyah Wardatun Nisa; Eva Nur Hidayah; Kurotul Aeni; Refita Sari

Kolaborasi : Jurnal Hasil Kegiatan Kolaborasi Pengabdian Masyarakat 2024 Asosiasi Riset Ilmu Matematika dan Sains Indonesia

The aim of this research is to evaluate the effectiveness of learning simulations in the Pancasila Education subject in implementing creative learning strategies for grade 2 students at SD Negeri Cangkiran 01. This research was conducted using a qualitative descriptive approach, where data collection was carried out through observation, interviews and documentation. The research subjects were 2nd grade teachers and 28 students. The research results show that educational simulations are effective in increasing students' understanding of Pancasila values. This also helps students create more interactive and interesting learning strategies. Demonstrated by better critical thinking skills, better understanding of concepts, and increased student engagement in learning. Educational games based on Pancasila values, stories and role plays are one of the creative learning strategies used. This research shows that educational simulation can be an effective learning alternative in instilling Pancasila values in grade 2 elementary school students at SD Negeri Cangkiran 01.

Eka Selvi Handayani; Euis Kusumarini; Mei Putri Anista; Tria Yesa Abdilla

Jurnal Pengabdian Masyarakat Terapan 2024 Lembaga Pengembangan Kinerja Dosen

Corruption remains a major challenge in Indonesia. Education plays a crucial role in instilling anti-corruption values from an early age to shape individuals with integrity. One of the core values in anti-corruption education is hard work, which contributes to developing children’s character, fostering independence, discipline, and perseverance. This study aims to analyze how instilling anti-corruption values through hard work can shape children's character in elementary schools. This socialization activities employs a direct socialization method involving students at SDN 023 Samarinda Utara through various activities, such as counseling, simulations, and educational games. The findings indicate that students experience an increased understanding of the importance of integrity and hard work in daily life. Participants demonstrated positive changes in attitude and behavior, such as increased motivation to complete school assignments honestly and responsibly. Thus, instilling anti-corruption values through hard work proves effective in shaping children’s character with integrity. Therefore, the continuation of anti-corruption education programs in schools is essential, involving teachers, parents, and the educational community to create a corruption-free generation.

Siti Maimunah; Kusmiyati Kusmiyati

Jurnal Inovasi Pendidikan 2024 Lembaga Pengembangan Kinerja Dosen

The purpose of this study is to explore how game-based learning impacts the learning motivation of Grade V students at UPTD SDN Pendabah 3. A literature review method was employed to analyze relevant academic sources. The results indicate that game-based learning, through challenges and rewards, can enhance students' intrinsic motivation. This study concludes that game-based learning has significant potential as an innovative teaching strategy, despite certain challenges in its implementation, such as costs and teacher training.

Chiara Meliani; Syifa Qonita Khairunnisa; Kowiyah Kowiyah

Konstanta : Jurnal Matematika dan Ilmu Pengetahuan Alam 2024 International Forum of Researchers and Lecturers

This research aims to analyze the comparison of using contextual learning media (concrete) involving technology in improving the mathematics learning outcomes of first-grade elementary school students.  The research method used is a qualitative method with a descriptive approach.  Data collection was conducted through observation, interviews, and documentation to understand students' interactions with creative learning media and its impact on their understanding of basic mathematical concepts.  The results of this study indicate that the use of learning media, both contextual (concrete) and involving technology, such as visual aids and educational games, can increase students' interest in learning, help them understand the material more easily, and have a positive impact on their mathematics learning outcomes.  It is hoped that the use of innovative and creative learning media can continue to be applied in mathematics education to support the cognitive development and interest of students in mathematics from an early age.  However, the use of concrete learning media involving counting boards and jumping frogs is hindered by time efficiency.

Windy Annastasia Maharani; Hesty Widiastuty

Publikasi Hasil Pengabdian dan Kegiatan Masyarakat 2024 Asosiasi Periset Bahasa Sastra Indonesia

The community service program carried out by MBKM (Merdeka Belajar Kampus Merdeka) Teaching Assistance in English Education Students IAIN Palangka Raya is titled “English Club.” It aims to improve the English skills of participants at the Secondary Level. This program introduces interactive learning methods and enjoyable media through a game-based approach and technology. Thus, this activity helps participants understand English material more easily and effectively. The program is conducted over three sessions, covering topics such as self-introduction, telling time, and hobbies. Each session is designed to develop the participants' English language abilities by optimally combining theory and practice. To create an active and engaging learning environment, the activities also include educational games, such as “Hi! My Name Is...,” “Catch It!,” and “Simon Says!”, which are designed to sharpen the cognitive and motor skills of the participants. In each session, technology media, such as engaging PowerPoint presentations and online games, are used to create variety in the learning experience, making participants feel interested and motivated. The results of this activity indicate an improvement in the participants' English skills, particularly in speaking. Additionally, there is also an increase in the participants' interest and motivation toward learning English. The use of creative methods and technology has proven effective in helping participants understand the material and creating a positive learning atmosphere. In conclusion, enjoyable learning not only enhances the English skills of participants but also builds their confidence in communication.

Ni Nyoman Pande Pemi Rusma Urip; Luh Made Dwi Wedayanthi

Jurnal Rumpun Ilmu Bahasa dan Pendidikan 2024 Asosiasi Periset Bahasa Sastra Indonesia

Education in early childhood is the main foundation in individual development, especially in forming personality, social skills and cognitive abilities. One important aspect in early childhood education is the introduction of language, especially English which acts as a global lingua franca. This research analyses the effectiveness of the bilingual program in improving the English language skills of KG 1 students at Kiddos Preschool Gianyar. Bilingual programs are introduced through various methods such as educational games, songs, stories and murals that support language development in a natural and fun way. The research results show that this program has a positive impact on the development of students' vocabulary, comprehension and speaking skills. Factors such as interactive teaching methods, teacher and parent support, and the availability of adequate learning resources are the keys to the success of this program. Suggestions are given to increase the effectiveness of the program through innovative learning methods and continuous training for teachers, as well as strengthening collaboration with parents.