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Hanifatur Rizqi; Eko Adi Sumitro

Student Scientific Creativity Journal 2026 Pusat Riset dan Inovasi Nasional

This study aims to determine the application of picture media and bingo games in English learning at elementary schools and to improve students’ confidence in learning English. The research was conducted in the sixth grade of Aengbaja Kenek Elementary School in the 2025/2026 academic year with 7 students as the research subjects. The research method used was classroom action research with data collection techniques through observation, interviews, and literature study.The results showed that the use of picture media and bingo games was able to increase students’ motivation, enthusiasm, and ability in learning English. Students became more active in learning new vocabulary, understanding grammar, practicing pronunciation, and improving their speaking and reading skills. In addition, the learning process became more enjoyable, interactive, and less monotonous, so students were more confident in using English. Picture media helped students understand the material visually, while bingo games created an interesting learning atmosphere through learning-by-playing activities. Therefore, the application of picture media and bingo games are effective as a medium for teaching English in elementary schools to improve students’ language skills and learning motivation.

Simaremare, Yuni Melati Anestasya; Br Sitanggang, Elfretty; Onyx Nifty; Roihan Anwar; Tarigan, Jenda Rizkinta +3 more

Jurnal Riset Rumpun Seni, Desain dan Media 2025 Pusat Riset dan Inovasi Nasional

In German language courses at universities, students must learn four skills: reading, writing, listening, and speaking. To master these four skills, students must have a good command of vocabulary, as this is the foundation needed to master the German language. This software does not require programming code, so users can easily add graphics and sounds to the game. Without vocabulary, skills such as reading, writing, speaking, and listening cannot be performed. This study aims to create a Construct 2 application that can be used by college students to increase their A1 level German vocabulary. The data for this study is A1 level German vocabulary with the theme “Guten Appetit,” and another source of data is the book “Netzwerk neu A1 Kursbuch” published by Ernst Klett Sprachen GmbH in 2019. This research will be conducted in the foreign language laboratory at UNIMED. The application will be tested by subject matter experts and learning media experts. This research will be published in a nationally indexed journal.

Chika Awalia Rachmawati; Rita Ismawati

Jurnal Ilmu Kesehatan dan Gizi 2025 Pusat Riset dan Inovasi Nasional

Hypertension is referred to as “the silent killer”, the World Health Organization (WHO) estimates that 29% of the world's population will experience hypertension in 2025, the potential increase in essential hypertension in adolescents can continue into adulthood due to lifestyle changes. So, it is necessary to provide nutrition education as a prevention of hypertension through the media of card games. The purpose of this study was to determine the effect of nutrition education on the prevention of hypertension through card game media on increasing the knowledge and attitudes of adolescents at SMAN 1 Krian. This type of research is quasi-experimental with Two Group Pre test-Post test Control Group Design. The research sample was 48 adolescents at SMAN 1 Krian, divided into experimental and control groups. Knowledge data with multiple choice knowledge test and attitude from attitude questionnaire using linkert scale. Data analysis of the Wilcoxon test was 0.00 < 0.05 for the increase in knowledge in the control group and the experimental group, while the increase in attitude was 0.00 < 0.05 for the control group and the experimental group. Data analysis using the Mann-Whitney Test (p>0.05), obtained a different test for increasing knowledge (0.22> 0.05), while a different test for increasing attitudes (0.02 < 0.05).  The results showed that there was no significant difference in nutrition education on the prevention of hypertension through card game media on improving knowledge, while there was a significant difference in nutrition education on the prevention of hypertension through card game media on improving adolescent attitudes at SMAN 1 Krian.

Muhammad Farhan Situmorang; Willia Novita Eka Rini; Puspita Sari; Asparian Asparian; Muhammad Rifqi Azhary

Jurnal Riset Rumpun Ilmu Kesehatan 2025 Pusat riset dan Inovasi Nasional

Dental and oral health problems are still a major challenge for early childhood, especially due to the lack of knowledge and skills in brushing teeth properly. This study aims to determine the effect of the snakes and ladders game as an educational method in improving the knowledge and skills of brushing teeth of early childhood at Ar-Rahimah Kindergarten, Jambi City. This study used a quantitative method with a quasi-experimental one group pretest-posttest design. The research sample was 40 Ar-Rahimah Kindergarten students. The research instruments were knowledge questionnaires and skill observation sheets. The intervention given was a snakes and ladders game that had been modified with educational content related to dental health, accompanied by a demonstration using a tooth phantom. Analysis using the Wilcoxon Signed Ranks Test showed that there was a significant effect between before and after treatment on knowledge (p = 0.000) and skills (p = 0.000). The conclusion of this study is that the snakes and ladders game media can improve the knowledge and skills of brushing teeth of early childhood. It is recommended that the use of snakes and ladders game media can be used as an innovative approach in children's dental health education.

Septina Dwi Monika; Indra Tri Astuti; Kurnia Wjiayanti

Jurnal Ilmu Kesehatan dan Gizi 2025 Pusat Riset dan Inovasi Nasional

Kids who don't know much about teeth and mouth health have problems, so it's important to help them learn more through the right sources and methods. The point of this study was to find out how playing Monopoly affected the kids' understanding of teeth and mouth health at SDN Bangetayu Wetan 02. A quasi-experiment non-equivalent control group strategy was used for this quantitative study. The intervention was given to the intervention group through a game of Monopoly, and to the control group through PowerPoint. The Wilcoxon test (paired) and the Mann-Whitney test (unpaired) were used to look at the data. The study's participants were kids between the ages of 8 and 9, with 19 kids from each group chosen through Purposive Sampling. A knowledge quiz about teeth and mouth health was used as the tool. The results of the comparison of the two groups' traits showed that most of the respondents were girls and most of them were 9 years old. The intervention group had a p-value of 0.001 (<0.05) for paired bivariate analysis using the Wilcoxon test. This means that there was a significant difference between what they knew about teeth and mouth health before and after the intervention. On the other hand, there was no significant change in the control group, where the p-value was 0.665 (>0.05). The training and control groups both got a p-value of 0.000, which is less than 0.05, on the Mann-Whitney test. There are differences between the two groups in how much they know about teeth and mouth health. It has been shown that learning about teeth and mouth health through monopoly games is more effective than learning through PowerPoint.

I Putu Agus Dharma Hita; Doni Pranata; Elsa Ariestika

Journal of Educational Innovation and Public Health 2024 Pusat Riset dan Inovasi Nasional

This research investigates the influence of basketball game in reducing excess weight among children and adolescents through a literature review approach. By conducting an in-depth review of relevant literature, this study identifies the physical, psychological, and social benefits of basketball game in the context of weight management. The results of the analysis indicate that basketball game offers significant potential as one of the effective strategies in addressing obesity, by providing intensive physical activity, enhancing psychological well-being, and promoting teamwork and positive social relationships. However, challenges still exist in promoting participation in this game, particularly related to accessibility and support of adequate sports facilities. Therefore, collaborative efforts from various parties are needed to create an environment that supports and facilitates participation in basketball game as part of a sustainable active lifestyle.

Norhayati, Eko; Istiqamah, Istiqamah; Budi, Setia

Jurnal Rumpun Ilmu Kesehatan 2024 Pusat Riset dan Inovasi Nasional

Puskesmas sebagai fasilitas kesehatan primer bertanggungjawab terhadap penyelenggaraan pelayanan kesehatan di wilayahnya, termasuk pelayanan SDIDTK. Pelayanan Kesehatan harus sesuai dengan Standar Pelayanan Minimal (SPM). Tujuan Penelitian untuk mengetahui gambaran evaluasi program pelaksana pelayanan kesehatan balita di Wilayah Kerja Puskesmas Batumandi. Metode penelitian kualitatif, subjek penelitian terdiri dari informan utama dan informan trianggulasi. Intrumen yang digunakan berupa pedoman wawancara. Hasil penelitian didapatkan aspek input meliputi man yaitu bidan desa, bidan Puskesmas, gizi, aparat desa dan kader yang bekerja sesuai dengan tupoksi masing-masing. Money berasal dari APBD, DAK dan dana desa. Material yaitu alat-alat pengukur timbangan, pemberian makanan tambahan dan permainan edukatif. Machines yaitu komputer/laptop dan jaringan internet. Method yaitu buku-buku pedoman terkait pelaksanaan program pelayanan kesehatan balita. Aspek proses program pelaksana pelayanan kesehatan balita meliputi perencanaan yaitu pelaksanaan sesuai dengan SOP yang telah ditetapkan sedangkan pelaksanaan sesuai dengan perencanaan dan jadwal yang telah ditentukan. Aspek output meliputi monitoring yaitu dengan melakukan rapat bulanan dan dilakukan secara berkala satu bulan sekali sedangkan evaluasi telah dilakukan dan mengalami kendala yaitu kekurangan tenaga kesehatan dan deteksi dini kesehatan balita.

Rosmini Rosmini; Ruslan Majid; Hartati Bahar

Jurnal Inovasi Riset Ilmu Kesehatan 2023 Pusat Riset dan Inovasi Nasional

Cigarettes are rolls of tobacco which, when consumed, cause harmful effects to both those who smoke them and those who inhale the smoke. Many teenagers are now starting to recognize and try smoking cigarettes. The aim of this research is to find out the effectiveness of the MANGKOK (Teenager Prevent Smoking) game in increasing knowledge and motivation of teenagers at SMPN 01 Lalonggasumeeto in 2023. The research method used is a quantitative approach, Pre-Experimental design type using a one group pretest and posttest design. . The population of this study was 85 students, while the sample was 46 respondents taken using a purposive sampling technique using the Slovin formula. The results of the Paired Sample T-Test show that there is an increase in knowledge and motivation before and after being given the MANGKOK game to teenagers at SMPN 01 Lalonggasumeeto in 2023 with the respective knowledge p-value (0.000) < alpha (0.05) and p-value of motivation (0.001) < alpha (0.05). This research was carried out for 21 days.

Nararia Kirana Bhakti; Ratna Candra Dewi

Student Scientific Creativity Journal 2023 Pusat Riset dan Inovasi Nasional

Academic stres is a condition of a student who feels pressured from outside himself that arises as a result of the demands of being superior to others. This study aimed to assess the stress levels of children between the ages of 13 and 15 before and after departure. A type of quasi-experimental research strategy was used in this study's quantitative research. Some of the games included clogs, ball relay, blind walk, and people-to-people. In this study, a one group, pretest-posttest design was used. The technique of choice for this study's sample, 166 junior high school children between the ages of 13 and 15, was purposeful sampling. utilising surveys using a Likert scale to collect data. Data analysis techniques using non-parametric statistics with a working method that uses SPSS 26 for windows as a calculation tool, namely descriptive analysis, prerequisite tests, and Wilcoxon tests with a significant α = 0.05. The results showed that there was an influence of outbound games on reducing student stres levels and obtained p = 0.001 (p < 0.05) with the average results of pre-test student stres levels (50.00) and post-test student stres levels (47.66). The conclusion of this study is that by giving treatment, namely fun games on outbound, it can reduce the stres level of students aged 13-15 years

Nunung Nunung; Agus Ahmad Wakih; Deni Chandra

Jurnal Riset Rumpun Seni, Desain dan Media 2023 Pusat Riset dan Inovasi Nasional

Gross motor development is very important for children's growth and development. The purpose of this study was to describe the improvement of children's gross motor skills in PJOK learning in grade III SDN 2 Tuguraja through the application of traditional gobag sodor games. This research method is Classroom Action Research (PTK). Data collection techniques through observation, tests and documentation. The subjects of this study were grade III students of SDN 2 Tuguraja with a total of 26 students. The results showed that there was an increase in children's gross motor skills through the application of traditional gobag sodor games. The increase can be seen from the results of the study; pre-cycle with an average gain of 70.67, namely 11 students (42.30%) completed KKM and 15 students (57.70%) did not complete KKM, after the first cycle action, the average score was 78.36, namely 14 students (53.85%) completed KKM and 12 students (46.15%) did not complete KKM, then in cycle II saw a significant increase, the average score acquisition was 86.53 showing 22 students (84.62%) completed KKM and 4 students (15.38%) were incomplete KKM. Based on the results of research for 2 cycles, it can be concluded that through the application of traditional gobag sodor games can improve gross motor skills of grade III SDN 2 Tuguraja students, especially in balanced and agile movements.

Kustiana Dewi

Student Scientific Creativity Journal 2023 Pusat Riset dan Inovasi Nasional

Hasil observasi di lapangan bahwa 1) Guru dan siswa membutuhkan media permainan yang dapat meningkatkan bahasa anak. Media yang dimaksud adalah media yang terbuat dari bahan ringan, contohnya dari kayu dan plastic dan hemat serta mudah dibawa, selain itu media yang diharapkan dapat memberi daya tarik bagi anak dalam melakukan permainan dengan media tersebut. 2) Desain pengembangan media permainan buy and sell berbasis mind mapping terdiri dari beberapa tahap. Tahap pertama yaitu gambar mind mapping dengan kombinasi warna gambar mind mapping ini terdiri dari tiga jenis gambar yaitu gambar pada toko indah, toko ceria dan toko bahagia, kemudian buah-buah mainan yang dijual yang terdiri dari buah jambu, belimbing, pisang, sirkaya dan jeruk serta buah salak, kemudian kotak penjualan.

Syumneri Syumneri; Syarifah Fadillah; Reni Astuti

Student Scientific Creativity Journal 2023 Pusat Riset dan Inovasi Nasional

This study aims to determine the application of problem based learning learning models with lottery game media in improving junior high school students' problem solving abilities. This research is an experimental research in the form of Pre-Experimental Designs. The design used is One Group Pretest-Postest Design. The population in this study were class VIII A and class VIII B. The sample in this study was students of class VIII B consisting of 20 students with the selection of subjects based on the cluster random sampling technique. The data collection technique used is a measurement technique with a data collection tool in the form of test questions in essay form. The data analysis technique used was anava one line of dissimilar cells, with further testing using the Scheffe method. The research results obtained were that there was a significant increase in students' mathematical problem solving abilities before and after being given treatment through the problem based learning model using lottery media with high categories.  

Kharisma Pratidina; Mulyana Mulyana

Jurnal Ilmu Sosial, Bahasa dan Pendidikan 2023 Pusat Riset dan Inovasi Nasional

Permainan merupakan unsur  budaya yang tidak lepas dari dunia anak-anak. Permainan atau sering disebut dolanan merupakan unsur budaya yang universal, dimana masyarakat itu tinggal ada permainan. Secara garis besar permainan dapat  dikelompokkan menjadi dua yaitu modern dan tradisional.  Kedua kelompok itu  memiliki ciri khas masing-masing. Dalam tulisan ini lebih menyorot pada dolanan tradisional, karena pada dolanan tradisional memiliki nilai-nilai khusus pembangun karakter khususmya di zaman Millenial. Zaman millennial sering disebut juga generasi X, dimana generasi ini adalah tahun kelahiran 1980an hingga 2000an yang mulai dijejali oleh teknologi-teknologi baru. Jadi dolanan tradisional mampu membentuk karakter kepribadian bagi anak di era sekarang.

Rijalul Fikri

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

Penelitian ini dilakukan dengan menggunakan penelitian eksperimen dengan tindakan kuantitatif yang diukur adalah keterampilan sepak kuda secara berpasangan. Menurut (Ihsan et al., 2017:117) metode penelitian eksperimental digunakan untuk mengetahui apakah ada pengaruh suatu perlakuan (variabel bebas) terhadap objek tertentu yang diamati (variabel terikat) sebagai akibat yang diberikan. Intrumen yang digunakan untuk memperoleh nilai sepak kuda adalah menggunakan latihan sepak kuda berpasangan. Dengan prosedur Pretest - Perlakuan -Posttest.Dalam melaksanakan penelitian ini, setiap pertemuan diadakan tes Ketika menjelang akhir latian. Yaitu pengumpulan data dengan menggunakan sepak kuda. Adapun jumlahsiswa di ekstrakulikuler sepak takraw MTs Muhammadiyah 3 Tretep adalah 25 siswa. Dengan menggunakan teknik purposive sampling dengan kriteria 15 siswa. Sepak kuda atau sepak kura adalah sepakan menggunakan tubuh kaki yang digunakan untuk menimang,mengontrol, dan mengembalikan bola ke musuh. Oleh karena itu,sepak kuda merupakan salah satu Gerakan penting dalam permainan sepak takraw.Berdasarkan perhitungan data hasil penelitian menunjukkan bahwa metode variasi berpasangan meningkatkan Control keterampilan sepak kuda pada ekstrakulikuler sepak takraw MTs Muhammadiyah 3 Tretep Temanggung. Diperoleh data hasil dari pretest 21,93 dan posttest mencapai 39,93 sehingga dapat disimpulkan bahwa metode variasi berpasangan meningkatkan keterampilan sepak kuda pada ekstrakulikuler sepak takraw MTs Muhammadiyah 3 Tretep Temanggung sebagian besar cukup. Berarti cocok dengan hipotesis yang tertulis terdapat pengaruh metode variasi berpasangan meningkatkan keterampilan sepak kuda pada siswa ekstrakulikuler sepak takraw MTs Muhammadiyah 3 Tretep Temanggung.

Eli Juwita; Yadi Ardiawan; Yudi Darma

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

Metode penelitian yang akan digunakan dalam penelitian ini adalah metode Penelitian dan Pengembangan (RnD). Rancangan penelitian dan pengembangan dalam penelitian ini menggunakan model Thiagarajan yang juga dikenal dengan model 4D yang dimodifikasi menjadi 3D yaitu define (pendefinisian), design (perancangan), dan development (pengembangan). Alat pengumpul data yang digunakan berupa tes kemampuan pemahaman matematis, lembar validasi, dan angket respon guru. Subjek uji coba produk dalam penelitian ini adalah peserta didik kelas VIII A MTs Negeri 2 Sambas yang berjumlah 28 orang. Tujuan dari penelitian ini adalah untuk mengembangkan E-LKPD berbasis Etnomatematika dalam Permainan Senaporan dan Selimban berbantuan Live Worksheet terhadap Kemampuan Pemahaman Matematis pada Materi Peluang di Kelas VIII MTs Negeri 2 Sambas yang dilihat dari tingkat kevalidan, keefektivan dan kepraktisan. Hasil dari rata-rata persentase validasi yang diperoleh adalah 94,44% dengan kriteria sangat valid. Untuk hasil dari angket respon guru memproleh persentase nilai sebesar 96,47% dengan kriteria sangat praktis, maka E-LKPD yang dikembangkan telah dapat dimanfaatkan sebagai bahan ajar dengan sedikit revisi. Ketuntasn belajar klasikal dapat tercapai jika memenuhi 75% dengan nilai peserta didik harus lebih besar atau sama dengan 75. Hasil dari tes peserta didik memperoleh persentase nilai 85,72% dengan kriteria sangat efektif. Dari hasil tersebut dapat disimpulkan bahwa E-LKPD yang dikembangkan layak untuk digunakan.

Ermelinda Y.P. Larung

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

Penelitian ini bertujuan untuk mengetahui pengaruh permainan lompat tali merdeka terhadap kemampuan siswa SMP Negeri 1 Kupang Timur Kabupaten Kupang . tujuan dari penelitian ini untuk mengetahui pengaruh dari lompat tali merdeka terhadap lumpat tinggi gaya guling perut. Penelitian ini adalah penelitian ekperimen dengan pendekatan kuantitatif. Desain penelitian yang digunakan dalam penelitian ini adalah pretest posttest design Populasi dalam penelitian ini adalah siswa kelas VIII SMP Negeri 1 Kupang Timur Kabupaten Kupang tahun ajaran 2020/2021 dan sampel penelitian berjumlah 20 orang siswa yang ditentukan dalam teknik random sampling. Dalam penellitian ini digunakan analisis statistic yaitu melalui uji-t, dengan alasan bahwa data yang diperoleh adalah data kuantitatif yang berupa angka-angka atau skor hasil tes. hasil uji-t kelompok eksperimen menunjukan bahwa nilai t-tes (3,26) > t-tabel, sehingga Ho ditolak dan Ha diterima, dimana ada pengaruh yang signifikan pada permainan lompat tali merdeka terhadap lompat tinggi gaya guling perut pada siswa kelas VIII SMP Negeri 1 Kupang Timur Kabupaten Kupang tahun pelajaran 2020/2021.

Euis Kusumarini; Andi Aslindah

Jurnal Pengabdian Kepada Masyarakat 2021 Pusat Riset dan Inovasi Nasional

Alat  Permainan  Edukatif  (APE)  diharapkan  agar  proses  pembelajaran menjadi menarik dan menyenangkan sehingga anak betah,tidak merasa bosan dan fokus dalam belajar. Walaupun telah diketahui bahwa Alat Permainan Edukatif (APE) sangat menunjang bagi terlaksananya proses belajar yang efektif namun perlu mengkreatifitaskan lebih banyak variasi di sekolah dalam menggunakan Alat Permainan Edukatif (APE) secara maksimal dalam proses pembelajaran. Tujuan kegiatan ini adalah untuk menumbuhkan  minat  belajar  anak, pengabdi akan menerapkan suatu tindakan dalam bentuk penggunaan media Alat Permainan Edukatif (APE) disiapkan oleh guru sesuai dengan kebutuhan pokok bahasan yang akan diajarkan pada anak dan didapat dengan mudah bisa gunakan bahan dari tersedia dibeli, barang bekas ataupun dalam bentuk kreatifitas lain yang bisa dibentuk, dibuat, digunakan dan dimanfaatkan terutama guru memiliki keahlian  keterampilan untuk hal tersebut perlu membekali diri dari sosialisai, pelatihan dan seminar  untuk belajar lagi dan memuntut hal baru dari ilmu pengetahuan dan keterampilan. Berdasarkan hasil dari sosialisai tersebut adalah berjalan dengan lancar dan tercapainya salah satu cara pilihan  untuk  dapat  membantu  dan  saling memberikan kebermanfaatan bersama dalam kemajuan dibidang pendidikan anak usia TK terutama usia 5 sampai 6 tahun dalam memotivasi mereka selain guru, peserta didik juga pihak lain yang berkepentingan dalam memajukan dunia pendidikan agar anak anak yang merupakan bagian dari nantinya sebagai penerus bangsa merupakan anak anak yang cerdas selain kognitifnya, keterampilannya juga prilaku serta wawasan dan pengembangan dirinya yang dimiliki berguna dan bermanfaat kelak nantiya baik bagi dirinya orang lain lingkungan dan negara tentunya.