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Kresna Ningsih Manik; Siti Aisah Ginting

Kegiatan Positif : Jurnal Hasil Karya Pengabdian Masyarakat 2025 Asosiasi Riset Ilmu Manajemen Kewirausahaan dan Bisnis Indonesia

Early English mastery is a long-term educational investment that should be supported by instructional approaches aligned with children’s developmental characteristics. This community service program aimed to systematically implement the *English Through Play* approach, enhance English learning interest, and create positive learning experiences for children aged 4–6 years at Samantha English Course. The program was conducted participatorily through preparation, implementation, and evaluation stages over eight weeks. The *English Through Play* approach was applied through various activities, including action songs, flashcard games, storytelling with gestures, and simple role play. Evaluation was carried out descriptively through observation of participation, verbal responses, children’s expressions, and simple oral tests to measure basic vocabulary mastery. The results showed that more than 80% of the children were actively engaged during the learning sessions. Approximately 70–85% demonstrated increased learning interest, as reflected in their enthusiasm, verbal participation, and positive responses to English instructions. In addition, most children were able to recognize and pronounce 5–10 basic vocabulary items based on the learning themes and perform simple self-introductions. The program also produced a play-based learning guide that can be sustainably implemented by the partner institution. In conclusion, the *English Through Play* approach proved effective in enhancing young learners’ interest and participation in early English learning. This model can serve as a practical and replicable alternative for similar non-formal educational institutions.

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.

Aditya, Naufal Rasyid; Restu Ismoyo Aji; Aris Sutejo

JURNAL ILMIAH KOMPUTER GRAFIS 2025 UNIVERSITAS STEKOM

This research presents the design of a card game titled "Kejutan Manis Nusantara", aimed at introducing traditional Indonesian cakes to Generation Z, particularly those aged 18 to 21, in a fun and interactive way. This game combines education about the richness of Indonesian cuisine with a social experience that strengthens relationships among players. The card game design implements semi-realistic illustrations that clearly depict the cakes, making it easy for players to recognize traditional Indonesian cakes. The results of this research are expected to contribute to the preservation of Indonesian culture, especially in the culinary field, while introducing the diversity of Indonesian traditional cakes to the younger generation in an engaging way

Prasetyo, Didit; Prasetyo, Didit; Dwi Wahyurini, Octaviyanti

JURNAL ILMIAH KOMPUTER GRAFIS 2021 UNIVERSITAS STEKOM

Palagan is the name of a board game with a type of card game that has been distributed in the East Java region since the end of 2020 where the game is connected in one big narrative regarding the education of Covid-19 prevention behavior protocols equipped with attractive visual illustrations, Palagan is equipped with an Augmented Reality application as a complementary feature where the advantage is that it can arouse the interest of its users to learn and can make its users feel entertained, the contribution of this research is to map augmented reality content with the theme of health protocol education which is specifically intended for elementary school-aged children as an effort to minimize the gap in the level of compliance with the application health protocols in the community in urban areas.