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Iqlimah Agustin; Restu Ismoyo Aji

Publikasi Hasil Pengabdian dan Kegiatan Masyarakat 2023 Asosiasi Periset Bahasa Sastra Indonesia

This community service focuses on designing educational learning with interactive board game media which is a teaching and learning activity, as well as providing board game board media which is designed in such a way as to convey messages and information in the form of waste sorting, thereby trying to improve the quality of learning and also entertainment media. By introducing the concept of environmental cleanliness based on Adiwiyata to children aged 6-7 years, especially for children who attend SDN Penanggungan. This was done because there is still no availability of board game interactive media learning education for children aged 6-7 years and the lack of media facilities and educational toys at Penanggungan Elementary School. This service method uses qualitative methods by collecting data including observations, interviews, focus group discussions and surveys. With the educational learning media interactive board game for sorting organic and inorganic waste, children can enjoy the learning process without having difficulty understanding the information presented and getting bored or bored, and by providing facilities in the form of interactive board media for selecting organic and inorganic waste such as educational toy board games that sharpen motor skills and increase focus on children at school. The results of this service show that this program can provide an understanding of environmental cleanliness regarding the organic and inorganic waste selection system and increase adequate facilities for practical learning activities at Penanggungan Elementary School.

Olwadus Waspada Laia; Andarweni Astuti; Hartutik Hartutik

Jurnal Pendidikan Agama dan Teologi 2023 International Forum of Researchers and Lecturers

The research conducted at SMP Yoannes XXIII Semarang aims to determine the effectiveness of implementing interactive media, specifically Articulate Storyline 3, in PAK learning. This True Experimental Design study selected class VIII C, consisting of 28 students, as the experimental group, and class VIII B, with 27 students, as the control group at SMP Yoannes XXIII Semarang. The analyzed results of the research indicate that the posttest scores of students who participated in interactive media learning were 82.50 points, significantly higher than the control group, which scored only 70.19 points. The N-Gain test also demonstrates the increased effectiveness of interactive media, with a score of 59.09 points, categorized as fairly effective. The influence of curiosity on student learning outcomes using this learning media was found to be 66.6%. In conclusion, based on the data analysis findings, students in class VIII at SMP Yoannes XXIII Semarang benefited from the use of interactive media based on Articulate Storyline 3 in their learning process.