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Jems Sopacua; Titin Kempa; Rufiati Simal; Cristianti C. Kilikily

Jurnal Pengabdian Masyarakat 2025 Lembaga Pengembangan Kinerja Dosen

The low level of reading literacy in remote areas, such as the Muna Barat Daya Regency, poses a significant challenge in basic education. One innovation proposed to address this issue is the implementation of Scramble Fun Learning, an educational game-based approach designed to enhance reading literacy skills in students at SD Negeri 1Weet. This community service activity was carried out in two stages: a theoretical stage, which provided foundational understanding about the importance of literacy and gamification approaches, and a practical stage involving both teachers and fifth-grade students in word arrangement activities. Scramble Fun Learning combines game elements with a gamification approach by having students arrange words from random letters. The main objective is to train vocabulary recognition, strengthen reading comprehension, and increase student motivation to learn. In this activity, students are challenged to form words or sentences within a limited time, which not only stimulates their creativity but also makes the learning process more enjoyable and engaging. This method enables students to learn while playing, which is particularly effective in overcoming the boredom that often occurs in conventional learning. The results of this activity showed a significant improvement in student enthusiasm, active participation, and literacy skills. Many students who were previously disinterested in reading activities became more enthusiastic and motivated. Despite limitations in resources and time, the activity was still effectively implemented, thanks to creative adjustments made by the implementing team to ensure the material and activities were well received by both students and teachers. Overall, these findings indicate that Scramble Fun Learning is a highly potential and applicable approach to improving students' reading literacy, especially in areas with limited educational resources. This approach not only enhances literacy skills but also builds students' interest and motivation to continue learning.

Jems Sopacua; Titin Kempa; Rufiati Simal; Cristianti C. Kilikily

Jurnal Pengabdian Masyarakat 2025 Lembaga Pengembangan Kinerja Dosen

The low level of reading literacy in remote areas, such as the Muna Barat Daya Regency, poses a significant challenge in basic education. One innovation proposed to address this issue is the implementation of Scramble Fun Learning, an educational game-based approach designed to enhance reading literacy skills in students at SD Negeri 1Weet. This community service activity was carried out in two stages: a theoretical stage, which provided foundational understanding about the importance of literacy and gamification approaches, and a practical stage involving both teachers and fifth-grade students in word arrangement activities. Scramble Fun Learning combines game elements with a gamification approach by having students arrange words from random letters. The main objective is to train vocabulary recognition, strengthen reading comprehension, and increase student motivation to learn. In this activity, students are challenged to form words or sentences within a limited time, which not only stimulates their creativity but also makes the learning process more enjoyable and engaging. This method enables students to learn while playing, which is particularly effective in overcoming the boredom that often occurs in conventional learning. The results of this activity showed a significant improvement in student enthusiasm, active participation, and literacy skills. Many students who were previously disinterested in reading activities became more enthusiastic and motivated. Despite limitations in resources and time, the activity was still effectively implemented, thanks to creative adjustments made by the implementing team to ensure the material and activities were well received by both students and teachers. Overall, these findings indicate that Scramble Fun Learning is a highly potential and applicable approach to improving students' reading literacy, especially in areas with limited educational resources. This approach not only enhances literacy skills but also builds students' interest and motivation to continue learning.

RICKI ADIT YAWIJAYA; SABRUN JAMIL; RAJA FAUZIAH

The purpose of this study is two of them, the first is to determine the influence of the scramble game learning model and conventional learning on the understanding of writing vocabulary and the difference in knowing the influence of the scramble game learning model and conventional learning on the understanding of writing vocabulary at MAN 1 Aceh Tenggara in The 2021-2022 Academic Year. The method used is quantitative. The research design used is one group pretes-posttest design. The population study totaled 272 students while the research sample amounted to two classes, each class consisting of 32 students. The findings of his research can be explained that the results significance Paired Sample T-test that 0,000 (Asymp . Sig) < 0,05 then H0 rejected means there is the difference or the influence of the scramble game model on understanding write vocabulary in experiment class. Results significance Paired Sample T-test that 0,000 (Asymp . Sig) < 0,05 then H0 rejected means there is the difference or the influence of conventional models to understanding write vocabulary in the control class. Results Paired Sample T-test, that if 13,707 (t value) > 2,03011 (t table) it means hypothesis was received at experiment class. Results Paired Sample T-test, that if 13,707 (t value) > 2,03011 (t table) it means hypothesis was received at control class. Results Independent Sample T-test was obtained score significance (2-tailed) is 0.000 < 0.05, then could concluded that " there " difference in average results study student between the scramble game learning model and the conventional model ". Next, for the value of t can be concluded that 11.660 (t value) > 2.03011 (t table), which means the hypothesis was received.