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Achmad Afandi; Winarno Winarno; Suryansah Suryansah; Isro Ani Widayati; Hadi Sugiyanto +1 more

Jurnal Pelayanan Hubungan Masyarakat 2024 International Forum of Researchers and Lecturers

The purpose of this community service is to assist students in introducing various traditional games and preserving traditional games during their teaching practice in schools. Through sports students, it is hoped that various traditional games can be introduced during teaching practice in schools. One example is the dam-dam game, which is expected to reduce children's tendency to play online games and enhance their creativity by utilizing readily available materials. This community service activity is motivated by several issues, namely (1) the lack of students' knowledge about traditional games and (2) the tendency of students to spend more time playing online games, which impacts their social interactions. For example, students often tend to be more focused on their gadgets when being spoken to. This activity is conducted at the University of Insan Budi Utomo Malang in the city of Malang. The process of implementing this community service activity includes (1) problem identification; (2) needs analysis; (3) design and mentoring; (4) implementation of guidance; (5) monitoring and evaluation of activity results; and (6) reporting and follow-up. Lectures, demonstrations, and training are the methods of this community service. Based on the questionnaire given to 30 participants, 20 people stated that the activity was good, and 10 others stated that it was very good.

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

Cahaya Cahaya; Muhammad Ikbal; Ali Masran Daulay

Inovasi Pendidikan dan Anak Usia Dini 2024 Asosiasi Riset Ilmu Pendidikan Indonesia

The aims of this research are (1) to explain children's gross motor skills before using the traditional game of banana stem jumping rope at RA Yaa Bunayya. (2) To explain the use of the traditional banana stem jumping rope game in improving the gross motor skills of young children at RA Yaa Bunayya. The research method used is Classroom Action Research (PTK). The results of this research are (1) The gross motor skills of children before using the traditional game of jumping rope on banana stems at RA Yaa Bunayya were out of 10 children, the children who received the very well developed (BSB) category were 0%, the developed according to expectations (BSH) category. by 20%, and the category is starting to grow by 80%. It can be seen that out of 10 children are categorized as starting to develop. (2) The use of the traditional banana stem jumping rope game in improving the gross motor skills of young children at RA Yaa Bunayya consists of several stages. In the first stage, the teacher introduces the traditional game of jumping rope from banana stems. In the second stage, children play alone with banana stems provided by the teacher. In the third stage, the teacher first demonstrated how to play jump rope with banana stems. In the final stage, children play by drawing lots by the teacher.

Ni Kadek Lespita Devi

Pentagon : Jurnal Matematika dan Ilmu Pengetahuan Alam 2024 Asosiasi Riset Ilmu Matematika dan Sains Indonesia

This research aims to analyze the implementation of the numeracy learning method using the Gasing Mathematics approach which is associated with traditional games for grade 4 students at SD N 1 Demulih. This research uses a qualitative descriptive method to describe the application of Gasing Mathematics in the numeracy learning process. Data was obtained through observation, interviews and documentation. The research results showed that the combination of Gasing Mathematics and traditional games such as poh-pohan, gowak-gowakan, and meyong-meyongan succeeded in creating an interactive, fun, and effective learning environment in improving mathematical understanding. The integration of traditional games with Gasing Mathematics makes it easier for students to overcome numeracy difficulties, increases participation, and motivates them in the learning process. This article plays a role in providing new insights into innovative and contextual mathematics learning strategies, especially in supporting the improvement of numeracy skills in elementary schools.

Hanifatus Zahroh; Nurul Badriyah; Siti Syafaatun; Verania Eka Agustina; Umi Robi'atin Musfa'ah +1 more

Jurnal Riset Rumpun Ilmu Pendidikan 2024 Lembaga Pengembangan Kinerja Dosen

This research is motivated by the low pragmatic competence of Madrasah Ibtidaiyah (MI) students, which is shown by the high rate of pragmatic failure (65%) and learning participation (40%), as well as the lack of contextual teaching materials. The purpose of the research is to identify learning barriers, then design, and test the initial impact of pragmatic teaching material innovation based on local wisdom through language play methods. With the Design-Based Research (DBR) approach involving teachers and students of MI in Central Java, data was collected through interviews, observations, and document studies, and then analyzed thematically. The results of the study revealed three main obstacles: (1) non-contextual teaching materials, (2) limited methodological skills of teachers, and (3) low student motivation. As a solution, "PRAGAMALOKA" teaching materials were developed that transform the values of local wisdom (tepo seliro, gotong royong) and traditional games (dakon) into the core of pragmatic learning scenarios. The limited trial showed a significant increase in student engagement and positive response. This study concludes that substantive integration between local content, pragmatic goals, and play methods is the key to creating authentic and meaningful learning. Implicitly, this development model can be adopted to design other contextual teaching materials, with recommendations for further experimental tests to measure their comparative effectiveness.

Dwi Wulan Joy Lumbantobing; Nabila Syahara; Nursari Wahyuni Sigalingging; Rani Natalia Purba; Fajar Sidik Siregar

Jurnal Cakrawala Pendidikan dan Biologi 2024 Asosiasi Riset Ilmu Pendidikan Indonesia

Children have a strong affinity for games. In daily life, they frequently engage in both traditional and modern forms of play. These games are often viewed as essential tools for promoting children's physical and motor development, which is a critical aspect of early childhood growth. Developing motor skills is a fundamental requirement for young children, and one effective approach to fostering this development is through traditional games. This study examines the role of traditional games in enhancing children's motor skills. By engaging in these activities, it is anticipated that children will not only improve their motor abilities in a more effective and enjoyable manner but also benefit in other areas. Traditional games contribute to a child's development by: 1) promoting physical fitness, resilience, competitiveness, and overall well-being; 2) fostering mental attributes such as sportsmanship, tolerance, discipline, and a sense of democracy; 3) nurturing moral qualities including responsiveness, sensitivity, honesty, and sincerity; and 4) enhancing social skills, enabling children to compete, collaborate, practice discipline, exhibit friendliness, and develop a sense of national identity.

Noven Christoper Butarbutar; Amir Mahmud Hasibuan; Nadia Dwi Utami; Siti Annisa; Fajar Siddik

Jurnal Cakrawala Pendidikan dan Biologi 2024 Asosiasi Riset Ilmu Pendidikan Indonesia

This study examines the effectiveness of traditional games as a method of physical education learning in elementary schools. Traditional games, such as engklek, gobak sodor, bentengan, and petak umpet, not only serve as entertainment but also contribute to enhancing students' motor, social, and emotional skills. The research method used is a literature study, with thematic analysis to identify patterns and concepts from various related sources. The results show that traditional games can increase student active participation, create an inclusive and enjoyable learning atmosphere, and preserve local cultural values. Therefore, it is highly recommended that traditional games be included in the physical education curriculum to promote the overall growth of children.

Jevpri Yansa Putra; Rini Puspita Sari; Muhammad Arif Yusuf; Mallik Fadjar; Reni Wahyuni +5 more

Jurnal Pengabdian Masyarakat Terapan 2024 Lembaga Pengembangan Kinerja Dosen

This community service activity aims to address the decline in interest and awareness among the younger generation in Desa Dusun Baru 1, Kecamatan Pondok Kubang, Kabupaten Bengkulu Tengah, regarding traditional cultural practices, particularly the Luko Gile (Bubu Gile) game. The purpose of this project is to preserve this traditional game and to reintroduce it to the community, especially to children and adolescents, as a means of fostering social interaction and cultural identity. The approach used includes community-based engagement centered around Masjid At-Taqwa, involving both local leaders and youth in training and activities designed to revitalize this cultural heritage. The method employed consists of direct observation, interviews with community leaders, and documentation of activities. The results demonstrate a significant increase in awareness and participation in the traditional game among the village youth, reflecting the effectiveness of the program in preserving local cultural heritage. The findings suggest the need for continuous and structured efforts to sustain this initiative.

Deby Erdriani; Dewi Devita; Laila Marhayati

Jurnal Pengabdian dan Keberlanjutan Masyarakat 2024 Lembaga Pengembangan Kinerja Dosen

This study aimed to evaluate the effectiveness of using traditional Engklek games for socialization to introduce plane figures at SDN 27 Lubuk Alung. The socialization activities were successfully conducted, achieving the following indicators: 1) Participant Engagement: The target number of participants was met with high levels of engagement. Observations during the activities revealed that students were very active in answering the questions incorporated in the Engklek game. They displayed enthusiasm by eagerly raising their hands upon completing the tasks. 2) Achievement of Objectives: After the series of socialization activities, a feedback session was conducted with the students. The results indicated that students felt happy and more motivated to learn through this method. These findings suggest that incorporating traditional games like Engklek into educational activities can enhance student engagement and motivation, thereby facilitating effective learning.

Annisa Hasanah; Zain Ahmad Fauzi; Fahri Fajrul Falah; Norma Paulina; Asyfa Nabila +1 more

International Journal of Multilingual Education and Applied Linguistics 2024 Asosiasi Periset Bahasa Sastra Indonesia

The researcher chose the traditional game Bubuta'an to overcome noise outside the classroom due to school renovations which resulted in students' lack of focus on learning. The traditional game Bubuta'an is also a traditional game in South Kalimantan which in Indonesian is known as the game Si Buta-Si Buta. The aim of the research is to analyze the role of traditional babuta'an games in increasing students' learning motivation. The type of research used is Classroom Action Research with a qualitative approach. The research results show that the percentage of students' classical learning motivation obtained at the first meeting was 75% with the criterion "Mostly Skilled", at the second meeting it had increased to and had increased at the second meeting to 92% with the criterion " Almost All Skilled" and at the third meeting it had increased to 96% with the criteria "Almost All are Skilled" . This was because at the first meeting several students had not achieved the assessment indicators. So these conditions are below standards set by researchers for developing students' learning motivation. To overcome these obstacles, educators make improvements motivating, providing reinforcement, paying attention and reminding students to be more interested in participating in the learning process. The conclusions obtained by traditional game Babuta'an can be used as a means of developing students' learning motivation.  

Ewendi W Mangolo; Ince Abdul Muhaemin M; Marsuki Marsuki; Andi Syaiful; Ansar CS

ARDHI : Jurnal Pengabdian Dalam Negri 2024 Asosiasi Riset Pendidikan Agama dan Filsafat Indonesia

The aim of this community service is to help students through elementary school physical education teachers to introduce traditional games and reduce children's habit of playing online games and help increase creativity by using materials available around them. This community service is carried out because of several problems such as (1) the lack of children who know traditional games so that their daily lives are filled with playing online games (2) social weaknesses that occur in the home environment, including playing on cellphones when spoken to, or being busy with gadget even though there is a friend beside him or he is sitting with family members. The implementation of this activity took place in the city of Jayapura. The stages of implementing this service activity are (1) problem identification (2) needs analysis; (3) designing coaching and mentoring; (4) carrying out mentoring; (5) monitoring and observing activity results; and (6) reporting and follow-up. The methods of community service are lectures, demonstrations and training. The results of this PKM which were carried out were seen from the questionnaires that were distributed, of the 20 participants who said they were good, 16 participants and 4 participants were very good.  

Wahyu Putra Alja; Angga Elpatsa

Misterius: Publikasi Ilmu Seni dan Desain Komunikasi Visual 2024 Asosiasi Seni Desain dan Komunikasi Visual Indonesia

This work aims to visualize the author's childhood in the past that will never be repeated in contemporary painting. At that time every day the author enjoyed various games and activities that provided fun such as: playing ball, kites, playing old tires, jumping rope, playing bicycles, exploring.  The author recalls childhood in the past which was a period of transition from traditional games to modern games with gadgets and online games. Technology has changed and replaced traditional games to games that exist on technological media such as games in mobile phones (cellphones). The method of creating this work follows five stages, namely preparation, looking for ideas and ideas. Then, at the elaboration stage, recall and talk with the author's childhood friends by looking back at the excitement and joy of childhood. In the third stage, the synthesis stage, choosing ideas that will be applied in a work of art. Next, the stages of concept realization, sketching and asking for the approval of the supervisor. Finally, the completion stage, presenting the painting work in the form of a final exhibition. The work featuring visualizations of the author's childhood consists of 10 works with the title, "Shepherd Boy", "Jumping Rope", "Playing Marbles", "After School", "Cycling", "Going Home Quran", "Brother", "Monitoring","Old Tires", "Kite Playing".