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The Greening Movement in Villages as an Investment for the Future Environment Rizky Dwi Cantika; Farhan Ilham Apriyanto; Muhamad Kaka; Royke Tarius; Suci Rahayu; Siti Hanila; Maryaningsih Maryaningsih; Ami Pradana
Jurnal Pengabdian Mandiri Vol. 3 No. 1 (2026): Juni
Publisher : Universitas Dehasen Bengkulu

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.70963/mandiri.v3i1.1335

Abstract

Efforts for reforestation in the village are a crucial measure to safeguard the environment and enhance the well-being of the community. The Betungan Village RT 30 RW 05 is currently facing an environmental issue, specifically the insufficient number of trees, which leads to increased temperatures in the area, making it uncomfortable. This situation encourages the implementation of greening actions as a way to invest in the environment for the future. This article aims to explain the implementation and benefits of the greening initiative in Betungan Village, RT 30 RW 05, in supporting sustainable environmental development. The method used is a descriptive qualitative approach that involves observing in the field, documenting activities, and directly engaging the community in the tree planting process. The results of this activity indicate that greening efforts have positive effects on the environment, such as improved temperature comfort, increased green space, and heightened public awareness of the importance of preserving nature. In addition to benefiting the environment, this activity also enhances community involvement in supporting environmental programs in the village. The cultivation of green plants and crops that can produce is considered to have the potential for long-term benefits, both environmentally and economically. Therefore, the greening efforts in Betungan Village, RT 30 RW 05, serve not only as a response to the current environmental issues but also act as a sustainable investment for the quality of the environment and the well-being of future generations over the long term.
The Effect Of Quizizz Gamification Application As A Learning Media To Improve Students’ Learning Outcomesin Informatics Subjectgrade Vii Of SMP Negeri 15 Bengkulu Selatan Muhamad Kaka; Yenni Fitria; Hermawansa Hermawansa
Jurnal Komputer Indonesia Vol. 5 No. 1 (2026): Maret
Publisher : Universitas Dehasen Bengkulu

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37676/jki.v5i1.1668

Abstract

This study aims to determine the effect of the Quizizz gamification application learning media on student learning outcomes in Informatics subjects for grade VII at SMP Negeri 15 Bengkulu Selatan. This type of research is experimental. This study used two classes, namely class VII B as the control class and class VII A as the experimental class. The sampling technique used saturated sampling with a sample size of 38 students. Data collection techniques were carried out through tests, observations, and documentation. The research instruments were in the form of pretest and posttest questions that had been tested for validity and reliability using the SPSS version 26 application. Data analysis was carried out using the Independent Sample t-test to determine the effect of using the Quizizz gamification application learning media on student learning outcomes. The results showed that the average pretest score of the control class was 66.94 and increased to 79.16 in the posttest. Meanwhile, the average pretest score of the experimental class was 62.05 and increased to 87.50 in the posttest. The results of the hypothesis test show a significance value of 0,049 < 0,05 and a calculated t value of 2,04. This indicates that there is a significant influence of the use of the Quizizz application on student learning outcomes. The research analysis shows that the use of gamification-based learning media can increase student motivation, activity, and involvement in the learning process so that learning becomes more interactive and enjoyable. The conclusion of this study is that the use of the Quizizz gamification application learning media has a positive effect on improving student learning outcomes in Informatics subjects for class VII at SMP Negeri 15 Bengkulu Selatan.