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PENGUATAN LITERASI SAINS ANAK MELALUI AKTIVITAS STEM SEDERHANA DI TAMAN BACA MASYARAKAT KARYA MULYA Esti Susiloningsih; Apit Fathurrohman; Suratmi Suratmi; Fahmi Surya Adikara; Ruri Tria Astika; Najlatul Fathia; Dwi Cahaya Nurani; Nabilah Mansur
Jurnal Pengabdian Masyarakat : BAKTI KITA Vol. 7 No. 1 (2026): Nopember - April
Publisher : LPPM Universitas Islam Darul 'Ulum Lamongan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52166/baktikita.v7i1.12490

Abstract

Strengthening science literacy in children is an important effort to develop critical thinking, creativity, and problem-solving skills from an early age. This Community Service aims to foster science literacy skills and strengthen children's science literacy through simple STEM activities at the Taman Baca Masyarakat Karya Mulya (TBM). The subjects consisted of 30 children and 10 volunteers participating in the regular activities at TBM. The implementation method involved STEM activities designed as simple experiments such as balloon rockets, mini windmills, and basic electricity experiments that integrate science, technology, engineering, and mathematics concepts. Data were collected through observation, documentation, and brief interviews. The results show that simple STEM activities can enhance curiosity, the inquiry process, and understanding of basic science concepts in children. In addition, collaborative activities in STEM projects also encourage children's communication skills and confidence in expressing their opinions. Thus, simple STEM activities at TBM Karya Mulya have proven effective as a strategy for strengthening children's science literacy in a non-formal learning environment.
PENGGUNAAN GAME-BASED LEARNING UNTUK MENINGKATKAN KEMAMPUAN BERPIKIR KRITIS DALAM PEMBELAJARAN MATEMATIKA OPERASI HITUNG BILANGAN BULAT PADA SISWA KELAS V SD N 02 PALEMBANG) Novia Maya Dewi; Dwi Cahaya Nurani; Ruri Tria Astika
JRPD (Jurnal Riset Pendidikan Dasar) Vol. 9 No. 1 (2026): APRIL 2026
Publisher : Universitas Muhammadiyah Makassar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26618/nwqz3s39

Abstract

Penelitian ini bertujuan untuk meningkatkan kemampuan berpikir kritis siswa dalam pembelajaran Matematika, khususnya pada materi operasi hitung bilangan bulat, melalui penerapan model Game-Based Learning (GBL). Penelitian ini merupakan Penelitian Tindakan Kelas (PTK) yang dilaksanakan dalam dua siklus di kelas V.b SD Negeri 02 Palembang dengan jumlah peserta didik sebanyak 35 orang. Setiap siklus terdiri dari tahap perencanaan, pelaksanaan, observasi, dan refleksi. Teknik pengumpulan data dilakukan melalui tes tertulis untuk mengukur kemampuan berpikir kritis, observasi untuk mengamati aktivitas siswa, wawancara untuk memperoleh informasi mendalam, dan dokumentasi untuk mendukung data lainnya. Hasil penelitian menunjukkan adanya peningkatan signifikan dalam hasil belajar siswa. Nilai rata-rata siswa meningkat dari 44,8 pada tahap pratindakan menjadi 72,5 pada siklus I, dan mencapai 85,3 pada siklus II. Selain itu, persentase ketuntasan belajar meningkat dari 14,3% menjadi 71,4%, dan akhirnya mencapai 94,3%. Temuan ini membuktikan bahwa penggunaan Game-Based Learning secara efektif dapat meningkatkan kemampuan berpikir kritis siswa dalam pembelajaran Matematika di jenjang sekolah dasar. This study aims to improve students' critical thinking skills in mathematics learning, particularly in the topic of integer operations, through the implementation of the Game-Based Learning (GBL) model. This Classroom Action Research (CAR) was conducted in two cycles in class V.b of SD Negeri 02 Palembang, involving 35 students. Each cycle consisted of the stages of planning, implementation, observation, and reflection. Data were collected through written tests to assess critical thinking skills, observations to monitor student activities, interviews to obtain in-depth information, and documentation to support other data. The results indicated a significant improvement in student learning outcomes. The average score increased from 44.8 in the pre-action stage to 72.5 in the first cycle, and reached 85.3 in the second cycle. Furthermore, the percentage of students achieving mastery improved from 14.3% to 71.4%, and finally to 94.3%. These findings demonstrate that the use of Game-Based Learning is effective in enhancing students’ critical thinking skills in mathematics learning at the elementary school level. This innovative approach not only engages students but also fosters a deeper understanding of mathematical concepts. As a result, educators are encouraged to integrate Game-Based Learning techniques into their curricula to further support student development and achievement.
Empowering Sustainable Schools: The Impact of Eco-Green Assistance on Enhancing School Community Participation in the Adiwiyata Program Dwi Cahaya Nurani; Windi Dwi Andika; Muhammad Khoirul Antony; Fahmi Surya Adikara; Ruri Tria Astika; Nabilah Mansur; Esti Susiloningsih; Muhammad Haekal Faiz; Cindy Putri Utami; Intan Putri Helisa
Bubungan Tinggi: Jurnal Pengabdian Masyarakat Vol 8, No 1 (2026): FEBRUARY 2026
Publisher : Universitas Lambung Mangkurat

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20527/btjpm.v8i1.17305

Abstract

The Adiwiyata program requires a structured service method to encourage sustainable environmental practices in schools. This community service activity aimed to enhance environmental awareness, improve waste management skills, and strengthen green school culture at SD Plus IGM Palembang. The program involved 31 participants, consisting of teachers and students, and applied a participatory service method through six stages: needs analysis, socialization, training, application of appropriate technology, mentoring, and evaluation. Needs analysis was conducted through observation and interviews to identify school conditions and environmental challenges. Training activities included hands-on demonstrations of biopore hole construction and guided implementation of a “Digital Waste Bank” application as an appropriate technology for waste management. Mentoring was carried out to ensure participants’ engagement and continuity of practice. Program evaluation employed a mixed-method approach using pre-test and post-test instruments to measure changes in participants’ knowledge, attitudes, and skills, supported by observation and interviews to assess behavioral changes and program effectiveness. The results showed an increase in participants’ competencies, with the average score improving from 74.68 to 96.6 and an N-Gain value of 0.90 (high category). The activity contributed to improved environmental awareness and more systematic waste management practices within the school environment. Tangible outputs included functional biopore holes and an operational Digital Waste Bank system. This service model supports the achievement of Sustainable Development Goals (SDGs) 4 and 13 and can be adopted by other schools in developing sustainable green school initiatives.