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Training in Making Tempeh in Character Molds to Increase Elementary School Students' Interest in Consuming Tempeh Ihwana As’ad; Martriwati; Satriya Nugraha; Ariyani Muljo; Ika Purnama Sari; Hanrezi Dhania; Yuliana Mose; Zunan Setiawan; Jasiah; Nuris Kushayati
Jurnal Medika: Medika Vol. 4 No. 3 (2025)
Publisher : LPPM Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/xtyfkb47

Abstract

Tempeh, a traditional Indonesian fermented soybean product, is highly nutritious but under-consumed by children due to its bland appearance and unfamiliar texture. This community service program aimed to enhance elementary school students’ interest in consuming tempeh through a participatory training that introduced character molds into the tempeh-making process. Conducted with 20 students aged 9–11 years, the intervention employed a pretest-posttest design to assess changes in tempeh preferences, knowledge, and willingness to consume and prepare tempeh. Results indicated significant improvements across all indicators: students’ liking of tempeh increased from 35% to 85%, their perception of its visual appeal rose from 25% to 90%, and willingness to try character-shaped tempeh reached 95%. The program not only improved students’ understanding of tempeh’s nutritional benefits but also engaged them in creative, hands-on food preparation that enhanced motivation and enjoyment. The findings support the use of experiential learning and visual food design in child nutrition education. This initiative effectively combined cultural food preservation with innovative teaching strategies. It demonstrates that integrating fun and creativity into traditional food education can promote healthier eating habits and strengthen local food identity among young learners. Future programs should consider scaling up and incorporating family and school-level involvement to achieve a broader and more sustainable impact.
PENGARUH MEDIA PEMBELAJARAN BOARD GAME TERHADAP HASIL BELAJAR SISWA KELAS V SEKOLAH DASAR Putri Liani Azzahra; Radif Khotamir Rusli; Hanrezi Dhania
AL - KAFF: JURNAL SOSIAL HUMANIORA Vol. 4 No. 1 (2026): AL-KAFF: Jurnal Sosial Humaniora
Publisher : Fakultas Agama Islam dan Pendidikan Guru

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30997/al-kaff.v4i1.20898

Abstract

Studi ini berfokus agar memahami dampak dari pemanfaatan alat bantu pembelajaran board game terhadap pencapaian akademik matematika peserta didik tingkat lima SD. Dasar dari penelitian ini yaitu minimnya ragam alat bantu pengajaran yang digunakan guru dan pencapaian akademik matematika siswa yang rendah. Studi ini menerapkan pendekatan kuantitatif dengan rancangan quasi eksperimen. Dua kelas termasuk dalam sampel penelitian. Kelas experimental menerima pembelajaran melalui media board game yang terdiri dari ular tangga, serta kelompok kontrol yang menerima pengajaran melalui metode tradisional. Temuan penelitian mengindikasikan adanya perbedaan yang mencolok dalam pencapaian akademik antara kedua grup. Kelas eksperimen memiliki hasil rata-rata posttest yang lebih baik daripada kelas kontrol. Dengan tingkat signifikan kurang dari 0,05, uji t menunjukkan bahwa media permainan papan memiliki efek positif pada hasil belajar matematika siswa. Hasilnya, board game telah terbukti menjadi alat pengajaran yang efisien untuk memperbaiki keterampilan siswa di bidang matematika di sekolah dasar.