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Pengaruh Penggunaan Model Pembelajaran Kooperatif Berbantuan Permainan Sciwallplay terhadap Motivasi Belajar Siswa Kelas III di SDN 44 Ampenan Urvi Azizah; Siti Istiningsih; Aisa Nikmah Rahmatih
Jurnal Pendidikan, Sains, Geologi, dan Geofisika (GeoScienceEd Journal) Vol. 7 No. 3 (2026): August (Inpres)
Publisher : Mataram University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/goescienceed.v7i3.2837

Abstract

The use of conventional learning models (teacher-centered) which is still dominant and the minimal use of interactive digital media causes the learning motivation of class III students at SDN 44 Ampenan to be relatively low. This study aimed to determine the effect of using a cooperative learning model assisted by Sciwallplay Games on the learning motivation of third-grade students at SDN 44 Ampenan. The research employed a quasi-experimental method with a non-equivalent pretest-posttest control group design. The sample was selected using purposive sampling, involving 51 students of SDN 44 Ampenan, consisting of 25 students from Class III B (experimental group) and 26 students from Class III A (control group). Data were collected using a questionnaire to measure students' learning motivation. The results of the two independent sample t-test on the learning motivation questionnaire showed a significance value of 0.024, then Sig. (2-tailed) < 0.05 so it can be concluded that the use of the cooperative learning model assisted by Sciwallplay Games has a positive effect on increasing the learning motivation of third-grade students at SDN 44 Ampenan, which is shown through increased student activity, interest, and enthusiasm in participating in learning.
TRANSFORMASI PERPUSTAKAAN DESA KARANG SIDEMEN SEBAGAI LUMBUNG LITERASI BERBASIS INKLUSI SOSIAL PERPUSNAS Ahmad Azzanul Toyyib; Baiq Safinatun Naja; Fadhela Hania Sukmana; Nadira Ain Aziziah; Nurwulan Silviana; Peri Rusdi Julianto; Qurratul Aenun; Rozy Mursyidan Anfasah; Rubianti Rubianti; Urvi Azizah; Warda Hilya Firdauzi; M. Tahir
Jurnal Interaktif: Warta Pengabdian Pendidikan Vol 5 No 2 (2025): Edisi Desember 2025
Publisher : Jurusan Ilmu Pendidikan, FKIP, Universitas Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/interaktif.v5i2.410

Abstract

Low literacy rates among the public, particularly in rural areas, pose a challenge to realizing Indonesia's Golden Generation 2045. This study analyzes the transformation process of the Karang Sidemen Village Library into a “Literacy Barn” through a thematic literacy community service program (KKN) by Mataram University students in collaboration with the National Library. This service project employs a participatory approach involving the community and village officials, divided into three stages: preparation, implementation, and evaluation. The activities were conducted over 45 days, comprising 14 programs focused on improving reading and writing skills and fostering children's interest in reading through play-based learning approaches, such as creating characters from playdough and rewriting stories. The results of the activity showed a significant increase in children's interest and active participation in Selojan Village, marked by the emergence of initiatives to voluntarily reread stories. However, the evaluation confirmed that the program's reach was still very limited in the village where the library is located due to distance factors and low interest from other villages. It was concluded that the program successfully initiated an increase in literacy, but more proactive outreach strategies are needed, such as intensifying the “Literacy Visits to Schools” program to ensure equitable impact across all villages.