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Eksplorasi Pembelajaran Berhitung Melalui Permainan Flashcard Match Up untuk Meningkatkan Kemampuan Berhitung Siswa di kelas Rendah SDN 010096 Karang Anyer Kisaran Rismayanti Susila; Dalilah Bazliah Ritonga; Ika Purnamasyah; Kiki Fatmalawati Manurung; Nur Habibah
PEDAGOGIC: Indonesian Journal of Science Education and Technology Vol. 6 No. 4 (2026): PEDAGOGIC: Indonesian Journal of Science Education and Technology (In-Press)
Publisher : Lembaga Intelektual Muda (LIM) Maluku

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54373/ijset.v6i4.7268

Abstract

This study aims to describe the application of flashcard match-up games in numeracy learning and to describe changes in the numeracy skills of lower-grade students at SDN 010096 Karang Anyer Kisaran based on observations and interviews. This study uses a qualitative approach with a descriptive research type. The research subjects consisted of class teachers and lower-grade students involved in the learning process using flashcard match-up games. Data were collected through observation, interviews, and documentation with instruments in the form of observation guidelines, interview guidelines, and documentation sheets. Data analysis was carried out using an interactive analysis model that includes data reduction, data presentation, and conclusion drawing, while data validity was tested through triangulation of sources and techniques. The results showed that the application of flashcard match-up games showed positive changes in students' numeracy skills, especially in understanding the concepts of simple addition and subtraction. In addition, this game encouraged active student involvement, increased learning motivation, self-confidence, and interaction between students during the learning process. Thus, flashcard match-up games can be an alternative learning media that supports the numeracy learning process in lower grades.
Pelatihan Pembuatan Media Pembelajaran Matematika Berbasis Alat Peraga Manipulatif Bagi Guru Sekolah Dasar Negeri 107405 Sei Rotan Nur Habibah; Dhia Asy Syafa; Ayunda Nurfika Zahra
Jurnal Berbasis Sosial Vol 7 No 1 (2026): JBS
Publisher : Prodi Pendidikan IPS STKIP AL MAKSUM

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Abstract

Consumptive behavior among adolescents in the digital era has developed into an increasingly significant problem, along with the widespread use of social media, the rapid growth of e-commerce platforms, and the ease of digital transaction systems that collectively shape the consumption patterns of the younger generation. This condition deserves serious attention because it has the potential to affect character formation, the level of independence in financial management, and the psychosocial welfare of adolescents. This study aims to examine the influence of consumptive behavior on adolescents in the digital era by focusing on three main factors, namely the intensity of social media use, the level of self-control, and financial literacy. The approach used is quantitative with an explanatory survey design. Data collection was carried out through the distribution of structured questionnaires to adolescents who actively use digital media, then analyzed using validity tests, reliability tests, and multiple linear regression techniques. The results of the study show that the intensity of social media use has a positive and significant influence on adolescents' consumptive behavior. Self-control has been shown to have a significant negative effect, indicating that the better the adolescent's ability to control themselves, the lower the tendency to consummate behavior is shown. Financial literacy has a relatively weaker influence than the other two variables.
Edukasi Pemberdayaan Literasi Kritis Berbasis Cerita Rakyat Digital Pada Siswa Kelas Tinggi Dhia Asy Syafa; Nur Habibah; Widyaratnasari
Jurnal Berbasis Sosial Vol 7 No 1 (2026): JBS
Publisher : Prodi Pendidikan IPS STKIP AL MAKSUM

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Abstract

: The low application of critical literacy in learning in elementary schools is one of the challenges faced by teachers, especially in utilizing digital media that still accommodates local cultural values. This community service activity aims to improve teachers' competence in applying critical literacy through the use of digital folklore in elementary school high school students. The activity was carried out by involving 12 high-class teachers using the Participatory Action Learning (PAL) approach which included needs analysis, education, workshops on the preparation of learning tools, implementation assistance, as well as monitoring and evaluation. Data was collected through observation, questionnaires, tests, and documentation, then analyzed descriptively, quantitatively, and qualitatively. The results of the activity showed an increase in teacher competence, which was shown by the increase in the average score from 61.4 in the pretest to 86.8 in the posttest. All participants were also able to develop learning tools based on digital folklore and implement them in critical literacy learning in the classroom. In addition to improving teachers' ability to utilize digital media, this activity also encourages the integration of local cultural values into the learning process. Thus, critical literacy empowerment education based on digital folklore is one of the effective alternatives to strengthen literacy culture while improving the quality of learning in elementary schools.