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Media Edukasi Kartu Bergambar untuk Memilah Sampah pada Siswa PAUD Srikandi Mahdalena, Vina; Handayani, Lusia; Uljanatunnisa, Uljanatunnisa
Jurnal ABDINUS : Jurnal Pengabdian Nusantara Vol 6 No 2 (2022): Volume 6 Nomor 2 Tahun 2022
Publisher : Universitas Nusantara PGRI Kediri

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29407/ja.v6i2.16892

Abstract

Environmental communication has shifted to the concept of Sustainable Development Goals (SDGs) or Sustainability Communication. Data from the Ministry of Environment and Forestry (KLHK) in 2019, Indonesia produces at least 64 million tons of waste piles every year. Based on this data, about 60% of the waste is transported and dumped to the final dump, 10% of the waste is recycled, and the remaining 30% is not managed. In fact, the government has a target in 2025 that waste must be managed 100%. The solution that we can provide as academics in the field of Communication Science is to help teacher to educate their students what is meant by "Throwing garbage in its place". We will design educational media for children as the output of this activity in the form of flashcards that can be used by schools to educate students in sorting organic, non-organic and B3 waste (hazardous and toxic materials). This card is played in groups so that students' knowledge can be measured. The interaction that is built is also quite good between the teacher and students because all children can be controlled in small groups (containing 4-5 people) and have their turn to play cards. The results of the activity proved to be able to increase students' knowledge because the final test results obtained an average of 69.18. So, flash cards effective as an educational medium for sorting waste for ECED students.
Illustrated Stories against Online Gambling Nusabela, Falah Anargya Setia; Mahdalena, Vina; Handayani, Lusia
Jurnal Communio : Jurnal Jurusan Ilmu Komunikasi Vol 15 No 1 (2026): January
Publisher : Universitas Nusa Cendana

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35508/jikom.v15i1.10012

Abstract

The rapid growth of online gambling in Indonesia, marked by an 8,136.77% increase in transactions since 2018, highlights the urgent need for effective preventive communication targeting adolescents. This study aimed (1) to develop an illustrated story-based educational medium about online gambling and (2) to examine its effectiveness in improving adolescents’ knowledge and attitudes toward online gambling. A Research and Development (R&D) design was employed, combining expert validation of the media with a one-group pre-test–post-test experiment. Three experts in media design and online gambling content assessed the feasibility of the illustrated story using a validation questionnaire. Effectiveness testing involved 12 adolescents in Cilebut Village, Bogor, who completed knowledge and attitude questionnaires before and after exposure to the illustrated story. The results showed that the medium achieved an average expert validation score of 87.5%, indicating that it is feasible for educational use. Paired sample t-test analysis revealed a significant increase in knowledge scores from a mean of 6 to 9.16 (p = 0.001) and in attitude scores from 23.41 to 29.16 (p = 0.001) after the intervention. These findings conclude that illustrated story-based media is an effective tool to enhance adolescents’ knowledge and strengthen their attitudes against online gambling, and it holds promise for broader application in preventive education campaigns.