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Journal : Rengganis Jurnal Pengabdian Masyarakat

Meningkatkan Kemampuan Berhitung Siswa Melalui Simulasi University War Berbantuan Multiplication Bingo Game Nurfia; Aisyah Nursyam; Andi Muhammad Irfan Taufan Asfar; Andi Trisnowali MS.
Rengganis Jurnal Pengabdian Masyarakat Vol. 5 No. 1 (2025): Mei 2025
Publisher : Pendidikan Matematika, FKIP Universitas Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/rengganis.v5i1.521

Abstract

This community engagement program aimed to improve elementary school students’ arithmetic skills through the University War simulation assisted by the Multiplication Bingo Game. The activity was conducted at SD Negeri 01 Kwangsan using the Participatory Action Research (PAR) method, which involved five stages: identifying problems, understanding the context, planning solutions, taking action, and reflecting. The simulation was based on the cooperative learning model Teams-Games-Tournament (TGT), designed to foster student engagement in a fun and competitive environment. Wilcoxon test results indicated a significant improvement in students' arithmetic performance after the intervention. Furthermore, survey responses showed that most students felt more confident, motivated, and found multiplication concepts easier to understand. This program had a positive impact on creating an interactive and effective mathematics learning experience, and it is recommended for ongoing integration into classroom instruction.
Pembelajaran Interaktif Melalui Pendampingan Penggunaan Game Edukatif Berbasis Scratch Pada Siswa Nur Adila Syahid; Aisyah Nursyam; Sirwanti; Andi Trisnowali MS
Rengganis Jurnal Pengabdian Masyarakat Vol. 5 No. 1 (2025): Mei 2025
Publisher : Pendidikan Matematika, FKIP Universitas Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/rengganis.v5i1.522

Abstract

The rapid development of information technology requires the education sector to adapt to more interactive and innovative digital-based learning. One effective medium is Scratch, a visual programming application that is easy to use for creating educational games. However, at SD Negeri 02 Paluhombo, learning is still predominantly conducted using conventional methods, causing students to quickly lose interest and lack motivation. Based on this problem, this community service activity aimed to improve students’ conceptual understanding through guided use of educational games based on Scratch. The method employed was Community Based Participatory Research (CBPR), involving active participation of fifth and sixth grade students in five stages: problem identification, collaborative planning, implementation of guidance, evaluation, and follow-up. The instruments used included pre-tests, post-tests, and student satisfaction questionnaires. The evaluation results showed that all students experienced an improvement in learning outcomes after the intervention. Pre-test and post-test results were used to measure students' conceptual understanding, while satisfaction questionnaires assessed students’ responses to the guidance process. The Wilcoxon test showed significant values of 0.026 for Grade V and 0.001 for Grade VI (p < 0.05), indicating a significant difference between pre-test and post-test scores. The guidance on using Scratch-based educational games proved effective in enhancing students' conceptual understanding
Optimalisasi Kemampuan Penyelesaian Masalah pada Siswa Melalui Penggunaan Website Hooda Math Tasya; Sirwanti; Aisyah Nursyam; Andi Trisnowali MS
Rengganis Jurnal Pengabdian Masyarakat Vol. 5 No. 1 (2025): Mei 2025
Publisher : Pendidikan Matematika, FKIP Universitas Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/rengganis.v5i1.523

Abstract

Problem solving skills in mathematics are still a challenge for students, especially with the limited use of interactive learning media. This community service aims to improve students' problem solving skills through the use of the hooda math website. This activity was carried out at SD Negeri 01 Jatiroyo using the Participatory Action Research (PAR) approach which actively involves students in the learning process through the stages of observation, understanding, planning, action, and evaluation. stages of observation, planning, implementation, and evaluation. The method of implementing the community service involves direct assistance to students in accessing and using hooda math. The evaluation results show that students are more motivated, active, and have increased skills in solving math problems
Pendampingan Siswa Melalui Penggunaan Math Playground Untuk Melatih Pemahaman Konsep Hasrita; Nursyam, Aisyah; Aspikal, Aspikal; MS, Andi Trisnowali
Rengganis Jurnal Pengabdian Masyarakat Vol. 5 No. 1 (2025): Mei 2025
Publisher : Pendidikan Matematika, FKIP Universitas Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/rengganis.v5i1.524

Abstract

The issue of low conceptual understanding of mathematics, particularly in multiplication, at SD Negeri 02 Mojorejo prompted this community service initiative. The approach used involved the application of digital learning media through the Math Playground website to assist third and fourth-grade students in grasping multiplication concepts in an interactive and engaging manner. The goal of this activity was to enhance students' conceptual understanding of mathematics through guided implementation of Math Playground. The method employed was Participatory Action Research (PAR), which consisted of four stages: identifying the problem, understanding the solution, taking action, and implementing change through evaluation. Results indicated a significant improvement in students' conceptual understanding based on the pretest and posttest results, analyzed using the Wilcoxon Signed Ranks Test, with a significance value (Asymp. Sig. 2-tailed) of 0.046. Additionally, student satisfaction surveys revealed that most students found the platform helpful, motivating, and more engaging for learning mathematics. Thus, this digital media serves as an effective alternative for mathematics instruction at the elementary school level.