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Pelatihan Permainan Tradisional Sunda Manda Sebagai Media Etnomatematika Dan Motorik AUD Asyura, Ira; Supriadi, Idris; Jannah, Rihatul; Maarif, Minhatul; Linda, Linda; Munawar, Badri; Kamali, Asep Saefullah
JURNAL PENGABDIAN KEPADA MASYARAKAT Vol 13 No 2 (2023): Desember 2023
Publisher : LPPM UNINUS

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30999/jpkm.v13i2.2840

Abstract

Children's ability to explore their knowledge through play will optimize children's growth and development because through play children gain their own learning experiences. Teachers must have broad insight into developing what is around them to use as games, one of which is using traditional games in learning. This community empowerment activity aims to increase the knowledge and skills of Kindergarten/RA teachers to recognize and utilize traditional games as a medium for learning mathematics, aspects included in early childhood motor development, both fine and gross motor skills and their evaluation in learning, as well as encouraging kindergarten/RA teachers to be creative in creating fun mathematics learning at an early age by learning while playing. The community service carried out takes a community-based empowerment scheme, where the communities used as partners are non-productive. The partner in this activity is the Raudhatul Athfal Teachers Association (IGRA) in the Cikedal sub-district. The implementation method that will be carried out is a) preparing tools in the form of Sunda Manda traditional game puzzle; b) conducting FGD preparation for training; c) implementation training; and d) implementation in learning. The results after carrying out this service activity were that the teacher was very enthusiastic about listening to the presentation of material from the resource person, and the teacher was very cheerful when carrying out a game simulation accompanied by STKIP student Syekh Manshur. The implication after carrying out this activity is that there is a relationship between memory and motor development. Therefore, the Sunda Manda traditional game is very appropriate to be used as an ethnomathematics medium that introduces mathematical material through culture, and a medium for early childhood motoric development.
SOSIALISASI PERTANIAN BERKELANJUTAN DAN PENINGKATAN KEWIRUSAHAAN DESA BATURANJANG Sri Intan Warlina, Dede Marlina, Erna Setianingsih, Aliah Aulianda Putri, Ratu Fathonatul Mahdiyah,
JURNAL PENGABDIAN KEPADA MASYARAKAT SERUMPUN MENCIPTA Vol. 1 No. 2, September (2024): Jurnal Pengabdian Kepada Masyarakat (PKM) Serumpun Mencipta
Publisher : JURNAL PENGABDIAN KEPADA MASYARAKAT SERUMPUN MENCIPTA

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

Pelaksanaan KKN-T Kelompok 01 STKIP Syekh Manshur tahun 2024, merupakan salah satu bagian dari peserta KKN-T STKIP Syekh Manshur, KKN-T ini mengikuti program pemerintah untuk mendukung pembangunan bangsa melalui peningkatan Indeks Pembangunan Manusia (IPM). Kegiatan ini bertujuan memberikan manfaat bagi masyarakat dengan program Go Green Sehat. KKN-T dilaksanakan dari 22 Juli hingga 24 Agustus 2024 di Desa Baturanjang, Kecamatan Cipeucang, Kabupaten Pandeglang-Banten. Hasil dari KKN-T ini meliputi pelaksanaan program Go Green Sehat sebagai model percontohan, reboisasi, pengendalian erosi, peningkatan kualitas tanah, sumber kayu dan ekonomi, ketahanan pangan, kesejahteraan ekonomi, edukasi dll. Bibit yang kami sediakan ini antaralian Bibit Mahoni, bibit mangga, bibit alpukat, dan bibit durian. Yang dimana bibit tersebut berjumlah 100 Bibit tanaman.
EFEKTIFITAS BLENDED LEARNING DALAM MATA KULIAH PEMBELAJARAN SAINS ANAK USIA DINI TERHADAP KREATIFITAS MAHASISWA PG-PAUD STKIP SYEKH MANSHUR DENGAN MENGGUNAKAN APLIKASI SIGIL Badri Munawar; Gasam Tarmon; Rihatul Jannah
Jurnal PAJAR (Pendidikan dan Pengajaran) Vol. 6 No. 1 (2022): January
Publisher : Laboratorium Program Studi Pendidikan Guru Sekolah Dasar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33578/pjr.v6i1.8567

Abstract

Penelitian ini dilatarbelakangi oleh rendahnya kreativitas mahasiswa PG-PAUD dalam memahami pembelajaran sains anak usia dini pada masa pandemi, khususnya dalam pembelajaran yang menggunakan model blended learning. Penelitian ini bertujuan untuk menguji secara terbatas efektivitas blended learning pada mata kuliah sains anak usia dini terhadap kreativitas mahasiswa PG-PAUD STKIP Syekh Manshur dengan memanfaatkan aplikasi Sigil. Untuk menjawab tujuan tersebut, penelitian dilakukan dengan pendekatan kuantitatif menggunakan metode quasi eksperimen dengan desain pretest–posttest group design. Desain penelitian melibatkan dua kelas, yaitu kelas eksperimen dan kelas kontrol. Perlakuan yang diberikan pada kelas eksperimen adalah pembelajaran blended learning berbasis aplikasi Sigil (X1), sedangkan pada kelas kontrol digunakan model pembelajaran konvensional (X2). Berdasarkan hasil uji ANCOVA diperoleh nilai F hitung lebih besar daripada F tabel (15,49 > 3,98), sehingga dapat dinyatakan bahwa terdapat perbedaan rata-rata kreativitas mahasiswa antara kelas eksperimen dan kelas kontrol. Hal ini menunjukkan bahwa blended learning berbasis aplikasi Sigil memberikan pengaruh yang signifikan terhadap kreativitas mahasiswa dan lebih efektif dalam meningkatkan kreativitas. Temuan tersebut diperkuat dengan adanya perbedaan rata-rata nilai N-Gain, yaitu sebesar 0,88 dengan kategori tinggi pada kelas eksperimen dan 0,66 dengan kategori sedang pada kelas kontrol.
Teacher Digital Competency and Pedagogical Innovation in Hybrid Classrooms Badri Munawar; Rihatul Jannah
Journal of Educational Technology Innovation and Applications Vol. 1 No. 01 (2025): Journal of Educational Technology Innovation and Applications
Publisher : The Indonesian Institute of Science and Technology Research

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56741/jetia.v1i01.982

Abstract

The rise of hybrid learning environments necessitates a reexamination of teacher competencies in digital pedagogy. As education systems integrate both face-to-face and online instruction, the ability of teachers to effectively use digital tools while maintaining pedagogical coherence becomes increasingly vital. This article explores the relationship between teacher digital competency and pedagogical innovation in hybrid classrooms. Adopting a conceptual and literature-supported opinion approach, the study presents a framework outlining key digital competencies and their influence on innovative pedagogical practices. The results and discussion focus on three critical areas: instructional design, technology-enhanced interaction, and assessment adaptability. Each section is supported by empirical insights and tabular analyses. The article concludes with recommendations for professional development and institutional support to strengthen teacher readiness for hybrid teaching.