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Clean and healthy living culture education to protect the students from Covid-19 in senior high school of Muhammadiyah II, Beji, Depok Untari, Sri Isti; Praptiwi, Rahma Nur; Rahmi, Iftita; Ariyanti, Tika Dwi
Community Empowerment Vol 6 No 5 (2021)
Publisher : Universitas Muhammadiyah Magelang

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (404.546 KB) | DOI: 10.31603/ce.5022

Abstract

At the end of 2019 the world's population was tested by the presence of the Covid-19 virus, which in a short time was classified as a pandemic by the World Health Organization (WHO). Millions of people have been affected by the infection and also tens of thousands have died. One of the preventions of transmission of the Covid-19 virus is by implementing a culture of clean living and implementing strict health protocols. Meanwhile, the fact is that the implementation of a culture awareness of clean living and health protocols is still low. The purpose of this activity is to provide knowledge of senior high school of Muhammadiyah II Beji-Depok students about clean and healthy living habits and also to provide assistance in adding hand washing and ablution facilities. This community service activity was carried out face-to-face and was carried out from August to December 2020. The result of this activity was the implementation of socialization related to the culture of clean living, giving free masks, and the construction of hand washing facilities.
Gamification as an alternative to increase students’ motivation: a scoping review Rahmi, Iftita; Rimenda, Tetty; Ariyanti, Tika Dwi
Journal of Education and Learning (EduLearn) Vol 19, No 2: May 2025
Publisher : Intelektual Pustaka Media Utama

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.11591/edulearn.v19i2.21771

Abstract

Gamification is the process of adding game-like features and mechanics in non-game contexts, such as learning, training, or marketing, to make them more engaging, enjoyable, and effective. This scoping review aims to investigate the impact of gamification on student motivation and identify the most frequently used and effective elements of gamification in educational contexts. A systematic search was conducted using five databases: Emerald, Scopus, Sage, Garuda, and Google Scholar. The preferred reporting items for systematic reviews and meta-analyses extension for scoping reviews (PRISMA-ScR) guidelines were followed. The review included 25 articles that met the inclusion criteria. The findings suggest that gamification can positively influence student motivation and engagement. However, the effectiveness of gamification elements varies across different contexts and learners. Points, levels, and leaderboards are among the most commonly used elements, but their impact on intrinsic motivation remains debatable. The review highlights the need for further research to understand the specific factors that contribute to the success or failure of gamification in education. The insights gained from this review can serve as a foundation for developing effective gamification-based educational materials that cater to the diverse needs of learners and foster their motivation to learn.
Peningkatan Kapasitas UPPKA Subur melalui Pendampingan Pengembangan Branding Produk Lukitaningrum, Kristin; Rahmawati, Anita; Untari, Sri Isti; Praptiwi, Rahma Nur; Katuruni, Innas Rovino; Ariyanti, Tika Dwi; Vernanda, Genesa
Journal of Innovative and Creativity Vol. 6 No. 1 (2026)
Publisher : Fakultas Ilmu Pendidikan Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/joecy.v6i1.7092

Abstract

Kegiatan pengabdian masyarakat ini bertujuan untuk meningkatkan kapasitas kelembagaan dan daya saing produk UPPKA (Usaha Peningkatan Pendapatan Keluarga Akseptor) Subur melalui pengembangan branding produk. Permasalahan yang dihadapi UPPKA Subur berupa kurangnya identitas merek serta strategi pemasaran yang kuat untuk produk yang dihasilkan. Melalui program pengabdian masyarakat ini, tim pengabdi akan melakukan kegiatan sosialisasi dan bimbingan teknis terkait pelatihan branding pembuatan logo, kemasan dan strategi promosi digital. Kegiatan pengabdian ini adalah untuk meningkatkan keterampilan dalam merancang logo, tabel produk, dan pengemasan yang inovatif. Pelaksanaan kegiatan ini meliputi pelatihan branding dan desain produk, praktik pembuatan branding produk dan pelatihan pemasaran. Rangkaian kegiatan ini dilaksanakan mulai bulan Juni sampai Oktober 2025. Hasil dari kegiatan pengabdian ini adalah tersedianya logo, label produk dan
MEDIA SOSIAL SEBAGAI KONSTRUK PSIKOSOSIAL DAN STRATEGI PEMASARAN PADA PENJUAL TENUN BADUY Rimenda, Tetty; Ariyanti, Tika Dwi; Praptiwi, Rahma Nur; Rahmi, Iftita
Media Riset Bisnis Ekonomi Sains dan Terapan Vol 4, No 2 (2025): Media Riset Bisnis Ekonomi Sains dan Terapan
Publisher : Taksasila Edukasi Insani

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.71312/mrbest.v4i2.702

Abstract

The Baduy community, residing in the Kanekes mountainous region, is known for its strong adherence to customary traditions and resistance to modernization. However, technological developments have prompted some members, particularly those from the Outer Baduy group, to adopt the internet and utilize social media for marketing their woven products. This study examines social media not only as a marketing tool but also as a psychosocial construct that reflects changes in how the Baduy people interact and build trust within digital networks. The research aims to explore the use of social media and its related constructs in the marketing practices of Baduy tenun sellers in Kaduketug Village, Banten. The study focuses on three constructs: rating and review, recommendation and referral, and forum and community. A case study approach was employed, with data collected through in-depth interviews. The unit of analysis comprised 19 tenun sellers who use social media, of whom four were selected for intensive interviews. The findings reveal that WhatsApp and Facebook are the most frequently used platforms, followed by Instagram. The most dominant constructs applied were review and recommendation.Keywords: Marketing Strategy, Psychosocial Construct, Social Commerce, Social Media, Tenun Baduy