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Sosialisasi Dampak Polusi Plastik terhadap Pariwisata sebagai Upaya Mendukung Pariwisata Berkualitas dan Berkelanjutan Taufik, Muhammad; Muharis, Muharis; Anggara, Bagas; Sumardani, Rizki; Ramadani, Aisyah
Jurnal Pengabdian Pada Masyarakat IPTEKS Vol. 2 No. 2: Jurnal Pengabdian Pada Masyarakat IPTEKS, Juni 2025
Publisher : CV. Global Cendekia Inti

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.71094/jppmi.v2i2.102

Abstract

The rapid development of tourism has many negative consequences, one of which is the problem of waste. Plastic pollution has become a global issue whose impact is greatly felt in the tourism sector. Tourists are increasingly aware and concerned about environmental issues, and polluted destinations often lose their appeal. The purpose of this community service is to socialize the impact of plastic pollution on tourism to support quality and sustainable tourism. This workshop was held at Bumigora University in collaboration with the Sane Mare (a non-government organization). The approach used in this study is the community development method. There are three steps used in implementing activities, namely planning, implementation, and evaluation. This study found that this activity is critical in increasing student awareness of the impact of plastic pollution as a step in supporting sustainable tourism. A joint commitment is needed from the community, tourism actors, and the government to reduce the use of plastic, strengthen the waste management system, and encourage responsible tourism behavior because plastic waste pollutes the sea, rivers, and tourist attractions.
Adaptasi Teknologi Kahoot Sebagai Media Pembelajaran Matematika Sekolah Dasar Ramadani, Aisyah; Exonetri, Dede; Erlia, Tiara Putriana; Putra, Zetra Hainul
Indonesian Journal of Science, Technology, Engineering, Art, and Mathematics Education Vol. 4 No. 2 (2025): November 2025
Publisher : Indonesian Journal of Science, Technology, Engineering, Art, and Mathematics Education

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33578/

Abstract

This research focuses on helping students adapt to technology in the digital age. Learning media is continually evolving, and one notable example is the Kahoot application, which leverages existing technology. Kahoot is an interactive, game-based learning platform that actively engages students and encourages their participation in the learning process. To evaluate the effectiveness of Kahoot, the research was conducted with fourth-grade students using the ADDIE framework (Analysis, Design, Development, Implementation, Evaluation). A validator questionnaire was used to assess the application with feedback from 11 participants, who rated it as "good" and "very good". The researchers carefully analyzed the curriculum, instructional materials, and student needs in the process. The development of Kahoot quiz questions focused on Mathematics, specifically addressing stacked multiplication and small numbers. The trials involved six students organized into groups of two per team. Following the validity assessments and trials involving these students, it was concluded that the Kahoot application is indeed a suitable learning medium for educational purposes.