S, Rezki
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SI PELITA (SUPERHERO LINGKUNGAN PENYELAMAT LIMBAH RUMAH TANGGA) SEBAGAI MEDIA PENANAMAN KARAKTER 4C (CONSCIOUS, CARE, CREATIVE, CHEER) DI SDN 01 SENDANG MULYO S, Rezki; Ulfa, Vivi; Nur Ahmad, Sutan; Abi Hirzi, Luthfan; Marlena, Indri
Proceeding SENDI_U 2016: SEMINAR NASIONAL MULTI DISIPLIN ILMU DAN CALL FOR PAPERS
Publisher : Proceeding SENDI_U

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Abstract

Keadaan sampah semakin banyak di Indonesia, jika sampah di Indonesia diposisikan di daratan Indonesia, makaakan tertutup Indonesia oleh sampah. Kesadaran yang kurang, merupakan masalah klise yang sudah ada sejakdahulu, konsep 3R yang diciptakan pemerintah (Reuse, Reduce, Recycle) pada nyatanya belum mengurangipopulasi sampah di Indonesia. karena banyaknya sampah yang dibuang disana sebenarnya masih berpotensi untukdijadikan bahan ajar, dengan bermodal sampah sampah sisa penggunaan kegiatan rumah tangga seperi, sampahplastik sachet, sampah kemasan, dan lainnya. Ditanamkan juga pandangan dalam melihat sampah, sampahmerupakan hal yang dapat memiliki fungsi lebih jika disikapi secara bijak. Si Pelita adalah solusi yang tepat untukmenumbuhkan semngat kretivitas anak anak SD dengan latar belakang superhero yaitu dengan menerapkan metodesuperhero lingkungan penyelamat limbah rumah tangga (SI PELITA) sebagai media penanaman karakter 4C(conscious, care, creative, cheer) terhadap lingkungan di SDN 01 Sendang Mulyo, Metode yang digunakan adalahpengenalan superhero, yang terbuat dari kreasi siswa sendiri, terkait dengan pengolahan limbah rumah tangga, yaituSapeli (satwa peduli lingkungan), Sogi bot (robot gosok gigi), Rosipah (roket pengusir sampah), luripah (lukisandari sampah) hal ini diharapkan menjadi ikonik bagi siswa, dan pada akhir akan dilakukan pementasan drama darikarakter tersebut.Kata Kunci: Superhero, Pendidikan Karakter, Budaya Cinta Lingkungan, Limbah rumah Tangga.
Edukasi Permainan Make a Match dengan ular tangga terhadap pengetahuan menjaga kesehatan gigi dan mulut: Edukasi Femala, Dian; K.P, Anjarningrum; S, Rezki; Fathiah, Fathiah; Rusmali , Rusmali
JURNAL TERAPIS GIGI DAN MULUT Vol. 6 No. 2 (2025): Jurnal Terapis Gigi dan Mulut
Publisher : Poltekkes Kemenkes Banjarmasin

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31964/jtgm.v6i2.193

Abstract

Oral health education is crucial for children aged 6-12 years, as this is a critical period for dental growth and development. Creative and innovative education is essential to attract children's interest, as they are in a play-based phase of development. Many educational methods incorporate learning through play, and in this study, the Make a Match game was combined with a snakes and ladders board. The study aimed to determine the effect of the Make a Match game, aided by the snakes and ladders media, on improving knowledge of oral health. The method used was a quasi-experiment with a pretest-posttest control group design. The sample consisted of 94 students selected using purposive sampling. Data collection was followed by analysis using the Kruskal-Wallis test. The results showed that the average knowledge increase in the control group, which received a lecture, was 15.8%, the experimental group 1, which received the game, was 20.4%, and the experimental group 2, which received both a lecture and the game, was 38.86%. The asymp.sig value (p < 0.05) was 0.00, indicating a significant effect of the Make a Match game with the snakes and ladders media on improving oral health knowledge in experimental group 2. It can be concluded that there was a significant improvement in knowledge of oral health after the Make a Match game with snakes and ladders was introduced. Keyword : Education, Make A Match With Snake And Ladder, Knowledge, Maintaining Dental And oral Health