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PENGARUH MEDIA PEMBELAJARAN SCRATCH BERBASIS KEARIFAN LOKAL TERHADAP HASIL BELAJAR MATEMATIKA MATERI SUDUT SISWA KELAS V SDN 004 SAMBUTAN Alvionita, Fresiliya; Asrafiani Arafah, Andi; Muhlis; Hidayat, Taufik; Alif Tunru, Andi
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 02 (2025): Volume 10 No. 02 Juni 2025 In Build
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v10i02.25964

Abstract

This study aims to examine the influence of local wisdom-based Scratch learning media on the learning outcomes of mathematics corner materials of grade V students at SDN 004 Sambutan. The background of this research is based on the low mathematics learning outcomes of students, where the average score of class V only reaches 56,28, and 50% of students have not reached the Kriteria Ketercapaian Tujuan Pembelajaran (KKTP). The method used in this study was a quantitative experiment with a quasi-experimental design, involving two groups: the experimental group using Scratch media and the control group using conventional methods.The results showed that the use of Scratch learning media based on local wisdom had a significant influence on improving student learning outcomes, with the average posttest score of the experimental group reaching 82,04, while the control group was only 67,78. The hypothesis test using an independent sample t-test yielded a significance value of 0,002, indicating that Ha was accepted and H0 was rejected. This indicates that Scratch media has succeeded in improving students' understanding of the concept of corners better than conventional learning methods.This research is expected to contribute to the development of learning methods that are more effective and relevant to the needs of students, as well as encourage the integration of local wisdom in the learning process in elementary schools.
Analisis Keterampilan Dasar Mengajar Guru Dalam Proses Pembelajaran IPS Di Sekolah Dasar Qomariah, Annisa; Afdal; Alif Tunru, Andi
Jurnal Manajemen, Ekonomi, Hukum, Kewirausahaan, Kesehatan, Pendidikan dan Informatika Vol 4 No 2 : Desember (2025): Jurnal Manajemen, Ekonomi, Hukum, Kewirausahaan, Kesehatan, Pendidikan
Publisher : Shofanah Media Berkah

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Abstract

This study aims to analyze the of teachers' basic teaching skills and identify the constraints faced in the Social Studies (IPS) learning process in Grade V at SDN 011 Samarinda Utara. The research is motivated by the importance of pedagogical competence in revitalizing Social Studies material, which tends to be theoretical and information-dense for elementary school students. The research method used is descriptive qualitative. Data were collected through direct observation, in-depth interviews with classroom teachers, and documentation studies. Data analysis followed the Miles and Huberman model, encompassing data reduction, data display, and conclusion drawing. The results indicate that the Grade V teacher has implemented set induction, explaining, and classroom management skills effectively through a contextual approach based on the local environment of Samarinda. However, higher-order questioning skills and small-group discussion leadership remain suboptimal. The primary obstacles identified include limited time allocation, high student density per class (overcrowded classrooms), and technical constraints regarding digital media infrastructure. This study concludes that teachers must perform creative adaptations in applying teaching skills to overcome infrastructure limitations to create a more interactive and meaningful Social Studies learning experience.
SOSIALISASI MEMBANGUN KESADARAN ANTI BULLYING PADA SISWA DI SDN 021 DESA KARANG TUNGGAL Oktaviani, Siska; Tunru, Andi Alif; Khairunnisa, Ratna; Adianto, Samsul; Tat, Caecilia Aureanawati
Jurnal Pengabdian Kreativitas Pendidikan Mahakam (JPKPM) Vol. 5 No. 2 (2025): Desember
Publisher : Fakultas Keguruan dan Ilmu Pendidikan Universitas Widya Gama Mahakam Samarinda

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Abstract

Perilaku bullying merupakan tindakan yang dilakukan oleh individu atau kelompok terhadap seseorang yang dianggap lebih lemah dalam berbagai bentuk. Masalah ini tergolong serius karena dapat memberikan dampak negatif bagi korban. Terdapat berbagai faktor yang memicu terjadinya bullying, di antaranya masalah dalam keluarga, kurangnya perhatian dari pihak sekolah terhadap siswa, lingkungan sekitar, serta pengaruh media. Oleh karena itu, kegiatan pengabdian ini bertujuan untuk meningkatkan wawasan dan pemahaman mengenai anti-bullying serta dampaknya di lingkungan sekolah, sehingga dapat membentuk karakter siswa yang memiliki kepedulian sosial tinggi. Sosialisasi ini dilaksanakan di SDN 021 Desa Karang Tunggal pada pada 18 Oktober 2024 dengan metode penyuluhan dan dihadiri oleh 35 siswa serta 2 guru pendamping. Hasil dari kegiatan ini menunjukkan adanya peningkatan pemahaman siswa mengenai bullying dan upaya pencegahannya, yang terlihat dari kemampuan mereka dalam menjawab pertanyaan yang diberikan oleh pemateri.
SOSIALISASI LITERASI DAN STEAM PADA GURU PAUD Brantasari, Mahkamah; Syafrina, Rizqi; Aslindah, Andi; Ardiana, Reni; Pratiwi, Yuni Ika; Tunru, Andi Alif
Jurnal Pengabdian Kreativitas Pendidikan Mahakam (JPKPM) Vol. 5 No. 2 (2025): Desember
Publisher : Fakultas Keguruan dan Ilmu Pendidikan Universitas Widya Gama Mahakam Samarinda

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Abstract

Sosialisasi literasi dan STEAM bagi guru Paud merupakan upaya penting untuk memperkuat kualitas pembelajaran anak usia dini. Guru Paud memiliki peran strategis dalam membangun fondasi kemampuan belajar anak, termasuk keterampilan literasi, numerasi, berpikir kritis, dan kreativitas. Literasi tidak lagi dimaknai sebatas kemampuan membaca dan menulis, tetapi mencakup kemampuan memahami, mengolah, dan menggunakan informasi secara bermakna dalam konteks sosial dan budaya. Sementara itu, pendekatan STEAM mengintegrasikan sains, teknologi, rekayasa, seni, dan matematika melalui pengalaman belajar yang eksploratif dan kontekstual. Kegiatan pengabdian masyarakat ini dilaksanakan dalam bentuk webinar dengan metode ceramah, diskusi interaktif, dan studi kasus. Peserta kegiatan meliputi guru Paud, pengelola lembaga Paud, serta mahasiswa Program Studi PG PAUD. Sosialisasi ini bertujuan meningkatkan pemahaman dan kesiapan guru dalam menerapkan pembelajaran literasi dan STEAM yang berpusat pada anak. Hasil kegiatan menunjukkan bahwa guru memperoleh pemahaman yang lebih komprehensif mengenai konsep literasi dan STEAM serta strategi penerapannya dalam kegiatan pembelajaran sehari hari. Dengan demikian, sosialisasi ini diharapkan dapat mendukung peningkatan kompetensi guru PAUD dalam menciptakan pembelajaran yang bermakna dan relevan dengan kebutuhan anak abad ke dua puluh satu.
PEMBERDAYAAN MAHASISWA MELALUI PRAMUKA ADAPTIF BERBASIS GAMIFIKASI AI UNTUK MITIGASI RISIKO KENAKALAN REMAJA Tunru, Andi Alif; Handayani, Lisa
Jurnal Pengabdian Kreativitas Pendidikan Mahakam (JPKPM) Vol. 5 No. 2 (2025): Desember
Publisher : Fakultas Keguruan dan Ilmu Pendidikan Universitas Widya Gama Mahakam Samarinda

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Abstract

Pengabdian masyarakat ini mengembangkan kurikulum Perjusa adaptif berbasis gamifikasi AI untuk mitigasi kenakalan remaja mahasiswa PGSD FKIP UWGM Samarinda, melalui kegiatan rutin Perjusa dua hari (24-25 Oktober 2025, n=100 mahasiswa) di hutan mangrove Jl. Air Terjun Pinang Seribu RT 13, Samarinda Utara, guna meningkatkan engagement (skor Likert 2,8→4,3; durasi 25→68 menit), mengurangi risiko kenakalan (dropout 22%→4%), memperkuat kepemimpinan transformasional (skor 2,9→4,2), dan memvalidasi efektivitas konteks urban melalui personalisasi survival mangrove VR.Menggunakan model ADDIE dengan triangulasi mixed-methods (analisis tematik NVivo 14, FGD n=25, observasi partisipatif), implementasi mengintegrasikan TensorFlow Lite untuk algoritma adaptif, MIT App Inventor untuk leaderboard real-time, Unity Engine dan Oculus Quest 2 untuk simulasi VR banjir-abrasi pesisir, serta Google Firebase cloud replikasi ekosistem lokal Samarinda. Hasil menunjukkan reduksi prevalensi cyberbullying-tawuran virtual (korelasi r=0,68 dengan resiliensi), retensi pengetahuan 84% (unggul 12% atas benchmark Kwartir Kaltim 72%), efisiensi navigasi 3,7 kali lipat, transformasi kepemimpinan direktif→partisipatif, serta tema FGD dominan "pengendalian emosi", "adaptasi tekanan", "koneksi lokal-global" –konsisten studi Duolingo (2024) peningkatan engagement 47%. Inovasi mengisi kesenjangan PkM pramuka digital Kaltim (hanya 3% AI/Dikti 2025; 22% mahasiswa FKIP berisiko tinggi/UWGM 2025), berkontribusi SDGs 3 & 4 melalui integrasi wajib 2 SKS Metodologi Pengajaran Pramuka, komunitas "Pramuka Digital Leaders", dan replikasi bulanan ke 12 SD mitra Samarinda mentransformasi Perjusa rutin menjadi laboratorium kepemimpinan digital menuju Indonesia Emas 2045.
Development of Shot Put Learning Media Using Sawdust Material for Grade V Students at Elementary School 003 Loa Janan Ilir, Samarinda City Andi Alif Tunru; Nurdin Arifin; Lisa Handayani; Rahmat Ilahi; Rachmat Hidayat; Musdalifah Ramli
ACTIVE: Journal of Physical Education, Sport, Health and Recreation Vol. 14 No. 3 (2025)
Publisher : Universitas Negeri Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15294/active.v14i3.28900

Abstract

The development of shot put learning media using sawdust as the base material represents an innovative approach in physical education aimed at addressing the limitations of shot put learning facilities and infrastructure in schools, particularly for elementary students. This study aims to provide a practical solution to the shortage of equipment in elementary schools and to enhance teachers' creativity in designing learning media that is affordable, easily accessible, and safe for students to use. The research employed a Research and Development (R&D) ADDIE model, which includes the stages of needs analysis, design, development, testing, and evaluation. Data were collected through observations, questionnaires, interviews, and student learning outcome tests conducted before and after the implementation of the media. Data analysis involved descriptive statistics and paired t-tests to measure the effectiveness of the sawdust-based shot put learning media on Grade V students at Elemntary School 003 Loa Janan Ilir. The study’s findings are as follows: 1) The media was developed using the ADDIE model (Analysis, Design, Development, Implementation, Evaluation) and proved effective in improving student learning outcomes, 2) The average post-test score significantly increased from 60.5 to 85.3 after using the media, indicating enhanced student understanding and skills, 3) The media was designed using lightweight, inexpensive, and environmentally friendly sawdust, replacing the standard shot put equipment, which is heavy and limited in number, thereby facilitating safe and enjoyable practice of basic shot put techniques, 4) Expert validation of content and media yielded an average feasibility score of 86%, with physical aspects, content relevance, and usability rated as safe, curriculum-aligned, and user-friendly for both teachers and students. Furthermore, the media fosters an active and inclusive classroom environment, boosting student motivation and participation in physical education learning.
Integrasi Teknologi Desain Grafis dalam Pelestarian Budaya: Peningkatan Kreativitas Mahasiswa Melalui Motif Batik Kalimantan Timur Muhlis, Muhlis; A, Sainal; Sultan, Muhammad; Ridwan; Irwanto; Galluci, Angga; Alif Tunru, Andi; Rachmadani, Andry; Aulia Rahman, Muhammad
Jurnal Pengabdian Kepada Masyarakat Patikala Vol. 5 No. 3 (2026): Jurnal PkM PATIKALA
Publisher : Pusat Pengembangan Pendidikan dan Bakat Indonesia/Education and Talent Development Center of Indonesia (ETDC Indonesia)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51574/patikala.v5i3.3508

Abstract

This community service program focuses on providing graphic design training to enhance the creativity of students in Biduk-Biduk Village, Berau Regency, East Kalimantan. The training utilizes CorelDraw and Photoshop as primary tools for developing decorative batik motifs that reflect local cultural heritage. In addition to improving technical skills, this activity aims to foster students’ awareness and active participation in preserving regional cultural identity. The program was implemented using an educational approach that combines lectures, interactive discussions, and hands-on practice to ensure comprehensive understanding. The implementation was structured into several stages, including preparation, execution, evaluation, and follow-up to ensure program sustainability. The training materials covered the introduction of design software features, understanding of East Kalimantan batik motifs, application techniques, and evaluation of participants’ design outputs. Through this activity, participants not only gained conceptual knowledge but also developed the ability to independently create graphic design products. Therefore, this program serves as a strategic effort to integrate digital technology with the preservation and development of local culture.
Pelatihan Permainan Tradisional Pada Peserta Didik dalam Upaya Melestarikan Budaya Lokal Rahmat Ilahi; Andi Alif Tunru; Yuni Ika Pratiwi; Siti Mutmainah; Rachmat Hidayat
Jurnal Publikasi Pengabdian Masyarakat: Inovasi dan Pemberdayaan Vol. 1 No. 2 (2025): Jurnal Publikasi Pengabdian Masyarakat: Inovasi dan Pemberdayaan
Publisher : YAYASAN YASZOY CAYAHA NUSANTARA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.71049/tej0tr55

Abstract

Menurunnya minat masyarakat, khususnya generasi muda, terhadap permainan tradisional merupakan salah satu tantangan dalam upaya pelestarian budaya lokal sekaligus peningkatan aktivitas fisik masyarakat. Permainan modern dan aktivitas digital yang semakin dominan berkontribusi terhadap berkurangnya interaksi sosial dan aktivitas fisik berbasis kearifan lokal. Kegiatan pengabdian ini difokuskan pada pengenalan dan implementasi permainan tradisional Gobak Sodor sebagai media edukatif, rekreatif, dan sosial. Tujuan pengabdian dilaksanakan untuk meningkatkan atau memberikan edukasi pada partisipasi dan kepuasan masyarakat dalam aktivitas fisik, memperkuat nilai kebersamaan, serta mendukung pelestarian permainan tradisional sebagai bagian dari budaya lokal. Kegiatan pengabdian dilaksanakan dengan pendekatan partisipatif-edukatif, melalui demonstrasi permainan, pendampingan langsung, dan evaluasi berbasis survei kepuasan peserta. Metode evaluasi menggunakan pendekatan kuantitatif deskriptif dengan instrumen angket kepuasan berskala Likert (1-5) yang melibatkan 10 responden. Data dianalisis secara statistik deskriptif untuk memperoleh nilai rata-rata dan indeks kepuasan peserta. Hasil pengabdian menunjukkan bahwa kegiatan permainan tradisional Gobak Sodor memperoleh indeks kepuasan sebesar 81,1%, yang termasuk dalam kategori puas. Aspek kesenangan bermain, kerja sama tim, dan manfaat aktivitas fisik memperoleh skor tertinggi, sedangkan aspek fasilitas permainan masih memerlukan peningkatan. Secara keseluruhan, kegiatan ini dinilai berhasil dan berpotensi untuk dikembangkan sebagai model pengabdian masyarakat berbasis permainan tradisional dan kearifan lokal.