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NHT Learning Model Based on Digital Gamification Platforms (Genially) to Enhance Elementary School Students’ Numeracy Skills Nur Inda Sari Rahmawati; Moh. Rudini; Muh. Khaerul Ummah BK
Madako Elementary School Vol. 5 No. 1 (2026): JUNE
Publisher : Program Studi PGSD Universitas Madako Tolitoli

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56630/mes.v5i1.350

Abstract

This study is aimed at enhancing the numeracy skills of fourth-grade students in Class IV B at SDN 2 Nalu through the implementation of the cooperative learning model known as NHT, integrated with digital gamification media based on Genially. The subjects of this research were SDN 2 Nalu’s students, and the study was conducted in two cycles. This research employed a Classroom Action Research (CAR) approach carried out over two cycles. The findings indicate a significant improvement in students’ numeracy achievement. Learning mastery, which was initially at 40%, increased to 75% in the first cycle and reached 100% in the second cycle. In addition, both student learning activities and teacher performance showed continuous improvement, ultimately reaching a “very good” category by the end of the study. These findings confirm that the implementation of the NHT cooperative learning model supported by Genially-based digital gamification media is highly effective in improving the numeracy skills of fourth-grade students at SDN 2 Nalu. Furthermore, this study contributes to the advancement of adaptive, contextual, and sustainable technology-based learning innovations and holds potential as a foundation for future research in the field of primary education technology and the strengthening of numeracy literacy in the digital era.
CTL-Based “Lelempa Bokayong” Game Improves Addition Concept Understanding in Elementary School Students Indri; Muh. Khaerul Ummah BK; Moh. Rudini
Madako Elementary School Vol. 5 No. 2 (2026): Publishing in Press
Publisher : Program Studi PGSD Universitas Madako Tolitoli

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56630/mes.v5i2.371

Abstract

The low understanding of the concept of summation in elementary school students is still a fundamental problem in mathematics learning, especially due to approaches that tend to be abstract and do not relate to students' real experiences. This requires more contextual learning innovations, one of which is through the integration of traditional games in the CTL approach. This study aims to test the effectiveness of the integration of the traditional game “Lelempa Bokayong” in improving the understanding of the concept of summation in students of SDN 3 Dadakitan. The study used a pre-experimental design with a pre-test and post-test one group model, involving 7 class I students who were selected purposively from a total of 65 students. Data was collected through learning outcome tests and observations, then analyzed using the Wilcoxon Signed Rank Test. The results showed an increase in the average score from 48.71 to 66.42. The hypothesis test yielded a significance value of 0.043 (<0.05), which indicates a significant influence. These findings suggest that traditional game-based CTL approaches are effective in improving understanding of the concept of summation. The implications of the study confirm the importance of utilizing local wisdom to create meaningful and interesting learning.
Implementation of Educational Puzzle Media with Local Wisdom Nuances: An Analytical Study on Elementary School Students’ Science and Social Learning Outcomes Anjela Jenista Tuku; Moh. Rudini; Muh. Khaerul Ummah BK
Madako Elementary School Vol. 5 No. 2 (2026): Publishing in Press
Publisher : Program Studi PGSD Universitas Madako Tolitoli

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56630/mes.v5i2.373

Abstract

The low level of students’ learning outcomes, which is presumed to be influenced by the limited use of contextual learning media grounded in local wisdom, has frequently attracted scholarly attention. This study employed a quasi-experimental approach with a non-equivalent control group design, involving 75 fourth-grade students of SDN Pembina Tolitoli. The participants were divided into an experimental group (37 students) and a control group (38 students) using a matching group technique. Data were collected through learning outcome tests (pre-test and post-test) as well as observation sheets, and subsequently analyzed using the Mann–Whitney U test. The findings revealed a significant improvement in the experimental group, with the mean score increasing from 46.96 in the pre-test to 82.35 in the post-test. In contrast, the control group showed an increase from 40.92 to 62.44. Statistically, a significance value of 0.000 (< 0.05) indicates a meaningful difference between the two groups. These results demonstrate that local wisdom-based educational puzzle media is effective in enhancing students’ learning outcomes through active engagement and contextualization of learning materials. The implications of this study highlight the importance of integrating local wisdom into the design of instructional media to improve the quality of learning in elementary education.
Meningkatkan hasil belajar IPAS melalui strategi pembelajaran suggestopedia pada siswa SDN 26 tolitoli Moh Rudini
Jurnal Madako Education Vol 9 No 1 (2023): Juni
Publisher : Universitas Madako Tolitoli

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56630/jme.v9i1.461

Abstract

Penelitian ini bertujuan untuk melihat bagaimana penerapan strategi pembelajaran Suggestopedia dalam meningkatkan hasil belajar IPAS siswa kelas V SDN 26 Tolitoli. Penelitian ini bertujuan untuk  meningkatkan  hasil  belajar  IPAS  murid  kelas  V SDN 26 Tolitoli melalui strategi pembelajaran Suggestopedia. Jenis Penelitian ini adalah Penelitian Tindakan Kelas (PTK) yang terdiri dari 2 siklus dimana setiap siklus dilaksanakan sebanyak empat kali pertemuan . prosedur penelitian meliputi perencanaan, pelaksanaan tindakan, observasi dan refleksi. Subjek dalam penelitian ini adalah murid kelas V SDN 26 Tolitoli berjumlah 26 orang, dengan rincian 15 murid laki-laki dan 13 murid perempuan. Hasil penelitian menunjukkan bahwa pada siklus  I nilai rata-rata hasil belajar murid sebesar 65,45 berada dalam kategori sedang pada siklus I, kemudian meningkat menjad i 87,50 dalam kategori tinggi pada siklus II. Kesimpulan dari hasil penelitian ini yaitu penerapan Strategi pembelajaran Suggestopedia dalam pembelajaran IPAS dapat meningkatkan hasil belajar murid kelas V SDN 26 Tolitoli. Berdasarkan  hasil  penelitian  tersebut  diatas,  dapat  disimpulkan  hasil belajar IPAS murid kelas V SDN 26 Tolitoli melalui strategi pembelajaran Suggestopedia mengalami peningkatan.
Tolitoli Local Culture-Integrated Digital Educational Puzzle Multimedia and Elementary Students’ Reading Interest: A One-Group Pretest–Posttest Study Dela Maulana; Muh. Khaerul Ummah BK; Moh. Rudini
Madako Elementary School Vol 5 No 2 (2026): Publishing in Press
Publisher : Universitas Madako Tolitoli

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56630/mes.v5i2.414

Abstract

Insufficient reading interest remains a persistent issue in elementary education, particularly when learning lacks interactive, engaging, and culturally relevant experiences. This study aimed to examine the effect of local culture–based digital educational puzzle multimedia on the reading interest of Grade IV students at SDN Tinading. A quantitative approach was applied using a Pre-Experimental One Group Pretest–Posttest Design. Data were collected through a reading interest questionnaire administered before and after the intervention, supported by observation and documentation. Statistical analysis included the Shapiro–Wilk normality test and the Wilcoxon Signed Rank Test using SPSS version 26. The findings revealed an increase in the mean reading interest score from 33.00 (pretest) to 36.10 (posttest), indicating a gain of 3.10 points (9.39%). The Wilcoxon test result showed a significance value of 0.000 (p < 0.05), confirming a statistically significant difference between pretest and posttest scores. These findings suggest that integrating local culture into digital puzzle multimedia creates more meaningful and engaging learning experiences, which positively influence students’ reading interest. The study implies that such media can serve as an effective alternative to promote reading engagement in culturally responsive and interactive elementary learning environments.
PEMBERDAYAAN MASYARAKAT MELALUI PENGOLAHAN KULIT DAN BONGGOL JAGUNG MENJADI KERAJINAN Alissah Alissah; Moh Rudini; Rian Christian Sondakh
Makapande Mengabdi: Jurnal Ilmiah Pengabdian Kepada Masyarakat Vol 1 No 4 (2025): Desember
Publisher : Lembaga Penelitian dan Pengabdian Kepada Masyarakat Universitas Madako Tolitoli

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.2001/makapande.v1i4.1305

Abstract

Petani yang berkebun jagung pastinya akan menghasilkan limbah kulit jagung dan juga bonggol jagung yang jumlahnya tidak sedikit. Dan pastinya akan terus bertambah seiring dengan meningkatnya petani jagung. Selama bertani jagung mereka hanya mengambil biji jagung yang sudah dikeringkan, sedangkan kulit dan bonggol jagung hanya di bakar begitu saja. Agar limbah jagung tidak terus bertambah Maka dari itu harus disertai upaya penanganan lebih lanjut yaitu dengan cara mengolah/memanfaatkan kulit dan bonggol jagung menjadi prodak kerajinan yang bermanfaat agar bisa meningkatkan potensi masyarakat. Program pemberdayaan masyarakat ini bertujuan untuk mengolah bonggol dan kulit jagung yang merupakan limbah menjadi prodak kerajinan yang bernilai ekonomis bagi kehidupan masyarakat. Pemberdayaan masyarakat dilakukan melalui metode penyuluhan yang berfokus pada inovasi pembuatan kerajinan dari bonggol dan kulit jagung. Hasilnya, masyarakat mengalami peningkatan pemahaman yang signifikan tentang cara memanfaatkan limbah tersebut untuk menciptakan produk bernilai jual tinggi, sehingga dapat meningkatkan pendapatan dan nilai ekonomi masyarakat setempat. Melalui penyuluhan ini, masyarakat tidak hanya mendapatkan pengetahuan baru tetapi juga kemampuan untuk mengolah limbah menjadi produk yang bermanfaat dan bernilai ekonomi.
SOSIALISASI BAHAYA PERGAULAN BEBAS DAN PENYALAHGUNAAN NARKOBA DI SMA NEGERI 1 BUNOBOGU Rabia S Manto; Sindi Hardiani Bain; Mohammad Safari; Moh Rudini; Bahtiar Tamrin
Makapande Mengabdi: Jurnal Ilmiah Pengabdian Kepada Masyarakat Vol 1 No 3 (2025): September
Publisher : Lembaga Penelitian dan Pengabdian Kepada Masyarakat Universitas Madako Tolitoli

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.2001/makapande.v1i3.1340

Abstract

Desa Bunobogu terletak di Kabupaten Buol dan merupakan wilayah pemukiman dari pedesaan menuju perkotaan. Perubahan ini dipengaruhi oleh kemudahan akses internet serta masuknya gaya hidup dan budaya luar yang dibawa oleh sebagian masyarakat yang kembali dari perantauan. Kondisi tersebut menjadikan Desa Bunobogu rentan terhadap pengaruh budaya negatif, seperti propaganda narkoba dan pergaulan bebas. Mayoritas penduduk Desa Bunobogu merupakan generasi muda, khususnya remaja dan dewasa muda, yang merupakan kelompok paling rentan terhadap permasalahan tersebut. Selain itu, sebagian besar masyarakat memiliki tingkat ekonomi menengah ke bawah, yang berpotensi meningkatkan kerentanan remaja untuk terjerumus ke dalam adopsi narkoba dan pergaulan bebas sebagai bentuk pengungsi dari tekanan ekonomi dan sosial. Sebagai upaya preventif, mahasiswa Kuliah Kerja Nyata (KKN) Universitas Madako melaksanakan kegiatan pengabdian kepada masyarakat yang fokus pada bidang pendidikan, khususnya di SMA Negeri 1 Bunobogu. Kegiatan ini mengangkat tema sosialisasi membahas narkoba dan bahaya pergaulan bebas dengan menggunakan metode edukasi melalui penyampaian materi, diskusi interaktif, dan tanya jawab. Hasil kegiatan pengabdian menunjukkan adanya peningkatan pemahaman dan kesadaran peserta yang diarahkan terhadap dampak negatif korupsi dan pergaulan bebas, serta pentingnya menjaga perilaku sehat dan beretika. Diharapkan kegiatan ini dapat menjadi langkah awal dalam membentuk generasi muda yang berkarakter, berpengetahuan, dan mampu menghadapi tantangan sosial di era modern.