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Training on Creating Educational Maze Media for Teachers to Support Children’s Fine Motor Skill Learning Oktavianti, Sinta; Nursafitri, Laila
Nanggroe: Jurnal Pengabdian Cendikia Vol 4, No 10 (2026): January
Publisher : Yayasan Daarul Huda Kruengmane

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.5281/zenodo.18626721

Abstract

Teachers must have high imagination and creativity and be able to enhance engaging and enjoyable play activities, one of which is by using Educational Play Tools (EPT). The purpose of this study was to increase the variety of Educational Play Tools, specifically Maze Media, at TK and Kober Braja Asri. The method used in this community service activity was the Service Learning (SL) method, in which the mentoring team provided training and assistance in creating educational maze media from recycled materials to support fine motor skill learning for teachers at TK and Kober Braja Asri in two meetings. The activity was carried out in several stages: planning, implementation, and evaluation. The results showed that teachers participated enthusiastically, as this was their first training session on Maze Media Educational Play Tools. The teachers also successfully completed the creation of the media collaboratively in groups. Maze Media is a learning tool that can be used by teachers in classroom activities because it helps train hand–eye coordination, improves memory, and fosters cooperation.
Studi Eksplorasi Gamifikasi dalam E-Learning pada Perguruan Tinggi Keagamaan Islam (PTKI) di Indonesia Nursafitri, Laila; Oktavianti, Sinta; Masyitah, Masyitah; Firdaus, Taman
Jurnal Pendidikan dan Pembelajaran Indonesia (JPPI) Vol. 6 No. 2 (2026): Jurnal Pendidikan dan Pembelajaran Indonesia (JPPI), 2026 (2)
Publisher : Yayasan Pendidikan Bima Berilmu

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.53299/jppi.v6i2.4021

Abstract

Penelitian ini bertujuan untuk mengidentifikasi elemen gamifikasi yang terintegrasi dalam sistem e-learning yang sudah berjalan di PTKI dalam tiga tahun terakhir, serta menganalisis potensi pengaruh penerapan gamifikasi tersebut terhadap partisipasi dan hasil belajar mahasiswa di PTKI. Penelitian ini menggunakan Systematic Literature Review (SLR) dengan metode PRISMA (Preferred Reporting Items for Systematic Reviews and Meta-Analyses). Artikel yang telah tersaring kemudian dianalisis kelayakannya dengan mengacu pada kriteria inklusi dan eksklusi. Hasil penelitian menunjukkan bahwa terdapat kesenjangan penelitian yang signifikan mengenai penerapan gamifikasi dalam e-learning di PTKI Indonesia pada tiga tahun terakhir. Penerapan elemen-elemen gamifikasi seperti poin, badge, leaderboard, tantangan, dan kuis mampu mendorong motivasi intrinsik maupun ekstrinsik mahasiswa serta meningkatkan partisipasi aktif dan hasil belajar. Hasil penelitian ini merekomendasikan penelitian berikutnya untuk melakukan kajian empiris terkait implementasi gamifikasi pada e-learning di PTKI, terutama untuk mengukur pengaruhnya terhadap partisipasi dan hasil belajar mahasiswa. Selain itu dosen disarankan mulai mengintegrasikan elemen gamifikasi secara terstruktur dalam LMS yang digunakan.