Claim Missing Document
Check
Articles

Found 2 Documents
Search
Journal : Kanigara

PENDAMPINGAN PENGUATAN KEMAMPUAN LITERASI DAN NUMERASI PADA SISWA SEKOLAH DASAR DI KECAMATAN KRAS KABUPATEN KEDIRI Ria Fajrin Rizqy Ana Ria; Nourma Oktaviarini
Kanigara Vol 3 No 2 (2023): Kanigara
Publisher : Universitas PGRI Adi Buana Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36456/kanigara.v3i2.7758

Abstract

Literacy and numeracy are central to quality learning in all phases of education and curricula. Literacy and numeracy skills contribute to developing the capacity of individuals as global citizens, so that they can contribute productively to society. Students' literacy and numeracy skills are still relatively low. This is caused by children's lack of motivation to learn and try to solve their own problems. The difficulties faced by children in solving problems include difficulties in finding the essence of a text, solving basic operation problems such as multiplication and division, and difficulties in making mathematical models to solve problems related to everyday life. The objectives of the PKM are (1) to provide assistance to students to have high learning motivation with interesting learning activities applied by teachers, (2) to provide assistance to students by applying game activities to learning activities so as to improve literacy and numeracy, (3) to provide socialization to teachers so that they can develop literacy and numeracy so that they can be applied to students optimally. The method used consists of the observation stage, program preparation, and core implementation. The results of the activity show that PKM activities regarding literacy and numeracy assistance to students and teachers have been carried out well, smoothly, and the objectives of the activity have been achieved.  
SOSIALIASASI PENDAMPINGAN PEMBUATAN MEDIA PEMBELAJARAN BERBASIS BOARD GAME DIGITAL BAGI GURU-GURU DI PONDOK PESANTREN ROHDATUL MUSTOFA KABUPATEN TULUNGAGUNG Nugrananda Janattaka; Nourma Oktaviarini; Aditya Pringga Satria
Kanigara Vol 3 No 2 (2023): Kanigara
Publisher : Universitas PGRI Adi Buana Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36456/kanigara.v3i2.7904

Abstract

Advances in technology have also changed the perspective in the world of education; the role of digital media has contributed to giving a new color to education. Digital media can make it easier for teachers to deliver material. The combination of digital media and educational games will have an impact on learning, thus making the learning atmosphere very enjoyable. Board games are the oldest type of game in the world, and with the progress of time, the use of digital board games is often used as a medium to attract students' interest in learning. The socialization of assistance in making digital board game-based learning media is expected to be able to provide new knowledge related to innovation in learning. This socialization was carried out twice using the genially application. The teachers were very enthusiastic about the mentoring process and were able to make and apply board games to learning in class, so they were able to make the atmosphere more interesting with innovations and board game creations from teachers at Pondok Pesantren Rohdatul Mustofa.