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PELATIHAN PEMBUATAN ES KRIM SEBAGAI UPAYA PENINGKATAN KETERAMPILAN DAN PEMBERDAYAAN PEREMPUAN Muhamad Rama Saputra, Supriyanto, Imam Syafei, Arina Nur Indriani, Asep Saefullah Kamali
JURNAL PENGABDIAN KEPADA MASYARAKAT SERUMPUN MENCIPTA Vol. 1 No. 2, September (2024): Jurnal Pengabdian Kepada Masyarakat (PKM) Serumpun Mencipta
Publisher : JURNAL PENGABDIAN KEPADA MASYARAKAT SERUMPUN MENCIPTA

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

Pelatihan pembuatan es krim ini bertujuan untuk meningkatkan keterampilan dan kemandirian ekonomi kalangan ibu-ibu dengan memberikan pengetahuan dan keterampilan praktis dalam pembuatan es krim. Pelatihan ini melibatkan 30 peserta. yang berasal dari berbagai latar belakang ekonomi. Metode pelatihan yang digunakan meliputi teori dan praktik langsung. Hasil pelatihan menunjukkan peningkatan signifikan dalam kemampuan peserta dalam membuat es krim, serta munculnya minat dan niat untuk membuka usaha es krim sebagai sumber pendapatan tambahan. Kesimpulan dari pelatihan ini adalah bahwa program pelatihan seperti ini sangat efektif dalam memberdayakan ibu-ibu dan mendorong mereka untuk memulai wirausaha.. Jurnal ini menggambarkan proses pelatihan, metode yang digunakan, pelaksanaan, evaluasi, tindak lanjut, serta kesimpulan dari kegiatan tersebut.
IMPROVING MATHEMATICS LEARNING OUTCOMES ON EXPONENTS THROUGH WORDWALL MEDIA FOR STUDENTS OF CLASS X-1 MAN 2 PANDEGLANG Indriani, Arina Nur; Yayan Miftahul Iman
Cakrawala Pedagogik Vol 9 No 2 (2025): Cakrawala Pedagogik
Publisher : Sekolah Tinggi Keguruan dan Pendidikan Syekh Manshur

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51499/cp.v9i2.833

Abstract

This study aims to improve mathematics learning outcomes in exponents through the use of Wordwall media for 10th-grade students at MAN 2 Pandeglang. This study employed Classroom Action Research (CAR) using the Kemmis and McTaggart spiral model, implemented in two cycles, each consisting of planning, implementation, observation, and reflection. The subjects were 30 10th-grade students of MIPA 2. The research instruments consisted of a learning outcome test, student activity observation sheets, and brief interviews. The results showed a significant improvement from the initial conditions to the second cycle. The average student score increased from 65.3 at the initial conditions to 74.1 in the first cycle, and 83.2 in the second cycle. The percentage of students achieving the Minimum Completion Criteria (KKM ? 75) also increased from 30% to 90%. Observations showed an increase in student learning engagement and motivation. Thus, Wordwall media is an effective interactive learning tool for improving mathematics learning outcomes in exponents.
PENERAPAN GAMIFICATION MATEMATIKA BERBASIS ARTIFICIAL INTELLIGENCE UNTUK MENINGKATKAN MOTIVASI BELAJAR SISWA KELAS X-3 MAN 2 PANDEGLANG Indriani, Arina Nur
Cakrawala Pedagogik Vol. 9 No. 3 (2025): Cakrawala Pedagogik
Publisher : Sekolah Tinggi Keguruan dan Pendidikan Syekh Manshur

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51499/cp.v9i3.914

Abstract

This study aims to determine the effect of implementing Artificial Intelligence-Based Mathematics Gamification on the learning motivation of 10th-grade students at MAN 2 Pandeglang. The study employed a quantitative approach with a quasi-experimental method and a One Group Pretest-Posttest Design. The sample consisted of 28 10th-grade students selected using a purposive sampling technique. The research instrument was a learning motivation questionnaire designed based on Uno's learning motivation indicators: desire to succeed, drive to learn, hope for the future, appreciation for learning, engaging learning activities, and a conducive learning environment. Data were collected through pretests and posttests, then analyzed using descriptive statistics and a Paired Sample t-test. The results showed that the average student learning motivation score increased from 68.42 in the pretest to 84.76 in the posttest, representing an increase of 16.34 points, or 23.88%. The hypothesis test obtained a significance value of 0.000 (p < 0.05), indicating a significant difference between learning motivation before and after the treatment. Thus, the implementation of Artificial Intelligence-Based Mathematics Gamification has proven effective in increasing the learning motivation of class X-3 students at MAN 2 Pandeglang.