Baiq Diana Safitri
Unknown Affiliation

Published : 2 Documents Claim Missing Document
Claim Missing Document
Check
Articles

Found 2 Documents
Search

Pemanfaatan Limbah Feses Sapi Sebagai Pakan Dalam Budidaya Cacing Tanah (Lumbricus Rubellus) Di Desa Giri Tembesi Lombok Barat Baiq Diana Safitri; Mardiana; B. A. Janiarti; A. Wahyuli; F. F. F. Putri; Rayyana; W. Apriani; Z. Unsalhusna; Z. Thifali; Karnan
Jurnal Pengabdian Magister Pendidikan IPA Vol 6 No 2 (2023): April-Juni
Publisher : Universitas Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/jpmpi.v6i2.4457

Abstract

Tujuan kegiatan budidaya cacing tanah (Lumbricus Rubellus) di Desa Giri Tembesi Kecamatan Gerung, Lombok Barat adalah untuk memberikan edukasi kepada warga terkait dengan pemanfaatan limbah kotoran sapi sebagai pakan cacing tanah (Lumbricus Rubellus) serta meminimalisisr pencemaran lingkungan dari limbah kotoran sapi. Pengolahan limbah kotoran sapi dapat memberikan manfaat kepada warga desa sekaligus diharapkan output dari budidaya cacing tanah (Lumbricus Rubellus) dapat menjadi produk khusus Desa Giri Tembesi. Oleh karena itu, metode pelaksanaan yang dilakukan dengan cara sosialisasi dan pelatihan sehingga dapat memberikan pengetahuan dan keterampilan langsung terkait dengan cara budidaya cacing.
GAME-BASED LEARNING WITH MISSION CARDS IN ELEMENTARY SCHOOL Maesarah; Maula Fatihal Ikhlas; Baiq Diana Safitri; Novi Sara Sagita; Haifaturrahmah
El Midad Vol. 17 No. 2 (2025): EL MIDAD: JURNAL JURUSAN PGMI
Publisher : Universitas Islam Negeri Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20414/elmidad.v17i2.13494

Abstract

This study aims to enhance student learning activity by applying the Game-Based Learning model assisted by mission card media in Natural and Social Sciences. The research approach used is Classroom Action Research (CAR), carried out in two cycles, each consisting of three sessions. The research subjects were 33 third-grade students at SDN 2 Cakranegara. Data were obtained through observations of students' learning activities. The results showed an increase in the average student activity from 59.53% in Cycle I to 79.53% in Cycle II. These findings indicate that the Game-Based Learning model with mission card media is highly effective in improving student engagement in the learning process. This study affirms the importance of game-based learning innovations as an effective way to enhance activity and learning motivation in elementary education