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Pendampingan Pembuatan Nomor Induk Berusaha sebagai Pendukung Pengembangan Usaha Mikro Kecil dan Menengah (UMKM) di Lorong Wisata Hardianti Hafid; Moeh Zainal Khairul; Abd. Hafid; Rosmalah
Ininnawa : Jurnal Pengabdian Masyarakat Vol. 1 No. 1 (2023): Volume 01 Nomor 01 (April 2023)
Publisher : Program Studi Manajemen FEB UNM

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26858/ininnawa.v1i1.148

Abstract

MSMEs play a strategic role in the economy of Makassar City, particularly in Lorong Wisata. However, many MSMEs in Lorong Wisata face challenges in developing their businesses due to limited access to necessary resources and support. One of the main obstacles faced by MSMEs is the process of obtaining the Business Identification Number (NIB). This community engagement activity aims to examine the importance of guidance in the NIB application process as an effort to support the development of MSMEs in Lorong Wisata, Makassar City. The community engagement activity involved several MSMEs in Lorong Wisata, located in the Ballaparang Village, Rappocini District. The results of the engagement activity indicate that guidance in the NIB application process has a significant positive impact on the development of MSMEs in Lorong Wisata, Makassar City. This guidance includes assistance in document collection, form filling, communication with relevant agencies, and understanding of the procedures involved. With the guidance provided, MSMEs can overcome administrative barriers that often hinder their access to broader resources and opportunities. The guidance activity in NIB application plays a crucial role in supporting the development of MSMEs in Lorong Wisata, Makassar City. With guidance, MSMEs can enhance their access to support and opportunities, ultimately contributing to local economic growth and the improvement of the local community's well-being. The recommendation from this community engagement activity is the need for cooperation between the government, MSME support institutions, and the local community to provide effective and sustainable guidance for MSMEs in Lorong Wisata, Makassar City. Keywords: Cooperatives, MSMEs, Lorong Wisat
PENGARUH MEDIA AUDIOVISUAL BERBASIS VIDEO TUTORIAL TERHADAP KEMAMPUAN MENULIS TEKS PROSEDUR SISWA KELAS IV SDN 232 TADANG PALIE KABUPATEN BONE Rukayah; Rosmalah; Fitria, Sri Ayu
MACCA : Science-Edu Journal Vol. 2, No.2 (2025): Juni 2025
Publisher : Education and Talent Development Center of Indonesia (ETDC Indonesia)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51574/msej.v2i2.3098

Abstract

on Video Tutorials on the ability to write Procedure Texts of Grade IV Students of SDN 232 Tadang Palie Bone Regency. This type of research is Pre-Experimental design with One-Group Pretest-Posttest technique. The independent variable in this study is Audiovisual Media based on Video Tutorial (X), while the dependent variable is the ability to write Student Procedure Text (Y) with a total of 28 students. The data collection technique used was using a test which was conducted twice in the form of giving Pre-test and Post-test. The results showed that the average Pre-test score was 45,21 in the sufficient category, after being treated 3 times by using Audiovisual media based on video tutorials, the average Post-test score was 78,89 in the good category. The conclusion of this study is that there is an effect of using Audiovisual media based on Video tutorials on the Ability to arite Procedure texts of grade IV students of SDN 232 Tadang Palie, Bone Regency.
PENERAPAN METODE MIND MAPPING DALAM MENINGKATKAN KREATIVITAS BELAJAR IPAS SISWA KELAS IV SD NEGERI NO. 5 LAPPA KABUPATEN SINJAI Azzah MR, Fadhilah; DH, Satriani; Rosmalah
MACCA : Science-Edu Journal Vol. 2, No.2 (2025): Juni 2025
Publisher : Education and Talent Development Center of Indonesia (ETDC Indonesia)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51574/msej.v2i2.3108

Abstract

This research is motivated by the low creativity in learning science in grade IV students of SDN No. 5 Lappa, Sinjai Regency. The purpose of the study is to improve students' learning creativity by applying the Mind Mapping method to the science subject of grade IV students of SDN No. 5 Lappa, Sinjai Regency. The approach used in the study with the Classroom Action Research (CAR) design is qualitative descriptive. The subjects in this study were all 18 grade IV students and the homeroom teacher of grade IV. The data collection techniques used were documentation and observation. Data analysis techniques by reducing data, presenting data and drawing conclusions. Based on the results of the research that has been carried out, students' learning creativity has increased through the Mind Mapping method. This can be seen from the percentage of learning creativity scores in cycle I reaching the Medium (S) category and in cycle II reaching the High (T) category. The value of students' social science learning creativity in cycle I was 44% or 8 students obtained an average score of 69 with a Medium (S) qualification and increased in cycle II by 83% or 15 students achieved an average score of 80 with a High (T) qualification. It can be concluded that the Mind Mipping learning method can improve students' social science learning creativity.
Sosialisasi Penggunaan Media Video Animasi Powton Guru SD Inpres 3/77 Panyili Kecamatan Palakka Kabupaten Bone Abd. Hafid; Awaluddin Muin; Rosmalah; Satriani DH; Hardianti Hafid
Jurnal Abdi Masyarakat Pendidikan Vol. 2 No. 02 (2025): Jurnal Abdi Masyarakat Pendidikan
Publisher : Jurusan Pendidikan Guru Sekolah Dasar Kampus VI Bone

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

Abstract

The purpose of this Community Service Program is to improve the pedagogical competence of teachers.. The target of the socialization on the use of Powtoon animated video media is the teachers of SD Inpres 3/77 Panyili, Palakka District, Bone Regency, as the participants. This socialization activity includes understanding the concept of Powtoon animated video media, the steps for creating Powtoon animated videos, and their use in learning. During the socialization, participants were provided with a guideline file for using Powtoon animated video media, enabling them to gain understanding and inspiration to apply it in their teaching practices. The results of the activity received positive responses from the participants because they gained knowledge about the use of animated video media and its practical application, which can help improve their pedagogical skills—particularly in designing and using Powtoon animated video media according to the learning objectives in elementary schools. This allows students to become more motivated, interested, active, and achieving. The conclusion of this activity is that participants gave positive responses regarding the practical knowledge and hands-on experience in using Powtoon animated video media, which can be utilized in learning to motivate students and enhance their interest and learning outcomes
PENERAPAN MODEL GAME BASED LEARNING BERBANTUAN MEDIA BLOOKET UNTUK MENINGKATKAN HASIL BELAJAR BAHASA INDONESIA SISWA KELAS IV SDN 166 LABURAWUNG KECAMATAN LALABATA KABUPATEN SOPPENG vera ferisca; rosmalah; rukayah
MACCA : Science-Edu Journal Vol. 3 No. 1 (2026)
Publisher : Education and Talent Development Center of Indonesia (ETDC Indonesia)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51574/msej.v3i1.4441

Abstract

This research is a classroom action research (CAR) that aims to determine the application of the Blooket-assisted game-based learning model to improve the Indonesian language learning outcomes of fourth-grade students at SDN 166 Laburawung, Lalabata District, Soppeng Regency. The subjects in this study were all 25 fourth-grade students and the fourth-grade homeroom teacher. Data collection techniques used observation and tests. Data analysis techniques in this study included data reduction, data presentation, and drawing conclusions. The results showed that the percentage of teacher activity in cycle I reached the Fair (C) category and in cycle II increased to the Good (B) category. The study shows that the Indonesian language learning outcomes of students in cycle I were 66,66% or 16 students obtained an average score of 70,20 with a sufficient (C) qualification and increased in cycle II by 83.33% or 20 students with an average score of 80.20 with a good (B) qualification. It can be concluded that the Blooket media-assisted Game-Based Learning model can improve Indonesian language learning outcomes.
PENERAPAN PEMBELAJARAN AKTIF BERBASIS EKSPLORASI DENGAN PENDEKATAN PROSES SAINS UNTUK MENINGKATKAN HASIL BELAJAR IPAS SISWA KELAS V SDN 246 BULU-BULU KABUPATEN BONE Rosmalah; Sitti Jauhar; Anisa
MACCA : Science-Edu Journal Vol.3, No.2, Juni 2026
Publisher : Education and Talent Development Center of Indonesia (ETDC Indonesia)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51574/msej.v3i2.4999

Abstract

This study aims to improve students’ learning outcomes in Natural and Social Sciences (IPAS) through the implementation of active learning based on exploration with a science process approach in fifth-grade students of SDN 246 Bulu-Bulu, Bone Regency. This research employed Classroom Action Research (CAR) conducted in two cycles, each consisting of planning, implementation, observation, and reflection stages. The subjects of this study were 17 students. Data were collected through observation, tests, and documentation, and analyzed qualitatively through data reduction, data display, and conclusion drawing. The results showed that the implementation of exploration-based active learning with a science process approach improved students’ IPAS learning outcomes. In the first cycle, both teacher and student activities were categorized as fair to good, although several limitations were still found, particularly in student participation. In the second cycle, there was a significant improvement in both learning activities and student outcomes, with most students achieving the minimum mastery criteria. Therefore, it can be concluded that exploration-based active learning with a science process approach is effective in improving elementary school students’ learning outcomes in IPAS.
PENGGUNAAN MEDIA KARTU PERAN UNTUK MENINGKATKAN MINAT BELAJAR IPAS DI KELAS IV SD INPRES 6/80 KAWERANG KABUPATEN BONE Sitti Jauhar; Rosmalah; Ailinyuliani
MACCA : Science-Edu Journal Vol.3, No.2, Juni 2026
Publisher : Education and Talent Development Center of Indonesia (ETDC Indonesia)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51574/msej.v3i2.5034

Abstract

This study is a classroom action research study aimed at increasing interest in learning Natural and Social Sciences (IPAS) in fourth-grade elementary school students through the use of role cards. The study was conducted in two cycles, each consisting of four stages: planning, implementation, observation, and reflection. The subjects were 23 fourth-grade students. Data collection techniques included observations of teacher and student activities during the learning process and a questionnaire on learning interest in IPAS to measure the effectiveness of the intervention. The results showed an increase in student learning interest from cycle I to cycle II. In cycle I, 9 students (39.13%) achieved the learning interest success indicator, while 14 students (60.87%) did not achieve the success indicator. After improving learning in Cycle II by optimizing the use of role cards, all 21 students (91,3%) successfully achieved the learning interest indicator. Furthermore, teacher and student activity also improved, as evidenced by the increase in the percentage of learning implementation from "adequate" in the initial meeting to "good" in the subsequent meeting. Based on the problem formulation, data analysis, and discussion, it can be concluded that the use of role cards can increase interest in learning science in fourth-grade students. Role cards help create an active, enjoyable, and participatory learning environment, encouraging students to be more involved in the learning process. Therefore, role cards are recommended as an alternative learning medium for science in elementary schools to increase student interest. Keywords : Role Cards ; Learning Interest ; Science
EFEKTIVITAS MEDIA PUZZLE MATEMATIKA TERHADAP KEMAMPUAN BERHITUNG SISWA KELAS III SD INPRES 12/79 TORO KABUPATEN BONE -, Sudirman; Rosmalah; Aliyah Rahmadani
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 02 (2026): Volume 11 No. 02, Juni 2026 Produce
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v11i02.51075

Abstract

This study aims to determine whether there is a difference in students’ numeracy skills before and after the use of the Mathematics Puzzle Media, and how effective this media is in improving the numeracy skills of grade 3 studentat SD Inpres 12/79 Toro, Bone Regency. This study employed a quantitative approach using a pre-experimental design, specifically a One-Group Pre-test-Post-test Design. The sample comprised 25 grade 3 student selected using a saturation sampling technique. Data collection involved tests and student response questionnaires. The results indicated that the mean pre-test score was 53.68, whilst the mean post-test score increased to 72.24. The results of the Paired Samples Test analysis showed that the calculated t-value = 8.202 > table t-value = 2.06390 with a significance level < 0.001, indicating a difference in pupils’ arithmetic skills before and after using the Mathematics Puzzle Media. Students’ responses to the use of the Mathematics Puzzle Media also indicated an ‘excellent’ category with an average percentage of 85%. Thus, the Mathematics puzzle media are effective in improving the arithmetic skills of grade 3 student at SD Inpres 12/79 Toro.
PENGARUH MODEL PEMBELAJARAN NUMBERED HEAD TOGETHER (NHT) BERBANTUAN MEDIA QUESTION CARD TERHADAP HASIL BELAJAR MATEMATIKA SISWA KELAS IV SD INPRES 12/79 BULU TEMPE KABUPATEN BONE Satriani; Rosmalah; Putri, Anindah Hardianti
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 02 (2026): Volume 11 No. 2, Juni 2026
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v11i02.54285

Abstract

Penelitian ini bertujuan untuk mengetahui tingkat hasil belajar matematika siswa kelas IV SD Inpres 12/79 Bulu Tempe Kabupaten Bone sebelum dan setelah penggunaan model pembelajaran Numbered Heads Together (NHT) berbantuan media question card, serta untuk mengetahui pengaruh penggunaan model pembelajaran tersebut terhadap hasil belajar matematika siswa. Penelitian ini merupakan penelitian kuantitatif jenis pre-eksperimental dengan desain One Group Pretest-Posttest. Variabel bebas dalam penelitian ini adalah model pembelajaran Numbered Head Together (NHT) berbantuan media question card, sedangkan variabel terikatnya adalah hasil belajar matematika. Populasi penelitian ini adalah seluruh siswa kelas IV SD Inpres 12/79 Bulu Tempe Kabupaten Bone sebanyak 20 siswa dengan teknik pengambilan sampel menggunakan sampling jenuh. Data dikumpulkan menggunakan instrumen tes dan dianalisis menggunakan teknik analisis statistik deskriptif dan inferensial. Hasil penelitian menunjukkan bahwa tingkat hasil belajar matematika siswa sebelum penggunaan model pembelajaran NHT berbantuan media question card berada pada kategori rendah dengan nilai rata-rata pretest sebesar 50,75, sedangkan setelah penggunaan model pembelajaran tersebut meningkat ke kategori tinggi dengan nilai rata-rata posttest sebesar 78,25 atau meningkat sebesar 27,5 poin. Hasil analisis inferensial menggunakan uji Paired Sample t-Test diperoleh nilai t_hitung16.350 > t_(tabel ) 2,09302 dengan nilai probabilitas 0,001 < taraf signifikansi 0,05, sehingga H₀ ditolak dan H₁ diterima. Dengan demikian, dapat disimpulkan bahwa model pembelajaran Numbered Head Together (NHT) berbantuan media question card berpengaruh terhadap hasil belajar matematika siswa kelas IV SD Inpres 12/79 Bulu Tempe Kabupaten Bone.
- PENGARUH PENGGUNAAN MEDIA PHET COLORADO TERHADAP PEMAHAMAN KONSEP PECAHAN SISWA KELAS V SDN 25 MATTIROWALIE KABUPATEN BONE: - -, Sudirman; Rosmalah; Farah Ainun Nisa
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 02 (2026): Volume 11 No. 02, Juni 2026 Produce
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v11i02.58069

Abstract

Understanding of Mathematical concepts among elementary school students remains relatively low due to the abstract nature of the material, particularly regarding fractions. This study aims to determine the effect of using the PhET Colorado software on the understanding of fraction concepts among fifth-grade students at SDN 25 Mattirowalie. This study employs a quantitative, pre-experimental approach with a One-Group pre-test-post-test design. The sample in this study consisted of 30 fifth-grade students at SDN 25 Mattirowalie, selected using a saturation sampling technique. Data collection was conducted using a multiple-choice test. Data analysis employed descriptive statistical analysis and inferential statistical analysis using the Paired Sample t-Test. Based on the results of the descriptive analysis, it was found that: (1) the pre-test mean score of 53.40 fell into the “below average” category, while the post-test mean score of 82.23 falls into the good category; (2) the results of the inferential statistical analysis show a significance value of 0.001 < 0.05, and a calculated t-value of 22.302 > 2.094 (table t-value). Thus, the use of the PhET Colorado media has a significant effect on the understanding of fraction concepts among students in Grade 5 at SDN 25 Mattirowalie.