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Development of M-Learning Media Illustrated Crossword Puzzles to Increase Learning Motivation for Middle School Students Wardi Syafmen; Silfiani Indri
Journal of Educational Science and Technology (EST) Volume 9 Number 2 August 2023
Publisher : Universitas Negeri Makassar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26858/est.v9i2.44064

Abstract

this study aims to produce M-Learning learning media illustrated with crossword puzzles assisted by Google Sites to increase student motivation in class VII SMP and describe the feasibility of the media in terms of validity, practicality, and effectiveness. This research is a development research using the ADDIE model, which includes analyze, design, development, implementation, and evaluation stages. The results showed that the quality of M-Learning learning media illustrated with crossword puzzles assisted by Google sites to increase student motivation, for the validation aspect of M-Learning was categorized as valid with a validity of 75%. For the practicality questionnaire, the teacher response questionnaire obtained 91.67% of the very practical criteria and the 9 student response questionnaire was 90.40% with very practical criteria, so M-Learning was stated to be very practical. For the aspect of effectiveness, it can be seen from the results of the study tests where all students passed or met the KKM, student response questionnaires with a percentage of 90.20% were very effective criteria. And the N-Gain value of 0.76 indicates that there is an increase in learning motivation in the high category, so that M-Learning is effective for increasing student motivation.
PELATIHAN PEMBUATAN SERIOUS GAME EDUKASI BERBASIS ETNOMATEMATIKA ANYAMAN TRADISIONAL JAMBI UNTUK MENINGKATKAN LITERASI TEKNOLOGI GURU Wardi Syafmen; Gugun Manosor Simatupang; Asih Nur Ismiatun; Novferma Novferma
Jurnal Pengabdian Masyarakat Khatulistiwa Vol 8, No 2 (2025): NOPEMBER
Publisher : STKIP Persada Khatulistiwa Sintang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31932/jpmk.v8i2.5418

Abstract

ABSTRACTThis community service activity was designed to improve teachers’ digital literacy and their ability to integrate local culture into mathematics learning. The program was implemented through five stages: preparation, socialization, workshop, evaluation, and mentoring, involving 25 mathematics teachers from MGMP Muaro Jambi/Rayon Jaluko. The method combined workshops and structured mentoring supported by pretest–posttest, observation, product assessment, and satisfaction surveys. The results showed a significant increase in teachers’ technology literacy, with the average pretest score of 45.6 rising to 82.4 in the posttest. Teachers successfully developed 20 prototypes of serious games that integrated mathematical concepts with local weaving motifs such as Tikal and Pucuk Rebung. In addition, 92% of participants expressed high satisfaction with the program. These findings confirm that the training not only improved teachers’ digital competencies but also supported the preservation of Jambi’s cultural heritage through innovative and interactive learning media.Keywords: Serious game, ethnomathematics, digital literacy, weaving, teacher trainingABSTRAKKegiatan pengabdian masyarakat ini dirancang untuk meningkatkan literasi digital guru serta kemampuan mengintegrasikan budaya lokal dalam pembelajaran matematika. Program dilaksanakan melalui lima tahapan, yaitu persiapan, sosialisasi, workshop, evaluasi, dan pendampingan, dengan melibatkan 25 guru matematika MGMP Muaro Jambi/Rayon Jaluko. Metode yang digunakan berupa workshop dan pendampingan terstruktur dengan instrumen pretest–posttest, observasi, penilaian produk, serta angket kepuasan. Hasil kegiatan menunjukkan adanya peningkatan signifikan pada literasi teknologi guru, di mana skor rata-rata pretest 45,6 meningkat menjadi 82,4 pada posttest. Guru berhasil menghasilkan 20 prototipe serious game yang mengintegrasikan konsep matematika dengan motif anyaman lokal seperti Tikal dan Pucuk Rebung. Selain itu, 92% peserta menyatakan sangat puas terhadap program yang diikuti. Temuan ini menegaskan bahwa pelatihan tidak hanya meningkatkan kompetensi digital guru, tetapi juga berkontribusi pada pelestarian budaya Jambi melalui media pembelajaran inovatif dan interaktif.Kata Kunci: Serious game, etnomatematika, literasi digital, anyaman, pelatihan guru