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Keripik Pisang Bumil (Bubuk Milo) Sebagai Peluang Usaha Kekinian di Desa Ujung Tanjung Kecamatan Benai Dike Adelia; Alfini; Lestiawati; Nurhaliza; Muhammad Alfajri; Pebriandi
BATOBO: Jurnal Pengabdian Kepada Masyarakat Vol 1 No 2 (2023): BATOBO: Desember 2023
Publisher : Jurusan Teknik Elektro

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31258/batobo.1.2.99-104

Abstract

Produk Usaha Mikro Kecil dan Menengah yang dilaksanakan dalam kegiatan ini adalah Keripik pisang cokelat yang diberi nama Keripik Pisang Bumil (Bubuk Milo). Keripik pisang cokelat merupakan makanan ringan yang dibuat dari buah pisang kepok yang diiris dan digoreng serta diberi tambahan perisa rasa cokelat dalam bentuk bubuk. Kegiatan ini dilaksanakan di Desa Ujung Tanjung, Kecamatan Benai, Kuantan Singingi. Kegiatan ini meliputi proses pembuatan produk inovasi dan pengemasan, sosialisasi dan pembagian produk kepada masyarakat setempat. Kegiatan ini dilakukan dengan tujuan menciptakan produk inovasi dari olahan keripik pisang yang dapat menjadi peluang usaha kekinian. Dalam kegiatan ini dilaksanakan sosialisasi kepada masyarakat, dengan tujuan untuk memberikan pengetahuan baru mengenai pengolahan produk inovasi tersebut. Produk inovasi tersebut digemari oleh semua kalangan, khususnya kalangan anak-anak sehingga cocok untuk dipasarkan. Inovasi tersebut diharapkan dapat menambah penghasilan bagi masyarakat Desa Ujung Tanjung.
THE EFFECT OF THE GAME-BASED LEARNING MODEL ASSISTED BY CARD SORT ON STUDENTS’ ACTIVENESS AND LEARNING OUTCOMES IN THE COORDINATION SYSTEM TOPIC Alfini; Suryawati, Evi; Darmadi
Algebra : Jurnal Pendidikan, Sosial dan Sains Vol. 5 No. 4 (2025): Algebra : Jurnal Pendidikan Sosial dan Sains
Publisher : Yayasan Amanah Nur Aman

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58432/n9xz0a68

Abstract

The low level of students’ activeness and learning outcomes are among the many problems found in biology learning. The complexity of biological material, particularly in the coordination system topic, and the use of less innovative learning models are the main factors contributing to these issues. This study aims to determine the effect of applying the game-based learning model assisted by card sort on students’ activeness and learning outcomes in the coordination system topic. This research employed a quasi-experimental method with a Nonequivalent Group Posttest Only Design. The study was conducted at SMAN 7 Pekanbaru. The research samples were class XI.2 (experimental class) and class XI.7 (control class). Data were collected through observation using observation sheets, tests using test sheets, and documentation using documentation guidelines. The results showed that: (1) the average activeness score of students in the experimental class was 63.56 (active), while the average activeness score of students in the control class was only 55.83 (fairly active); (2) the average learning outcome score of students in the experimental class was 84.23 (good), while that of the control class was only 77.26 (fairly good). The hypothesis test results indicated that: (1) there was a highly significant effect of applying the game-based learning model assisted by card sort on students’ learning activeness (sig. value 0.000 < 0.05); and (2) there was a highly significant effect of applying the game-based learning model assisted by card sort on students’ learning outcomes (sig. value 0.000 < 0.05). This study indicates that integrating educational games with card media can enhance students’ activeness and learning outcomes in biology learning, especially for complex topics such as the coordination system. This learning model can be implemented at other educational levels to improve students’ activeness and learning outcomes.