Reski Nurasmi
UNIVERSITAS MUHAMMADIYAH MAKASSAR

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MENINGKATKAN HASIL BELAJAR MATEMATIKA MATERI PERKALIAN MELALUI MEDIA GAME PERSIK Reski Nurasmi; Haerul Syam; Ma'rup
Jurnal Pendidikan Sang Surya Vol. 10 No. 1 (2024): Jurnal Pendidikan Sang Surya
Publisher : LPPM Universitas Muhammadiyah Bulukumba

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56959/jpss.v10i1.189

Abstract

ABSTRACT: Improving Mathematics Learning Outcomes on Multiplication Materials through Media Game Persik (Asik Multiplication) Class II Students UPT SPF Inpres Andi Tonro. The main problem in this study is that students lack confidence in solving math problems, students tend to be passive in the learning process, pay less attention to the teacher's explanation and math learning outcomes are still low. This study aims to improve math learning outcomes of multiplication material through peach game media for class II B UPT SPF Inpres Andi Tonro students. This type of research uses Classroom Action Research (PTK). The research subjects were class II B UPT SPF Inpres Andi Tonro students totaling 22 students. This research consists of two cycles, each cycle includes four stages, namely planning, implementation, observation, and reflection. The instruments in this study include observation sheets, and learning outcomes tests. The analysis technique used was descriptive statistical analysis. The results of the study using peach game media in learning math multiplication material can increase the activity and learning outcomes of class II B UPT SPF Inpres Andi Tonro students as evidenced by an increase in student learning activities student learning activeness in cycle I of 48.86% increased in cycle II by 75.54% while the expected target was reached 55%. The increase in student learning outcomes in cycle I obtained an average value of student learning outcomes of 60.91, then in cycle II obtained an average value of student learning outcomes of 84.54. Students' mathematics learning completeness also increased, in cycle I there were 9 students or 40.91%, while in cycle II there were 18 students or 81.81% classical completeness was achieved classically because the number of students who completed more than 80%. Based on the research results, it can be concluded that the mathematics learning outcomes of class II B UPT SPF Inpres Andi Tonro students through the application of peach game media have increased.
EDUKASI KEMAMPUAN DIGITAL DAN PEMECAHAN KONTEN NEGATIF PADA ANAK SEKOLAH DASAR Femilianita; Nurul Istiqamah Ishaq; Nurfadillah Apriliah; Reski Nurasmi; Andi Ardhila Wahyudi; Sukmawati
Didaktik : Jurnal Ilmiah PGSD STKIP Subang Vol. 12 No. 01 (2026): Volume 12 No. 01 Maret 2026 Publish
Publisher : STKIP Subang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36989/didaktik.v12i01.11567

Abstract

The rapid development of digital technology has brought significant changes to the lives of elementary school–aged children, particularly in relation to the increasing use of gadgets that is not always accompanied by adequate digital literacy. Excessive and unsupervised gadget use can lead to various negative impacts, including decreased learning concentration, declining academic achievement, risks of digital addiction, exposure to negative content, and ethical issues in online interactions. This community service activity aimed to enhance elementary school students’ awareness and understanding of digital skills and negative content management through education on wise gadget use. The program was conducted at SD Inpres Sero, Makassar City, involving fifth- and sixth-grade students and teachers as partner participants, using a Participatory Action Research (PAR) approach. The methods included initial observation, interactive seminars, educational videos, quizzes, discussions, and evaluation. The results showed very high levels of student participation and enthusiasm, as well as an increase in students’ initial awareness of the importance of managing screen time, selecting safe and appropriate content, and applying digital ethics. This educational intervention proved effective in building a positive foundation of digital literacy despite being implemented within a limited time frame and with minimal resources. Overall, this activity confirms that a school-based educational approach oriented toward active student participation can serve as an adaptive alternative strategy for fostering healthy and responsible digital habits from an early age.