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Tutulena: A Heritage Folk Game as the Foundation of Malind Cultural Character Formation Trinovianto George Reinhard Hallatu; Ni Nyoman Rediani; Ivylentine Datu Palittin
Indonesian Values and Character Education Journal Vol. 8 No. 2 (2025): October
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/ivcej.v8i2.98425

Abstract

Character development has become a major concern due to the high incidence of bullying experienced by children, adolescents, and adults. Efforts to address this issue have been carried out through the implementation of innovative learning models and approaches grounded in local wisdom. This study aims to analyze the values embedded in the traditional folk game Tutulena as a means of character formation. The study employs a qualitative approach with research subjects that include children, adolescents, adults, and parents. Data were collected through documentation, interviews, and literature review, and subsequently analyzed using data triangulation. The findings indicate that Tutulena instills essential values such as cooperation, discipline, patience, perseverance, courage, sportsmanship, and cultural preservation. These values play a significant role in shaping positive character, as individuals learn to respect others, communicate effectively, and collaborate to achieve common goals through interactions in the game. The results confirm that Tutulena is not only recreational but also has the potential to serve as an effective medium for character education. The study’s implications suggest that integrating traditional games into the learning process can strengthen culture-based character education.
MENINGKATKAN KREATIVITAS GURU SEKOLAH DASAR MELALUI PERMAINAN RAKYAT SUKU MALIND UNTUK PEMBELAJARAN BERMAKNA (MEANINGFUL LEARNING) Bernadetha Rizki Kaize; Ni Nyoman Rediani; Herrio Tekdi Nainggolan; Yusri Yusri
COMMUNITY : Jurnal Pengabdian Kepada Masyarakat Vol. 6 No. 1 (2026)
Publisher : Pusat Pengembangan Pendidikan dan Penelitian Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51878/community.v6i1.9418

Abstract

Learning in schools along the South Papua border is still less meaningful because it has not been integrated with the local cultural context. This Community Service program aims to develop learning based on traditional games of the Malind tribe to realize Meaningful Learning in elementary schools located in the South Papua–Papua New Guinea border area. The program involved 20 teachers and was implemented through three stages: identification and documentation of relevant traditional games, training on designing learning activities based on traditional games, and mentoring the implementation of learning in the classroom. Evaluation was conducted using pretests and posttests in the form of 30 multiple-choice questions to measure improvements in teachers’ understanding. The data were analyzed using gain scores to determine differences between participants’ initial and final abilities. The results showed an increase in teachers’ competence with a gain score of 0.45, categorized as moderate. Learning based on Malind traditional games was also proven to support character development, such as cooperation, sportsmanship, and appreciation of local culture. Therefore, this model has the potential to create Meaningful Learning experiences while preserving local cultural values and is expected to be replicated in other border schools with similar characteristics in the future. ABSTRAK Pembelajaran di sekolah-sekolah wilayah perbatasan Papua Selatan masih belum optimal karena belum terintegrasi dengan budaya lokal yang dimiliki masyarakat setempat. Kegiatan Pengabdian kepada Masyarakat ini bertujuan mengembangkan model pembelajaran berbasis permainan rakyat Suku Malind sebagai upaya mewujudkan Meaningful Learning di SD perbatasan Papua Selatan–Papua Nugini. Program ini melibatkan 20 guru yang dilaksanakan melalui tiga tahapan, yaitu pendataan dan pendokumentasian permainan rakyat yang relevan, pelatihan penyusunan desain pembelajaran berbasis permainan tradisional, serta pendampingan implementasi pembelajaran di kelas. Evaluasi program dilakukan melalui pretest dan posttest berupa 30 soal pilihan ganda untuk mengukur peningkatan pemahaman guru. Data yang diperoleh dianalisis menggunakan gain score guna mengetahui perbedaan kemampuan peserta sebelum dan sesudah kegiatan. Hasil menunjukkan adanya peningkatan kemampuan guru sebesar 0,45 dengan kategori sedang. Selain meningkatkan kompetensi guru, pembelajaran berbasis permainan rakyat Suku Malind juga berkontribusi dalam penguatan nilai karakter, seperti kerja sama, sportivitas, dan kecintaan terhadap budaya lokal. Oleh karena itu, model pembelajaran ini berpotensi menghadirkan pengalaman belajar yang bermakna sekaligus menjaga kelestarian nilai-nilai budaya, serta dapat direplikasi pada sekolah-sekolah perbatasan lain dengan karakteristik yang serupa di masa mendatang  
Interactive Multimedia Based on the Project-Based Learning (PjBL) Model on the Topic of Light for Grade V Ni Putu Cindy Pratiwi Putri; Ni Wayan Rati; Ni Nyoman Rediani
Jurnal Media dan Teknologi Pendidikan Vol. 5 No. 3 (2025): July
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jmt.v5i3.100387

Abstract

The low learning outcomes of students in Science learning are often caused by the use of unappealing and non-contextual learning media, as well as learning approaches that do not encourage active engagement through real projects. This study aims to develop and analyze the feasibility and effectiveness of Interactive Multimedia based on the Project Based Learning (PjBL) model in improving elementary school students’ learning outcomes. This research employed a research and development (R&D) method using the ADDIE model, which includes the stages of analysis, design, development, implementation, and evaluation. The research subjects consisted of four experts, two teachers, and ten fifth-grade students. Data were collected using a closed-ended questionnaire with a rating scale and multiple-choice objective tests, then analyzed descriptively and quantitatively to assess the validity, practicality, and effectiveness of the product. The results showed that the media achieved a very high level of validity with an average expert score of 0.90. The practicality of the media was rated good by teachers with an average score of 3.43 and by students with an average score of 3.33. The media was also proven effective in improving learning outcomes on the topic of Light. The main findings of this study emphasize that integrating the PjBL model into interactive multimedia can create a more active, contextual, and student-centered learning experience. Therefore, the developed PjBL-based Interactive Multimedia is declared valid, practical, and effective for supporting meaningful science learning and has the potential to be widely implemented in elementary education contexts.