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KAMPUS MENGAJAR: EDUKASI PROJEK SAINS UNTUK MENINGKATKAN KETERAMPILAN PROSES SAINS Nenu, Sebastiana; Meo, Maria Ludtinia Bupu; Luhur, Fransiska Saveriana; Sar’iyyah, Nining; Novianti, Chatarina
Jurnal Edukasi Pengabdian Masyarakat Vol 3 No 3 (2024): JULI 2024
Publisher : FIP UNIRA MALANG

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36636/eduabdimas.v3i3.4907

Abstract

edukasi projek sains ini di latarbelakangi oleh rendahnya keterampilan proses sains siswa pada pembelajaran tematik kelas IV dan V SDI Otombamba. Edukasi ini bertujuan untuk meningkatkan keterampilan proses sains siswa dengan menggunakan metode demonstrasi eksperimen sederhana yang menarik perhatian siswa. Keterampilan proses sains adalah kemampuan esensial bagi siswa untuk memahami dan mengaplikasikan konsep konsep ilmia. Penelitian ini bertujuan untuk meningkatkan keterampilan proses sains siswa SDI Otombamba melalui penerapan projek sains. Metode yang digunakan adalah demonstrasi dan eksperiment dengan empat tahap: perencanaan, tindakan, demonstrasi dan eksperiement. Hasil penelitian menunjukan bahwa projek sains dapat meningkatkan keterampilan proses sains siswa, seperti mengamati, mengklasifikasi, mengukur, menyimpulkan dan mengomunikasikan hasil penelitian.
Audit Sampah di Kawasan Pesisir Pantai Kelurahan Tanjung: Pengabdian Sar’iyyah, Nining; Abdullah, Adi Neneng; Jariyah, Ainun; Lina, Virgilius Bate; H, Maimunah; Daud, Daud; Moset, Maria; Abdullah, Syarifah; Pano, Margaretha Sryani; Bele, Paskalia Afni
Jurnal Pengabdian Masyarakat dan Riset Pendidikan Vol. 4 No. 2 (2025): Jurnal Pengabdian Masyarakat dan Riset Pendidikan Volume 4 Nomor 2 (October 202
Publisher : Lembaga Penelitian dan Pengabdian Masyarakat

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/jerkin.v4i2.4364

Abstract

A waste audit on the Tanjung Village coastline was conducted to identify the types, quantities, and primary sources of waste polluting the coastal area. This activity is crucial because the growth of community activities, tourism, and trade around the coast directly impacts the quality of the environment and coastal ecosystems. This Community Service activity applied direct data collection techniques by mapping locations, measuring the volume and weight of waste, and classifying it according to categories such as single-use plastic, organic, paper, glass, and metal. The audit results revealed that plastic waste dominated with the highest percentage, particularly food packaging, beverage bottles, and plastic bags originating from the activities of visitors and households in the area. This situation demonstrates the importance of better community-based waste management, environmental education, and strengthening the function of the village government in monitoring and handling waste. This audit is expected to form the basis for planning pollution mitigation programs, strengthening cleanliness policies, and plastic waste reduction campaigns to create a clean, healthy, and sustainable Tanjung Village coastline
Penerapan Game Edukasi science Quest 3 Dunia untuk Siswa SDI Ende 14: Penelitian Bouk, Felmy Ariyanty; Kolly, Elsiana Deno; Sar’iyyah, Nining; Mbere, Maria Dima; Pali, Agustina; Rando, Agnes Demi
Jurnal Pengabdian Masyarakat dan Riset Pendidikan Vol. 4 No. 3 (2026): Jurnal Pengabdian Masyarakat dan Riset Pendidikan Volume 4 Nomor 3 (Januari 202
Publisher : Lembaga Penelitian dan Pengabdian Masyarakat

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/jerkin.v4i3.4998

Abstract

This activity aimed to implement the educational game Science Quest 3 Dunia as a science learning medium to enhance students’ learning interest and understanding of science concepts at SDI Ende 14. The participants were students of SDI Ende 14. The activity was conducted at SDI Ende 14, Ende Regency. The method used was game-based learning, which began with preparation and an introduction to science materials, followed by the guided use of the Science Quest 3 Dunia educational game, student assistance during the gameplay process, and discussion and evaluation of learning outcomes. Through the implementation of this educational game, students demonstrated higher enthusiasm and active participation in science learning, as well as improved understanding of the material compared to conventional learning methods.