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EDUKASI TENTANG TANDA DAN GEJALA KESEHATAN JIWA DI DESA JATILOR KECAMATAN GODONG Sutiyono; Jayanti; Sutomo
Jurnal Pengabdian kepada Masyarakat Cahaya Negeriku Vol. 1 No. 1 (2021): Jurnal Pengabdian kepada Masyarakat Cahaya Negeriku
Publisher : LPPM AN Nuur

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

 Latar Belakang : Gangguan jiwa masih menjadi masalah serius di Indonesia, hal ini dikarenakan banyaknya kasus baru akibat kemajuan teknologi dan banyaknya bencana yang terjadi di Indonesia. Kabupaten Grobogan pada tahun 2015, Kasus gangguan jiwa terjadi pada 649 orang. Dari angka tersebut 300 orang dialami oleh laki - laki dan 349 orang dialami oleh perempuan (Profil Dinas Kesehatan Kabupaten Grobogan, 2016).   Tujuan : Meningkatkan pemahaman masyarakat tentang tanda bahaya Kesehatan jiwa   Metode : Metode yang digunakan dalam pengabdian ini dengan melaksanakan pendidikan kesehatan tentang deteksi Kesehatan jiwa dengan mengenal tanda dan bahaya dan cara penatalaksaannya. Hasil : Keberhasilan program pelaksanaan pengabdian kepada masyarakat ini dapat dilihat dengan tolok ukur sebagai berikut 85% peserta hadir dalam kegiatan penyuluhan, Media dan alat tersedia sesuai dengan perencaan, Peran dan fungsi masing – masing sesuai dengan yang direncanakan dan masyarakat paham tentang deteksi Kesehatan jiwa dengan mengenal tanda dan bahaya dan cara penatalaksaannya.   Simpulan : terdapat peningkatan pemahaman masyarakat khususnya tentang deteksi Kesehatan jiwa dengan mengenal tanda dan bahaya dan cara penatalaksaannya. 
Developing Funnel-Based Visual Media for Teaching Integer Addition to Third Grade Elementary Students Salwa Arifiani, Fathia; Jayanti; Suryani, Ida; Lachlan, Nicholas
Indonesian Journal of Islamic Elementary Education Vol 5 No 2: November 2025
Publisher : Universitas Islam Negeri K.H. Abdurrahman Wahid Pekalongan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.28918/ijiee.v5i2.8910

Abstract

This research focuses on the development of visual learning media based on counting funnels in mathematics lessons to teach integer addition to third-grade elementary school students using the ADDIE model (Analysis, Design, Development, Implementation, and Evaluation). The study originated from observations at SD Negeri 89 Palembang, which revealed low student engagement in mathematics learning due to the use of conventional and less attractive media that made it difficult for students to understand mathematical concepts concretely. Therefore, innovative learning media suited to the characteristics and learning needs of elementary students were needed. The purpose of this research was to determine the validity, practicality, and effectiveness of the counting funnel media in supporting the learning process. The research was conducted through the ADDIE stages, including analysis of learning needs, media design, development through expert validation, classroom implementation, and final evaluation. The results showed that the media was declared valid based on expert assessments, practical in classroom application, and effective in improving students’ understanding of integer addition. The findings confirmed that the counting funnel media is feasible and beneficial as a learning aid. The implications indicate that this visual media can serve as an alternative solution to enhance conceptual understanding, motivation, and student engagement. Overall, this study concludes that counting funnel media effectively supports meaningful and enjoyable mathematics learning for elementary school students.
PENGARUH GAME EDUCAPLAY TERHADAP HASIL BELAJAR MATEMATIKA PADA MATERI PERKALIAN DAN PEMBAGIAN KELAS II SD NEGERI 36 PALEMBANG Sari, Euis Puspita; Jayanti; David Budi Irawan
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 4 (2025): Volume 10. No4, Desember 2025.
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v10i4.29013

Abstract

This study aims to determine the effect of using the Educaplay Game on the mathematics learning outcomes of grade II students of SD Negeri 36 Palembang on multiplication and division material. The research method used is a quasi-experimental design with a Nonequivalent Control Group Design. This study involved two classes, namely the experimental class using the Educaplay Game and the control class using conventional methods. Data collection was carried out through essay tests before (pretest) and after (posttest) treatment. The results showed an increase in student learning outcomes in the experimental class, with an average pretest score of 75.00 and a posttest of 84.30, while the control class showed an average pretest score of 77.80 and a posttest of 84.30. Data analysis using normality tests, homogeneity tests, and hypothesis tests showed that the use of the Educaplay Game had a significant effect on students' mathematics learning outcomes. Thus, the use of the Educaplay Game as a learning medium can significantly improve students' understanding of multiplication and division materia