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Pemanfaatan Tanaman Toga Sebagai Upaya Peningkatan Kesehatan Masyarakat Desa Kudu Ganting Aprilya Dwi Nur'aini; Aura Giaska Andiny; Haril Saleleubaja; Muhammad Renggi Saputra; Taupik Hidayat; Rakimahwati
jurnal ABDIMAS Indonesia Vol. 4 No. 1 (2026): Mei : Jurnal ABDIMAS Indonesia
Publisher : STIKes Ibnu Sina Ajibarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59841/jai.v4i1.3709

Abstract

Family Medicinal Plants (TOGA) are one form of natural resource utilization that can be used as an alternative traditional medicine as well as an effort to improve public health. Medicinal plants are widely used by the community because they are easy to obtain, relatively safe, and have lower costs compared to modern medical drugs. This study aims to examine the utilization of TOGA plants as an effort to improve the health of the people of Kudu Ganting Village through a literature study approach. The method used was a literature review by examining various scientific sources such as books, journals, and research reports related to family medicinal plants. The results of the study indicate that plants such as ginger, turmeric, lemongrass, temulawak, and betel leaves provide various health benefits, including improving body immunity, treating digestive disorders, and functioning as natural antiseptics. Therefore, the utilization of TOGA plants can serve as an effort to improve community health while also making productive use of home yard land.
Development of Interactive Wordwall Games Based on Inquiry into Children's Mathematical Abilities in Kindergarten Yanty, Mellie Guspita; Rakimahwati; Mayar, Farida; Yaswinda
Jurnal Penelitian Pendidikan IPA Vol 12 No 4 (2026): In Progress
Publisher : Postgraduate, University of Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/jppipa.v12i4.14470

Abstract

This study was conducted in response to the limited development of early childhood mathematical abilities, which is closely associated with the insufficient use of interactive and explorative learning media. The present research focuses on designing and evaluating an inquiry-oriented interactive wordwall game intended to enhance young children's mathematical competencies. The study employed a Research and Development framework using the ADDIE model, encompassing analysis, design, development, implementation, and evaluation phases. The participants involved 15 kindergarten children aged 5–6 years, while data were collected through expert validation, observation, questionnaires, and pre-test and post-test assessments. The findings reveal that the developed media achieved a very high level of feasibility, indicated by media and material validation scores of 96% and 92%, respectively. Practicality testing also demonstrated a very positive response from teachers and strong engagement from children. In terms of effectiveness, there was a substantial improvement in mathematical ability, reflected by an increase in average scores from 60.1% to 97%, with an N-Gain score of 0.91 categorized as high. These results suggest that combining interactive digital media with an inquiry-based approach can meaningfully support children's conceptual understanding and engagement. Therefore, the developed Wordwall-based learning media can be considered an effective and innovative tool for improving early childhood mathematics learning.
Development of Local Culture-Based Interactive Media to Improve Children's Mathematics Skills in Kindergarten Gusni, Kurnia; Mayar, Farida; Rakimahwati; Eliza, Delfi
Jurnal Penelitian Pendidikan IPA Vol 12 No 4 (2026): In Progress
Publisher : Postgraduate, University of Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/jppipa.v12i4.14481

Abstract

This study addresses the limited development of early childhood mathematical abilities, which is often associated with the use of conventional learning approaches and the lack of innovative, technology-based instructional media. The objective of this research is to develop and evaluate local culture-based interactive animated video media to enhance early childhood mathematics skills. This study employed a Research and Development (R&D) approach using the ADDIE model, consisting of analysis, design, development, implementation, and evaluation stages. The product was validated by experts in media, materials, and culture, followed by limited and broader trials involving children aged 5–6 years at Mekar Melati Kindergarten. Data were collected through validation sheets, observation, questionnaires, and pretest–posttest instruments, and analyzed using descriptive statistics and N-Gain scores. The results indicate that the developed media achieved a very high level of validity, with media validation at 100%, cultural validation at 93.75%, and material validation at 98.33%. The practicality test showed a score of 92.5%, indicating that the media is highly feasible for classroom use. Furthermore, the effectiveness test revealed a significant improvement in children's mathematical abilities, with an N-Gain score of 0.768 categorized as high. The findings also demonstrate that integrating local cultural elements into interactive media enhances children's engagement, conceptual understanding, and contextual learning experiences. In conclusion, local culture-based interactive animated video media developed through the ADDIE model is proven to be valid, practical, and effective in improving early childhood mathematics skills. This study highlights the importance of integrating technology and cultural context in early childhood education to support meaningful and engaging learning processes.
Development of Audiovisual-Based Parenting E-Modules to Stimulate Children's Cognitive Development in Kindergarten Rita, Oly Cintia; Suryana, Dadan; Rakimahwati; Nurhafizah
Jurnal Penelitian Pendidikan IPA Vol 12 No 4 (2026): In Progress
Publisher : Postgraduate, University of Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/jppipa.v12i4.14489

Abstract

This study addresses the suboptimal cognitive development of early childhood, particularly in reasoning and problem-solving skills, which is influenced by limited parental knowledge and gaps in digital literacy. The objective of this research is to develop an audiovisual-based parenting E-module that is valid, practical, and effective as a home-based learning guide to stimulate children's cognitive development. This study employed a Research and Development (R&D) approach using the ADDIE model, consisting of analysis, design, development, implementation, and evaluation stages. The product was validated by material and media experts, while practicality and effectiveness were examined through limited trials involving parents of children aged 5–6 years in kindergarten. Data were collected using validation sheets and parent response questionnaires, and analyzed using descriptive quantitative techniques. The results indicate that the developed E-module achieved a very high level of validity, with material validation reaching 90% and media validation 86.75%. The practicality test showed a score of 92.7%, categorized as very practical, indicating that the module is easy to use, accessible, and understandable for parents. From the effectiveness perspective, findings reveal an increase in parents’ understanding, confidence, and ability to implement cognitive stimulation activities at home. These results suggest that the integration of audiovisual elements facilitates meaningful learning experiences and reduces cognitive load for users. In conclusion, the audiovisual-based parenting E-module is a feasible and effective educational tool to support early childhood cognitive development. It has strong potential to enhance parental involvement and can be utilized as an alternative digital parenting resource, particularly in contexts with limited access to structured learning materials.
Development of Interactive Educational Videos to Improve Children's Math Skills in Kindergarten Widiyawati; Nurhafizah; Rakimahwati; Suryana, Dadan
Jurnal Penelitian Pendidikan IPA Vol 12 No 4 (2026): In Progress
Publisher : Postgraduate, University of Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/jppipa.v12i4.14562

Abstract

This study aimed to develop and analyze the validity, practicality, and effectiveness of Canva-based Interactive Educational Videos to improve the mathematical abilities of children aged 5–6 years in kindergarten learning. The novelty of this research lies in the integration of animated visualization, audio narration, interactive quizzes, and self-assessment features into a Canva-based numeracy learning media specifically designed for early childhood education using the ADDIE development model. This research employed the Research and Development (R&D) method with the ADDIE model consisting of Analysis, Design, Development, Implementation, and Evaluation stages. The research subjects consisted of 20 children aged 5–6 years in Group B at Humhaz Kindergarten, West Pasaman, Indonesia. Data were collected through observation, interviews, questionnaires, documentation, and pretest-posttest tests, then analyzed using descriptive statistics and N-Gain analysis. The results showed that the developed media obtained a validity score of 93.3% from material experts and 95.8% from media experts, both categorized as very valid. The practicality test results reached 95% in the small-group trial and 100% in the large-group trial, indicating that the media were very practical and easy to implement in classroom learning. Furthermore, the average score increased from 19.15 in the pretest to 25.1 in the posttest, with an N-Gain value of 0.5350 categorized as moderate improvement, indicating that the media were sufficiently effective in improving children’s mathematical abilities. However, this study was limited to one kindergarten with a relatively small sample size and short implementation duration. Practically, the developed media can be applied by PAUD/TK teachers as an interactive digital learning medium to support numeracy instruction through projector- or device-assisted classroom activities that are more engaging and developmentally appropriate for early childhood learners.