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Pengabdian Mahasiswa untuk Meningkatkan Kesadaran Perilaku Hidup Bersih dan Sehat di Kalangan Santri Pondok Pesantren Darul Aman Tegal Fatmawati; Muslehudin; Nursyawani; Jamilatul Hasanah; Baiq Nasipah; Ahmad Zulfakar Ali; Auni Islihatin Diniati; Farid Al Rizky; Fatahilah; Hadawiyah; Haerani; Hulwa Rizki Maulidianti; Khansa Ummu Syahidna; Muhammad Azhar; Nadia Rizki
Jurnal Pengabdian Kepada Masyarakat Al-Amin Vol. 2 No. 1 (2024): January 2024
Publisher : STAI Al-Amin Gersik Kediri Lombok Barat-NTB

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54723/jpa.v2i1.148

Abstract

Clean and healthy living behaviour is very important to be applied to daily life in boarding schools, this is shown so that each student can adapt and increase everyone's immune system. Based on this awareness, we, the participants of KKN Pondok Pesantren Darul Aman, invite the students to do sports and cleaning activities. The purpose of this service is to provide an understanding to the students that the importance of maintaining health and cleanliness to foster a sense of care for themselves and the environment. Through this service we succeeded in increasing the awareness of the students about clean and healthy living behaviour, and we also succeeded in increasing the awareness of the students to maintain environmental cleanliness in the boarding school
Penggunaan Media Permainan Monopoli untuk Meningkatkan Motivasi Belajar Peserta Didik Kelas V SDN 7 Cakranegara Julkifliati, Julkifliati; Muslehudin; Zain, Irawan
Jurnal Pendidikan, Sains, Geologi, dan Geofisika (GeoScienceEd Journal) Vol. 6 No. 3 (2025): Agustus
Publisher : Mataram University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/goescienceed.v6i3.957

Abstract

This study is a Classroom Action Research (CAR) that aims to describe the use of game-based learning media, determine the improvement of students’ learning motivation, assess their activeness in learning activities, and identify the improvement of learning outcomes among fifth-grade students at SDN 7 Cakranegara. The research was conducted in two cycles using observation, questionnaires, and interviews as data collection methods, and the data were analyzed quantitatively using descriptive analysis. The results showed that the use of the Monopoly game as a learning medium significantly increased students’ learning motivation. Students’ average motivation score increased from 61.2% (Moderate) in the pre-cycle to 74.8% (Good) in Cycle I, and further to 87.5% (Very Good) in Cycle II. This improvement was also reflected in students’ activeness and learning outcomes. The activeness score increased from 54.5% (Low) in the pre-cycle to 73.7% (Good) in Cycle I, and reached 88.1% (Very Good) in Cycle II. Similarly, the average test score improved from 65.4 with a mastery percentage of 52.0% in the pre-cycle to 75.8 with 76.4% mastery in Cycle I, and finally to 85.2 with 92.3% mastery in Cycle II. These findings indicate that Monopoly-based learning media is effective in enhancing students’ motivation, activeness, and learning achievement in elementary school.