Claim Missing Document
Check
Articles

Found 25 Documents
Search

Training development of meat-based BASECHI to improve the quality of public health in meatball vendors Rina Sugiarti Dwi Gita; Fauzan Adhim; Mochammad Mulana Tri Anggono; Linda Ike Septyaningsih
Abdimas: Jurnal Pengabdian Masyarakat Universitas Merdeka Malang Vol. 9 No. 4 (2024): November 2024
Publisher : University of Merdeka Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26905/abdimas.v9i4.13969

Abstract

The large number of meatball producers who still use dangerous preservatives needs to be stopped. The use of alternative natural preservatives that do not cause side effects on consumers such as chitosan needs to be introduced so that it can be used by many people. BASECHI (Chitosan Healthy Meatballs) development training includes a series of socialization activities designed to empower meatball traders with the knowledge and skills in making meatballs containing chitosan, a natural compound that has important health benefits. The activity begins with participants undergoing a pre-test to measure initial knowledge. Providing material by experts on the benefits of chitosan and techniques for making healthy meatballs. Practicing chitosan application to meatballs and continuing with a post-test session to assess participants' knowledge. The program ends with closing activities that include discussion, feedback, and further planning to ensure the continuity and sustainability of the knowledge gained. The expected results of this training are increased awareness of traders about the importance of food quality, mastering skills in making healthy meatballs, and improving the quality of public health through the consumption of more nutritious products.
Developing Assessment Instrument of Literacy and Numeracy in Elementary School Ahmad Faishol; Waris; Fauzan Adhim
Jurnal Penelitian Pendidikan IPA Vol 11 No 9 (2025): September
Publisher : Postgraduate, University of Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/jppipa.v11i9.11772

Abstract

The purpose of this study was to analyze the form of literacy and numeracy skill assessment instrument development that is in accordance with the level of thinking ability of grade 5 students of SD Negeri 01 Senduro. This research used Research and Development with the ADDIE model. Data analysis was carried out using qualitative data analysis consisting of data presentation, data reduction, data verification, and drawing conclusions. The results indicated that the literacy and numeracy assessment instruments developed for grade 5 students of SD Negeri 01 Senduro were proven to be relevant, contextual, and in accordance with the level of students' thinking abilities. In short, this development of literacy-numeracy instruments proved to be both relevant and effective, accurately capturing students' abilities through tasks that reflect their everyday experiences and educational environment, and suited to the level of students' thinking for improving the learning process.
Implementation of Wordwall Media with a STEM Approach to Increase Student Creativity and Learning Outcomes in Chemical Compound Nomenclature Maria Alex Sandra; Fauzan Adhim; Rina Sugiarti Dwi Gita
Jurnal Penelitian Pendidikan IPA Vol 11 No 8 (2025): August
Publisher : Postgraduate, University of Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/jppipa.v11i8.11987

Abstract

This study aimed to examine the effect of integrating Wordwall media with the STEM approach on student creativity and learning outcomes in chemical compound nomenclature. A quasi-experimental method with a Pretest-Posttest Control Group design was applied. The experimental group used STEM-based Wordwall media, while the control group received conventional teaching. Results showed that the experimental group achieved a moderate N-Gain (0.66) compared to the control group’s lower N-Gain (0.29). The Mann-Whitney test indicated a significant difference between the groups (p < 0.05), suggesting that STEM-based Wordwall media improved learning outcomes. Creativity, measured using a Torrance-based questionnaire, also showed significant improvement after the intervention. In conclusion, integrating Wordwall media with the STEM approach effectively enhances student creativity and learning outcomes in chemical compound nomenclature.
Academic Identity of Higher Education in Building Competitive Advantage Fauzan Adhim; Rina Sugiarti Dwi Gita; Intan Tri Novita Sari
Nidhomul Haq : Jurnal Manajemen Pendidikan Islam Vol. 10 No. 1 (2025): Transformative Islamic education management
Publisher : Prodi Manajemen Pendidikan Islam Universitas KH Chalim Mojokerto

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31538/ndhq.v10i1.10

Abstract

Academic Identity is a reflection of reputation in higher education. Its existence is a driver of competitiveness and the realization of good governance. The reason is that academic Identity has competitive characteristics that distinguish universities from other institutions and can shape public perception. Internally, a strong and consistent identity becomes a strategic value for universities. It will be an attraction and bargaining tool for external stakeholders in the global competition of higher education. This research aims to find the formulation and application of the academic Identity of higher education institutions in building competitive advantage. Methodologically, this research uses a qualitative type with a case study approach. This research was conducted at PGRI Argopuro University Jember. Researchers use data collection techniques such as in-depth interviews, document reviews, and focus group discussions. Informants involved include representatives of the foundation board, Rector, Vice Rector, Head of Study Program in each faculty, Head of Unit and external stakeholders. The data analysis that researchers use is case study analysis, which includes data identification, reduction, coding, presentation and conclusion drawing. This research produces findings: (1) The academic identity formulation process includes Socio-historical extraction, Identification of values and norms, Preservation of local wisdom, Adaptation of science and technology and strategic partnerships. (2) The application of UNIPAR academic identity is realized in two managerial frameworks: First, through policies contained in the Strategic Plan, RIP and Curriculum. Second, the internalization process for the entire community is done through professional capacity-building programs. The theoretical implication of this research is to develop a model of branding higher education institutions (HEIs) that emphasizes service-based competitive advantage. The scientific facts researchers found that academic branding in higher education has a holistic basis, including socio-historical aspects of governance, as researchers have described in the discussion.
PENGARUH PENDEKATAN DEEP LEARNING BERBANTU GAMES BAMBOOZLE TERHADAP KEMAMPUAN MENERAPKAN (C3) DAN MINAT BELAJAR SISWA SEKOLAH DASAR KELAS 4 MATA PELAJARAN PENDIDIKAN PANCASILA Ferdina Aristya Putri; Endra Priawasana; Fauzan Adhim
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 01 (2026): Volume 11 No. 01 Maret 2026 Published
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v11i01.43581

Abstract

This research is motivated by the low ability of elementary school students to apply (C3) the values of Pancasila and their low interest in learning, which is caused by conventional, rote-oriented teaching methods and a lack of innovative media. This study aims to examine the effect of the Deep Learning approach assisted by Baamboozle educational games on the ability to apply concepts (C3) and the learning interest of fourth-grade students in Pancasila Education. This research employed a quantitative approach with a quasi-experimental method using a Pretest-Posttest Control Group Design. The research subjects consisted of 29 students in the experimental group (SDN Wirolegi 04) and 22 students in the control group (SDN Wirolegi 03). Data were collected through contextual essay tests to measure C3 ability and Likert-scale questionnaires for learning interest. Data analysis was performed using the Independent Samples t-test. The results showed that there was a significant influence of the Deep Learning approach assisted by Baamboozle on both variables, with a significance value (Sig. 2-tailed) of 0.000 < 0.05. The experimental group achieved a higher posttest mean score for C3 ability (85.52) compared to the control group (77.64). Furthermore, the effect size analysis using Cohen’s d indicated a very large category of influence. It can be concluded that the integration of the Deep Learning approach and Baamboozle media effectively improves students' cognitive application skills and learning interest, making it a relevant solution for innovative learning in elementary schools.
The effect of utilising magic box to improve students’ motivation in learning English: Deep learning practices Lina Dwi Lestari; Waris Waris; Fauzan Adhim
English Learning Innovation Vol. 6 No. 2 (2025): August
Publisher : Universitas Muhammadiyah Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22219/englie.v6i2.40996

Abstract

These days, the government has dealt with the new curriculum, called deep learning approach. Still, during the implementation deep learning approach in teaching-learning English at Vocational school, it showed that most students struggle with learning enthusiasm and motivation. Further, this research aimed at investigating the use of Magic Box to improve students’ learning motivation in learning English at SMK Negeri 1 Tempeh during deep learning. This research used explanatory mixed methods. A purposive sampling was used to select the sample. In addition, the research sampling was class X TKJ 1 consisting of 27 students was used as the control class, and class X TKJ 2 consisting of 25 students was used as the experimental class. In collecting the data, the researcher used observation and questionnaire, and semi-structured interviews. The results showed that the use of Magic Box media in deep learning was able to significantly increase students' learning motivation. This can be seen from the students’ enthusiasm and engagement during the learning process, where students became more interested, engaged and involved in classroom learning activity. In short, using Magic Box in teaching-learning English during deep learning process, is expected to promote students’ involvement and engagement, and increase self-confidence and learning outcomes.
The Influence of Game-Based Learning on Learning Motivation and Critical Thinking Skills in Elementary Science and Social Studies (IPAS) Supiyah; Fauzan Adhim; Hariyanto
Jurnal Penelitian Pendidikan IPA Vol 12 No 3 (2026)
Publisher : Postgraduate, University of Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/jppipa.v12i3.14392

Abstract

This study aims to analyze the effect of Game-Based Learning (GBL) integrated with pop-up media on students’ learning motivation and critical thinking skills in elementary IPAS learning. This study employed a quantitative approach using a pre-experimental design with a One-Group Pretest–Posttest model. The participants consisted of 19 fifth-grade students selected using a saturated sampling technique. Data were collected using a learning motivation questionnaire and a critical thinking skills test, both of which were validated and tested for reliability. Data analysis was conducted using descriptive statistics, the paired sample t-test, and effect size analysis.The results showed that there was a significant increase in both learning motivation and critical thinking skills after the implementation of Game-Based Learning. The paired sample t-test revealed a significance value of p < 0.001, indicating a statistically significant difference between pretest and posttest scores. Furthermore, the effect size analysis indicated a very high category, demonstrating that the intervention had a strong practical impact. These findings suggest that Game-Based Learning creates an engaging and interactive learning environment that promotes active participation and supports higher-order thinking processes. In conclusion, Game-Based Learning integrated with pop-up media is an effective instructional strategy for improving both learning motivation and critical thinking skills in elementary education. This approach contributes to the development of cognitive and affective competencies aligned with the demands of 21st-century learning.
DEVELOPMENT OF AN EDUCATIONAL MATHEMATICS GAME TO ENHANCE MOTIVATION AND ACTIVITY OF ELEMENTARY SCHOOL STUDENTS Basuki, Bangkit Pribadi; Waris, Waris; Adhim, Fauzan
AKSIOMA: Jurnal Program Studi Pendidikan Matematika Vol 15, No 1 (2026)
Publisher : UNIVERSITAS MUHAMMADIYAH METRO

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24127/ajpm.v15i1.13218

Abstract

This study aims to develop an educational game as a mathematics learning medium in elementary schools to enhance students' motivation and learning engagement. Many pupils struggle to grasp fundamental mathematical concepts due to low enthusiasm and limited engagement in the learning process, which renders lessons tedious. To address this issue, the research designs an interactive game based on Wordwall, enriched with a narrative flow created in Canva so that the appearance and mechanics are more appealing than a Wordwall quiz alone. The methodology rests on a qualitative approach and descriptive quantitative analysis, namely the qualitative component explores teachers' and students' needs and experiences through in‑depth interviews and classroom observations, while the descriptive quantitative component measures changes in students' motivation and activity by comparing questionnaire scores before and after the game's implementation. The research method follows the five stage ADDIE model, encompassing analysis to identify factors underlying low motivation and activity, design to draft a game concept aligned with elementary students' characteristics, development to produce a prototype using Wordwall and Canva, implementation to conduct field trials in an elementary school, and evaluation to assess the game's effectiveness in boosting motivation and engagement. The expected output is an educational game that can be applied effectively as a mathematics teaching tool, thereby improving student learning outcomes. Moreover, the study involves participation of teachers and students as primary respondents who provide input at each development stage, ensuring that the final product genuinely reflects the needs and characteristics of the elementary school learning environment.
Development of Android-Based E-Learning Platform with RBL - STEM Approach to Improve Digital Literacy Rina Sugiarti Dwi Gita; Fauzan Adhim; H.B.A Jayawardana; Febri Hariyanto
Jurnal Penelitian Pendidikan IPA Vol 10 No 10 (2024): October
Publisher : Postgraduate, University of Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/jppipa.v10i10.8901

Abstract

The utilization of technology is very important in learning in today's digital era. A research-based learning approach that focuses on STEM disciplines is perfect for maximizing the use of technology. The purpose of this study was to determine the feasibility of android-based E-learning Platform with RBL-STEM approach in terms of content validity and construct validity, and android-based e-learning platform with RBL-STEM approach in terms of improving digital literacy skills of TEP graduate students. Development of Android-based E-Learning Platform with RBL - STEM Approach to Improve Digital Literacy of TEP Graduate Students Universitas PGRI Argopuro Jember using Research and Development (R&D) method with ADDIE development model (Analysis, Design, Development, Implementation and Evaluation). The results of data analysis and discussion can be concluded that the Android-Based E-Learning Platform with the RBL - STEM Approach developed is declared to meet the eligibility requirements in terms of content validity and construct validity with a mode value (Mo) ≥ 4, and the Android-Based E-Learning Platform with the RBL - STEM Approach developed is declared effective in improving the Digital Literacy skills of TEP Postgraduate Students of Universitas PGRI Argopuro Jember with an N-Gain percentage of 15% in the medium category (0.30-0.70) and 85% in the high category (0.7-1). Thus, Android-Based E-Learning Platform with RBL - STEM Approach can be used to improve the Digital Literacy ability of TEP Graduate Students of Universitas PGRI Argopuro Jember
Pengembangan Instrumen Supervisi Kelas Berbasis Digital untuk Peningkatan Kompetensi Pedagogik Guru Sucipto; Rina Sugiarti Dwi Gita; Fauzan Adhim
caXra: Jurnal Pendidikan Sekolah Dasar Vol. 6 No. 2 (2026): Juni 2026
Publisher : IPI Press

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31980/caxra.v6i2.3660

Abstract

Penelitian pengembangan ini bertujuan untuk menghasilkan instrumen supervisi kelas berbasis digital guna meningkatkan kompetensi pedagogik guru di SD Negeri Gedangmas 03. Penelitian ini dilatarbelakangi oleh belum optimalnya kinerja guru serta ketidakefisienan instrumen supervisi konvensional berbasis kertas yang kurang fokus pada aspek pedagogik. Metode penelitian yang digunakan adalah Research and Development (R&D) dengan model ADDIE (Analysis, Design, Development, Implementation, Evaluation). Produk yang dihasilkan berupa sistem supervisi digital yang mengintegrasikan Google Forms, Google Sheets, dan Autocrat untuk pelaporan otomatis. Data dikumpulkan melalui wawancara, analisis dokumen, Focus Group Discussion (FGD), validasi ahli, serta uji coba lapangan. Hasil penelitian menunjukkan bahwa instrumen yang dikembangkan memenuhi kriteria validitas, reliabilitas, dan kepraktisan yang tinggi. Implementasi sistem secara signifikan meningkatkan efisiensi serta akurasi proses supervisi melalui pemberian umpan balik konstruktif secara real-time. Penggunaan instrumen digital ini terbukti efektif mendukung peningkatan kompetensi pedagogik guru dan berkontribusi terhadap perbaikan kualitas hasil belajar siswa.