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Pemanfaatan Google Maps Sebagai Sarana Pemetaan UMKM dan Fasilitas Umum di Desa Pasinan Kecamatan Lekok Alfi Akhsanul Haq; Abdullah Ilmi; Miftakhul Jannah; Rahayu Mardikaningsih; Didit Darmawan; Rommy Hardyansah; Rio Saputra
Faedah : Jurnal Hasil Kegiatan Pengabdian Masyarakat Indonesia Vol. 2 No. 4 (2024): Jurnal Hasil Kegiatan Pengabdian Masyarakat Indonesia
Publisher : FKIP, Universitas Palangka Raya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59024/faedah.v2i4.1083

Abstract

Pasinan Village, Lekok District, is one of the villages in Pasuruan Regency, East Java, which has creative economic potential and public facilities that have not yet been digitally mapped. This research aims to utilize Google Maps as a means of mapping Micro, Small and Medium Enterprises (MSMEs) and public facilities in Pasinan village. The method used in this research is PAR (Participatory Action Research) by carrying out field observations, interviews with related parties, and digitizing special data using Google Maps. The result of this research is the production of a digital map of MSMEs and public facilities in Pasinan village which can be accessed via Google Maps. It is hoped that this mapping will make it easier for the community to access information related to MSMEs and public facilities, as well as support the development of creative economic potential in the village.
EFEKTIVITAS GAME WHO AM I DALAM MENINGKATKAN DAYA INGAT DAN PEMAHAMAN SISWA TERHADAP SEJARAH KEBUDAYAAN ISLAM DI MA UNGGULAN NUR AL JADID WARU, SIDOARJO Alfi Akhsanul Haq; Nur Sa’adatut Daraini; Sholehuddin Sulaiman; Nizam Ramadhan
Al-Ihda' : Jurnal Pendidikan dan Pemikiran Vol. 20 No. 1 (2025): Mei: Al-Ihda': Jurnal Pendidikan dan Pemikiran
Publisher : STAI Nurul Falah Airmolek

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55558/alihda.v20i1.247

Abstract

This research aims to investigate the effectiveness of the educational game Who Am I in improving students' memory and understanding of the subject of Islamic Cultural History (SKI) at MA Unggulan Nur Al Jadid, Waru, Sidoarjo. The approach method uses a qualitative case study, and 15 eleventh-grade students who have difficulty understanding Islamic Cultural History (SKI) material were made the subjects of the research. Data were obtained through observation, interviews, tests, and documentation. Learning was conducted in two cycles using the Who Am I game designed to identify figures of Islamic reform and their ideas. The research results show that the implementation of the Who Am I game significantly improved students' memory and understanding. The enthusiasm and participation of students in the learning process increased, as evidenced by the rise in participation and better test results in each cycle. The elements of competition and challenge in the game have proven effective in motivating students to learn more deeply. Thus, the game Who Am I can be used as an enjoyable and effective alternative learning method to enhance the quality of SKI education.