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Menumbuhkan Rasa Percaya Diri Siswa Sekolah Dasar Melalui Permainan Bingo yang Menyenangkan dan Interaktif Risma Hanifatur Rosyida; Silvia Dwi Anjelika; Idris Salam Septiyanto; Muhammad Nofan Zulfahmi
Pragmatik : Jurnal Rumpun Ilmu Bahasa dan Pendidikan  Vol. 3 No. 1 (2025): Januari : Pragmatik : Jurnal Rumpun Ilmu Bahasa dan Pendidikan
Publisher : Asosiasi Periset Bahasa Sastra Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61132/pragmatik.v3i1.1329

Abstract

This study discusses how bingo games can increase students' self-confidence at the primary school level. Bingo was chosen due to its interactive and fun nature, which is expected to create a learning environment that supports the development of students' self-confidence. This study aims to evaluate the effect of using bingo games on students' courage to actively participate in class. The approach used is a literature study, by reviewing various sources such as journal articles, books, previous research, and other relevant documents published in the last five years. The analysis process was carried out through the stages of collecting literature sources, categorizing data, synthesizing information, and drawing conclusions. The results of the literature review show that the implementation of bingo games in learning has significant potential in increasing students' confidence, which is reflected in the increased courage to speak in front of the class, actively answer questions, and interact with peers. This study concludes that bingo games can be an effective alternative learning method to develop elementary school students' self-confidence.
Pendampingan UMKM Gethuk Frozen ‘Sri Gethuk’ melalui Sertifikasi Halal dan Inovasi Kemasan sebagai Strategi Penguatan Daya Saing Produk Lokal di Desa Watuaji Miswan Ansori; Fadia Risqi Dwiyanti; Muhammad Junaidi Retno Manggolo; Muhammad Ichsan syarifudin; Andika Febrian Pratama; Fatjri Rohman; M. Azrul Aditya Saputra; Ahmad Septian Eka Setiawan; Salma Mufarrikhatul Walidiyah; Linda listiyani; Aniqotun Zukhanid; Febrina Eka Zunita; Qoriatul Hikmah; Risma Hanifatur Rosyida; Mufidah Lu’lu’ah; Syarifatul Wardah; Qodriyatul Alfiyah
Profetik: Jurnal Pengabdian Masyarakat Vol. 3 No. 1 (2025): Membangun Desa dengan Penguatan Ekosistem Digital dalam Bidang Kesehatan, Pendi
Publisher : Lembaga Penelitian, Penerbitan, dan Pengabdian Masyarakat

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

Abstract

The community service program for UMKM Gethuk Frozen ‘Sri Gethuk’ in Watuaji Village, Keling District, Jepara Regency, was carried out through halal certification and packaging innovation as a strategy to strengthen the competitiveness of local products. This program was motivated by the limited access of the UMKM to modern markets due to the lack of halal certification and the use of simple packaging. The aim of the service is to enhance product legality, quality, and attractiveness through a participatory problem-solving approach. Implementation methods included field observation, halal certification socialization and education, guidance in document preparation, facilitation of certification by the service team, packaging design development, and monitoring and evaluation. Results indicate that with active facilitation, the UMKM successfully obtained halal certification, improved packaging quality to be more appealing and informative, and implemented better production standards. The program’s impact is evident in increased consumer trust, expanded market access, and improved internal capacity of the UMKM. Thus, this program successfully strengthens the competitiveness of local products and empowers the UMKM sustainably.
PENGARUH MODEL GAME BASED LEARNING BERBASIS GIMKIT TERHADAP HASIL BELAJAR MATEMATIKA DI SEKOLAH DASAR Risma Hanifatur Rosyida; Wulan Sutriyani
JURNAL PEMBELAJARAN DAN MATEMATIKA SIGMA (JPMS) Vol 12, No 1 (2026)
Publisher : Fakultas Keguruan dan Ilmu pendidikan (FKIP) Universitas Labuhan Batu

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36987/jpms.v12i1.9183

Abstract

Studi ini dirancang untuk mengevaluasi sejauh mana pemanfaatan model game-based learning (GBL) melalui platform Gimkit mampu memengaruhi capaian belajar siswa kelas IV sekolah dasar, khususnya dalam penguasaan materi pecahan. Secara metodologis, penelitian ini mengadopsi pendekatan kuantitatif bertipe kuasi-eksperimen dengan rancangan Nonequivalent Control Group Design. Sebanyak 44 siswa dilibatkan sebagai subjek penelitian, yang selanjutnya dibagi ke dalam dua kelompok secara nonprobabilistik—satu kelompok menerima perlakuan dan satu kelompok lainnya berfungsi sebagai pembanding. Pengukuran hasil belajar dilakukan dua kali, yaitu sebelum dan sesudah perlakuan, menggunakan instrumen tes objektif berbentuk pilihan ganda. Data yang terkumpul kemudian diolah melalui uji-t sampel independen (independent sample t-test) untuk menentukan signifikansi perbedaan antar kelompok. Hasil analisis memperlihatkan bahwa kelompok eksperimen mencapai nilai rata-rata posttest sebesar 70,9 (SD = 9,25), sedangkan kelompok kontrol memperoleh nilai rata-rata 53,8 (SD = 10,48). Perbedaan tersebut terbukti signifikan secara statistik (t(42) = 5,736; p < 0,001), dengan koefisien determinasi R² = 0,439 yang mengindikasikan bahwa model GBL berbantuan Gimkit berkontribusi sebesar 43,9% terhadap variasi hasil belajar matematika siswa. Temuan ini menjadi landasan untuk menyatakan bahwa model GBL berbantuan Gimkit efektif dalam mengoptimalkan hasil belajar matematika siswa. Dari sisi implikasi praktis, platform ini berpeluang dimanfaatkan sebagai media pembelajaran alternatif yang inovatif, mengingat kemampuannya dalam mendorong keterlibatan siswa secara aktif serta meningkatkan motivasi belajar dalam proses pembelajaran.