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Mindfulness sebagai Inovasi dalam Pengembangan Agripreneurship: Dampaknya terhadap Keterampilan dan Keberlanjutan Ardianto, Hendri; Saputra, Andi; Pratiwi, Virna Dita; Anjani, Ingga
Jurnal Pengabdian dan Pengembangan Inovasi kepada Masyarakat (PENAMAS) Vol. 3 No. 1 (2025): PENAMAS Januari 2025
Publisher : LPPM STIAB JINARAKKHITA LAMPUNG

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.60046/penamas.v3i1.159

Abstract

Kesadaran akan pentingnya mindfulness dalam mendukung pengembangan agripreneurship di masyarakat Buddha masih perlu ditingkatkan. Pengabdian Kepada Masyarakat (PkM) ini bertujuan untuk mengeksplorasi dampak mindfulness sebagai inovasi dalam pengembangan agripreneurship. PkM ini menggunakan desain "one group pre-test post-test design" dengan analisis data menggunakan Teknik Wilcoxon Signed Rank Test karena data bersifat non-parametrik. Hasil ini menunjukkan nilai Sig. (2-tailed) < 0,05 yang artinya terdapat perbedaan yang signifikan. Artinya bahwa penerapan mindfulness secara signifikan meningkatkan keterampilan dan mendukung keberlanjutan usaha agripreneurship, sehingga dapat menjadi inovasi yang efektif dalam pengembangan sektor agribisnis.
How can the Learning Spirit of Buddhist Sunday School Students be enhanced through the Gamification Method? Anjani, Ingga; Saputri, Vike Aprilianin Marwintaria; Andriyaningsih, Ayu; Sutiyono, Sutiyono; Susanto, Susanto; Manggalani, Rina; Ismoyo, Tejo
International Journal of Science and Applied Science: Conference Series Vol 8, No 2 (2024): International Journal of Science and Applied Science: Conference Series
Publisher : Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/ijsascs.v8i2.95095

Abstract

This study aimed to find the effect of gamification methods on the enthusiasm of Buddhist Sunday School students to learn. The problems that occur are challenges for Buddhist Sunday School teachers in class management such as human resources, facilities and infrastructure and implementation of learning, low enthusiasm for learning of Buddhist Sunday School students, limitations in using learning methods, some students were seen chatting during the worship service, many pre-kindergarten students played during the worship service, and some children arrived late to Buddhist Sunday School. This study used a quantitative research approach by providing questionnaires to respondents. The subjects of this study are 30 people, obtained by a total sampling technique, namely using the entire population as respondents. The study results showed a significant favorable influence between the gamification method and students' enthusiasm for learning. The study result states that the gamification method affects learning enthusiasm by 52.1%, and other factors influence the remaining value of 47.9%. This study has practical implications in education; gamification can be considered in the learning process, such as using points, levels, or challenges to motivate students and make learning more enjoyable.