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PENYULUHAN KEWIRAUSAHAAN BIDANG EKONOMI KREATIF DALAM PEMBUATAN ANYAMAN TIKAR PANDAN DI DESA SEUNEUBOK ACEH Cut Roswita; Erlia Hanum; Rahmawati; Nadia Aldyza; Tuti Liana; Afkar
RAMBIDEUN : Jurnal Pengabdian Kepada Masyarakat Vol. 7 No. 3 (2024): Rambideun: Jurnal Pengabdian Kepada Masyarakat
Publisher : LPPM Universitas Al Muslim

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51179/pkm.v7i3.2801

Abstract

The lack of entrepreneurial character in the community of Seuneubok Village, Aceh, is a problem and challenge for the team implementing community service activities, thus it considered necessary to empower PKK members consisting of housewives through providing counseling and training in making woven pandan mats and involving the community of Seuneubok Village, Aceh. The craft of woven pandan mats is the business of PKK women in Seuneubok Village, Aceh, which is a traditional commercial product that needs marketing strategies improvement to increase its high economic value. This activity aimed to improve entrepreneurial skills and improve the family economy. This activity was carried out by PKK members through the PKM program which was held on April 20 to May 28, 2024. Methods for implementing activities included friendly meetings, raw material surveys, visits and interviews, providing innovative input, and training in making woven pandan mats. This activity is expected to make a positive contribution to the welfare of families in Seuneubok Village, Aceh. The evaluation was carried out to measure the increase in participants' knowledge and skills, as well as the impact on the family economy. It is hoped that the results of this service can be an inspiring example for developing creative economic potential in other rural areas.
A Hybrid Science Learning Model Integrating Local Wisdom and Digital Technology to Enhance Scientific Literacy and Ecological Character of Elementary School Students (SDG 4) Tuti Liana; Afkar; Faizah M. Nur; Fatemah Rosma; Maizura Fauzie
Jurnal Penelitian Pendidikan IPA Vol 12 No 1 (2026)
Publisher : Postgraduate, University of Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/jppipa.v12i1.13575

Abstract

This study aimed to develop and implement a hybrid biology learning model integrating local wisdom and digital technology to improve scientific literacy and strengthen the ecological character of elementary school students. A Design-Based Research (DBR) approach was employed, involving fifth-grade students as research subjects. Data were collected through observations, interviews, scientific literacy tests, ecological character questionnaires, and documentation. Quantitative data were analyzed using N-Gain and paired sample t-tests, while qualitative data were analyzed through data reduction, data display, and conclusion drawing. The results showed a significant improvement in students’ scientific literacy, with average scores increasing from 55.4 to 81.7 and an N-Gain value of 0.60 (moderate category). Students’ ecological character also improved from 68.35 (fair) to 86.94 (very good). Teachers’ and students’ responses indicated that the model was practical, engaging, and easy to implement, while expert validation confirmed its validity and feasibility. Overall, the findings indicate that the proposed hybrid learning model offers an effective and innovative approach for enhancing both cognitive and affective learning outcomes in elementary science education.
Efektivitas Media Scrapbook dalam Pembelajaran PjBL terhadap Hasil Belajar Sistem Pernapasan Manusia Dela Dwi Agustin; Nadia Aldyza; Tuti Liana
UNM Journal of Biological Education Vol 8, No 2 (2026): Vol 8 No 2 September 2026
Publisher : Universitas Negeri Makassar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35580/ujbe.v8i2.86472

Abstract

Penelitian ini bertujuan untuk mengetahui pengaruh model Project-Based Learning (PjBL) berbasis pembuatan scrapbook terhadap hasil belajar siswa pada materi sistem pernapasan manusia serta mengetahui respon siswa terhadap penerapan model pembelajaran tersebut di SMA Negeri 1 Peusangan Selatan. Penelitian menggunakan pendekatan kuantitatif dengan jenis quasi-experiment dan desain nonequivalent control group design. Populasi penelitian adalah seluruh siswa kelas XI, dengan sampel kelas XI IPA 1 sebagai kelas eksperimen dan XI IPA 2 sebagai kelas kontrol, masing-masing berjumlah 30 siswa. Pengumpulan data dilakukan melalui tes hasil belajar berupa pretest dan posttest serta angket respon siswa. Data dianalisis menggunakan uji normalitas, homogenitas, N-Gain, dan uji Mann-Whitney U dengan bantuan SPSS 25. Hasil penelitian menunjukkan rata-rata posttest kelas eksperimen sebesar 26,23, lebih tinggi dibandingkan kelas kontrol sebesar 20,97. Uji hipotesis menunjukkan nilai Asymp. Sig. (2-tailed) sebesar 0,000 < 0,05, sehingga H₀ ditolak dan H₁ diterima. Hasil angket menunjukkan rata-rata respon siswa sebesar 89,20 dengan kategori sangat baik. Penerapan model PjBL berbasis pembuatan scrapbook berpengaruh terhadap hasil belajar siswa dan memperoleh respon yang sangat baik pada materi sistem pernapasan manusia.
Efektifitas Model Game Based Learning Berbasis Baamboozle dalam Meningkatkan Minat Belajar Siswa SMP pada Materi Ekologi Vivi Juliani; Tuti Liana; Zainatul Hasanah
UNM Journal of Biological Education Vol 8, No 2 (2026): Vol 8 No 2 September 2026
Publisher : Universitas Negeri Makassar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35580/ujbe.v8i2.85755

Abstract

Penelitian ini bertujuan untuk mengetahui pengaruh penerapan model Game Based Learning melalui media Baamboozle terhadap minat belajar siswa pada materi ekologi dan keanekaragaman hayati Indonesia kelas VII di SMP Negeri 1 Juli. Penelitian menggunakan pendekatan kuantitatif dengan jenis eksperimen semu (quasi experimental) dan rancangan non-equivalent control group design. Sampel penelitian berjumlah 57 siswa, terdiri atas 29 siswa kelas VII-1 sebagai kelas eksperimen dan 28 siswa kelas VII-2 sebagai kelas kontrol yang dipilih menggunakan teknik purposive sampling. Pengumpulan data dilakukan melalui observasi, angket, dan dokumentasi, sedangkan analisis data menggunakan statistik deskriptif dan inferensial dengan uji Mann–Whitney. Hasil penelitian menunjukkan bahwa rata-rata minat belajar siswa pada kelas eksperimen meningkat dari 80,83 menjadi 90,59, sedangkan pada kelas kontrol meningkat dari 75,00 menjadi 85,50. Berdasarkan analisis N-Gain, kelas eksperimen memperoleh nilai rata-rata 0,3717, lebih tinggi dibandingkan kelas kontrol sebesar 0,3024, dan keduanya termasuk kategori sedang. Namun, hasil uji Mann–Whitney menunjukkan p-value = 0,254 (p > 0,05) sehingga tidak terdapat perbedaan yang signifikan antara kedua kelas. Meskipun demikian, penerapan Game Based Learning melalui media Baamboozle mampu menciptakan suasana pembelajaran yang lebih aktif, interaktif, dan menyenangkan serta berpotensi menjadi alternatif media pembelajaran untuk meningkatkan keterlibatan dan minat belajar siswa.