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Pengembangan Game Digital Kontekstual “Petualangan Sistem Pencernaan” untuk Meningkatkan Kreativitas dan Hasil Belajar Siswa SMP Gusti Nida Nurkhaliza; Mohamad Nor Aufa; Chandra Anugrah Putra; Muqor Rama Hasanah; Muhammad Hasbie; Najwa Azahra; William Hans Permana
BIOEDUSAINS:Jurnal Pendidikan Biologi dan Sains Vol. 9 No. 2 (2026): BIOEDUSAINS:Jurnal Pendidikan Biologi dan Sains
Publisher : Institut Penelitian Matematika, Komputer, Keperawatan, Pendidikan dan Ekonomi (IPM2KPE)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31539/yj9j1c11

Abstract

This study aimed to develop and examine the effectiveness of a contextual digital game entitled “Digestive System Adventure” in improving students’ creativity and learning outcomes at the junior high school level. The method used was Research and Development (R&D) with the ADDIE model (Analyze, Design, Development, Implementation, Evaluation). The game product was developed as a web-based application using HTML, CSS, and JavaScript, organized into several levels featuring interactive activities such as drag-and-drop, sequencing, matching, and contextual classification, and equipped with a scoring system and feedback. The results showed that the developed media was categorized as highly feasible based on expert validation of media and content. Furthermore, the contextual digital game proved to be more effective in improving students’ learning outcomes and creativity compared to conventional learning methods. In conclusion, the contextual digital game “Digestive System Adventure” is feasible and effective for enhancing students’ creativity and learning outcomes.  Keywords: Creativity, Digital Game Media, Learning Outcomes, Digestive System, Contextual
Optimalisasi Strategi Marketing 5.0 dalam Kewirausahaan Budidaya Jamur Tiram Berbasis Prinsip Ekonomi Syariah di Nasyiatul Aisyiyah Cabang Pahandut Kota Palangka Raya: Optimizing Marketing 5.0 Strategy in Oyster Mushroom Cultivation Based on Sharia Economic Principles at Nasyiatul Aisyiyah, Pahandut Branch, Palangka Raya City Annisa, Nur; Hasanah, Muqor Rama; Aufa, Mohamad Nor; Nurkhaliza, Gusti Nida
PengabdianMu: Jurnal Ilmiah Pengabdian kepada Masyarakat Vol. 11 No. 4 (2026): PengabdianMu: Jurnal Ilmiah Pengabdian kepada Masyarakat
Publisher : Institute for Research and Community Services Universitas Muhammadiyah Palangkaraya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33084/pengabdianmu.v11i4.11447

Abstract

This community service activity aims to transfer knowledge on oyster mushroom entrepreneurship, integrated with Sharia Economic Principles and Marketing Strategy 5.0, to the cadres of Nasyiatul Aisyiyah Pahandut Branch, Palangka Raya City, an autonomous Muhammadiyah organization consisting of young women, as initial capital for modern and ethical business ideas. The activity was carried out through intensive one-day training using the Participatory Action Research model, which focused on the simultaneous integration of three domains of knowledge: cultivation production techniques, Sharia business ethics, and digital marketing. The target of the activity was to build an entrepreneurial mindset in a community with no prior business background. The results of competency measurements, comparing pre-test and post-test, showed an average increase of 66.3%, with the highest increase in the Marketing Strategy 5.0 domain (90.1%). This increase confirms the effectiveness of the knowledge integration model in a short time. This service concludes that the integrated training model that presents holistic, ethical business ideas (technically, ethically, and digitally ready) has achieved the goals of education and entrepreneurial empowerment very well, providing a sustainable business blueprint for the young women's community.
Developing E-Comics Based on Central Kalimantan Cultural Wisdom to Enhance the Local Creative Economy Purtina, Arna; Aufa, Mohamad Nor; Hasanah, Muqor Rama
Vidya Karya Vol 41, No 1 (2026): APRIL 2026
Publisher : Universitas Lambung Mangkurat

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20527/jvk.v41i1.25539

Abstract

This study was motivated by the limited availability of learning media that integrate Central Kalimantan's local wisdom with creative economy learning in an engaging and contextual way. It aimed to develop an e-comic based on Central Kalimantan cultural wisdom and to examine its feasibility and student responses as a learning and promotional medium for the creative economy. The study used a research and development approach with the ADDIE model, consisting of analysis, design, development, implementation, and evaluation. The cultural content focused on Dayak traditional crafts, especially rattan weaving and woven products, presented through a visual narrative. Expert validation produced a mean score of 3.78, indicating that the e-comic was highly feasible in terms of appearance, content, language, and goal relevance. Student responses yielded a mean score of 3.6, indicating positive acceptance in terms of interest, usability, and relevance to the material. These findings show that the developed e-comic is feasible and practical for use in creative economy learning while also introducing local cultural and economic potential. The study implies that culturally grounded digital media can support contextual learning, local culture promotion, and awareness of community-based creative economy opportunities