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MENINGKATKAN KREATIVITAS SISWA KELAS 5 DALAM PEMBELAJARAN SENI RUPA SD PADA KEGIATAN P5 DENGAN MODEL PEMBELAJARAN PROJECT BASED LEARNING DI SD NEGERI KUANINO anthonia, Yayang anastasya angel; Sogen, Yosephina k.; Djokaho, Margaret p.e.
SINERGI : Jurnal Riset Ilmiah Vol. 2 No. 6 (2025): SINERGI : Jurnal Riset Ilmiah, Juni 2025
Publisher : Lembaga Pendidikan dan Penelitian Manggala Institute

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62335/sinergi.v2i6.1369

Abstract

This study aims to improve the creativity of grade V students in learning elementary fine arts in P5 activities with a project-based learning model at SD Negeri Kuanino. This type of research is a class action research with the research subjects are students of class V SD Negeri Kuanino Kupang, totaling 21 people. Data collection through observation techniques and collage making practices. In the pre-cycle research results there were 10 students who completed meeting the KKM with a percentage of completeness of 47.61%. In cycle I the percentage of completeness was 25% and only 1 group reached KKM while in cycle II it increased with a percentage of completeness of 75% or 3 groups that reached KKM. Thus it can be concluded that the Project Based Learning model can increase student creativity in learning fine arts in grade V of SD Negeri Kuanino Kota Kupang.
Optimalisasi Evaluasi Pembelajaran Berbasis Game Edukatif: Implementasi Quizizz pada Guru SMP di Wilayah Perbatasan Djuli, Labu; Pane, Betharia; Djokaho, Margaret P.E.; Pekuwali, Dian Sari
Abdimas Mandalika Vol 5, No 3 (2026): April
Publisher : Universitas Muhammadiyah Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31764/am.v5i3.38544

Abstract

Abstract:  This community service program aimed to enhance teachers’ digital competence in conducting technology-based learning assessments through training on the use of Quizizz at SMP Kristen Besikama. The main problem faced by the partner school was the continued use of conventional assessment methods and limited mastery of digital evaluation tools. The program employed a participatory approach consisting of preparation, implementation, and evaluation stages. The training was conducted over two days using lectures, demonstrations, hands-on practice, and intensive mentoring. Program evaluation was carried out through reflective discussions and a Likert-scale questionnaire to measure participants’ understanding and responses. The results indicated a significant improvement in teachers’ ability to create, manage, and analyze digital quizzes using Quizizz. Teachers also demonstrated readiness to integrate the application into daily classroom assessment practices. Furthermore, Quizizz’s reporting features enabled faster and data-driven analysis of student learning outcomes. This program contributed to strengthening teachers’ digital literacy and promoting more interactive and effective assessment practicesAbstrak: Kegiatan pengabdian ini bertujuan untuk meningkatkan kompetensi digital guru dalam melaksanakan evaluasi pembelajaran berbasis teknologi melalui pelatihan pemanfaatan aplikasi Quizizz di SMP Kristen Besikama. Permasalahan utama yang dihadapi mitra adalah proses evaluasi yang masih konvensional serta keterbatasan penguasaan teknologi evaluasi digital. Metode pelaksanaan menggunakan pendekatan partisipatif dengan tahapan persiapan, pelaksanaan, dan evaluasi. Pelatihan dilaksanakan selama dua hari melalui metode ceramah, demonstrasi, praktik langsung (hands-on training), dan pendampingan intensif. Evaluasi kegiatan dilakukan melalui diskusi reflektif dan penyebaran kuesioner berbasis skala Likert untuk mengukur tingkat pemahaman dan respons peserta. Hasil kegiatan menunjukkan adanya peningkatan signifikan dalam kemampuan guru membuat, mengelola, dan menganalisis kuis digital menggunakan Quizizz. Guru juga menunjukkan kesiapan untuk mengintegrasikan aplikasi tersebut dalam pembelajaran sehari-hari. Selain itu, fitur laporan pada Quizizz membantu guru melakukan analisis hasil belajar secara lebih cepat dan berbasis data. Kegiatan ini berkontribusi terhadap penguatan literasi digital guru dan inovasi evaluasi pembelajaran yang lebih interaktif dan efektif.