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Edukasi Kewirausahaan Kreatif melalui Seminar bagi Guru Sekolah Dasar dan Mahasiswa Calon Guru di Kota Parepare Imron Burhan; Ainun Najib Alfatih; Musfirah Musfirah; Iyan Iyan; Muhammad Asrul Sultan
Jurnal Pengabdian Masyarakat Bangsa Vol. 4 No. 2 (2026): April
Publisher : Amirul Bangun Bangsa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59837/jpmba.v4i2.4242

Abstract

Kegiatan pengabdian kepada masyarakat ini bertujuan untuk meningkatkan pemahaman dan kapasitas kewirausahaan kreatif bagi guru sekolah dasar dan mahasiswa calon guru di Kota Parepare. Metode yang digunakan adalah pendekatan partisipatif melalui kegiatan seminar yang meliputi tahap analisis kebutuhan, pelaksanaan, praktik sederhana, evaluasi, dan tindak lanjut. Analisis kebutuhan dilakukan melalui pertanyaan yang diajukan oleh pemateri untuk mengetahui pemahaman awal peserta. Pelaksanaan kegiatan dilakukan dalam bentuk seminar interaktif yang mengombinasikan ceramah dan diskusi. Hasil kegiatan menunjukkan adanya peningkatan pemahaman peserta terhadap konsep kewirausahaan kreatif serta kemampuan awal dalam mengembangkan media pembelajaran yang inovatif dan berbasis kreativitas. Selain itu, peserta juga menunjukkan antusiasme dan komitmen untuk mengimplementasikan hasil kegiatan dalam pembelajaran. Dengan demikian, kegiatan ini efektif dalam meningkatkan kapasitas kewirausahaan kreatif peserta dalam konteks pendidikan dasar.
Implementation of STAD Learning Model Assisted by a Snakes and Ladders Game to Improve Learning Activeness for Students Musfirah Musfirah; Ila Israwaty; Iqrajatni Kireyratugi Balulu
Journal of Education Method and Learning Strategy Том 4 № 01 (2026): Journal of Education Method and Learning Strategy
Publisher : PT. Riset Press International

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59653/jemls.v4i01.2055

Abstract

The problem in this study is the low learning activeness of class IV students. The problem in this study is how the Implementation of Student Team Achievement Division (STAD) Cooperative Learning Model Assisted by Snakes and Ladders Game to increase student learning activeness in IPAS learning in class IV UPTD SD Negeri 7 Benteng. This research is included in the type of class action research (PTK) which aims to determine the process and results of the application of the Student Team Achievement Division (STAD) Cooperative Learning Model Assisted by Snakes and Ladders Game to increase student learning activeness in IPAS learning in class IV with data collection techniques in the form of observation and documentation. The data analysis technique used is reducing data, presenting data, and drawing conclusions. The subjects of this study amounted to 17, namely 1 fourth grade teacher and 16 students. In cycle I, the results of research on the learning process were in the qualification of sufficient (Enough) and student learning activeness is in the medium category. Cycle II research results in the learning process are in good qualifications (B) and student learning activeness is in the High category. The conclusion of this study is that the application of the Student Team Achievement Division (STAD) Cooperative Learning Model assisted by the Snakes and Ladders Game can improve the process and activeness of student learning in IPAS learning in class IV UPTD SD Negeri 7 Benteng.
The Role of Role-Playing Approaches in Enhancing Learning Outcomes in Primary Social Studies Imron Burhan; M. Yunasri Ridhoh; Musfirah Musfirah
Journal of Education Method and Learning Strategy Том 4 № 01 (2026): Journal of Education Method and Learning Strategy
Publisher : PT. Riset Press International

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59653/jemls.v4i01.2059

Abstract

This study aims to analyze the role of the role-playing learning model in improving students’ learning outcomes in primary school Social Studies through a literature review of 15 previous research articles. The review was conducted by examining various types of studies, including experiments, classroom action research, comparative studies, and descriptive research, to identify patterns of findings and factors influencing the effectiveness of role-playing. The results show that most studies reported improvements in students’ learning outcomes, learning activities, and conceptual understanding after the implementation of role-playing. This model has been proven to provide concrete learning experiences, increase student engagement, and foster communication and collaboration skills. However, some studies also found that improvements in learning outcomes were not always significant, especially when scenario planning, media support, and student readiness were not optimal. These variations indicate that the success of role-playing is strongly influenced by the context and quality of instructional implementation. Overall, this review confirms that role-playing has strong potential as an active learning strategy that can enhance Social Studies learning outcomes in primary schools. The findings are expected to serve as a reference for teachers in designing more effective applications of role-playing and as a foundation for future research on innovations in Social Studies learning.