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Pelatihan dan Pendampingan Guru dalam Pemanfaatan Media Cerdas Cermat Berbasis Canva Code untuk Meningkatkan Motivasi Belajar Siswa I Putu Herry Widhi Andika
Jurnal Lintas Karsa Vol. 2 No. 1 (2025): Jurnal Lintas Karsa (November 2025)
Publisher : S1 Teknik Mesin Fakultas Teknik. Universitas Negeri Surabaya Gedung A6 Kampus UNESA Ketintang Surabaya 60231

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26740/lintaskarsa.v2i01.73224

Abstract

Program pengabdian masyarakat ini bertujuan meningkatkan kompetensi guru dalam menggunakan media kuis interaktif berbasis Canva Code untuk meningkatkan motivasi belajar siswa di SDN 14 Cakranegara. Kegiatan dilaksanakan melalui workshop dan pendampingan dengan melibatkan guru kelas dan mahasiswa fasilitator menggunakan pendekatan partisipatif. Guru dilatih merancang kuis interaktif, mengimplementasikannya di kelas, serta mendapatkan pendampingan berkelanjutan. Data diperoleh melalui observasi, wawancara, dan dokumentasi, kemudian dianalisis secara kualitatif. Hasilnya menunjukkan guru mampu membuat kuis Canva Code yang kreatif, menarik, dan sesuai berbagai mata pelajaran. Penerapan di kelas meningkatkan partisipasi, antusiasme, dan kepercayaan diri siswa. Guru juga mengalami peningkatan kemampuan dalam mengintegrasikan media digital ke pembelajaran. Meskipun terkendala akses perangkat digital dan adaptasi, program ini efektif meningkatkan kompetensi guru dan motivasi belajar siswa, sekaligus mendukung Kurikulum Merdeka yang berfokus pada pembelajaran interaktif dan bermakna.
Pengembangan Buku Aktivitas Anak Hebat sebagai Upaya Penerapan Gerakan 7 Kebiasaan Anak Indonesia Hebat di Kelas IV SDN 20 Cakranegara Ni Made Kusumasari; Prayogi Dwina Angga; I Putu Herry Widhi Andika
Jurnal Pendidikan, Sains, Geologi, dan Geofisika (GeoScienceEd Journal) Vol. 7 No. 2 (2026): May
Publisher : Mataram University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/goescienceed.v7i2.1946

Abstract

This study aims to determine the validity, practicality, and effectiveness of the great children activity book as an effort to implement the Gerakan 7 Kebiasaan Anak Indonesia Hebat in grade IV of SDN 20 Cakranegara. The method used in this study is Research and Development (R&D), with a 4D model consisting of define, design, develop, and disseminate. The subjects in this study were 27 grade IV students and one teacher at SDN 20 Cakranegara. The object of this study was the great children activity book, designed as an effort to implement the Gerakan 7 Kebiasaan Anak Indonesia Hebat. The data analysis techniques used were descriptive qualitative and quantitative. Data were collected using observation sheets, interview sheets, validity questionnaires, practicality questionnaires, and pretest/posttest questionnaires. The results showed that the media expert's validity was 90%, categorized as very valid, and the material expert's validity was 95,83%, categorized as very valid. The practicality level based on student responses in trial I was 90,87%, categorized as very practical, and in trial II, the practicality score was 88,27%, categorized as very practical. Furthermore, based on teacher responses in trial I, the practicality score was 91,66%, categorized as very practical, and in trial II, the practicality score was 97,22%, categorized as very practical. The effectiveness level, with an N-Gain score of 0,36, falls into the moderate category, indicating that the use of the great children activity book in implementing the Gerakan 7 Kebiasaan Anak Indonesia Hebat, is quite effective. Thus, the activity book developed is declared valid, practical, and effective, so that it can be used in implementing the Gerakan 7 Kebiasaan Anak Indonesia Hebat.
LINTANG : Media Edukatif Pembelajaran Literasi dan Numerasi Siswa Kelas Tinggi SDN 36 Cakranegara Diah Ayu Rasmini; Ni Ketut Sandra Puspita Sari; Annisa Auliya Romdhani; Ida Ayu Sintiya Prayesti; I Putu Herry Widhi Andika
Dedikasi Cendekia: Warta Pengabdian Pendidikan Vol. 3 No. 1 (2026)
Publisher : Educational Consultant & Counseling Career (EC3) Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.66653/dedikasicendekia.v3i1.67

Abstract

The low level of literacy and numeracy skills among elementary school students requires innovative, interactive, and integrative learning media. This community service aims to describe the implementation of LINTANG (Literasi Numerasi Tangga Pintar) as a game-based educational medium for upper-grade students at SDN 36 Cakranegara, Mataram. The implementation method involved three main stages: preparation and situation analysis, media implementation using a collaborative Game-Based Learning approach, and an evaluation and reflection stage via direct observation and discussions with teachers. LINTANG adapts the snakes and ladders concept by combining reading comprehension challenges and numerical reasoning into a single game activity. The results indicated that utilizing this media successfully created an active, fun, and meaningful learning atmosphere. Students became more motivated and directly engaged in solving contextual problems. Thus, the LINTANG media serves as an effective alternative solution to strengthen the foundational literacy and numeracy competencies of elementary school students.