Journal of Innovative and Creativity
Vol. 6 No. 2 (2026)

MENINGKATKAN LITERASI SAINS SISWA SMP MELALUI EDUKASI PLANET DAN TATA SURYA DI SMP YAPIMDA PLUS LENTENG AGUNG

Farsya Nurhalizah (Institut Bisnis dan Informatika Kosgoro 1957)
Tazkiya Aulia Putri (Unknown)
Tamara Tamara (Institut Bisnis dan Informatika Kosgoro 1957)
Amelia Mutiara Sani (Institut Bisnis dan Informatika Kosgoro 1957)
Anggrek Mutiara Ardelia (Institut Bisnis dan Informatika Kosgoro 1957)
Junias Robert Gultom (Institut Bisnis dan Informatika Kosgoro 1957)



Article Info

Publish Date
30 Sep 2026

Abstract

ABSTRAK Kegiatan Pengabdian kepada Masyarakat (PKM) yang dilaksanakan di SMP Yapimda Plus Lenteng Agung berupaya menjawab permasalahan rendahnya literasi sains siswa melalui pemanfaatan board game bertema planet dan tata surya sebagai media pembelajaran yang interaktif. Kegiatan ini melibatkan 17 siswa kelas VII-A sebagai peserta. Board game dirancang untuk membantu siswa memahami konsep planet dan tata surya melalui aktivitas tanya jawab, penyelesaian tantangan, serta kerja sama dalam kelompok. Hasil pelaksanaan kegiatan menunjukkan bahwa penggunaan board game mampu meningkatkan antusiasme dan partisipasi aktif siswa selama proses pembelajaran. Selain itu, siswa juga terlatih untuk berpikir kritis, berkomunikasi secara efektif, dan bekerja sama dalam menyelesaikan berbagai tantangan yang diberikan. Dengan demikian, board game terbukti menjadi salah satu alternatif media pembelajaran yang efektif dalam meningkatkan literasi sains sekaligus menumbuhkan minat siswa terhadap materi astronomi. ABSTRACT A Community Service (PKM) activity held at SMP Yapimda Plus Lenteng Agung attempted to address the problem of low student scientific literacy by utilizing a planetary and solar system-themed board game as an interactive learning medium. This activity involved 17 students in grade VII-A. The board game was designed to help students understand the concept of planets and the solar system through question-and-answer activities, solving challenges, and working collaboratively in groups. Results from the activity demonstrated that the use of board games increased student enthusiasm and active participation during the learning process. Furthermore, students were trained to think critically, communicate effectively, and collaborate in solving various challenges. Thus, board games have proven to be an effective alternative learning medium for improving scientific literacy while fostering student interest in astronomy.

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Journal Info

Abbrev

joecy

Publisher

Subject

Education Languange, Linguistic, Communication & Media Mathematics Social Sciences Other

Description

Journal of Innovative and Creatifity (JOECY) publishes research articles in the field of education which report empirical research on topics that are significant across educational contexts, in terms of design and findings. The topic could be in curriculum, teaching learning, evaluation, quality ...