cover
Contact Name
Aloisius Loka Son
Contact Email
abdimoredu.unimor@gmail.com
Phone
+628123700074
Journal Mail Official
abdimoredu.unimor@gmail.com
Editorial Address
Fakultas Ilmu Pendidikan, Universitas Timor. Jl. Eltari KM 9, Kelurahan Sasi, Kota Kefamenanu, Kabupaten Timor Tengah Utara, 85613
Location
Kab. timor tengah utara,
Nusa tenggara timur
INDONESIA
Jurnal Pengabdian Sains dan Humaniora
Published by Universitas Timor
ISSN : -     EISSN : 29617901     DOI : https://doi.org/10.32938/jpsh.1.2.2022
Core Subject : Education,
Jurnal Pengabdian Sains dan Humaniora menerbitkan hasil pengabdian kepada masyarakat yang original, dalam bidang pendidikan, atau bidang non pendidikan yang dilakukan oleh author dengan basic ilmu pendidikan (pendidikan matematika, pendidikan Biologi, dan lain-lain), atau author dengan basic ilmu non pendidikan namun partisipan atau obyek pengabdiannya dalam bidang pendidikan.
Articles 68 Documents
Assistance in Implementing Deep Learning as A Fun Learning Approach for Teachers at SMP 3 Bae Himmatul Ulya
Jurnal Pengabdian Sains dan Humaniora Vol. 5 No. 1 (2026): 2026 May Edition
Publisher : Fakultas Keguruan dan Ilmu Pendidikan-Universitas Timor

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32938/jpsh.v5i1.10748

Abstract

21st-century learning requires teachers to be able to design meaningful, enjoyable learning processes that are oriented towards deep conceptual understanding. One relevant approach is deep learning, which emphasizes active student involvement, reflection, and the transfer of knowledge to real-world contexts. However, preliminary studies show that teachers' understanding of the concept of deep learning is still limited because this approach was only recently introduced by the Minister of Education. This community service activity aims to assist teachers at SMP 3 Bae in understanding and implementing the concept of deep learning as an enjoyable learning approach through the development of teaching modules. This activity was held on July 3 to 5, 2025, and was attended by all 38 teachers at SMP 3 Bae. The implementation method includes socialization of deep learning, presentation of deep learning concepts and teaching modules, analysis of teaching module examples, practice in developing teaching modules, and presentation and reflection on module results. Data were collected through observations, participant response questionnaires, and analysis of teaching module products. Data were analysed using descriptive analysis. The results of the activity showed an increase in teachers' conceptual understanding of deep learning and their ability to develop teaching modules oriented towards meaningful learning. Based on the evaluation of the activity, 90% of teachers showed readiness to apply deep learning in learning. This activity contributed to improving teachers' pedagogical competence and supported the implementation of active, meaningful, and enjoyable learning at school.
The Utilization of Mathematics Digital Learning Media: GeoGebra, Desmos, and Symbolab in Junior High School Santri Chintia Purba; Verdinando Taek; Novi Suranti; Dimas Cristopel
Jurnal Pengabdian Sains dan Humaniora Vol. 5 No. 1 (2026): 2026 May Edition
Publisher : Fakultas Keguruan dan Ilmu Pendidikan-Universitas Timor

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32938/jpsh.v5i1.10752

Abstract

The primary issue encountered by the partner in this community service program is the lack digital learning media in mathematics instruction. At the junior high school level, particularly in Grade VII, students are undergoing a transition from concrete to abstract mathematical thinking, which necessitates the use of technology to help them visualize algebraic forms through graphs and various geometric representations of mathematical concepts. This community service program aims to enhance the quality of mathematics learning through the use of digital-based instructional media. The implementation consisted of several stages, namely school needs assessment, training on the use of digital applications, classroom mentoring by facilitators, and evaluation through questionnaires and interactive quizzes. The results of the program indicate that 161 students responded positively to digital-based mathematics learning. This is evidenced by the following findings: 93,16% of students reported enjoying the learning activities; 96,89% expressed interest in using GeoGebra, Desmos, and Symbolab; 93,16% stated that they understood how to use these applications; 83.85% agreed that the material presented was aligned with their learning needs at school; and 85,71% noted that the applications were easy to access. Thus, nearly all students experienced lessons that were engaging, enjoyable, and easy to understand. Keywords: digital learning, mathematics, Geogebra, Desmos, Symbolab
Teaching English for Children at Budi Mulia Orphanage with Interactive Games - Flashcard Yanuarius Seran; Thresia T. Semiun; Fransiska Densiana Luruk; Delti Yulita; Jose Da Conceicao Verdial; Edmundus Bouk; Antonio Constantino Soares; Maria Fridolin Naben; Maria Wihelmina Wisrance; Petrus Banfoe
Jurnal Pengabdian Sains dan Humaniora Vol. 5 No. 1 (2026): 2026 May Edition
Publisher : Fakultas Keguruan dan Ilmu Pendidikan-Universitas Timor

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32938/jpsh.v5i1.10361

Abstract

The urgency of this community service lies in the persistent difficulties faced by children in comprehending English, particularly in mastering vocabulary. Therefore, the objective of this community service was to teach children with interactive and interesting games and provide vocabulary mastery. The method used in this activity was interactive games – flashcard. Vocabulary test was given at every meeting to evaluate participants’ vocabulary mastery. The result of this activity showed that the participants were very enthusiastic and they fully took part and in every session of this activity. They obtained more new vocabulary and learned pronunciation of plenty of new vocabulary.  The average score of the first meeting was 42% for transportation vocabulary and 58% for body part vocabulary. On the second day, the average score was 24% for vegetables vocabulary and 46% for tools for eating and drinking. The score improved on the third day where 94% for transportation, 96% for body part, 100% for vegetables, and 98% for tools for eating and drinking. The score also got significantly improved on the fourth day where 94% for transportation, 98% for body part, 100% for vegetables, and 98% for tools for eating and drinking. The fifth meeting created a good result where participants score was 91% on average. This overall result proved that participants obtained significant vocabulary achievement.
Community Service: Role Play Maritime English Training for Ampari Maritime Vocational School Students in Sorong Yuniar Ayu Hafita; Ryan Puby Sumarta
Jurnal Pengabdian Sains dan Humaniora Vol. 5 No. 1 (2026): 2026 May Edition
Publisher : Fakultas Keguruan dan Ilmu Pendidikan-Universitas Timor

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32938/jpsh.v5i1.10604

Abstract

Maritime English is an essential competency for students in maritime vocational schools to prepare for global workforce challenges. However, students of Ampari Maritime Vocational School still faced difficulties in mastering technical terminology and practical communication skills required in maritime contexts. To address this issue, a community service program was conducted in the form of Maritime English training using the role play technique, which emphasized practical simulations of real-life situations such as emergency communication, work orders, weather reports, and radio conversations. The program involved 38 students from the Nautical and Engineering departments and was carried out through three stages: pretest, role-play training, and posttest. The results indicated a significant improvement in students’ communication skills, particularly in pronunciation, expression, intonation, and communicative attitude, with an average increase of 36.3%. Beyond linguistic gains, the program also enhanced students’ active participation, self-confidence, and readiness to engage in professional maritime communication. This community service activity demonstrates that role play is an effective contextual learning method for maritime vocational schools and has the potential to be replicated in other maritime education institutions.
Digital Anti-Cyberbullying Campaign through a Student Collaboration Project Nur Elfi Husda; Michael Jibrael Rorong; Muhammat Rasid Ridho; Nurhabsyina; Faine Fabiola; Khairuddin
Jurnal Pengabdian Sains dan Humaniora Vol. 5 No. 1 (2026): 2026 May Edition
Publisher : Fakultas Keguruan dan Ilmu Pendidikan-Universitas Timor

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32938/jpsh.v5i1.10666

Abstract

The rapid growth of social media has intensified adolescents’ digital interactions while increasing the risk of cyberbullying, which negatively affects students’ psychological well-being. Low digital literacy and limited understanding of online ethics are key factors contributing to adolescents’ vulnerability to online harassment. This community service program aimed to enhance students’ awareness and understanding of ethical and responsible social media use through a collaborative digital campaign project. The program employed a Participatory Action Research (PAR) approach consisting of observation, problem formulation, intervention, and evaluation. The participants were students of SMA Negeri 28 Batam from various grade levels. The intervention was conducted through poster design and digital content creation competitions focusing on cyberbullying prevention. The results indicate increased student engagement, improved understanding of online ethics, and greater awareness of the dangers of hoaxes and cyberbullying. In addition, the program contributed to the development of students’ soft skills, including teamwork, creativity, and communication. This collaborative project demonstrates its potential as a participatory and sustainable digital literacy education model for cyberbullying prevention among students.
Training on the Development of Flipbook-Based Digital Teaching Materials to Improve Teacher Competence Jayanti Syahfitri; Nasral; Pariyanto
Jurnal Pengabdian Sains dan Humaniora Vol. 5 No. 1 (2026): 2026 May Edition
Publisher : Fakultas Keguruan dan Ilmu Pendidikan-Universitas Timor

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32938/jpsh.v5i1.10807

Abstract

The transformation of 21st-century education requires teachers to possess adequate digital literacy competencies, particularly in developing innovative and interactive teaching materials. This Community Service Program aimed to enhance teachers’ ability to develop flipbook-based digital teaching materials using Canva and Heyzine applications. The program was implemented at SMP Negeri 29 Bengkulu Tengah, involving 15 teachers from various subject areas. The implementation method consisted of three stages: socialization, training and technology implementation, and evaluation. The results indicated a significant improvement in teachers’ understanding and technical skills in developing digital learning media. All participants successfully produced a flipbook aligned with their respective subjects and showed positive responses to the ease of using the applications. Overall, the program effectively strengthened teachers’ digital pedagogical competencies and supported more interactive learning aligned with the Merdeka Curriculum. Therefore, similar training activities should be carried out regularly and expanded to other schools so that more teachers can develop interactive digital learning media effectively
Enhancing Microsoft Office Competency through English-Based Terminology Mentoring for Students' Internship Preparation Program at SMK Negeri 1 Kotabaru Suhria
Jurnal Pengabdian Sains dan Humaniora Vol. 5 No. 1 (2026): 2026 May Edition
Publisher : Fakultas Keguruan dan Ilmu Pendidikan-Universitas Timor

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32938/jpsh.v5i1.10897

Abstract

This mentoring program aimed to enhance the competency of students at SMK Negeri 1 Kotabaru in operating Microsoft Office, specifically Microsoft Word and Excel, with an emphasis on understanding technical English terminology embedded in the software interface. The program was conducted across four training batch from December 2025 to March 2026, with eight participants per batch, totaling 32 students drawn from various vocational study programs. A participatory approach combined with hands-on training was employed, integrating practical skill development with contextual English language acquisition. Results indicated that all participants successfully completed assigned tasks, achieved practical evaluation scores above the minimum passing criterion (KKM = 75), and demonstrated measurable improvement in comprehension of Microsoft Office interface terminology in English. Attendance and participation rates exceeded 97% across all batches, with evaluation scores ranging from 81.0 to 88.5. Through the activities implemented in the program, enabling them to work more effectively with documents and spreadsheets. This competence is expected to support their readiness for workplace internship (Praktik Kerja Lapangan, PKL), particularly in tasks that require basic digital literacy and familiarity with English-based software interfaces.
An Instant Online CV Creation Workshop Using Generative AI and a Web-Based Platform to Improve Digital Literacy and Job Readiness for Vocational High School Students Angga Lisdiyanto; Addien Haniefardy; Laqma Dica Fitrani; Agus Wibowo; Ikhwan Abdillah; Nurul Fuad; Winarti; Yerezqy Bagus; Dina Zatusiva Haq; Yoga Ari Tofan; Vinza Hedi Satria
Jurnal Pengabdian Sains dan Humaniora Vol. 5 No. 1 (2026): 2026 May Edition
Publisher : Fakultas Keguruan dan Ilmu Pendidikan-Universitas Timor

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32938/jpsh.v5i1.10943

Abstract

Graduates of Vocational High Schools (SMK) consistently contribute the most to Indonesia's Open Unemployment Rate (TPT), reaching 8.63% as of August 2025. A major issue is students' limited ability to develop relevant digital personal branding aligned with modern recruitment standards, such as having an attractive and accessible online Curriculum Vitae (CV). This community service project (PkM) aims to equip 12th-grade students at SMK Al-Amin Mojowuku, Kedamean, Gresik, with skills to create instant website-based CVs using three free tools: generative AI (DeepSeek), image hosting service (ImgBB), and HTML publishing platform (Tiiny.host). Conducted offline on April 28, 2026, with 28 participants, the workshop employed project-based learning combined with AI-assisted learning. The activity involved needs analysis, module development, workshops through lectures and practical exercises, and output evaluation. Results showed all participants successfully published personal CV websites with various themes such as manga comics, anime, and floral motifs. Quantitative indicators included a 100% task completion rate, high active engagement, and positive feedback on material relevance. This activity effectively improved digital literacy, creativity and prepared students for digital-focused recruitment processes