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Contact Name
Zulfah
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jerkin.org@gmail.com
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+6281267157303
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Jl. Tuanku Tambusai No 23 Bangkinang
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INDONESIA
Jurnal Pengabdian Masyarakat dan Riset Pendidikan
ISSN : 29619890     EISSN : 29619890     DOI : https://doi.org/10.31004/jerkin.v1i1
Jurnal Pengabdian Masyarakat dan Riset Pendidikan is a journal on Faculty of Education. Jurnal JERKIN: Jurnal Pengabdian Masyarakat dan Riset Pendidikan is under the auspices of the Faculty of Education, Universitas Pahlawan Tuanku Tambusai. The journal is registered with E-ISSN: 2961-9890. Jurnal Pengabdian Masyarakat dan Riset Pendidikan is published four times a year in September, December, March and June. Jurnal Pengabdian Masyarakat dan Riset Pendidikan receives 50 articles per issue. The journal publishes articles in mathematics education including teaching and learning, instruction, curriculum development, learning environments, teacher education, educational technology, educational developments, from many kinds of research such as survey, research and development, experimental research, classroom action research, etc.
Articles 5,062 Documents
Penerapan Media Pembelajaran Berbasis Game “Bamboozle” Upaya Meningkatkan Motivasi Belajar Peserta Didik Pada Materi Keberagaman Budaya Kelas 5 SDN Percobaan 1 Kota Malang : Penelitian One Riyanis; Esti Untari; Dwi Windari
Jurnal Pengabdian Masyarakat dan Riset Pendidikan Vol. 5 No. 1 (2026): Jurnal Pengabdian Masyarakat dan Riset Pendidikan Volume 5 Nomor 1 (Juli 2026 -
Publisher : Lembaga Penelitian dan Pengabdian Masyarakat

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/jerkin.v5i1.3127

Abstract

Pendidikan di Indonesia menuntut adanya inovasi dalam pembelajaran untuk menyesuaikan dengan perkembangan zaman dan kebutuhan peserta didik yang semakin kritis. Salah satu tantangan dalam proses pembelajaran adalah menurunnya motivasi peserta didik akibat pembelajaran yang monoton. Penelitian ini bertujuan untuk menerapkan media pembelajaran berbasis game interaktif Bamboozle guna meningkatkan motivasi belajar peserta didik pada materi keberagaman budaya di kelas 5 SDN Percobaan 1 Kota Malang. Penelitian menggunakan metode kualitatif deskriptif dengan teknik pengumpulan data berupa observasi, wawancara, dokumentasi, dan studi literatur. Hasil penelitian menunjukkan bahwa penerapan media Bamboozle mampu meningkatkan motivasi belajar peserta didik secara signifikan, yang tercermin dari peningkatan keaktifan, kepercayaan diri, kemandirian, dan ketekunan peserta didik. Nilai akademik peserta didik juga mengalami peningkatan, di mana 60% peserta didik memperoleh nilai di atas 80 setelah penerapan media ini. Media Bamboozle dinilai sangat efektif dalam menciptakan pembelajaran yang menarik, menyenangkan, serta mampu membangun motivasi intrinsik peserta didik untuk belajar. Penelitian ini merekomendasikan penggunaan media interaktif berbasis game sebagai strategi pembelajaran alternatif untuk meningkatkan motivasi dan hasil belajar di tingkat pendidikan dasar.
Peningkatan Keterampilan Berbicara Siswa pada Mata Pelajaran IPAS Melalui Model Kooperatif Tipe Jigsaw di Kelas V SD : Penelitian Adinda Ajeng Rindu Astuti; Alif Mudiono; Mochammad Amirudin Ichda
Jurnal Pengabdian Masyarakat dan Riset Pendidikan Vol. 5 No. 1 (2026): Jurnal Pengabdian Masyarakat dan Riset Pendidikan Volume 5 Nomor 1 (Juli 2026 -
Publisher : Lembaga Penelitian dan Pengabdian Masyarakat

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/jerkin.v5i1.3128

Abstract

By having students work in groups, the Jigsaw learning method hopes to boost their comprehension of the subject. The purpose of this research is to examine the effectiveness of the Jigsaw learning method in enhancing students' participation in group projects at Blimbing 02 Elementary School Malang, specifically in class V. The purpose of this qualitative study is to apply the Jigsaw method of group learning to enhance students' public speaking abilities via the use of the Classroom Action Research (CAR) approach. The study took place in April and May of 2025 at Blimbing 02 Elementary School in Malang. Students in the fifth grade at Blimbing 02 Elementary School in Malang served as the subjects of the study, and information was gathered through documentation, interviews, and observation. Based on the study's findings, student participation was low in the first cycle (44% of students actively speaking), but it increased significantly to 76% in the second cycle. Students' speaking abilities have improved with the help of the Jigsaw method, but to get the best results, it needs to be fine-tuned for each individual.
Penggunaan Phet Colorado untuk Melatih Keterampilan Proses Sains pada Materi Bentuk Molekul: Penelitian Annisa Sholehah Ayu Febriyanti; Muntholib; Dasianto
Jurnal Pengabdian Masyarakat dan Riset Pendidikan Vol. 5 No. 1 (2026): Jurnal Pengabdian Masyarakat dan Riset Pendidikan Volume 5 Nomor 1 (Juli 2026 -
Publisher : Lembaga Penelitian dan Pengabdian Masyarakat

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/jerkin.v5i1.3130

Abstract

This study aims to train the science process skills of students in class X-4 SMA Brawijaya Smart School through the use of PhET Colorado simulation media on molecular shape material. This study was motivated by the low science process skills of students identified based on observation findings and written test results. The research was conducted using the Kurt Lewin model of classroom action method. Learning uses the "Molecule Shapes" simulation from PhET Colorado which provides explorative and interactive experiences to students in understanding molecular shapes. The results showed that the use of PhET simulation was able to improve six indicators of science process skills, namely observing, predicting, classifying, interpreting data, concluding, and modeling as well as strengthening students' conceptual understanding, especially in linking molecular shapes with the VSEPR model.
Penggunaan Media Permainan Ular Tangga Digital dalam Pembelajaran Bahasa Indonesia Kelas 4 Materi Teks Narasi untuk Meningkatkan Motivasi Belajar Peserta Didik: Penelitian Winda Tri Utami; Esti Untari; Dwi Windari
Jurnal Pengabdian Masyarakat dan Riset Pendidikan Vol. 5 No. 1 (2026): Jurnal Pengabdian Masyarakat dan Riset Pendidikan Volume 5 Nomor 1 (Juli 2026 -
Publisher : Lembaga Penelitian dan Pengabdian Masyarakat

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/jerkin.v5i1.3131

Abstract

This study aims to describe the increase in students' learning motivation through the use of digital snakes and ladders game media in learning Indonesian language narrative text material in grade IV of elementary school. The method used is descriptive qualitative with data collection techniques through questionnaires given to 27 grade IVB students of SDN Pengalaman 1 Malang. The questionnaire instrument consists of 25 statement items covering four aspects: student involvement, understanding of the material, learning motivation, and ease of use of the media. The results of the analysis showed that the average score of student involvement was 3.80 (very good category), understanding of the material 3.40 (very good category), learning motivation 3.60 (very good category), and ease of use of the media 3.20 (good category). These findings indicate that digital snakes and ladders game media contributes positively to increasing students' learning motivation and involvement. The use of innovative media like this has been proven to create a more enjoyable, interactive, and meaningful learning atmosphere.
Implementation of Augmented Reality Booklet Based on Problem Based Learning on Earth and Solar System to Increase Students' Scientific Literacy Skills: Penelitian Masudatut Toyyibah; Agung Mulyo Setiawan; Firda Awalia Putri; Safwatun Nida
Jurnal Pengabdian Masyarakat dan Riset Pendidikan Vol. 5 No. 1 (2026): Jurnal Pengabdian Masyarakat dan Riset Pendidikan Volume 5 Nomor 1 (Juli 2026 -
Publisher : Lembaga Penelitian dan Pengabdian Masyarakat

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/jerkin.v5i1.3175

Abstract

This study aims to improve students' scientific literacy on Earth and Solar System material through the use of Augmented Reality (AR)-based booklets integrated with the Problem-Based Learning (PBL) model. Scientific literacy is an important ability in science education, especially to understand abstract concepts and natural phenomena scientifically. The method used in this research is pre-experimental design with one-group pretest-posttest, involving 32 seventh grade students in one of the public junior high schools in Malang City. The instrument used was a scientific literacy description question based on the 2025 PISA framework, which has been validated by experts and field tested. The results showed a significant increase in the average score of students' scientific literacy after treatment, from the "sufficient" category at the pretest to "moderate" at the posttest. This shows that the integration of AR technology and PBL approach in booklet media can improve students' scientific understanding, critical thinking skills, and interest in learning about Earth and Solar System material.
Analisis Tingkat Pemahaman Siswa pada Materi Getaran Menggunakan Asesmen Berbasis Taksonomi SOLO: Penelitian Syariyfatin Khoirun Nisak; Dyne Rizki Puspitasari; Imra’atul Mufida; Siti Zubaidah
Jurnal Pengabdian Masyarakat dan Riset Pendidikan Vol. 5 No. 1 (2026): Jurnal Pengabdian Masyarakat dan Riset Pendidikan Volume 5 Nomor 1 (Juli 2026 -
Publisher : Lembaga Penelitian dan Pengabdian Masyarakat

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/jerkin.v5i1.3177

Abstract

Kegiatan lesson study ini bertujuan untuk mengukur tingkat pemahaman konseptual siswa kelas VIII D SMP Laboratorium UM pada materi getaran melalui asesmen berbasis taksonomi SOLO. Permasalahan yang melatarbelakangi kegiatan ini adalah belum tersedianya instrumen yang mampu mengukur kedalaman pemahaman siswa secara menyeluruh. Pembelajaran dilaksanakan melalui tiga tahapan: plan, do, dan see. Hasil menunjukkan 56,66% siswa berada pada level uni-structural, 20% multi-structural, 13,34% relational, dan 10% extended abstract. Asesmen ini memberikan gambaran komprehensif capaian belajar siswa dan menjadi alat reflektif untuk meningkatkan kualitas pembelajaran.
Development of EXBOOK – M2J on Human Excretory System Materials to Improve Students' Collaboration Skills: Penelitian Novinda Vira Fardiana; Firda Awalia Putri; Safwatun Nida
Jurnal Pengabdian Masyarakat dan Riset Pendidikan Vol. 5 No. 1 (2026): Jurnal Pengabdian Masyarakat dan Riset Pendidikan Volume 5 Nomor 1 (Juli 2026 -
Publisher : Lembaga Penelitian dan Pengabdian Masyarakat

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/jerkin.v5i1.3178

Abstract

This study aims to develop and test the validity and practicality of EXBOOK-M2J (Excretory Booklet - Mindful, Meaningful & Joyful Learning) learning media designed to improve students' collaboration skills on human excretory system material. This study used the ADDIE model R&D method with quantitative and qualitative approaches, with a one-group pretest-posttest research design. The validity test was carried out by a material and media expert, while readability was tested on VIII-grade students of SMP Negeri 2 Malang. The validation results show that this product is very valid and feasible. Implementation was carried out through a project-based learning model, which resulted in an increase in students' collaboration skills based on the comparison of the initial and final questionnaires. These results show that EXBOOK-M2J is effective as a project-based learning medium to develop 21st-century skills, especially collaboration.
Pemanfaatan Aplikasi Quizziz Sebagai Media Pembelajaran Berbasis Problem Based Learning Untuk Meningkatkan Keaktifan Siswa Kelas 8 Aisyah Di Smpit Insan Permata: Penelitian Lifa Rosiana Putri; Agus Purnomo
Jurnal Pengabdian Masyarakat dan Riset Pendidikan Vol. 5 No. 1 (2026): Jurnal Pengabdian Masyarakat dan Riset Pendidikan Volume 5 Nomor 1 (Juli 2026 -
Publisher : Lembaga Penelitian dan Pengabdian Masyarakat

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/jerkin.v5i1.3179

Abstract

This study aims to determine the effectiveness of using the Quizziz application as a learning medium based on Problem-Based Learning (PBL) in increasing student engagement in grade 8 Aisyah at SMPIT Insan Permata in the Social Studies subject. The background of this study stems from the low involvement of students during learning, which remains passive and lacks motivation. This research uses a quantitative-experimental approach with a static group post-test only design, involving 30 students as research respondents. The treatment provided was the implementation of the Problem-Based Learning (PBL) model supported by the Quizziz media, while learning outcomes were obtained through a post-test and analyzed based on a minimum mastery criterion (KKM) of 80. The results showed that 94% of students achieved scores above the KKM, consisting of 52% in the very proficient category, 42% proficient, and 6% of students requiring additional guidance. The implementation of the PBL model with the assistance of Quizizz has been proven effective in increasing student engagement, motivation, and learning outcomes, as interactive features such as gamification, immediate feedback, and real-time scores can create a more engaging, participatory, and meaningful learning process.
Efektivitas Penggunaan Media Pembelajaran Wordwall dalam Pembelajaran IPS untuk Meningkatkan Partisipasi dan Hasil Belajar Siswa di SMPIT Insan Permata Malan: Penelitian Muhammad Ardiansyah; Agus Purnomo
Jurnal Pengabdian Masyarakat dan Riset Pendidikan Vol. 5 No. 1 (2026): Jurnal Pengabdian Masyarakat dan Riset Pendidikan Volume 5 Nomor 1 (Juli 2026 -
Publisher : Lembaga Penelitian dan Pengabdian Masyarakat

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/jerkin.v5i1.3180

Abstract

Penelitian ini bertujuan untuk mengevaluasi efektivitas media pembelajaran Wordwall dalam meningkatkan partisipasi dan hasil belajar siswa pada mata pelajaran Ilmu Pengetahuan Sosial (IPS), khususnya materi interaksi sosial, di SMPIT Insan Permata Malang. Menggunakan pendekatan kuantitatif-eksperimen dengan desain static group post-test only, penelitian ini melibatkan 17 siswa kelas VII Ali dan dua guru IPS dalam satu kali pertemuan pada Februari 2025. Data dikumpulkan melalui observasi partisipasi siswa, analisis hasil Lembar Kerja Peserta Didik (LKPD) pasca-pembelajaran, dan wawancara semi-terstruktur dengan siswa serta guru. Hasil menunjukkan bahwa 82% siswa aktif berpartisipasi dalam kuis interaktif Wordwall melalui proyektor, dengan skor rata-rata LKPD sebesar 85, menunjukkan pemahaman yang baik terhadap materi. Wordwall efektif meningkatkan keterlibatan siswa, terutama dengan gaya belajar kinestetik, meskipun tantangan infrastruktur seperti koneksi internet perlu diatasi. Penelitian ini merekomendasikan pelatihan guru dan peningkatan fasilitas teknologi untuk optimalisasi penggunaan Wordwall (Sari & Pratama, 2025).
Penerapan Media Kincir Penumlahan dan Pengurangan (KPP) untuk Meningkatkan Minat Belajar Siswa Kelas II B SD Negeri Kec. Pontianak Kota dalam Pembelajaran Matematika : Penelitian Yosterpani Yosterpani; Agung Hartoyo; Rio Pranata
Jurnal Pengabdian Masyarakat dan Riset Pendidikan Vol. 4 No. 4 (2026): Jurnal Pengabdian Masyarakat dan Riset Pendidikan Volume 4 Nomor 4 April - Juni
Publisher : Lembaga Penelitian dan Pengabdian Masyarakat

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/jerkin.v4i4.3528

Abstract

Penelitian ini bertujuan untuk meningkatkan minat belajar siswa dalam pembelajaran matematika melalui penerapan media kincir penjumlahan dan pengurangan di kelas 2B SDN 66 Kecamatan Pontianak Kota. Latar belakang penelitian ini adalah kurangnya variasi media pembelajaran yang digunakan pada proses belajar mengajar yang mengakibatkan rendahnya minat belajar siswa dalam pembelajaran matematika. Penelitian ini menggunakan metode Penelitian Tindakan Kelas (PTK) dengan dua siklus, yang masing-masing terdiri dari tahap perencanaan, pelaksanaan, observasi, dan refleksi. Subjek penelitian adalah siswa kelas 2B SDN 66 Pontianak Kota yang berjumlah 27 siswa. Data dikumpulkan melalui observasi, wawancara, angket, dan dokumentasi, kemudian dianalisis secara deskriptif kualitatif dan kuantitatif. Hasil penelitian menunjukkan bahwa penerapan media kincir penjumlahan dan pengurangan dapat meningkatkan minat belajar siswa. Hal ini terlihat dari peningkatan partisipasi aktif siswa selama proses pembelajaran serta peningkatan skor angket minat belajar dari 76% pada siklus I menjadi 90% pada siklus II. Dengan demikian, media kincir dapat dijadikan sebagai alternatif yang efektif dalam pembelajaran matematika untuk menarik perhatian dan meningkatkan motivasi belajar siswa.

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