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Upaya Perwujudan Lingkungan Bersih Melalui Pengolahan Sampah Organik menjadi Pupuk Kompos Nathasa Pramudita Irianti; Zuni Mitasari; Antonius Alam Wicaksono
Jurnal Pengabdian Masyarakat (ABDIRA) Vol 3, No 1 (2023): Abdira, Januari
Publisher : Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/abdira.v3i1.234

Abstract

This activity aims to overcome the problems faced by one of the Adiwiyata schools in Malang City, namely SMPN 26 Malang in managing organik waste to make it more useful, namely compost. Based on interviews conducted by the service team with the school, it was agreed that three methods would be carried out in this activity, namely (1) As a solution for organik waste management, the service team provided a solution by managing organik waste into compost, (2) Because the school did not have adequate understanding of waste management into compost, training is conducted on processing waste into compost and (3) because so far there has been no assistance regarding the practice of processing organik waste, the practice of managing organik waste into compost is carried out. All activities have been carried out well. All of the training and mentoring can be completed and the dry leaf waste that was previously scattered can be managed into organik waste which can then be used by school residents to fertilizer plants in the surrounding environment.
Pelatihan Pembuatan Media Belajar Berbasis Gamifikasi untuk Mendukung Pembelajaran Daring Hasminar Rachman Fidiastuti; Nathasa Pramudita Irianti; Kardiana Metha Rozhana
Jurnal Pengabdian Kepada Masyarakat ITK (PIKAT) Vol. 3 No. 2 (2022): PIKAT : Jurnal Pengabdian Kepada Masyarakat
Publisher : LPPM Institut Teknologi Kalimantan

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (269.684 KB) | DOI: 10.35718/pikat.v3i2.665

Abstract

Pandemi Covid-19 dalam dua tahun terakhir merupakan isu global yang telah membawa dampak perubahan pada aspek kehidupan. Salah satunya berpengaruh pada dunia pendidikan. Kementerian Pendidikan, Kebudayaan, Riset, dan Teknologi mengganti aktivitas tatap muka menjadi proses belajar daring, melalui penggunaan media teleconference dan learning management system.  Beberapa siswa diketahui mengalami kendala dalam pembelajaran, terutama berkaitan dengan motivasi belajar. Tidak dapat dipungkiri, jika variasi metode pembelajaran guru berdampak pada motivasi belajar siswa. Beberapa siswa mengalami kendala dalam proses pembelajaran dan mengalami penurunan motivasi dalam pembelajaran. Dalam kegiatan ini, dilakukan pelatihan pembuatan media belajar berbasis gamifikasi untuk memberikan nuansa baru dalam proses pembelajaran daring di SD Merjosari 1 Malang. Media belajar berbasis gamifikasi akan memotivasi siswa, sehingga indikator pembelajaran dapat tercapai. Sasaran pelatihan adalah guru pengajar di SD Merjosari 1 Malang. Target yang akan dicapai dalam kegiatan ini adalah terselenggaranya kegiatan pengabdian kepada masyarakat di SD Merjosari 1 Malang. Target tersebut sesuai dengan bidang riset dan pengembangan Fakultas Ilmu Pendidikan UNITRI dalam kaitannya dengan inovasi pembelajaran. Tujuan kegiatan adalah 1) melatih guru untuk menciptakan media belajar berbasis gamifikasi, 2) meningkatkan aktivitas, motivasi dan kinerja siswa dalam proses pembelajaran. Hasil setelah pelatihan, guru dapat menghasilkan media belajar berbasis gamifikasi melalui platform Classcraft.
Implementation of the STEAM model in mathematics subjects to improve learning outcomes Kardiana Metha Rozhana; Adi Tri Atmaja; Nathasa Pramudita Irianti; Nila Kartika Sari; Kardiana Zendha Avalentina
Jurnal Bidang Pendidikan Dasar Vol 7 No 2 (2023): June
Publisher : Universitas Kanjuruhan Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21067/jbpd.v7i2.8540

Abstract

The purpose of this research is to implement the STEAM learning model to improve the mathematics learning outcomes of fourth grade elementary school students. The method used is classroom action research with research procedures including implementation, among others, preparing action plans, implementing actions, observing, and reflecting. The results obtained in cycle 1 of the student's average score were only 58.5 with an incomplete scale and the need for improvement/reflection. After the action in cycle 1, cycle 2 found a significant increase in learning completeness, namely reaching 85.75. So it can be concluded that the STEAM learning model can be implemented in class IV in mathematics.
Penguatan Literasi Numerasi untuk Siswa Sekolah Dasar di SDN Merjosari 4 Malang Nathasa Pramudita Irianti; Antonius Alam Wicaksono; Ahmad Yusuf Kholil; Kardiana Metha Rozhana
Jurnal Pengabdian Masyarakat (ABDIRA) Vol 3, No 3 (2023): Abdira, Juli
Publisher : Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/abdira.v3i3.350

Abstract

The ability to read and count is needed by the next generation. Unfortunately, the importance of numeracy literacy to be implemented in schools has yet to be optimized by some schools. One of them is SDN Merjosari 4 Malang. There are not many activities that can be done to increase numeracy literacy in the school. After discussions with the headmaster, it was agreed that several activities would be carried out at school, namely (1) Forum Group Discussion (FGD) with teachers at SDN Merjosari 4 to strengthen Numerical Literacy, and (2) Carry out activities that could optimize Numerical Literacy at SDN Merjosari 4 Malang. The focus of Numeracy Literacy strengthening activities is given to grades 2, 3, and 4. The series of activities planned to be carried out in community service have all been carried out properly. Students feel interested and happy with the activities that have been carried out and hope that activities like this will be carried out in the future.