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Showing 8 articles found for "Puzzle"

SUSTAINABLE AGILITY-DRIVEN CULTURE IN HUMAN RESOURCE MANAGEMENT: A PRIDE FRAMEWORK FOR FUTURE-READY ORGANIZATIONS

Wulandari, Aghnia, Efendi, Suryono, Hasanudin, Han, Yonghwa
Abstract: This research develops the PRIDE Framework to integrate five interdependent dimensions, People (People-Centric Excellence), Resilience, Innovation, Development, and Empowerment, into a unified model explaining how HRM practices… actices drive both sustainability and agility. A systematic literature review guided by PRISMA principles was conducted, selecting peer-reviewed empirical and conceptual studies that examine HRM, organizational agility, and sustainability. Thematic synthesis and reflexive analysis produced a circular puzzle architecture representing these dimensions and their interconnections. Findings reveal that integrated people-centric policies, robust knowledge management, embedded innovation practices, continuous learning, and distributed decision-making create synergistic capabilities that enable rapid adaptation while maintaining long-term viability. Critical enablers include psychological safety, holistic wellness initiatives, adaptive learning programs, and outcome-based empowerment. The framework addresses gaps by showing sustainability and agility as complementary imperatives rather than competing priorities. Future research should validate the framework through multi-level and longitudinal studies, incorporate diverse language sources for broader context, and explore the impacts of AI-enabled HRM on each dimension. Limitations involve temporal and linguistic scope.

DEVELOPMENT OF LKPD BASED ON BRAIN BASED LEARNING USING CROSSWORD PUZZLES ON THE TOPIC OF ARITHMETIC SERIES AND SEQUENCES FOR CLASS X MAS DARUL ISTIQOMAH PADANGSIDIMPUAN

Febri Yanti Tanjung, A. Naashir M. Tuah Lubis, Sakinah Siregar
Abstract: This study is motivated by the lack of use of mathematics learning tools such as student worksheets (LKPD) at MAS Darul Istiqomah Padangsidimpuan, where teacher handbooks and textbooks are more frequently used. Additionally,… lly, the students' mathematics learning outcomes, particularly in the topic of arithmetic sequences and series, are low. This study aims to assess the validity, practicality, and effectiveness of student worksheets (LKPD) based on brain-based learning (BBL) using crossword puzzles in the topic of arithmetic sequences and series for class X at MAS Darul Istiqomah Padangsidimpuan. This research is a research and development (R&D) study. The development model used in this research is the 4D model, which consists of four stages: Define, Design, Development, and Disseminate. The validation of the LKPD includes material validation, media validation, and language validation. The trial was conducted in class X-B, with a total of 19 students at MAS Darul Istiqomah Padangsidimpuan. The material experts, media experts, and language experts each consisted of 2 validators. The results of this study indicate that the developed LKPD meets the eligibility criteria, with an overall validation percentage of 87.32%, categorized as valid. The practicality of all aspects is shown by a value of 85.63%, categorized as very practical. The effectiveness is indicated by an average student learning outcome score of 71%, calculated from the overall average learning outcomes of the students, categorized as effective. Therefore, it can be concluded that the LKPD is feasible, engaging, and capable of improving student learning outcomes.

PENINGKATAN HASIL BELAJAR BERCAKAP CAKAP DALAM BAHASA INGGRIS MENGGUNAKAN MEDIA PUZZLE PADA SISWA KELAS V SD YPPGI NOKAPAKA

Kurniawan, Satunggale, Rahman, Muhammad Afifi, Yigibalom, Mendiron
Abstract: Keberhasilannya proses belajar mengajar sangat ditentukan oleh seorang guru yang melakukan transfer ilmu (knowledge transfer) melalui proses pembelajrannya,dalam hal ini strategi pembelajaran menjadi penting dalam proses… belajar tersebut. Banyak pembelajaran pembelajaran di kelas yang dilakukan oleh para gura, pembelajaran yang sering digunakan dalam proses pembelajaran tersebut, antara lain:Pembelajaran Ceramah, Pembelajaran Tanya jawab, Pembelajaran diskusi, Pembelajaran pemberian tugas, Pembelajaran demontrasi, Pembelajaran karyawisata, Kerja kelompok (inquiri), Pembelajaran bermain peran, Pembelajaran dialog, Pembelajaran bantah membantah, dan Pembelajaran bercerita. Berdasarkan pertimbangan di atas, maka perlu dikembangkan suatu metode pembelajaran yang mampu melibatkan peran serta siswa secara menyeluruh sehingga kegiatan belajar mengajar tidak hanya didominasi oleh siswa-siswa tertentu saja. Selain itu, melalui pemilihan metode pembelajaran tersebut diharapkan sumber informasi yang diterima siswa tidak hanya dari guru melainkan juga dapat meningkatkan peran serta dan keaktifan siswa dalam mempelajari dan menelaah ilmu yang ada terutama mata pelajaran Bahasa Inggris. Berdasarkan latar belakang masalah di atas maka dirumuskanlah judul penelitian tindakan kelas ini sebagai berikut: “Peningkatan hasil belajar bercakap cakap bahasa inggris melalui pembelajaran  dengan media games puzzle  pada siswa kelas V SD YPPGI NOKAPAKA Tahun Pelajaran 2023/2024”, Berdasarkan yang ada maka rumusan masalah dari penelitian ini adalah, Bagaimana aktivitas siswa dalam pembelajaran dengan media games puzzle untuk peningkatan hasil belajar bercakap cakap bahasa inggris pada siswa kelas V SD YPPGI NOKAPAKA serta Apakah pembelajaran dengan media games puzzle dapat meningkatkan kepahaman siswa kelas V SD YPPGI NOKAPAKA tentang  memberi informasi dalam Bahasa Inggris, Penelitian ini menggunakan pendekatan kualitatif, yaitu suatu bentuk kajian yang bersifat reflektif oleh pelaku tindakan yang dilakukan untuk meningkatkan kemantapan rasional dan juga menggunakan penelitian tindakan kelas yaitu tindakan-tindakan mereka dalam melaksanakan tugas serta Games Puzzle merupakan bentuk permainan yang menantang daya kreatifitas dan ingatan siswa lebih mendalam dikarenakan munculnya motivasi untuk senantiasa mencoba memecahkan masalah, namun tetap menyenangkan sebab bisa di ulang-ulang

Adaptasi Teknologi Dalam Penguatan Literasi Dan Numerasi Dalam Era Digital Pada UPTD SDN 015861 Bunut Seberang

Siddik, Mohd, Al-Fariqo, Muhammad, Naipospos, Khuzaimah, Pratiwi , Dinda Agus, Pratiwi, Destiana
Abstract: Observations carried out at the beginning of campus education program activities at UPTD Sekolah SDN 015861 Bunut Seberang showed that digital literacy and numeracy skills are very important to improve in the current digital… ital era. Some of the problems identified include low interest in reading, difficulty in simple arithmetic operations, and lack of clarity in the library. Therefore, students have developed several programs to improve digital literacy and numeracy in schools. Recommended programs such as reading fluency, coloring pages, math puzzles, bullying education, library organization, and literacy corners will help students improve their literacy and digital skills. Interactive and varied learning methods aim to increase student interest and participation in the learning process. Apart from that, the use of technology is also an important part of increasing digital literacy and numeracy. Through training, workshops, development of digital educational content, and integration of digital and computing skills into the curriculum, we aim to enable students to develop skills that meet the needs of our time. Through these programs, it is hoped that students will improve their literacy and numeracy skills, help them handle digital information better and prepare them to face the challenges of this digital era. We hope that the results of this Teaching Campus program can provide great benefits for education and the development of students' skills at school.

Edukasi Interakktif SI PITA Melalui Media Powerpoint dan Puzzle di SMPN 28 Jakarta

Sada Rasmada, Jati, Mateus Bagas Nugroho, Paramitha Wirdani Ningsih Marlina, Agnes Maharani Puji Wulandari, Aloysius Prima Cahya Miensugandhi, Damelya Patriksia Dampang
Abstract: Abstract: This community service program aimed to improve adolescents’ knowledge of balanced nutrition guidelines through an interactive educational program at SMPN 28 Jakarta. The identified problem was the low level of… of students' knowledge regarding the “Isi Piringku” concept, which may affect nutritional status and eating habits among adolescents. The method was conducted through three stages: preparation, implementation, and evaluation. The intervention consisted of nutrition education delivered using PowerPoint media, followed by a practical activity involving the arrangement of the Isi Piringku puzzle. The evaluation employed a pre-test and post-test design involving 30 seventh-grade students to assess changes in knowledge before and after intervention. Data were analyzed using the Wilcoxon test, which showed a significant difference between pre-test and post-test scores (p=0.003). The proportion of students with good knowledge increased from 6,7% to 26,7% after the intervention. Monitoring conducted three days after the education session indicated that some students had begun applying the “Isi Piringku” concept, although food availability at home remained a challenge. This study concludes that education using visual media and interactive practices is effective in improving adolescents' nutritional knowledge; however, support from families and schools is necessary to optimize sustainable behavioral changes. Keyword: adolescent knowledge; balanced nutrition education; community service   Abstrak: Kegiatan pengabdian kepada masyarakat ini bertujuan untuk meningkatkan pengetahuan remaja mengenai pedoman gizi seimbang melalui program edukasi interaktif. Permasalahan yang dihadapi adalah masih rendahnya tingkat pengetahuan siswa tentang konsep Isi Piringku, yang berpotensi memengaruhi status gizi dan kebiasaan makan remaja. Metode kegiatan dilakukan melalui tahapan persiapan, pelaksanaan, dan evaluasi. Intervensi berupa edukasi gizi menggunakan media PowerPoint dan praktik penyusunan puzzle Isi Piringku. Evaluasi dilakukan menggunakan pre-test dan post-test pada 30 siswa kelas VII. Analisis menggunakan uji Wilcoxon menunjukkan perbedaan signifikan antara nilai pre-test dan post-test (p=0,003). Persentase pengetahuan kategori baik meningkat dari 6,7% menjadi 26,7% setelah intervensi. Monitoring tiga hari pascaedukasi menunjukkan sebagian siswa mulai menerapkan konsep isi piringku, meskipun masih terdapat hambatan pada ketersediaan pangan di rumah. Kegiatan ini menyimpulkan bahwa edukasi menggunakan media visual dan praktik interaktif efektif dalam meningkatkan pengetahuan gizi remaja, namun diperlukan dukungan keluarga dan sekolah untuk optimalisasi perubahan perilaku Kata kunci: edukasi gizi; isi piringku; pengabdian masyarakat

Permainan Edukasi Puzzle Math Untuk Menstimulasi Motorik Siswa

Rahmadani, Elfira, Supiatman, Lis, Fazariah, Nur Aisiyah, Wulandari, Putri, Aprilia, Cahyani, Lubis, M Rifaldi
Abstract: This service examines the necessity and pertinence of adopting a pedagogical approach that incorporates educational game components in order to promote motor development and enhance student engagement in the learning process.… cess. On November 18, 2023, this service activity was conducted at UPTD. SD Negeri 014672 Tanjung Alam. This activity is structured into three distinct phases during its execution: preparation, implementation, and practice. Based on empirical findings, engaging in direct interaction with mathematical puzzles has been found to enhance hand-motor coordination, finger dexterity, and precision control during object manipulation. Ninety-five percent of students were extremely interested in this educational game; eighty-five percent felt that math puzzle games improved their fine motor skills (hand and finger movements); and ninety-two percent intend to continue playing math puzzles on other materials in the future, according to the results of the questionnaire assessing the experience of playing with math puzzles. Students' fine motor skills improved significantly as a result of the implementation of this game, it was concluded.

Fun Learning Tasawuf: Model Pembelajaran Nilai-Nilai Akhlak Tasawuf untuk Anak Usia Dini melalui Pendekatan Multisensori

Yuni Pangestutiani, Misbachul Munir, Akhmad Ali Said, Moch. Bashori Alwi, Bayu Fermadi, Moh. Hasan Fauzi, Aina Noor Habibah, Chafidz Kusnindar
Abstract: Penanaman nilai-nilai akhlak sejak dini merupakan fondasi utama pembentukan karakter anak. Nilai-nilai tasawuf seperti syukur, sabar, jujur, dan cinta kasih memiliki potensi besar untuk dikenalkan pada anak, namun sering… dianggap abstrak dan sulit dipahami. Pengabdian masyarakat ini bertujuan untuk mengembangkan dan mengimplementasikan model “Fun Learning Tasawuf” yang menggunakan pendekatan multisensori (visual, auditori, kinestetik, taktil) untuk menyampaikan nilai-nilai akhlak tasawuf kepada anak usia dini. Kegiatan dilaksanakan di PAUD Mawar, Kota Malang, dengan melibatkan 25 anak usia 4-6 tahun, 5 guru, dan 15 orang tua. Metode pelaksanaan berupa pelatihan guru, pembuatan media pembelajaran multisensori (seperti sensory box “Syukur”, puzzle “Sabar”, lagu “Ikhlas”), serta pembelajaran langsung berbasis bermain. Hasil evaluasi menunjukkan peningkatan antusiasme dan pemahaman anak terhadap konsep nilai-nilai tasawuf yang diajarkan. Anak-anak mampu mengidentifikasi dan mempraktikkan nilai-nilai tersebut dalam aktivitas sederhana. Diskusi menggarisbawahi bahwa pendekatan multisensori yang menyenangkan efektif menjembatani konsep spiritual yang abstrak menjadi pengalaman konkret bagi anak. Model ini juga meningkatkan kemampuan pedagogis guru dalam mengajarkan nilai-nilai moral. Disimpulkan bahwa “Fun Learning Tasawuf” merupakan model inovatif yang layak dikembangkan untuk pendidikan karakter anak usia dini berbasis kearifan spiritual Islam.

Pengembangan Ensiklopedia Mitigasi Banjir Untuk Menstimulasi Kemampuan Mitigasi Banjir Anak Usia 5-6 Tahun di TK Dharma Wanita Persatuan 1 Driyorejo

Irma Amalia, Muhammad Reza, Dewi Komalasari
Abstract: Penelitian ini bertujuan mengembangkan ensiklopedia pop-up mitigasi banjir yang valid, praktis, dan efektif untuk menstimulasi kemampuan mitigasi banjir pada anak usia 5-6 tahun, serta mengidentifikasi peran elemen interaktif&#8230; aktif dan pengaruh cara penyampaian guru. Penelitian menggunakan model ADDIE dengan subjek 28 anak kelompok B TK Dharma Wanita Persatuan 1 Driyorejo (14 eksperimen, 14 kontrol, sampling jenuh). Kelompok eksperimen menggunakan ensiklopedia pop-up, kelompok kontrol menggunakan metode konvensional (ceramah dan poster). Instrumen meliputi lembar validasi ahli, angket guru, dan observasi pretest-posttest. Hasil menunjukkan validitas media 100% (ahli media) dan 88,89% (ahli materi) dengan kategori sangat layak; kepraktisan rata-rata 87% (sangat praktis); keefektifan terbukti dari uji Independent Sample T-Test (Sig. 0,037 < 0,05) dan rata-rata N-Gain eksperimen (0,81 – tinggi) lebih baik dari kontrol (0,62 – sedang). Temuan utama: elemen interaktif (flap, slider, wheel, puzzle) membangkitkan antusiasme dan keterlibatan aktif anak. Selain itu, cara penyampaian guru yang ceria, ekspresif, dan menggunakan bahasa ajakan interaktif turut meningkatkan respons positif anak secara signifikan. Hal ini menegaskan bahwa stimulasi multisensori melalui pop-up book yang dipadukan dengan komunikasi guru yang hangat lebih efektif daripada metode ceramah dalam memfasilitasi pemahaman konsep abstrak mitigasi bencana pada tahap pra-operasional Piaget dan ikonik Bruner, sekaligus menstimulasi kecerdasan naturalistik Gardner. Implikasi penelitian ini tidak terbatas pada banjir; model pengembangan ensiklopedia pop-up interaktif dapat diadaptasi untuk mitigasi bencana lain (gempa, tsunami, kebakaran, tanah longsor) serta mendukung implementasi Satuan Pendidikan Aman Bencana (SPAB).