Ana Nurhasanah
Universitas Sultan Ageng Tirtayasa, Serang

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PENGEMBANGAN KOMIK FANTASI BERTEMA PAHLAWANKU SEBAGAI MEDIA PEMBELAJARAN IPS DI KELAS IV SEKOLAH DASAR Mohamad Rizki; Zerri Rahman Hakim; Ana Nurhasanah
Primary: Jurnal Pendidikan Guru Sekolah Dasar Vol. 11 No. 2 (2022): April
Publisher : Laboratorium Program Studi Pendidikan Guru Sekolah Dasar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33578/jpfkip.v11i2.8601

Abstract

This article discusses the development of my hero-themed fantasy comic as a social science learning media for fourth-grade students in elementary school and the level of feasibility of the comic and students' responses to the comic developed. The study described in this article used a research and development method (RnD) with the research design of the Borg and Gall model modified by Sugiyono. There were 6 stages of development in the study, namely problem analysis, data collection, product design, design validation, design revision, and product testing (limited). The instruments in the study were the form of expert validation sheets and students’ response questionnaires. This comic was validated by 2 media experts, 2 material experts, and 2 linguists and tested on 26 fourth-grade students at SDN Pasirmae 1. The results of the study were the development of my hero-themed fantasy comic as social science learning media for fourth-grade students in elementary school. The feasibility of the comic based on expert validation was an assessment in the very feasible category with a percentage of 83.88% from media experts, 81.66% from material experts, and 90% from linguists. Meanwhile, the assessment of the student responses showed a percentage of 95.32% which was included in the very good category.
DEVELOPING A CULTURAL ENCYCLOPEDIA BOOK BASED ON THE LOCAL WISDOM OF BANTEN ON SOCIAL SCIENCE SUBJECT AT GRADE IV ELEMENTARY SCHOOL Nurul Khotima; Ana Nurhasanah; Damanhuri
Primary: Jurnal Pendidikan Guru Sekolah Dasar Vol. 10 No. 1 (2021): February
Publisher : Laboratorium Program Studi Pendidikan Guru Sekolah Dasar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33578/10.33578/jpfkip.v10i1.8047

Abstract

This research aimed to develop a cultural encyclopedia book based on the local wisdom of Banten on social scence subject at the 4 th grade elementary school. This research was conducted at grade IV SD Negeri Rawu. This research used research and development methods (RnD). The product of this research was a cultural encyclopedia book containing materials about historical heritage in the local environment for social science subject at grade 4. The feasibility of this product was validated by some experts including media experts, material expert, linguists, and education experts. This research subjects were 20 grade IV students at SD Negeri Rawu. The results showed that the average validation score of the encyclopedia was 90.57%, so that it was categorized as“very feasible”. Then, the result of product trials (limited trials) obtained that the average value of the product was 99.05% with a “very good” criteria, so it can be concluded that the cultural encyclopedia book based on the local wisdom of Banten was feasible to be used as learning materials for social science subject at grade IV elementary school.
DEVELOPING MIND MAPPING BASED POCKET BOOK LEARNING MEDIA FOR UNDERSTANDING THE CONCEPT OF INDONESIAN GEOGRAPHIC CONDITIONS MATERIALS AT GRADE V ELEMENTARY SCHOOL Desi Ayu Pratiwi; Ana Nurhasanah; Zerri Rahman Hakim
Primary: Jurnal Pendidikan Guru Sekolah Dasar Vol. 10 No. 1 (2021): February
Publisher : Laboratorium Program Studi Pendidikan Guru Sekolah Dasar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33578/10.33578/jpfkip.v10i1.8068

Abstract

This study was a research and development which was based on Borg and Gall model modified by Sugiyono. This model divided the steps of the development process into 6 stages: 1) problem analysis, 2) data collection, 3) product design, 4) validation testing, 5) product revision, and 6) limited testing. This study aimed to produce a product of Mind Mapping-based Pocket Book Learning Media for Understanding the Concept of Indonesian Geographical Materials at grade V. This study also aimed to determine the level of feasibility and understanding of students towards Mind Mapping-based Pocket Book on Indonesian Geographical Conditions. The subjects in this study were 17 fifth grade students of SDN Cimunang Cilik. The analysis technique used in this research was the feasibility analysis technique of expert judgement and students’ understanding tests. The results of this study showed that the results of the assessment by media experts obtained an average percentage of 89.2% with the category "Very Feasible" while the results of the assessment by material experts obtained an average percentage of 91% with the category "Very Feasible", and the results of the assessment by linguists obtained an average percentage of 82.8% in the category of "Very feasible". Finally, the results of the test of students' understanding got an average score of 88.2 in "Good" category. The results of this study indicated that Mind Mapping-based Pocket Book learning media could be used to improve students' understanding on the material of Indonesia's geographical conditions.
DEVELOPING A HANDOUT BASED ON BANTEN CULTURE FOR TEACHING MATERIALS Ela Suhaelah; Ana Nurhasanah; Zerri Rahman Hakim
Primary: Jurnal Pendidikan Guru Sekolah Dasar Vol. 10 No. 1 (2021): February
Publisher : Laboratorium Program Studi Pendidikan Guru Sekolah Dasar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33578/10.33578/jpfkip.v10i1.8039

Abstract

This research aimed to find out the stages in developing a handout based on Banten culture for teaching materials and the validity of the handout. This research utilized the Research and Development (R&D) method by Sugiyono, which consisted of 6 steps, namely: (1) problem analysis, (2) data collection, (3) product design, (4) design validation, (5) design revisions, and (6) product trial test. The development of the handout was carried out through the validation test by material experts, media experts, and education experts. Then, to accomplish the limited trial test, a product trial test was conducted after the validation test involving 15 fourth-grade students at SDN Unyur as the research subjects. Findings of this research were that the percentage from the material experts was 95% with a very feasible category. Then, the result from the media expert obtained a percentage of 78% with a feasible category. After that, the result from the education expert indicated that the percentage for the handout was 93% with a very feasible category. Meanwhile, the results of the product trials obtained a percentage of 90% with a very feasible category. Based on these results, it could be concluded that the handout based on Banten culture for the fourth-grade students at SDN Unyur was feasible to be used as teaching materials after going through the six stages of development procedures.
THE TEACHER’S ROLE IN INSTILLING STUDENTS’ DISCIPLINE AT SDN CIOMAS 1 Neng Sofah; Damanhuri; Ana Nurhasanah
Primary: Jurnal Pendidikan Guru Sekolah Dasar Vol. 10 No. 5 (2021): October
Publisher : Laboratorium Program Studi Pendidikan Guru Sekolah Dasar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33578/jpfkip.v10i5.8436

Abstract

This study was to describe the teacher's role in instilling disciplined character in grade IV students at SDN Ciomas 1 Kabupaten Serang. The method in this research was the descriptive qualitative method, a series of activities to obtain data as they were without being under certain conditions, the results of which emphasized meaning. The population or the social situation consisted of three elements, namely places, actors, and activities that interacted in synergy. The data were collected through observation, interviews, and documentation. The results of this study indicated that the teacher's role at SDN Ciomas 1 Kabupaten Serang in instilling the students' discipline at grade IV was good. Students who committed disciplinary violations were relatively small since the teacher gave punishments to those students. The factors that caused undisciplined participants came from the students themselves, their peers both in the school environment and those outside the school, and influences from parents and teachers as a result of the lack of classroom mastery and good teaching methods. Thus, it was concluded that the teacher's role was very important in instilling the students' discipline, for example, by providing a good example to his students. When students violated the rules or were not disciplined, the teacher gave educative punishments.
DEVELOPING ANDROID APPLICATIONS BASED ON CULTURE IN TANGERANG FOR SOCIAL SCIENCE SUBJECT AT GRADE IV OF SDN PABUARAN 1 TANGERANG Astri; Ana Nurhasanah; Ikman Nur Rahman
Primary: Jurnal Pendidikan Guru Sekolah Dasar Vol. 10 No. 5 (2021): October
Publisher : Laboratorium Program Studi Pendidikan Guru Sekolah Dasar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33578/jpfkip.v10i5.8384

Abstract

This study aimed to develop an android application based on the culture of Tangerang and to determine the feasibility of the application. This study utilized the R&D research method on the Brog and Gall development design modified by Sugiyono following six stages: 1) Problem analysis; 2) Data collection; 3) Product design; 4) Expert validation; 5) Design revision, and 6) Product trial. This was conducted in class IVB SDN Pabuaran 1 Tangerang. The feasibility of the product was examined by several experts such as education experts, material experts, and media experts. The validation result from media experts obtained an average score of 92% with the "Very Feasible" category. The validation result from material experts got an average score of 87% with the "Very Feasibility" category. Then, the validation result from education experts obtained an average score of 91% with the "Very Feasibility" category. After that, the results of the students' response on a limited trial obtained a percentage of 88% with the "Very Good" category. Based on the results of the study, the final product in the form of an android application based on the culture of Tangerang City was suitable for learning the social science subject at grade IV of elementary school.