Claim Missing Document
Check
Articles

Found 33 Documents
Search

The Influence of Digital Media Usage on Students' Creativity Skills in Creative Dance Arts Through Extracurricular Arts Kartika Sari, Pratiwi; Nurmiranda, Andivita
Jurnal Seni Tari Vol. 13 No. 1 (2024)
Publisher : Universitas Negeri Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

This research is motivated by the limitations in the dance learning process during the COVID-19 pandemic, extracurricular activities became inactive and constrained the practice of dance in cultural arts and crafts learning itself. The purpose of this study is to determine the effect of using digital media on the creativity of student creation dance at SDN Sudimara 7. The use of digital media in this study is in the form of TikTok. The research method used is a quantitative experimental one-group pretest-posttest design with data analysis techniques using an independent T-test. Sampling itself is done by purposive sampling. The subjects in this study amounted to 24 students with criteria, namely 6th-grade students of SDN Sudimara 7 who participated in dance extracurricular activities, had smartphones, and used the TikTok application. The results of data analysis found that the average score of digital media pretests in the experimental class was 63.54 with an average score of digital media posttests in the experimental class of 75.42. Meanwhile, the pretest average score obtained by the creative dance creativity variable was 65.21 with a posttest average score of 80.83. The results of the t-test calculation obtained a score of 3.787 greater than the table, namely 2.064 with a significant level of 0.000 <0.05, which means that the results of this study are that there is a difference between before and after treatment. Thus, it can be concluded that there is an influence in the use of digital media on students' creativity abilities through extracurricular dance.   
PENERAPAN METODE TALKING ADVENTURE MAP UNTUK MENINGKATKAN KEMAMPUAN KOMUNIKASI SISWA KELAS III SD DALAM PEMBELAJARAN BAHASA INDONESIA Intan Khairasyani; Pratiwi Kartika Sari; Virda Nurlita
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 3 (2025): Volume 10 No3 September, 2025
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v10i3.33219

Abstract

This study aims to improve the communication skills of third-grade elementary school students in Indonesian language learning through the implementation of the Talking Adventure Map (TAM) method supported by visual media. The research was conducted at SDN Pondok Cabe Ilir 01 using the Classroom Action Research (CAR) approach based on the Kemmis and McTaggart model, which consists of a pre-cycle, Cycle I, and Cycle II with the stages of planning, action, observation, and reflection. Data were collected through observation, written tests (pre-test and post-test), documentation, and field notes, and were then analyzed using both quantitative and qualitative methods. The results showed a significant improvement in students' communication skills. In the pre-cycle stage, the average student score was 66.56with a mastery level of 47%. After Cycle I, the average score increased to 68.59 with 66% mastery, and in Cycle II, the average increased to 80.6 with 84% mastery. The implementation of the TAM method effectively increased student engagement, confidence, and communication skills. This method also helped students expand their vocabulary and express ideas more systematically in a fun learning environment. Therefore, the Talking Adventure Map method can be considered an alternative instructional method to enhance elementary school students' oral communication skills.
Development of Digital Comic on Thematic Learning to Improve Literature Skills of 5th Grade Students in Elementary School Kartika Sari, Pratiwi; Arofatinajah, Siti; Fajarianto, Otto
JTP - Jurnal Teknologi Pendidikan Vol. 24 No. 1 (2022): Jurnal Teknologi Pendidikan
Publisher : Lembaga Penelitian dan Pengabdian kepada Masyarakat, Universitas Negeri Jakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21009/jtp.v24i1.23700

Abstract

The development of information technology is very influential in the world of education, so that it can be used as a medium of learning. One way to improve the quality of education through technology is by organizing digital literacy. Digital literacy teaches a person to operate digital technology and think critically. Digital comics are one of the media that can improve students' literacy skills. This study aims to (1) determine the development of digital comics on student literacy, (2) determine the feasibility of the digital comic product being developed, (3) determine the effectiveness of the developed digital comic product. The research method used is research and development which refers to the Richey and Klein development model using three stages, namely: planning, production, and evaluation. The research was conducted for grade V elementary school students, before being tested on students the product was evaluated first by media experts, linguists, and material experts. The results of the assessment of the media expert obtained a score of 92.85% in the very good category, the linguist got a score of 80% in the good category, the material expert got a score of 94.23% with the very good category. Based on the results of experts, digital comic media is said to be very feasible. Furthermore, the one to one test got a score of 93.06% in the very good category and the small group test got a score of 92.08% in the very good category, so the product was said to be very feasible. Meanwhile, the effectiveness test of conducting the T test with the pretest and posttest obtained a value of 0,000 < 0,05. So it is concluded that digital comic media can improve student learning outcomes and can improve student literacy skills.
PENERAPAN MEDIA FOODCHAIN WHILE MATCHING CORRECT SEQUENCE UNTUK MENINGKATKAN PEMAHAMAN SISWA MENGENAI RANTAI MAKANAN EKOSISTEM KELAS V SD Putri Darmanto, Adinda; Kartika Sari, Pratiwi; Seftya Nur Indah, Bunga
Jurnal Muara Pendidikan Vol. 10 No. 2 (2025): Jurnal Muara Pendidikan, Vol 10 Issue 2, Desember 2025
Publisher : LPPM Universitas Muhammadiyah Muara Bungo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52060/mp.v10i2.3451

Abstract

This research was motivated by the low level of students’ understanding of the food chain ecosystem material in Grade V at SDN Pondok Cabe Ilir 01. This indicates the need for the implementation of learning media that can enhance student engagement in the learning process. The aim of this study is to improve students’ understanding through the use of the Food Chain While Matching Correct Sequence learning media. The type of research used is Classroom Action Research (CAR) with the Kemmis and McTaggart model design, which was carried out in two cycles. Each cycle consists of the stages of planning, action implementation, observation, and reflection. The subjects of this study were Grade V students of SDN Pondok Cabe Ilir 01. The data collection techniques used were observation and tests. The instruments used included observation sheets and psychomotor skill tests. The results showed a significant improvement in students’ understanding. The average student score increased to 79 in the first cycle, and 92.92 in the second cycle. The percentage of student learning mastery also increased from 31% in the pre-action stage to 69% in the first cycle, and reached 100% in the second cycle. Therefore, it can be concluded that the Food Chain While Matching Correct Sequence media is effective in improving the understanding of Grade V students on food chain material in science learning.
Peningkatan Pemahaman Konsep Pecahan Melalui Media Cuisenaire Rods Dengan Pendekatan Concrete-Pictorial-Abstract Kelas III Sekolah Dasar Kartika, Deswita; Sari, Pratiwi Kartika; Azzahra, Salsabilah
Edukasi: Jurnal Penelitian dan Artikel Pendidikan Vol 17 No 2 (2025)
Publisher : Universitas Muhammadiyah Magelang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31603/edukasi.v17i2.14744

Abstract

This study aims to improve the understanding of fraction concepts in grade III elementary school students through Cuisenaire Rods media with Concrete-Pictorial-Abstract (CPA) approach. The background is the low understanding of fractions due to conventional learning methods that only rely on memorizing formulas. This research is a Classroom Action Research (PTK) conducted at SD Negeri Pondok Benda 01, Pamulang, South Tangerang City, with 26 students as subjects. The research was conducted in two cycles using the Kemmis and McTaggart model. Data were collected through observation, tests, and documentation, which were analyzed descriptively qualitative and simple quantitative. The results showed a significant increase in students' understanding of fraction concepts: in the pre-cycle the percentage of completeness was only 46%, increased to 77% in cycle I, and reached 92% in cycle II. Cuisenaire Rods media and CPA approach effectively help students understand fractions gradually according to cognitive development. Thus, the media and approach significantly increased students' engagement, enthusiasm, and understanding of the concept of fractions. The improvement of students' learning outcomes can be seen from the increasing number of students who achieve learning completeness in fraction material after the implementation of the action. The research recommends the use of concrete media and the CPA approach as a strategy for learning mathematics in elementary schools.
PENGARUH PENGUNAAN MEDIA GAMIFIKASI TERHADAP KEMANDIRIAN BELAJAR SISWA PADA MATA PELAJARAN MATEMATIKA DI SEKOLAH DASAR NEGERI CIKOKOL 01 KOTA TANGERANG Nur Ajharapip; Pratiwi Kartika Sari
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 01 (2026): Volume 11 No. 01 Maret 2026 Published
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v11i01.41372

Abstract

The problem in this study is that the researcher found that the independence of student learning in the school was still low because. To determine the effect of the use of gamification media on student learning independence is the purpose of this study. The quantitative quasi-experimental method was used in this study. The sample was students of grades IV A and B, 31 students each, for the Pretest-Posttest Nonequivalent Comparison Group research design. This study collected data through tests, interviews, and documentation. The results of the Gamification Media study have a significant effect on increasing student learning independence in grade IV of elementary school. The results of hypothesis testing with the t-test at the end of learning (posttest) in the control class and the experimental class obtained tcount = 3.648 with a significance level of 95% (∞ = 0.05) obtained t-table = 2.000 because 3.648> 2.000 (t-count> t-table) then Ho is rejected. These results indicate that Gamification Media is more effective in significantly increasing student learning independence.
The Effect Of Cognitive Competency On Early Adolescent Digital Literation Skills Pratiwi Kartika Sari; Nurudin Siraj; Nadia Fatmalia
EDUCATIO : Journal of Education Vol 10 No 1 (2025): May 2025
Publisher : STAI Miftahul Ula Nganjuk

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

This study aims to see the effect of cognitive competency levels C1-Knowledge, C2-Comprehension, and C3-Application on digital literacy skills in early adolescents. In this study cognitive competence is limited to three aspects, such as knowledge, understanding, and application. The research method used a survey by looking at the effect using simple regression analysis. The results showed that the cognitive competency level of knowledge in digital literacy skills was in the top position of 97.0%, the level of application cognitive competence in digital literacy skills was in the second position of 89.0%, the level of cognitive competence in understanding digital literacy skills was in the third position of 80. , 3%. The conclusion in this study is that there is an effect of cognitive competence on digital literacy skills of early adolescents with a knowledge level of C1-Knowledge 97.0% It shows the concept of students' digital literacy skills in remembering and storing information very well, understanding C2-Understanding 80.3% Shows the concept of students 'digital literacy skills in understanding and choosing information well, C3-Application 89.0% Shows the concept of students' digital literacy skills in applying (using) information well.
PENERAPAN MEDIA FOODCHAIN WHILE MATCHING CORRECT SEQUENCE UNTUK MENINGKATKAN PEMAHAMAN SISWA MENGENAI RANTAI MAKANAN EKOSISTEM KELAS V SD Adinda Putri Darmanto; Pratiwi Kartika Sari; Bunga Seftya Nur Indah
Jurnal Muara Pendidikan Vol. 10 No. 2 (2025): Jurnal Muara Pendidikan, Vol 10 Issue 2, Desember 2025
Publisher : LPPM Universitas Muhammadiyah Muara Bungo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52060/mp.v10i2.3451

Abstract

This research was motivated by the low level of students’ understanding of the food chain ecosystem material in Grade V at SDN Pondok Cabe Ilir 01. This indicates the need for the implementation of learning media that can enhance student engagement in the learning process. The aim of this study is to improve students’ understanding through the use of the Food Chain While Matching Correct Sequence learning media. The type of research used is Classroom Action Research (CAR) with the Kemmis and McTaggart model design, which was carried out in two cycles. Each cycle consists of the stages of planning, action implementation, observation, and reflection. The subjects of this study were Grade V students of SDN Pondok Cabe Ilir 01. The data collection techniques used were observation and tests. The instruments used included observation sheets and psychomotor skill tests. The results showed a significant improvement in students’ understanding. The average student score increased to 79 in the first cycle, and 92.92 in the second cycle. The percentage of student learning mastery also increased from 31% in the pre-action stage to 69% in the first cycle, and reached 100% in the second cycle. Therefore, it can be concluded that the Food Chain While Matching Correct Sequence media is effective in improving the understanding of Grade V students on food chain material in science learning.
Urgensi Pemahaman Moderasi Beragama Kepada Tenaga Pendidik dan Kependidikan Di MIS Al-Hidayah Ciputat Timur Tangerang Selatan Sri Imawati; Sholehuddin; Pratiwi Kartika Sari; Sularno; Sarli Amri TP
Jurnal Pendidikan Transformatif (JPT) Vol. 2 No. 6 (2023): Desember 2023
Publisher : Yayasan Aya Sophia Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.9000/jpt.v2i5.1057

Abstract

Lembaga Pendidikan merupakan sarana yang paling tepat untuk memberikan dan menyebarkan pemahaman keagamaan yang damai, saling menghormati dan menolak segala pemahaman, sikap dan tindakan kekerasan yang mengatasnamakan agama melalui proses pembelajaran baik di dalam maupun di luar kelas. Pemahaman itulah yang kemudian termaktub dalam konsepsi moderasi beragama. Moderasi beragama merupakan proses memahami sekaligus mengamalkan ajaran agama secara adil dan seimbang, agar terhindar dari perilaku ekstrem atau berlebih-lebihan saat mengimplementasikannya. Setelah mengikuti kegiatan ini, para peserta memiliki peningkatan pemahaman tentang moderasi beragama dan cara-cara transformasinya kepada para peserta didik. Hal ini dibuktikan dengan hasil pre test, dengan 13 pertanyaan, jawaban benar 35,3% sedangkan jawaban salah mencapai 64,7 %. Untuk Post Test, jawaban Benar 72,9 % sedangkan jawaban yang Salah 27,1 %.  Berdasarkan data di atas, terdapat peningkatan pemahaman dari 35,3 % menjadi 72,9 %.  Hal ini menunjukkan bahwa pelatihan Moderasi Beragama tersebut dapat dikatakan berhasil. Dengan demikian, diharapkan para tenaga pendidik dan kependidikan mampu mentransformasikan pemahaman tersebut kepada para peserta didik baik di dalam maupun di luar kelas sehingga para peserta didik diharapkan tumbuh dan berkembang menjadi pribadi yang inklusif dan moderat dalam menjalankan ajaran agamanya, mampu menghargai pemahaman keagamaan orang lain dan tidak merasa benar sendiri dengan pemahamannya.
PENERAPAN GAMIFIKASI CLASH OF CHAMPIONS UNTUKMENINGKATKAN KEMAMPUAN BERHITUNG BILANGAN CACAH KELASIV SD Aisah Nadia Larasati; Pratiwi Kartika Sari; Intan Trisila
JRPD (Jurnal Riset Pendidikan Dasar) Vol. 8 No. 2: OKTOBER (2025)
Publisher : Universitas Muhammadiyah Makassar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26618/h6qwjq45

Abstract

Learning mathematics in elementary schools requires a creative and innovative approach so that students can more easily understand concepts and be motivated in the learning process. Along with the development of technology and the demands of 21st century learning, educators are required to integrate methods that can increase students' active participation. This study aims to apply gamification-based digital media through the Clash of Champions application to improve the counting ability of grade IV students at SDN Serua 01. This class action research was conducted in two cycles involving 29 students as subjects. Data collection techniques were carried out through observation and assessment. The results showed a significant improvement in students' counting ability. The percentage of students who reached the minimum completion criteria increased from 51.7% at pre-cycle to more than 75% at the end of the second cycle. In addition, the average student score increased from 65.31% at pre-cycle, to 73.41% at cycle I, and reached 84.45% at cycle II. These findings suggest that the application of gamification in learning can be an effective alternative to improve learning outcomes and student engagement in the math classroom. Thus, the use of interactive digital media such as Clash of Champions can be a relevant learning strategy in facing today's educational challenges.