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Meningkatkan Kemampuan Praktik Siswa Melalui Karya Ecoprint Teknik Pounding Pada Pembelajaran SBDP Di Kelas IV SDN 7 Tapa, Kabupaten Bone Bolango Nadila Datunsolang; Sukri Katili; Rustam I. Husain; Mimy Astuty Pulukadang; Vicka Muniati Arifin
DE FACTO : Journal Of International Multidisciplinary Science Vol 4 No 02 (2026): DE FACTO : Journal Of International Multidisciplinary Sciences
Publisher : Pusat Studi Ekonomi, Publikasi Ilmiah dan Pengembangan SDM

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62668/defacto.v4i02.2656

Abstract

This study aims to improve the practical skills of fourth-grade students at SDN 7 Tapa, Bone Bolango Regency, through ecoprint artwork using the pounding technique in Arts and Culture Education (SBdP) learning. A Classroom Action Research (CAR) design was employed across two cycles, each comprising planning, action implementation, observation, and reflection. The research subjects consisted of 18 fourth-grade students. Data were collected through observation, interviews, performance tests, and documentation, then analyzed descriptively based on four aspects: procedural accuracy, pounding-technique skill, creativity, and product quality. The results showed a gradual improvement, from 17% of students being competent at baseline to 22% in Cycle I Meeting I, 33% in Cycle I Meeting II, 67% in Cycle II Meeting I, and 89% in Cycle II Meeting II. These findings confirm that the ecoprint pounding technique effectively improves elementary students' practical skills in SBDP learning.
Meningkatkan Kreativitas Siswa Dengan Memanfaatkan Pewarna Makanan Dalam Pembelajaran Seni Rupa Dua Dimensi Melalui Model Discovery Learning Kelas III SDN 6 Kabila Kabupaten Bone Bolango Febiola Bilondatu; Sukri Katili; Rustam I. Husain; La Ode Karlan; Mimy Astuty Pulukadang
DE FACTO : Journal Of International Multidisciplinary Science Vol 4 No 02 (2026): DE FACTO : Journal Of International Multidisciplinary Sciences
Publisher : Pusat Studi Ekonomi, Publikasi Ilmiah dan Pengembangan SDM

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62668/defacto.v4i02.2657

Abstract

This study aimed to improve the creativity of third-grade students at SDN 6 Kabila, Bone Bolango Regency, in two-dimensional visual arts learning through the use of food coloring integrated with the Discovery Learning model. The study employed a Classroom Action Research (CAR) design conducted in two cycles involving 18 students as the research participants. Data were collected through classroom observations, performance tests, and documentation, and were analyzed using descriptive quantitative techniques. The findings revealed a gradual improvement in students' creativity, increasing from 33% in Cycle I Meeting I to 67% in Cycle I Meeting II and reaching 78% in Cycle II, thereby exceeding the school's Minimum Mastery Criterion (MMC) of 75%. Teacher performance improved from the "Good" category to "Very Good," while student learning activities progressed from the "Fair" category to "Very Good." These findings indicate that integrating food coloring as a learning medium with the Discovery Learning model effectively enhances elementary school students' creativity in producing two-dimens
Meningkatkan Motivasi Belajar Siswa Melalui Gamifikasi (Point, Badge, Leaderboard) Pada Pembelajaran Seni Rupa Di Kelas IV SDN 7 Telaga Kabupaten Gorontalo Nadia Datunsolang; Sukri Katili; Mimy Astuty Pulukadang; Rustam I. Husain; Wiwy Triyanty Pulukadang
DE FACTO : Journal Of International Multidisciplinary Science Vol 4 No 02 (2026): DE FACTO : Journal Of International Multidisciplinary Sciences
Publisher : Pusat Studi Ekonomi, Publikasi Ilmiah dan Pengembangan SDM

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62668/defacto.v4i02.2697

Abstract

This study aimed to improve the learning motivation of fourth-grade students at SDN 7 Telaga, Gorontalo Regency, in Visual Arts learning through the implementation of gamification based on points, badges, and leaderboards. The study employed Classroom Action Research using the Arikunto model, conducted in two cycles involving 18 students as research participants. Data were collected through observation, interviews, practical tests, and documentation, then analyzed descriptively based on four indicators of learning motivation. The results showed an increase in the number of students who achieved the proficient criteria, from 11% in the initial condition to 83% at the end of Cycle II. The implementation of gamification also encouraged students to participate more actively, complete tasks more persistently, and collaborate more effectively. These findings indicate that gamification based on points, badges, and leaderboards effectively improves students’ motivation, participation, persistence, and collaboration in elementary school Visual Arts learning