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Stimulasi Kecerdasan Psikomotorik Anak Melalui Kreativitas Pembuatan Tempat Pensil Dari Botol Bekas Dalam Menanggulangi Sampah Plastik Dewi, Galuh Kartika; Novirianti, Nanda Sita; Nurhasanah, Nurhasanah; Solliasari, Shinta
Prosiding Dedikasi: Pengabdian Mahasiswa Kepada Masyarakat Vol. 2 No. 1 (2022): PROSIDING DEDIKASI OKTOBER
Publisher : Universitas Pamulang

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

Abstract

Sampah botol plastik merupakan salah satu jenis sampah organik yang banyak ditemukan di lingkungan sekitar. Peningkatan penggunaan botol plastik sekali pakai dapat menyebabkan kenaikan jumlah sampah plastik secara signifikan dan dapat memberikan dampak negatif terhadap lingkungan hidup. Salah satu cara untuk mengatasi sampah botol plastik yaitu dengan memanfaatkan botol plastik menjadi sesuatu yang bernilai. Pada kegiatan Pengabdian Kepada Masyarakat ini botol plastik digunakan sebagai media untuk melatih psikomotorik dan kreativitas anak dengan membuat kerajinan tempat pensil dari botol bekas. Pelatihan ini bertujuan untuk menanamkan rasa peduli terhadap lingkungan kepada anak-anak sedini mungkin. Tujuan berikutnya yaitu diharapkan dapat meningkatkan kreativitas dan psikomotorik anak terhadap pengolahan sampah botol plastik menjadi sesuatu yang bernilai.Untuk dapat mencapai tujuan tersebut digunakan metode yang aktif, kreatif dan menyenangkan. Pelatihan dilakukan dengan metode sosialisasi, tanya jawab dengan para peserta dan demonstrasi pembuatan tempat pensil. Subjek dalam kegiatan Pengabdian Kepada Masyarakat ini adalah anak-anak di TPA Al Munawwaroh dengan peserta sejumlah 11 orang. Hasilnya menunjukkan bahwa anak-anak di TPA Al Munawwaroh memberikan respon yang positif dan antusias mengikuti kegiatan Pengabdian Kepada Masyarakat ini. Melalui kegiatan Pengabdian Kepada Masyarakat ini bahwasanya masih banyak barang bekas lainnya yang bisa dimanfaatkan kembali khususnya barang-barang yang terbuat dari dari botol pastik. Kegiatan ini juga bisa menjadi contoh bagi pendidik dalam melatih kreativitas anak-anak melalui media pembelajaran yang menyenangkan.Kata Kunci : Sampah Botol Plastik; Tempat Pensil; Psikomotorik Anak; Kreativitas; Media Pembelajaran.
PENGGUNAAN MEDIA SANDPAPER LETTERS (SPL) UNTUK MENINGKATKAN KETERAMPILAN MENULIS PADA SISWA KELAS 1 SD Dewi, Galuh Kartika; Dwi Cahya Salsabila
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 03 (2025): Volume 10 No. 03 September 2025 Terbit
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v10i03.31228

Abstract

This study aims to introduce the alphabet by allowing students to experience letter shapes and learn the correct way of writing using sandpaper letters (SPL) media, which serves to improve the writing skills of 1st-grade elementary school students. The research method employed is Classroom Action Research (CAR) conducted in the 1st grade of SDN Lemah Putro with 20 students. Data were collected through written tests and observations. The data analysis technique involved comparing the percentage of learning mastery and observing student learning activities using SPL media across Cycles I and II. The results showed that during the pre-action stage, student mastery was 20% (4 students). In Cycle I, mastery of cursive writing increased to 50% (10 students) in the pre-test and 60% (12 students) in the post-test, with student activity reaching 75% in the "good" category. In Cycle II, mastery rose to 70% (14 students) in the pre-test and 80% (16 students) in the post-test, with student activity reaching 95% in the "very good" category. It can be concluded that the use of SPL media effectively improves the writing skills of 1st-grade elementary school students.
Pengaruh Model Team Game Tournament (Tgt) Terhadap Kemampuan Berpikir Kritis Pada Mata Pelajaran Matematika Kelas 3 Sd Yana, Mei; Dewi, Galuh Kartika; Mubarok, M. Khusni
JPPSD: Jurnal Pendidikan dan Pembelajaran Sekolah Dasar Vol 5, No 2 (2025): Oktober
Publisher : Universtas Negeri Makassar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26858/jppsd.v5i2.75626

Abstract

The problem identified in this study is that the teacher still used a lecture and question answer method that is one-way in nature. This approach resulted in low student participation, limited interaction, and shallow conceptual understanding. The study employed an experimental research design with an experimental group taught using the Teams Games Tournament (TGT) learning model and a control group that received conventional direct instruction. The findings showed that the control group’s average pretest score was 30.4%, increasing to 62% in the posttest. Meanwhile, the experimental group’s average pretest score of 30.8% rose to 79.2%. Compared to the control group, the experimental group achieved significantly higher gains. Students’ critical thinking skills in the two groups differed markedly after treatment. The Mann Whitney test yielded a significance value of p = 0.001 (p < 0.05), indicating a statistically significant difference. Furthermore, the critical thinking activity questionnaire showed an actual score of 704 out of 1,000, or 70.4% achievement, placing students in the good category of critical thinking ability. Overall, the TGT model had a significant positive impact on enhancing students’ critical thinking skills.
PENGEMBANGAN MEDIA ULTA (ULAR TANGGA) PADA MATA PELAJARAN IPAS KELAS V SEKOLAH DASAR Anggraini, Suci; Dewi, Galuh Kartika; Rahmawati, Ery
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 4 (2025): Volume 10. No4, Desember 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.v10i4.32301

Abstract

This research was motivated by the low learning outcomes of students and their lack of active involvement during lessons. The aim of the study is to determine the feasibility of the ULTA (Snakes and Ladders) media and to describe students’ learning outcomes after using the media in the IPAS subject for fifth-grade students in elementary school. The method used is Research and Development (R&D), referring to the Borg & Gall model, which has been simplified into seven main stages. Expert validation shows that the ULTA media received very high feasibility scores, namely 92.5% from media experts and 93.3% from subject matter experts. The media takes the form of a jumbo-sized board game equipped with smart cards, question cards, command cards, educational images, and a large dice. The feasibility of the media was tested through a comparison of students' pretest and posttest scores, which showed a significant increase, with the average score rising from 40 to 80. The N-Gain score obtained was 2, categorized as “High,” indicating a substantial improvement in students' understanding. Based on this research, it can be concluded that the ULTA learning media is effective for use in IPAS instruction and can enhance students’ academic achievement. Additionally, the media provides a fun and interactive learning experience, thereby encouraging students’ active engagement during the learning process.
PENGGUNAAN VIDEO ANIMASI UNTUK MENINGKATKAN HASIL BELAJAR IPAS PADA SISWA KELAS 4 SD Wijaya, Herry; Dewi, Anggralita Sandra; Dewi, Galuh Kartika
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 02 (2026): Volume 11 No. 2, Juni 2026 Publish
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v11i02.49923

Abstract

An observable improvement in fourth-grade students’ achievement in Natural and Social Sciences (IPAS) was recorded after animated instructional videos were incorporated into classroom activities at SD Cendekia Sidoarjo. This classroom-based inquiry emerged from the initial finding that a considerable number of learners had not yet satisfied the established mastery standards. To address this issue, a Classroom Action Research (CAR) framework was employed, with YouTube utilized as a supporting learning resource. The intervention was carried out across three stages: a pre-cycle, followed by Cycle I and Cycle II. Each stage involved a sequence of planning, implementation, observation, and reflection. The collected data indicated a gradual rise in students’ average scores, moving from 68.235 in the pre-cycle to 74.706 in Cycle I, and eventually reaching 77.059 in Cycle II. In line with this pattern, the level of classical mastery also showed marked progress, increasing from 35.29% to 47.05%, and finally achieving 82.35% by the end of Cycle II. These findings demonstrate that integrating animated video media into instruction supported better learning performance among fourth-grade students in the IPAS subject.