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REVITALISASI UMKM DESA BERBASIS DIGITAL Kusumawardani, Anisa; Suyatno, Maulana Ihsan Yusufi; Mustahidda, Rahmania; Kiswoyo; Etik , Ela
JURNAL PENGABDIAN MASYARAKAT AKADEMISI Vol. 2 No. 1 (2024): Januari
Publisher : CV. ALIM'SPUBLISHING

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59024/jpma.v2i1.576

Abstract

The goals of this community service are to develop Gentansari Village MSMEs with their potential through marketing digitalization training, financial recording, education regarding capital and product design for e-commerce. Followed by approximately 40 MSME actors in Gentansari Village who produce various kinds of snacks. Carried out in two stages, the first stage is training regarding product design, financial recording, capital and social media management. The output of this activity is: increasing the knowledge and interest of MSME actors in Gentansari Village; creating a simple financial recording account; product design; management and commerce.
PKM PENDAMPINGAN SOSIALISASI PENDIDIKAN ANTI PERUNDUNGAN DI SDN SIWALAN KOTA SEMARANG Ikha Listyarini; Listyarini, Ikha; Henry Januar Saputra; Kiswoyo; Moh Aniq Khairul Basyar
Kanigara Vol 5 No 2 (2025): Kanigara
Publisher : Universitas PGRI Adi Buana Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36456/vj7qnk44

Abstract

Anti-bullying education, or education against bullying, has emerged as an important field aimed at addressing bullying behavior in various educational settings. Based on this, it is important to conduct anti- bullying outreach for young children in elementary schools. This is necessary because of the rampant cases of bullying occurring among adolescents, as published in various mass media. Another reason underlying the importance of holding anti-bullying outreach is that it can be an alternative preventative measure for adolescents to avoid falling into bullying cases. The goal of this community service is to help elementary school-aged children recognize the dangers of bullying for themselves and their friends. Furthermore, the method of implementing the community service is in several stages, namely anti-bullying education outreach for elementary school level, anti-bullying education outreach for junior high school level, and anti-bullying education outreach for high school level.
Development of Augmented Reality Card Media to Increase Interest and Cognitive Learning Mathematics in the Elementary Schools Millah, Hidayatul; Sulianto, Joko; Kiswoyo
International Journal of Research in Education Vol. 5 No. 2 (2025): Issued in July 2025
Publisher : LPPM Universitas PGRI Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26877/289y1249

Abstract

This research is motivated by students who tend to be easily bored, and do not understand mathematics learning material on the material of building space. This happens because of the lack of teacher's ability to use appropriate and concrete learning media in classroom learning. There are still many teachers who use the pictures available in the book only for the material of building space, so that many students do not understand the material of building space taught. Thus, the purpose of this study is to analyze the needs, design, develop technology-based learning media, especially Augmented Reality-based media cards by conducting feasibility tests evaluated by experts, improving student understanding and knowing feedback from users. The research method used is Reseacrh and Development (R&D) by applying the ADDIE procedure which consists of five stages, namely analysis, design, development, implementation and evaluation. Based on the research results, the media feasibility evaluation obtained an average of 93,26%. This product trial was conducted at SDN Sawah Besar 01 by conducting three meetings, namely pretest, treatment, and posttest. Based on the results of the cognitive understanding test, it shows that there is an increase in student understanding by using Augmented Reality-based Card media in learning. Augmented Reality-based Card media also received positive responses by students through student response questionnaires.
PENGEMBANGAN MEDIA SMART BOX PADA SISWA KELAS IV UNTUK MENINGKATKAN KEMAMPUAN MENULIS PARAGRAF DESKRIPSI DALAM MATA PELAJARAN BAHASA INDONESIA Tri Atmojo; Kiswoyo; Lina Putriyanti
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 9 No. 04 (2024): Volume 09 No. 04, Desember 2024.
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v9i04.19731

Abstract

The background that drives this research is that in the process of learning indonesian language subjects, teachers have not utilized media optimally, causing students to become less enthusiastic and quickly get bored in the learning process. The objectives of this research are (1) To determine and describe the suitability of Smart Box concrete media in improving listening skills in Indonesian language lessons. (2) To find out and describe the effect of using Smart Box concrete media on learning outcomes in the Indonesian language learning process for class IV SD Negeri 2 Tejorejo Kendal. This type of research is research and development using the ADDIE model (Analysis, Design, Development, Implementation and Evaluation). This research and development produces products in the form of interactive learning media that have gone through a validation process from material experts, media experts, and teacher responses. The results of validation by material experts obtained a percentage of 91%, media experts showed a percentage of 85%, and the results of the teacher response questionnaire obtained a percentage of 94% with "very good" criteria. Based on the research results, it can be seen that interactive concrete object learning media is declared very suitable for use as supporting media in the Indonesian language learning process in class IV at SDN 2 Tejorejo Kendal.
PENINGKATAN NILAI KARAKTER GOTONG ROYONG MELALUI PEMANFAATAN MEDIA VIDEO ANIMASI PADA SISWA KELAS 3 SD NEGERI 3 PANDEAN NGEMPLAK BOYOLALI Sinatrya Tyas Puspita; Suyitno; Kiswoyo
Didaktik : Jurnal Ilmiah PGSD STKIP Subang Vol. 12 No. 02 (2026): Volume 12 No. 01 Maret 2026 Produce
Publisher : STKIP Subang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36989/didaktik.v12i02.12066

Abstract

Puspita, Sinatrya Tyas. 2026. Improving Mutual Cooperation Character Values Through the Use of Animated Video Media in 3rd Grade Students of SD Negeri 3 Pandean Ngemplak Boyolali. Thesis. Elementary School Teacher Education Study Program, Faculty of Education, Universitas PGRI Semarang.This research is motivated by the low mutual cooperation (gotong royong) character values among 3rd-grade students at SD Negeri 3 Pandean, as evidenced by students' egocentric attitudes, lack of cooperation in groups, and the use of conventional and monotonous learning methods. The main objective of this study is to determine the improvement of mutual cooperation character values through the utilization of animated video media in 3rd-grade students of SD Negeri 3 Pandean Ngemplak Boyolali during the odd semester of the 2025/2026 academic year.This research is a Classroom Action Research (CAR) conducted in two cycles. The research subjects consisted of 29 students from the 3rd grade. Data collection techniques were carried out through behavioral observations, knowledge tests, and skill assessments. The media used in the intervention included the animated video "Adit Sopo Jarwo" and animated fables from the "Riri Cerita Anak Interaktif" channel, which focus on themes of helping others and mutual cooperation.The results showed a significant improvement in each cycle. In the initial condition (Pre-cycle), the average score for students' knowledge was 55.2, attitude was 58.4, and skills were 53.9, with a completion rate of only 13.8%. After the action in Cycle I, the average scores increased to: knowledge 65.5, attitude 67.1, and skills 60.7. In Cycle II, the improvement reached satisfactory results with an average knowledge score of 80.2, attitude of 83.4, and skills of 85.7. The conclusion of this research is that the use of animated video media effectively improves students' mutual cooperation character values in terms of knowledge, attitudes, and skills.