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Tradition Sraddha at The Grave Mbah Buyut Ki Sarengat to Improve The Character of Courtesy and Religiousness Students Lamongan Regency Susandi, Ari; Muhammad, Devy Habibi; Andini, Nesi Anti; Irmaningrum, Rizka Novi
Proceedings of Annual Conference for Muslim Scholars Vol 8 No 1 (2024): AnCoMS, Oktober 2024
Publisher : Koordinatorat Perguruan Tinggi Keagamaan Islam Swasta Wilayah IV Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36835/ancoms.v8i1.629

Abstract

The tradition of sraddha at the tomb of Mbah Buyut Ki Sarengat is an activity that is often carried out every year in Tlanak Village, Kedungpring District, Lamongan Regency, which is held for three days starting on Rebo Kliwon, Kemis Legi, Friday Pahing. This tradition is carried out to express gratitude to Gusti Allah Almighty and to honor Mbah Buyut Ki Sarengat as the elder of Tlanak Village. The object of this study is to discuss the origins and procedures for implementing the tradition. The purpose of this study is to improve the courtesy and religious character of the Kedungpring Lamongan community. The results of the research on the nyadran tradition at the tomb of Mbah Buyut Ki Sarengat produced the origin of this tradition who was also a figure who spread Islam in Tlanak Village and could improve the courtesy and religious character of the students in Kedungpring Lamongan.
Implementation of Self Directed Learning Model Based on Social Challenge to Improve Social Skills of Elementary School Students Irmaningrum, Rizka Novi; Huda, Mochammad Miftachul; Mudayan, Arfian
Journal of Digital Learning and Education Vol. 4 No. 3 (2024): DECEMBER
Publisher : MO.RI Publishing

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52562/jdle.v4i3.1381

Abstract

This research aims to describes the application of a self-directed learning model based on social challenges that can improve the social skills of elementary school students. This research uses a qualitative approach, with the type of classroom action research (CAR). The research was conducted collaboratively between researchers and fourth grade teachers. The subjects of the study were 32 fourth grade students of SDN Made 4 Lamongan Regency in the 2024/2025 academic year. The data collection instruments used observation sheets, interviews, tests, and field notes. Data analysis used quantitative descriptive analysis. This research was conducted in two cycles and each cycle consisted of three meetings. The results of the study were that the percentage of students' social skills in cycle I reached 79.50% and in cycle II increased to 85.4%. Based on the results of this study, it can be concluded that the increase in students' social skills occurred due to the implementation of the self-directed learning approach based on social challenges.
Penerapan Media Spining Wheel Flashcard Untuk Meningkatkan Pengenalan Kosakata Pada Materi Bermain Dan Bergerak Kelas 1 Di Sekolah Dasar Nurhalizah, Marsyanda; Irmaningrum, Rizka Novi; Khasanah, Linaria Arofatul Ilmi Uswatun
Jurnal Kiprah Pendidikan Vol. 4 No. 4 (2025): Jurnal Kiprah Pendidikan | Oktober 2025
Publisher : Program Studi Pendididikan Guru Sekolah Dasar Fakultas Keguruan dan Ilmu Pendidikan Universitas Riau

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33578/kpd.v4i4.p604-612

Abstract

The use of media in teaching is a part that must receive attention from teachers as facilitators in every learning activity. Teachers will get various kinds of convenience in teaching if they are able to use learning media as a teaching aid, as well as overcome the problem of student boredom in the teaching and learning process. This type of research is classroom action research (CAR). This research uses two cycles, namely cycle I and cycle II which consist of planning, implementation, observation and reflection. The subjects of this research are all class I of SDN 2 Sukomulyo Lamongan. The data collection techniques used are tests (pretest and posttest), observation and documentation. The results of this study can be concluded that: (1) Observation of teacher activities in cycle I obtained an average of 51% and cycle II was 88.30%. From cycle I and cycle II there was an increase of 65.29%. (2) Observation of student activities in cycle I obtained an average of 51% and cycle II was 89%. From cycle I and cycle II there was an increase of 53.98%. (3) Student learning outcomes in cycle I achieved an average of 40% and cycle II 80%. From cycle I and cycle II, student learning outcomes experienced an increase of 40%. The conclusion is that the use of media improves student learning outcomes in vocabulary recognition for playing and moving material for class I SDN 2 Sukomulyo..      
Penerapan Model Project Based Learning dengan Media Snake and Ladder untuk Meningkatkan Hasil Belajar Siswa pada Mata Pelajaran Pendidikan Pancasila Kelas IV Sekolah Dasar Setiyono, Adhimah Oktavi; Irmaningrum, Rizka Novi; Mudayan, Arfian
Jurnal Pendidikan, Sains, Geologi, dan Geofisika (GeoScienceEd Journal) Vol. 6 No. 4 (2025): November
Publisher : Mataram University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/goescienceed.v6i4.1297

Abstract

Penelitian ini bertujuan untuk meningkatkan hasil belajar siswa pada mata pelajaran Pendidikan Pancasila melalui penerapan model Project Based Learning berbantuan media Snake and Ladder, dikarenakan kurangnya penggunaan model dan media yang menarik dan inovatif yang sesuai dengan konteks kehidupan nyata. Subjek dalam penelitian ini adalah siswa kelas IV Sekolah Dasar Negeri Wanar, Kecamatan Pucuk, Kabupaten Lamongan. Metode yang digunakan adalah Penelitian Tindakan Kelas (PTK) yang dilaksanakan dalam dua siklus, dengan masing-masing siklus terdiri dari dua pertemuan. Instrumen yang digunakan meliputi lembar observasi aktivitas guru, lembar observasi hasil belajar afektif, lembar observasi hasil belajar psikomotor, angket siswa, serta tes hasil belajar siswa. Hasil penelitian menunjukkan adanya peningkatan yang signifikan pada setiap aspek penilaian. Aktivitas guru meningkat dari 58,92% pada siklus I menjadi 85,11% pada siklus II. Aktivitas siswa juga mengalami peningkatan dari 55,56% menjadi 77,33%. Hasil belajar siswa pada ranah kognitif meningkat dari 46,66% menjadi 80,00%, ranah afektif dari 60,83% menjadi 86,66%, dan ranah psikomotor dari 63,33% menjadi 85,00%. Berdasarkan temuan tersebut, dapat disimpulkan bahwa penerapan model Project Based Learning dengan media Snake and Ladder efektif dalam meningkatkan hasil belajar siswa pada mata pelajaran Pendidikan Pancasila di kelas IV sekolah dasar.
PENGARUH MODEL JIGSAW BERBANTUAN MEDIA INTERAKTIF GEOGEBRA TERHADAP KETERAMPILAN BERPIKIR KRITIS SISWA KELAS V MI MUHAMMADIYAH 01 PAYAMAN Febrianti, Safira Wulan; Irmaningrum, Rizka Novi; MZ, A.F Suryaning Ati
Jurnal Wawasan Pendidikan Vol 6, No 2 (2026): AGUSTUS 2026
Publisher : Fakultas Ilmu Pendidikan, Universitas Persatuan Guru Republik Indonesia Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26877/jwp.v6i2.27852

Abstract

Keterampilan berpikir kritis merupakan kemampuan penting abad ke-21, namun siswa kelas V MI Muhammadiyah 01 Payaman menunjukkan tingkat ketercapaian hanya 50%. Hal ini diakibatkan oleh pembelajaran konvensional (ceramah) dan minimnya penggunaan media interaktif. Penelitian ini bertujuan untuk mengetahui pengaruh model jigsaw berbantuan media interaktif Geogebra terhadap keterampilan berpikir kritis siswa. Penelitian menggunakan pendekatan kuantitatif dengan desain quasi-experiment non-equivalent control group. Subjek penelitian adalah seluruh siswa kelas V yang berjumlah 32 siswa, kelas VA sebagai kelas kontrol (18 siswa) dan kelas VB sebagai kelas eksperimen (14 siswa). Hasil validasi perangkat pembelajaran menunjukkan rata-rata skor 3,84 dengan reliabilitas 0,945. Rata-rata post-test kelas eksperimen mencapai 77,11 sedangkan kelas kontrol hanya 59,17. Uji T menunjukkan bahwa nilai T = 8,418 dengan Sig. (2-tailed) = 0,000 0,05 sehingga Ho ditolak dan Ha diterima. Disimpulkan bahwa model jigsaw berbantuan media interaktif Geogebra terbukti berpengaruh signifikan dalam meningkatkan keterampilan berpikir kritis siswa kelas V MI Muhammadiyah 01 Payaman.
Pengembangan Multimedia Interaktif Berbasis Scratch untuk Meningkatkan Literasi Sains Siswa pada Mata Pelajaran IPAS Kelas IV di Sekolah Dasar Chintya Putri, Clara Riza; Irmaningrum, Rizka Novi; Ati MZ, A.F Suryaning
PEDAGOGIC: Indonesian Journal of Science Education and Technology Vol. 6 No. 4 (2026): PEDAGOGIC: Indonesian Journal of Science Education and Technology (In-Press)
Publisher : Lembaga Intelektual Muda (LIM) Maluku

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54373/ijset.v6i4.6714

Abstract

The low level of scientific literacy among elementary school students highlights the need for innovative digital learning media. This condition is influenced by learning activities dominated by lecture methods and limited use of technology-based media, causing students to be less active in understanding scientific concepts. This Research and Development (R&D) study using the 4D model aimed to develop Scratch-based interactive multimedia that is valid, practical, and effective to improve scientific literacy on the topic of Changes in States of Matter in fourth-grade Science and Social Studies (IPAS). The study was conducted at SD Muhammadiyah 1 Sugio involving 48 fourth-grade students, consisting of 24 students in the experimental class and 24 students in the control class. Data were collected through validation sheets, student response questionnaires, student activity observation sheets, and scientific literacy tests (pretest and posttest). Validation results indicated that the multimedia was highly valid, with scores of 3.88 from the media expert, 3.89 from the material expert, 3.97 from the design expert, and 3.85 from the learning instrument validator. The N-Gain Score analysis showed the experimental class achieved 73.99% improvement, while the control class reached 60.25%. Therefore, Scratch-based interactive multimedia is valid, practical, and effective for improving students' scientific literacy