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Java For Kids Solusi Pelestarian Budaya Jawa Pada Siswa Sekolah Dasar Delawanti Chrisyarani, Denna; Sesanti, Nyamik Rahayu
Jurnal Mitrawarga Vol. 2 No. 2 (2023): JURNAL MITRAWARGA
Publisher : Fakultas Ilmu Sosial dan ilmu Politik

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23960/jmw.v2i2.40

Abstract

Di era abad 21 ini, penggunaan bahasa jawa semakin berkurang. Sebagai bentuk pelestarian budaya dalam pendidikan dialtihkan dalam mata Pelajaran Bahasa Jawa. Program Java For Kids merupakan program yang bertujuan membantu siswa dalam mempelajari unggah ungguh Bahasa jawa yang diterapkan di kehiudpan sehari-hari. Metode yang digunakan dalam pengabdian ini adalah ceramah, demonstrasi, penugasan. Penelitian ini dilakukan di SDN Pandanmulyo 1 dan 2 Tajinan Kabupaten Malang di kelas V. Hasil kegiatan yang dilakukan berjalan dengan baik ditinjau dari kehadiran, partisipasi siswa, pemaparan materi, evaluasi dan refleksi yang telah dilakukan oleh tim pengabdi. Ditinjau dari hasil evaluasi didapatkan juga nilai siswa yang meningkat. Melalui kegiatan pengabdian ini diharapkan bisa meningkatkan dan memberikan pengauatan materi lain terkait Bahasa jawa agar budaya local tetap terjaga dan Lestari.
Design and validation of thematic e-modules: optimization of problem solving-based learning Delawanti Chrisyarani, Denna; Sulistyowati, Prihatin
JURNAL PENDIDIKAN DASAR NUSANTARA Vol 7 No 2 (2022): Jurnal pendidkan dasar nusantara
Publisher : Universitas Nusantara PGRI Kediri

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29407/jpdn.v7i2.16811

Abstract

Preparing for learning well is the teacher's obligation, especially in this COVID-19 pandemic. One thing that needs to be considered is compiling appropriate teaching materials. The purpose of this research is to design and validate the thematic e-module design and material based on problem-solving for 3rd-grade elementary school students. This research design used the Borg & Gall development model. The stages are: (1) initial study and collecting data, (2) creating an activity framework, (3) developing product drafts, (4) validation tests, (5) revising validation results. The research instrument is a content and design validation questionnaire. The results of this research are problem-solving-based thematic e-modules. The module presentation was systematic consists of Mapping Basic Competencies, Mapping Indicators, Learning Objectives, Let's Read, Let's Tell a Story, Let's Observe, Let's Discuss, Let's Write, Let's Practice, Conclusion. The results of material validation are 93% in the very valid category and 91% of media validation results are very valid categories so that they can be used in learning
PENINGKATAN HASIL BELAJAR MENGGUNAKAN MODEL PBL BERBANTUAN MEDIA PERMAINAN ULTADU (ULAR TANGGA DADU) PADA MATERI DIAGRAM BATANG KELAS 4 Evina Happy Prasetyo, Rhisma; Delawanti Chrisyarani, Denna; Tumijan; Sukowati, Indah
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 03 (2026): Volume 11 Nomor 03, September 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.v11i03.55065

Abstract

Although bar chart learning should involve students actively, the cognitive learning outcomes of fourth-grade students at SDN Pisangcandi 2 Malang City are still low. In the pre-cycle, only 25% of students achieved KKTP 78. The study aims to improve the learning outcomes of bar chart material through the application of the PBL model assisted by the Snakes and Ladders Dice game media. The study used the Classroom Action Research method on 28 fourth-grade students. Cycle I consisted of 2 meetings, Cycle II consisted of 1 meeting. Data collection used evaluation tests and observations. Data analysis used quantitative descriptive. The results of the study increased from 25% in the pre-cycle to 54% in Cycle I Meeting 1, 79% in Cycle I Meeting 2, 89% in Cycle II. The average class value increased from pre-cycle 47 to 63 in cycle 1 meeting 1, 82 in cycle 1 meeting 2 and 90 in cycle 2. The PBL model assisted by the ULTADU game media was proven to improve student learning outcomes.
PENERAPAN MODEL PBL BERBASIS PENDEKATAN DEEP LEARNING UNTUK MENINGKATKAN HASIL BELAJAR PENDIDIKAN PANCASILA KELAS IV Robby Hermawan; Delawanti Chrisyarani, Denna; Tumijan; Sukowati, Indah
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 03 (2026): Volume 11 Nomor 03, September 2026 Completed
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v11i03.60697

Abstract

Pancasila Education learning in elementary schools needs to create an active, meaningful, and contextual learning environment to enable students to understand and apply Pancasila values in their daily lives. However, the learning process in Grade IV at SDN Pisangcandi 2 Kota Malang was still predominantly teacher-centered, resulting in limited student participation and less optimal learning outcomes. Pre-cycle data indicated that the learning mastery rate was only 40%, with an average score of 71.6. This study aimed to describe the implementation of a Problem-Based Learning (PBL) model integrated with a deep learning approach and to examine the improvement of students’ learning outcomes on the topic of Gotong Royong (mutual cooperation).This study employed Classroom Action Research using the Kemmis and McTaggart model conducted in two cycles, involving 28 fourth-grade students as the research subjects. Data collection techniques included tests, observations, and documentation. The findings revealed that the implementation of PBL integrated with a deep learning approach gradually improved students’ learning outcomes. Classical learning mastery increased from 40% in the pre-cycle stage to 46% in Cycle I Meeting 1, 64% in Cycle I Meeting 2, and 90% in Cycle II, while the average score improved to 84.2. Therefore, the deep learning-based PBL model was proven effective in improving students’ learning outcomes in Pancasila Education.
PENINGKATAN KEMAMPUAN ANALISIS DATA PIKTOGRAM MELALUI VIDEO PEMBELAJARAN ANIMASI BERBASIS AI PADA MURID KELAS V El Safira, Sofia; Delawanti Chrisyarani, Denna; Tumijan; Sukowati, Indah
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 03 (2026): Volume 11 Nomor 03, September 2026 Public
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v11i03.60869

Abstract

This study aimed to improve students’ data analysis skills in pictogram material through the use of Artificial Intelligence (AI)-based animated learning videos for fifth-grade students at SDN Pisangcandi 2 Malang City. This research employed Classroom Action Research (CAR) using the Kemmis and McTaggart model, which consists of planning, acting, observing, and reflecting stages. The research subjects were 26 fifth-grade students of SDN Pisangcandi 2 Malang City. The results showed that in the pre-cycle stage, the learning mastery percentage was 54% with an average score of 72.46. In cycle I, the mastery percentage increased to 73% in the fairly successful category, with an average score of 80.38. Furthermore, in cycle II, the mastery percentage reached 88% in the highly successful category, with an average score of 88.15. Based on these findings, it can be concluded that the use of AI-based animated learning videos was able to improve students’ data analysis skills in Mathematics subjects.