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RANCANG BANGUN MEDIA FLASH CARD BERBASIS AUGMENTED REALITY MATERI BENTANG ALAM DI KELAS IV SEKOLAH DASAR Salamah, Febri Nur; Chan, Faizal; Budiono, Hendra
EDUTECH : Jurnal Inovasi Pendidikan Berbantuan Teknologi Vol. 6 No. 1 (2026)
Publisher : Pusat Pengembangan Pendidikan dan Penelitian Indonesia (P4I)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51878/edutech.v6i1.9436

Abstract

This study aims to develop augmented reality-based flashcard learning media on landform materials for fourth-grade elementary school students and to determine its validity and practicality. The research employed a Research and Development method using the ADDIE model, consisting of analysis, design, development, implementation, and evaluation stages. Preliminary observations were conducted at SDN 274/VI Muara Delang II to identify learning problems in IPAS, while product trials were carried out with fourth-grade students. Data were collected through validation sheets from media, content, and language experts, as well as questionnaires for teacher and student responses. Data were analyzed using quantitative and qualitative approaches. The results showed that the AR-based flashcard media obtained an average score of 4.6 from media experts, 4.6 from content experts, and 4.75 from language experts, all categorized as very valid. Practicality test results indicated that teacher responses reached an average score of 5.00 (very practical), while student responses in small-group and large-group trials were 4.42 and 4.59 respectively, both categorized as very practical. Therefore, the AR-based flashcard media is considered highly valid and practical, making it suitable for use in IPAS learning for fourth-grade elementary school students. ABSTRAK Penelitian ini bertujuan untuk mengembangkan media pembelajaran flashcard berbasis augmented reality (AR) pada materi bentang alam di kelas IV Sekolah Dasar serta mengetahui tingkat validitas dan kepraktisannya. Penelitian menggunakan metode penelitian dan pengembangan (Research and Development) dengan model ADDIE yang meliputi tahap analisis, desain, pengembangan, implementasi, dan evaluasi. Observasi awal dilakukan di SDN 274/VI Muara Delang II untuk mengidentifikasi permasalahan pembelajaran IPAS, sedangkan uji coba produk dilakukan pada siswa kelas IV. Teknik pengumpulan data meliputi lembar validasi ahli media, ahli materi, dan ahli bahasa, serta angket respon guru dan peserta didik. Data dianalisis secara kuantitatif dan kualitatif. Hasil penelitian menunjukkan bahwa media flashcard berbasis AR memperoleh nilai rata-rata validasi ahli media sebesar 4,6, validasi ahli materi sebesar 4,6, dan validasi ahli bahasa sebesar 4,75 dengan kategori sangat valid. Hasil uji kepraktisan menunjukkan respon guru memperoleh nilai rata-rata 5,00 dengan kategori sangat praktis, respon peserta didik pada uji coba kelompok kecil sebesar 4,42 dan kelompok besar sebesar 4,59 dengan kategori sangat praktis. Berdasarkan hasil tersebut, media flashcard berbasis augmented reality dinyatakan sangat valid dan sangat praktis sehingga layak digunakan sebagai media pembelajaran IPAS di kelas IV Sekolah Dasar.  
VALIDITAS MODUL DIGITAL BERBASIS CANVA PADA PLATFORM HEYZINE FLIPBOOK DENGAN PENDEKATAN DEEP LEARNING MATERI SUMBER ENERGI KELAS III SD Sinurat, Ester; Chan, Faizal; Khoirunnisa, Khoirunnisa
ELEMENTARY: Jurnal Inovasi Pendidikan Dasar Vol. 6 No. 2 (2026)
Publisher : Pusat Pengembangan Pendidikan dan Penelitian Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51878/elementary.v6i2.9517

Abstract

Science learning at the elementary school level requires the availability of teaching materials that are able to present concepts concretely, contextually, and in line with the developmental stages of students' learning. However, the teaching materials used in third-grade science learning are still dominated by printed modules that tend to be textual and lack interactivity, so they do not fully support conceptual understanding, especially in the material on energy sources. This research is directed at developing and assessing the feasibility of a Canva-based digital module published through the Heyzine Flipbook platform by integrating a deep learning approach in third-grade science learning in elementary school. The method applied is Research and Development (R&D) with the ADDIE model that includes the stages of analysis, design, development, implementation, and evaluation, but the implementation of the research is limited to the development stage because the focus of the study is on testing the validity of the product. The digital module was designed using the Canva application and presented in the form of an interactive digital book through the Heyzine Flipbook platform. The product assessment stage involved three experts, namely a material expert, a language expert, and a media expert, with a five-level Likert scale questionnaire instrument. The data obtained were analyzed using a percentage technique to determine the level of module validity. The results of the study indicate that the digital module is categorized as very valid in all assessment aspects, including the feasibility of the material, language, and media, with an average validity level of 95.44%. Therefore, the resulting digital module is considered suitable for use as a science and science teaching material on energy sources for third-grade elementary school students. However, this study has not included practicality and effectiveness tests, so further research is needed to examine its application in classroom learning. ABSTRAKPembelajaran IPAS pada jenjang sekolah dasar menuntut ketersediaan bahan ajar yang mampu menyajikan konsep secara konkret, kontekstual, serta selaras dengan tahap perkembangan belajar peserta didik. Namun, bahan ajar yang digunakan pada pembelajaran IPAS kelas III masih didominasi oleh modul cetak yang cenderung bersifat tekstual dan minim interaktivitas, sehingga belum sepenuhnya mendukung pemahaman konsep, khususnya pada materi sumber energi. Penelitian ini diarahkan untuk mengembangkan sekaligus menilai tingkat kelayakan modul digital berbasis Canva yang dipublikasikan melalui platform Heyzine Flipbook dengan mengintegrasikan pendekatan deep learning dalam pembelajaran IPAS kelas III sekolah dasar. Metode yang diterapkan adalah Research and Development (R&D) dengan model ADDIE yang mencakup tahapan analysis, design, development, implementation, dan evaluation, namun pelaksanaan penelitian dibatasi hingga tahap development karena fokus kajian berada pada pengujian validitas produk. Modul digital dirancang menggunakan aplikasi Canva dan disajikan dalam bentuk buku digital interaktif melalui platform Heyzine Flipbook. Tahap penilaian produk melibatkan tiga pakar, yaitu ahli materi, ahli bahasa, dan ahli media, dengan instrumen angket skala Likert lima tingkat. Data yang diperoleh dianalisis menggunakan teknik persentase untuk mengetahui tingkat validitas modul. Hasil penelitian menunjukkan bahwa modul digital berada pada kategori sangat valid pada seluruh aspek penilaian, meliputi kelayakan materi, kebahasaan, dan media, dengan rata-rata tingkat kevalidan sebesar 95,44%. Oleh karena itu, modul digital yang dihasilkan dinilai layak dimanfaatkan sebagai bahan ajar IPAS materi sumber energi bagi peserta didik kelas III sekolah dasar. Meskipun demikian, penelitian ini belum mencakup uji kepraktisan dan efektivitas sehingga diperlukan penelitian lanjutan untuk mengkaji penerapannya dalam pembelajaran di kelas.
VALIDITAS E-MODUL INTERAKTIF HEYZINE FLIPBOOK DENGAN PENDEKATAN DEEP LEARNING PADA MATERI SIKLUS HIDUP HEWAN KELAS III SD Perangin-angin, Romian; Chan, Faizal; Khoirunnisa, Khoirunnisa
ELEMENTARY: Jurnal Inovasi Pendidikan Dasar Vol. 6 No. 2 (2026)
Publisher : Pusat Pengembangan Pendidikan dan Penelitian Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51878/elementary.v6i2.9519

Abstract

This study aims to develop an interactive e-module based on the Heyzine Flipbook as well as evaluate its level of validity by applying Deep Learning approaches to elementary school grade III animal life cycle materials. The methods used are research and development (Research and Development) with the stages of development referring to ADDIE model which includes analysis, design, development, limited implementation and evaluation. The assessment of product viability is done through validation by linguists, subject matter experts and media experts using the validation sheet instrument. The validation result data is descriptively analyzed by converting the assessment score into a percentage to determine the product validity category. The results of the study showed that the developed interactive e-modules achieved a very high level of validity, with an assessment percentage of 97.78% linguists, 95.56% subject matter experts and 97,50% media experts as well as an overall average of 96.92%. Reviewed from the linguistic aspect, e-modules are assessed using a language that is easy to understand, communicative and appropriate for learner development. From the material aspect, e-module contents have been organized in line with curriculum, learning reach and learning objectives of IPAS grade III. While from the media aspect, visual displays, navigation systems and interactive features are judged to support active and meaningful learning. Therefore, Heyzine Flipbook-based interactive e-modules with Deep Learning approach were declared to be suitable for use as learning media of IPAS grade III primary school. ABSTRAKPenelitian ini bertujuan untuk mengembangkan e-modul interaktif berbasis Heyzine Flipbook serta menelaah tingkat validitasnya dengan menerapkan pendekatan Deep Learning pada materi siklus hidup hewan kelas III sekolah dasar. Metode yang digunakan adalah penelitian dan pengembangan (Research and Development) dengan tahapan pengembangan mengacu pada model ADDIE yang mencakup analisis, perancangan, pengembangan, implementasi terbatas, dan evaluasi. Penilaian kelayakan produk dilakukan melalui validasi oleh ahli bahasa, ahli materi, dan ahli media menggunakan instrumen lembar validasi. Data hasil validasi dianalisis secara deskriptif dengan mengubah skor penilaian ke dalam bentuk persentase guna menentukan kategori kevalidan produk. Hasil penelitian menunjukkan bahwa e-modul interaktif yang dikembangkan memperoleh tingkat validitas sangat tinggi, dengan persentase penilaian ahli bahasa sebesar 97,78%, ahli materi 95,56%, dan ahli media 97,50%, serta rata-rata keseluruhan sebesar 96,92%. Ditinjau dari aspek kebahasaan, e-modul dinilai menggunakan bahasa yang mudah dipahami, komunikatif, dan sesuai dengan perkembangan peserta didik. Dari aspek materi, isi e-modul telah disusun selaras dengan kurikulum, capaian pembelajaran, dan tujuan pembelajaran IPAS kelas III. Sementara dari aspek media, tampilan visual, sistem navigasi, dan fitur interaktif dinilai mampu mendukung pembelajaran yang aktif dan bermakna. Oleh karena itu, e-modul interaktif berbasis Heyzine Flipbook dengan pendekatan Deep Learning dinyatakan layak digunakan sebagai media pembelajaran IPAS kelas III sekolah dasar.
UJI VALIDITAS BAHAN AJAR BERBASIS DEEP LEARNING BERBANTUAN HEYZINE FLIPBOOK MATERI KERAGAMAN BUDAYA INDONESIA KELAS IV Khatimah, Husnul; Chan, Faizal; Khoirunnisa, Khoirunnisa
ELEMENTARY: Jurnal Inovasi Pendidikan Dasar Vol. 6 No. 2 (2026)
Publisher : Pusat Pengembangan Pendidikan dan Penelitian Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51878/elementary.v6i2.9526

Abstract

Digital transformation in education demands flexible, interactive learning focused on developing 21st-century competencies. However, preliminary research conducted in fourth-grade students at SD 182/I Hutan Lindung (Protected Forest Elementary School) showed that the current teaching materials are still general, teacher-centered, and not tailored to the needs and characteristics of students. The materials have not optimally integrated deep learning, and the use of digital technology is still limited, resulting in one-way learning and minimal student participation. This results in the delivery of Indonesian Cultural Diversity material being textual, lacking contextual and visual elements. This results in low student enthusiasm, focus, and activeness in asking questions and discussing, and a lack of in-depth understanding of the material. These conditions cause the learning process to be one-way and not contextual and visual. As a result, students are less enthusiastic, active, and understand the subject matter. This study aims to test the validity of deep learning-based teaching materials assisted by flipbook heyzine on Indonesian Cultural Diversity material for fourth-grade elementary school students. This study uses a Research and Development (R&D) approach with the ADDIE model, which includes the stages of analysis, design, development, implementation, and evaluation. The validation process was carried out by material experts, linguists, and design experts using a validation sheet as a research instrument. The data obtained were analyzed using quantitative and qualitative analysis techniques. The results showed that the validation of material experts obtained an average value of 4.90, validation of linguists was 4.88, and validation of design experts was 4.89, all of which were in the very valid category. Thus, the deep learning-based teaching material assisted by heyzine flipbooks was declared very valid and suitable for use in learning the material of Indonesian Cultural Diversity in grade IV of elementary school and can be continued to the implementation stage to test its practicality and impact on learning outcomes. ABSTRAKTransformasi digital dalam dunia pendidikan menuntut pembelajaran yang fleksibel, interaktif, dan berfokus pada pengembangan kompetensi abad ke-21. Namun, penelitian awal yang dilakukan di kelas IV SD 182/I Hutan Lindung, menunjukkan bahwa, bahan ajar yang digunakan saat ini masih bersifat umum, teacher-centered, dan belum disesuaikan dengan kebutuhan serta karakteristik peserta didik. Materi belum mengintegrasikan deep learning secara optimal dan pemanfaatan teknologi digital masih terbatas, sehingga pembelajaran cenderung satu arah dan minim partisipasi siswa. Hal ini menyebabkan penyampaian materi Keragaman Budaya Indonesia masih tekstual, kurang kontekstual dan visual, sehingga antusiasme, fokus, dan keaktifan siswa dalam bertanya maupun berdiskusi rendah, serta pemahaman terhadap materi belum berkembang secara mendalam. Kondisi tersebut menyebabkan proses pembelajaran menjadi satu arah dan tidak kontekstual dan visual. Akibatnya, peserta didik kurang antusias, aktif, dan memahami materi pelajaran. Penelitian ini bertujuan untuk menguji validitas bahan ajar berbasis deep learning berbantuan heyzine flipbook pada materi Keragaman Budaya Indonesia untuk peserta didik kelas IV sekolah dasar. Penelitian ini menggunakan pendekatan Research and Development (R&D) dengan model ADDIE yang meliputi tahap analisis, desain, pengembangan, implementasi, dan evaluasi. Proses validasi dilakukan oleh ahli materi, ahli bahasa, dan ahli desain dengan menggunakan lembar validasi sebagai instrumen penelitian. Data yang didapat dianalisis menggunakan teknik analisis kuantitatif dan kualitatif. Hasil penelitian menunjukkan bahwa validasi ahli materi memperoleh nilai rata-rata sebesar 4,90, validasi ahli bahasa sebesar 4,88, dan validasi ahli desain sebesar 4,89, yang seluruhnya berada pada kategori sangat valid. Dengan demikian, bahan ajar berbasis deep learning berbantuan heyzine flipbook dinyatakan sangat valid dan layak digunakan dalam pembelajaran materi Keragaman Budaya Indonesia di kelas IV sekolah dasar dan dapat dilanjutkan pada tahap implementasi untuk menguji kepraktisan serta dampaknya terhadap capaian belajar.
VALIDITAS MODUL DIGITAL INTERAKTIF BERBANTUAN HEYZINE FLIPBOOK BERPENDEKATAN DEEP LEARNING MATERI SIFAT CAHAYA KELAS V Manurung, Widia Lestari; Chan, Faizal; Khoirunnisa, Khoirunnisa
ELEMENTARY: Jurnal Inovasi Pendidikan Dasar Vol. 6 No. 2 (2026)
Publisher : Pusat Pengembangan Pendidikan dan Penelitian Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51878/elementary.v6i2.9527

Abstract

The development of an interactive digital module supported by Heyzine Flipbook and incorporating a deep learning approach aims to describe its validity level in IPAS instruction on the topic of light properties for fifth-grade elementary school students. This study employed a Research and Development (R&D) method using the ADDIE development model; however, the process was limited to the development stage because the study focused solely on evaluating product feasibility through expert validation, without conducting small-group or large-group trials. The analysis stage was carried out to identify learning needs, student characteristics, and problems encountered in IPAS learning on the topic of light properties. The design stage included outlining the module structure, preparing deep learning-based material, and designing an interactive module display using Heyzine Flipbook. The development stage involved developing the module based on the design and validating it by language, content, and media experts using validation sheets. The results showed that the module was categorized as very valid, with validity percentages of 96% for language aspects, 98% for content aspects, and 90% for media aspects. Therefore, the Heyzine Flipbook-assisted interactive digital module is highly feasible for use in IPAS learning on the topic of light properties in grade V elementary school. ABSTRAKPengembangan modul digital interaktif berbantuan Heyzine Flipbook dengan pendekatan deep learning ini bertujuan untuk mendeskripsikan tingkat validitasnya pada pembelajaran IPAS materi sifat cahaya bagi siswa kelas V Sekolah Dasar. Metode yang digunakan adalah Research and Development (R&D) dengan model pengembangan ADDIE, namun prosesnya dibatasi sampai tahap development karena fokus kajian hanya pada penilaian kelayakan produk melalui validasi ahli, tanpa uji coba kelompok kecil maupun kelompok besar. Tahap analysis dilakukan untuk mengidentifikasi kebutuhan pembelajaran, karakteristik siswa, serta permasalahan yang muncul dalam pembelajaran IPAS pada materi sifat cahaya. Tahap design meliputi perancangan struktur modul, penyusunan materi berbasis deep learning, dan desain tampilan interaktif menggunakan Heyzine Flipbook. Tahap development mencakup pengembangan modul sesuai rancangan dan validasi oleh ahli bahasa, ahli materi, serta ahli media menggunakan lembar validasi. Hasil validasi menunjukkan modul berada pada kategori sangat valid dengan persentase aspek bahasa 96%, aspek materi 98%, dan aspek media 90%. Dengan demikian, modul digital interaktif berbantuan Heyzine Flipbook dinyatakan sangat layak digunakan dalam pembelajaran IPAS materi sifat cahaya di kelas V Sekolah Dasar.
VALIDASI BAHAN AJAR ENSIKLOPEDIA BERMUATAN KEARIFAN LOKAL PEMBELAJARAN IPAS MATERI STRUKTUR DAN FUNGSI TUMBUHAN KELAS IV Butrabutar, Ririn; Chan, Faizal; Rosmalinda, Desy
ELEMENTARY: Jurnal Inovasi Pendidikan Dasar Vol. 6 No. 2 (2026)
Publisher : Pusat Pengembangan Pendidikan dan Penelitian Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51878/elementary.v6i2.9528

Abstract

This study was conducted to design and produce an instructional material development product in the form of a locally based digital encyclopedia on the topic of plant structures and the functions of their parts for Grade IV elementary IPAS learning. The study was motivated by the suboptimal use of digital instructional materials at SD Negeri 165/I Sengkawang, even though technological facilities are available, causing learning to remain largely dependent on textbooks and less contextual. The research employed a Research and Development (R&D) method using the ADDIE framework, implemented only up to the development stage, with a primary focus on expert validation. Data were collected qualitatively through direct interviews with teachers and students to identify learning needs, and quantitatively through validation sheets completed by a subject-matter expert, a language expert, and a media expert using a Likert scale. Quantitative data were analyzed by calculating the percentage of the obtained score relative to the maximum score and classifying it into validity categories. The validation results indicated that the instructional material achieved a very high feasibility level, with language expert feasibility at 94%, content expert feasibility at 94%, and media expert feasibility at 98%, and an average validity of 95% categorized as highly valid. These findings show that the developed digital encyclopedia meets feasibility criteria in terms of content accuracy, language quality, and media design, and has the potential to support a more engaging and well-targeted learning experience that aligns with the cultural environment of elementary school students. ABSTRAKPenelitian ini dilakukan untuk merancang dan menghasilkan sebuah produk pengembangan bahan ajar berupa ensiklopedia digital bermuatan kearifan lokal pada topik struktur serta fungsi bagian-bagian tumbuhan untuk pembelajaran IPAS kelas IV sekolah dasar. Latar belakang penelitian berangkat dari belum optimalnya pemanfaatan bahan ajar digital di SD Negeri 165/I Sengkawang meskipun sarana teknologi tersedia, sehingga pembelajaran masih cenderung bergantung pada buku teks dan kurang kontekstual. Penelitian ini menerapkan metode penelitian dan pengembangan (R&D) dengan kerangka ADDIE pelaksanaannya hanya dilakukan hingga fase pengembangan (development), terutama pada proses validasi ahli. Pendataan dilakukan secara kualitatif dengan melakukan tanya jawab langsung bersama guru dan peserta didik untuk memetakan kebutuhan, serta secara kuantitatif melalui lembar validasi ahli materi, ahli bahasa, dan ahli media berbantuan skala Likert. Data kuantitatif dianalisis untuk menghitung persentase perbandingan skor perolehan terhadap skor maksimal dan mengklasifikasikannya ke kategori kevalidan. Temuan dari tahap validasi memperlihatkan bahwa bahan ajar tersebut memperoleh penilaian tingkat kelayakan yang sangat tinggi, dengan kelayakan ahli bahasa 94%, ahli materi 94%, dan ahli media 98%, serta rata-rata kevalidan 95% pada kategori sangat valid. Hal ini menunjukkan bahwa ensiklopedia digital yang dirancang sudah memenuhi kriteria kelayakan dari aspek ketepatan materi, kebahasaan, dan tampilan media, serta berpotensi mendukung suasana belajar yang lebih menyenangkan sekaligus tepat sasaran dengan lingkungan budaya siswa sekolah dasar.
MEDIA PEMBELAJARAN BERUPA VLOG EDUKASI BERBASIS YOUTUBE KIDS PADA MATERI SEJARAH PERJUANGAN PAHLAWAN DI LINGKUNGAN SEKITAR KELAS VI SD Alena, Mareta; Faizal Chan; Alirmansyah
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 01 (2026): Volume 11 No. 01 Maret 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.v11i01.43210

Abstract

This study aimed to develop an educational vlog learning media based on YouTube Kids for the topic of local heroes’ historical struggles in sixth-grade elementary school. The research employed a Research and Development (R&D) method using the ADDIE model, which consists of analysis, design, development, implementation, and evaluation stages. The research subjects included one teacher and 20 sixth-grade students at SDN 80/1 KM 3 Muara Bulian. The research instruments consisted of observation sheets, interviews, expert validation questionnaires, and teacher and student response questionnaires. Data were analyzed descriptively using percentage calculations to determine the validity and practicality levels. The validation results showed an average percentage of 91.6%, categorized as very valid. The practicality test results indicated an average percentage of 92%, categorized as very practical. The developed educational vlog media increased students’ interest and participation in history learning. Therefore, this media is considered valid and practical as an innovative alternative for teaching social science in elementary schools.
PENANAMAN NILAI KARAKTER MELALUI KEGIATAN EKSTRAKURIKULER PENDIDIKAN PRAMUKA DI SEKOLAH DASAR Nurfazira, Panida; Faizal Chan; Hendra Budiono
Jurnal Tunas Pendidikan Vol. 8 No. 2 (2026): JURNAL TUNAS PENDIDIKAN
Publisher : LPPM Universitas Muhammadiyah Muara Bungo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52060/pgsd.v8.i2.1788

Abstract

ABSTRACT This research aims to describe in more depth the process of implementing responsibility and discipline character education as well as the supporting factors for achieving the cultivation of character values through extracurricular scout education at state elementary school 212/IV, Jambi City. This research was conducted at state elementary school 212/IV, Jambi City in November 2023. This research used qualitative research methods with a phenomenological type of research. Research data was obtained by interviewing supervisors, school principals, students and their parents. After obtaining the interview results, the data was analyzed qualitatively. The results of the research show that the implementation of extracurricular activities in the context of instilling character values is effective in various attitudes or characteristics of students, especially in the character of responsibility and discipline. This was achieved due to the seriousness of the coaches in instilling character education in students where the coaches themselves were very competent and certified. Thus, the cultivation of character values is also supported by the school principal providing adequate and sufficient facilities and infrastructure to be used during each training session. From the results of this research, instilling character values through scout extracurricular activities at SD Negeri 212/IV Jambi City has been achieved well with the supporting factors of adequate facilities and infrastructure, support from the school principal or kamabigus, certified and competent scout leaders and support from the participants' parents. educate.
Co-Authors A.A. Ketut Agung Cahyawan W Afiona Fransiska Agung Rimba Kurniawan Ahlina Mursalati Urfa Ahmad Sobari Aini, Welsa Albi, Vedro Alena, Mareta Ali, Amna Alirmansyah Alirmanysah, Alirmanysah Alisnaini, Ahmad Farhan Ama, Sentia Fita Amalia, Fiki Amalia, Vita Amelia Roza, Mira Amelina, Audy Mita Ananda, Kaysa Anggi Kurnia Anggun Saptiani Apriliani, Devi Arfriani, Mega Ariyanti, Sonia Shafana Asma’ul Husna Asrial Ayu Lestari, Ryka Ayu Septiah Utami Az-Zahra, Fajerina Eka Bambang Saputra Butrabutar, Ririn Damayanti, Gempita Damayanti, Yuliana Darmawan, Aldo Dawiyah, Dawiyah Desi Fitriana, Desi Desy Rosmalinda Dewi, Diyah Fitriana Dina Mauliya Lorenza Dwi Agus Kurniawan Dwi Kurnia Hayati Eka Purwanti Fadli, Kholil Fajriah, Feby Fatimah Zahara Fenica, Sheyvilda Dea Fikria, Shayla Naina Fitriana, Novita Harmuli, Sri Hendra Budiono Herdana, Sonya Verta Hotimah, Ulin Khusnul Husnul Khatimah Hustrida, Septian Alya Irma Sari Sinaga Irsanti, Kurnia Islami Citra Ismaini, Erni Issaura Sherly Pamela Jeliya dwita Juliani, Tania Kalila, Siti Kemal Amrul Haq Khairani, Eka Ulfa Khairunnisa, Rani KHOIRUNNISA Khoirunnisa Khoirunnisa Kornia Sari, Desi Kurniawan, Agung Rimba Lestari, Nanda M Sargandi Maharani, Rachma Malika Nurluthvia, Kesya Manurung, Widia Lestari Mardayani, Dwi Masyitah, Ayu Meideka Sapriani Melinda, Lia Gusti Muhammad Agus Mubarok MUHAMMAD SHOLEH Muhammad Sholeh Muhammad Sofwan Nahara, Afifa Suci Noviyanti, Silvina Noviyanti, Tya Nur Fitriana Nurcahyanti, Mei Nurdanti, Ulpi Rohmadhona Nurfazira, Panida Nurlayly, Cindy Nurrahmah, Silva Oktaviani, Winda Pamela, Issaura Sherly Pangestuti, Diana Patoman Simatupang, Andre Perangin-angin, Romian Pertiwi, Diah Priantini, Rattu Purba, Putri Patricia Novelina Putra, Rian Arya Putri, Dwi Nirmala Putriana Ramadhani putriani, Zelly Rahmadani, Nuzul Ramadani, Merlisa Resty Karomah Retno Sintya Dewi Rindiani, Gusnia Riski, Rosi Dwi Ritonga, Syifa Nuraulia Rizky Ade Kurniawan Roza, Mira Amelia RR. Ella Evrita Hestiandari Rumapea, Vanni Sulastri Dewi Sa'diah, Halimah Saadah Ramadhani, Naila Salamah, Febri Nur Salsabela, Wesi Sandrina Dwi Melany Saputri, Irma Armelia Sari, Rike Kurnia Sari, Ryan Kurnia Selsha Juliana Dwi Putri Septiasari, Retno Setiawati, Rita Setiono, Panut Setiono, Panut Shinta, Septiana Lara Sintia Irani Sintiya Safitri, Irma Sinurat, Ester Sirait, Angelina Fitri Natania Sirait, Yuken Novi Yanti Br Sitanggang, Oliver Chealsea Siti Habibah Siti Khodijah Siti Patimah Sofwan Sofwan Stevie Yolanda Suci Hayati Suharti, Siti Reni Sulaiman, Nandatulloh Susanti, Yeni Ega Syaferi, Akhmad Syafriani, Ade SYAHRIAL SYAHRIAL Tambunan, Maryana Thera Dies Yunizha Tiara Aisyah Ananta Tomia Putri, Aurora Karina Utomo, Agung Vandera, Dea Vinessa Simorangkir, Gress Widiawan, Aditya Wijayanti, Chandra Wilsani, Wilsani Wini Oktaviana Wuri Setianingtyas Yantoro Yoana, Alusi Yoga Andhika Pratama Zahyuni, Violita Zainal Abidin Zubaedah, Zubaiedah