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Pengaruh Metode Bermain Peran Berbasis Budaya Lokal Samawa Terhadap Keterampilan Berbicara Siswa SDN 2 Lalar Liang Hakim, Arif Rahman; Apriana, Dina; Kudsiah, Musabihatul; Hamdi, Zulfadli; Meilani, Hilda
Jurnal DIDIKA: Wahana Ilmiah Pendidikan Dasar Vol. 11 No. 1 (2025): JURNAL DIDIKA : WAHANA ILMIAH PENDIDIKAN DASAR
Publisher : Universitas Hamzanwadi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29408/didika.v11i1.30149

Abstract

Penelitian ini bertujuan untuk mengetahui bagaimana pengaruh metode bermain peran berbasis budaya lokal samawa terhadap keterampilan berbicara pada mata pelajaran bahasa Indonesia siswa kelas V SDN 2 Lalar Liang. Jenis Penelitian yang digunakan pada penelitian ini adalah penelitian eksperimen, dengan desain penelitian menggunakan one grup pretest posttest. Populasi dalam penelitian ini adalah seluruh siswa berjumlah 173 siswa. Pengambilan sampel penelitian menggunakan teknik random sampling, penentuan sample ditentukan di kelas V dengan jumlah siswa sebanyak 28. Teknik pengumpulan data untuk mengetahui pengaruh metode bermain peran dan keterampilan berbicara siswa dengan menggunakan lembar observasi dan angket. Uji prasyarat analisis menggunakan uji normalitas menggunakan rumus chi-kuadrat. Adapun uji hipotesis penelitian menggunakan uji-t dengan taraf signifikansi 5%. Berdasarkan hasil perhitungan untuk uji hipotesis diperoleh> (7,11 > 1,701) sehingga dapat diambil keputusan bahwa diterima danditolak. Jadi dapat disimpulkan bahwa terdapat pengaruh yang positif dan signifikan pengaruh metode bermain peran berbasis budaya lokal samawa terhadap keterampilan berbicara pada mata pelajaran bahasa Indonesia siswa kelas V SDN 2 Lalar Liang tahun pelajaran 2022/2023.
Pengembangan Modul Interaktif Berbasis Augmented Reality Pada Materi Bangun Ruang Kelas V Sekolah Dasar Rifa’atul Mahmudah; Musabihatul Kudsiah; Zulfikar Ahmadi; Rohini, Rohini
PEDAGOGIC: Indonesian Journal of Science Education and Technology Vol. 3 No. 2 (2023): PEDAGOGIC: Indonesian Journal of Science Education and Technology
Publisher : Lembaga Intelektual Muda (LIM) Maluku

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54373/ijset.v3i2.206

Abstract

This research aims to develop interactive modules based on augmented reality on grade 5 building materials as a teaching tool in delivering lesson materials and supporting the learning process carried out at SDN 2 Kelayu Selatan in the 2022/2023 school year. This research is a research and development (Research and Development) using the ADDIE development model which consists of 5 steps, namely (1) analysis, (2) design, (3) development, (4) implementation, (5) evaluation. This study was conducted on grade 5 students with a total of 11 students. This research and development instrument uses validation sheets and student response questionnaires. The results of the media expert validation test with a total score of 94 are in the range of X > 79.68 scores in the "very good" category. The results of the material expert validation test with a total score of 92 are in the range of X > 79.68 scores in the "very good" category. The results of the questionnaire of student responses to the validity and effectiveness of using the module developed by comparing "yes" and "no" answers, obtained a "very good" response with a percentage of "yes" answers as much as 96.6% overall.
Strategi Edukasi Lingkungan Berbasis Apotek Hidup di SDN 1 Kabar: Membangun Kesadaran Ekologis Sejak Dini Kudsiah, Musabihatul; Hardianti, Mariana; Izzati, Alfiani Nur; Elawati, Elawati; Adekayanti, Novia Putri; Parhayana, Dini
ABSYARA: Jurnal Pengabdian Pada Masayarakat Vol 6 No 1 (2025): ABSYARA: Jurnal Pengabdian Pada Masyarakat
Publisher : Universitas Hamzanwadi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29408/ab.v6i1.29024

Abstract

Environmental literacy is a crucial aspect that must be instilled from an early age to shape a generation that cares about environmental sustainability and health. This community engagement program aims to enhance environmental literacy among elementary school students through the implementation of a living pharmacy (apotek hidup) initiative. The activity was conducted at SDN 1 Kabar, East Lombok Regency, involving 48 students from grades IV and V as participants. A participatory approach was employed, emphasizing hands-on practice through stages of education, planting, and maintaining medicinal plants within the school environment. The evaluation results showed significant improvements in three indicators of environmental literacy. Knowledge of medicinal plants increased from 46% in the pretest to 82% in the posttest; skills in planting and plant care rose from 40% to 75%; and environmental awareness improved from 50% to 68%. This program not only provided contextual, experience-based learning but also fostered early ecological and health awareness. The living pharmacy proved to be an effective, engaging, and relevant educational medium for developing environmental literacy in elementary schools.
Pengembangan Media Pembelajaran IPAS terhadap Peningkatan Kemampuan Berpikir Tingkat Tinggi Siswa Sekolah Dasar (Media Peta Harta Karun di SD Islam Plus Tahfiz Darul Mujahidin NW Majidi) Sururuddin, Muhammad; Alwi, Mijahamuddin; Sariyanti, Sariyanti; Fadilah, Dina; Kudsiah, Musabihatul
Jurnal Pelita: Jurnal Pembelajaran IPA Terpadu Vol. 5 No. 2 (2025): Juli - Desember 2025
Publisher : Pustaka Digital Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54065/pelita.5.2.2025.939

Abstract

Peningkatan kualitas pembelajaran di Sekolah Dasar merupakan aspek krusial dalam mencetak generasi yang mampu berpikir kritis, kreatif, dan inovatif. Salah satu strategi yang dapat digunakan adalah pengembangan media pembelajaran berbasis permainan yang interaktif. Penelitian ini bertujuan untuk mengembangkan media peta harta karun pada mata pelajaran Ilmu Pengetahuan Alam dan Sosial (IPAS) dalam rangka meningkatkan kemampuan berpikir tingkat tinggi (Higher Order Thinking Skills/HOTS) siswa kelas IV SD Islam Plus Tahfiz Darul Mujahidin NW Majidi. Model penelitian yang digunakan adalah Research and Development (R&D) dengan pendekatan ADDIE (Analyze, Design, Development, Implementation, Evaluation). Subjek penelitian terdiri atas 22 siswa kelas IV. Instrumen penelitian meliputi lembar observasi, angket validasi ahli media, angket validasi ahli materi, angket kepraktisan guru dan siswa, serta tes kemampuan berpikir tingkat tinggi. Data dikumpulkan melalui observasi, angket, dan tes, lalu dianalisis dengan teknik validitas, kepraktisan, serta uji efektivitas menggunakan N-Gain Score. Hasil penelitian menunjukkan bahwa media peta harta karun valid berdasarkan penilaian ahli media (69,23%, kategori layak) dan ahli materi (90%, kategori sangat layak). Kepraktisan media sangat baik dengan respon guru sebesar 92%, serta respon siswa pada uji skala kecil sebesar 90,6% dan skala besar sebesar 91,2%. Efektivitas media ditunjukkan dengan N-Gain Score sebesar 0,7 (kategori tinggi) dan efektivitas tafsiran sebesar 74,21% (kategori cukup efektif). Dengan demikian, media peta harta karun terbukti dapat meningkatkan kemampuan berpikir tingkat tinggi siswa SD. Implikasi penelitian ini menunjukkan bahwa pengembangan media berbasis permainan edukatif tidak hanya meningkatkan pemahaman konsep IPAS, tetapi juga mengoptimalkan keterampilan berpikir kritis, evaluatif, dan kreatif siswa. Keterbatasan penelitian ini terletak pada uji coba yang hanya dilakukan di satu sekolah dengan jumlah sampel terbatas. Penelitian selanjutnya disarankan untuk mengembangkan media serupa pada mata pelajaran dan jenjang yang lebih luas.
Development of a Scrapbook-Based Basic Pop-Up Model as a Learning Medium to Enhance Creative Thinking Skills in IPAS Instruction Nurfiyaturrizkiah, Siti; Alwi, Mijahamuddin; Hakim, Arif Rahman; Kudsiah, Musabihatul
FONDATIA Vol 9 No 3 (2025): SEPTEMBER
Publisher : Pendidikan Guru Madrasah Ibtidaiyah STIT Palapa Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36088/fondatia.v9i3.5897

Abstract

This study addresses the gap in research on interactive scrapbook media, despite its demonstrated potential to enhance creative thinking in primary school science education. The objective is to develop and evaluate the ScrapBook Basic Pop-Up media to improve the creative thinking skills of fourth-grade students at SDN 1 Rumbuk within the IPAS curriculum. Employing a Research and Development (R&D) methodology based on the ADDIE model, the study involved 47 purposively selected students, divided into experimental and control groups. Data collection methods included structured observation sheets, expert validation questionnaires, teacher and student practicality questionnaires, and creative thinking tests focusing on fluency, flexibility, originality, and elaboration. Data were analyzed through quantitative techniques, such as N-Gain and t-tests as well as qualitative descriptive analysis. The findings indicate that the ScrapBook Basic Pop-Up media is valid, practical, and effective in enhancing creative thinking. Significant improvements were observed in post-test scores for all assessed indicators (N-Gain = 0.70, high category), alongside high levels of student participation, motivation, and engagement (87–92%). Expert validation affirmed the accuracy of content and quality of design, while teacher and student feedback emphasized the media’s usability, appeal, and ability to support concrete understanding. These results are consistent with existing literature on the role of scrapbook and pop-up media in fostering active learning and creativity. The study concludes that ScrapBook Basic Pop-Up media effectively promotes creative thinking and active engagement in IPAS learning, offering practical insights for educators and a foundation for future research on digital media integration and long-term educational impacts.