Claim Missing Document
Check
Articles

Implementasi Proyek Gaya Hidup Berkelanjutan dalam Penguatan Karakter Gotong Royong di Sekolah Dasar Putri Lidya Forestyas; Yulianti; Prihatin Sulistyowati
Journal of Education Action Reseach Vol 8 No 1 (2024): February 2024
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jear.v8i1.76480

Abstract

Perkembangan globalisasi memberikan pengaruh menurunnya nilai-nilai karakter Pancasila pada aspek kebersamaan, hal ini dibuktikan rendahnya kesadaran peserta didik dalam menjaga lingkungan sehingga berdampak pada pembentukkan karakter. Penelitian ini bertujuan menganalisis penguatan nilai-nilai karakter gotong royong melalui kegiatan proyek gaya hidup berkelanjutan. Jenis penelitian studi kasus dengan pendekatan kualitatif. Pemilihan subjek penelitian dilakukan secara purposive terdiri dari kepala sekolah, 2 guru kelas II, 3 peserta didik. Teknik pengumpulan data dilakukan secara observasi, wawancara, dan dokumentasi. Analisis data menggunakan model Miles and Huberman yaitu pengumpulan data, reduksi data, penyajian data, dan kesimpulan. Hasil penelitian menunjukkan pelaksanaan proyek gaya hidup berkelanjutan menumbuhkan perilaku ramah lingkungan. Pada pembelajaran proyek ini tidak lepas dari peran guru. Kegiatannya diawali dengan guru merancang modul proyek. Aktivitas yang dilakukan seperti detektif sampah, membuat tempat pensil, membuat gambar mozaik, dan pameran. Kegiatan proyek gaya hidup berkelanjutan telah menanamkan karakter gotong royong berdasarkan elemen kolaborasi, kepedulian, berbagi yang nampak pada nilai-nilai empati, toleransi, kebersamaan, tolong menolong, kerjasama, dan saling berbagi. Simpulan penelitian menunjukkan implementasi proyek gaya hidup berkelanjutan dapat menanamkan nilai karakter gotong royong. Implikasi penelitian ini pelaksanaan pembelajaran proyek gaya hidup berkelanjutan disekolah dasar menanamkan nilai-nilai karakter gotong royong sehingga meningkatkan karakter peserta didik melalui pembelajaran kokurikuler yang menyenangkan.
PENGEMBANGAN MEDIA PEMBELAJARAN MONOKEBU (MONOPOLI KERAGAMAN BUDAYA) MUATAN PENDIDIKAN PANCASILA PADA SISWA KELAS IV SD Yunita, Erika Prisda; Sulistyowati, Prihatin; Yulianti, Yulianti
Sindoro: Cendikia Pendidikan Vol. 13 No. 3 (2025): Sindoro Cendikia Pendidikan
Publisher : Cahaya Ilmu Bangsa Institute

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.9644/sindoro.v13i3.11547

Abstract

Pembelajaran saat ini guru sudah memanfaatkan bahan ajar dan media video pembelajaran, namun siswa cenderung kurang terlibat aktif, terlihat asyik bermain dan mengobrol sehingga menjadikan siswa tidak fokus saat mengikuti kegiatan pembelajaran dan tidak memahami materi yang disampaikan oleh guru. Dalam pembelajaran di kelas siswa cenderung lebih suka pembelajaran yang diselingi dengan permainan, gambar-gambar berwarna dan menarik. Tujuan penelitian yaitu mengetahui kelayakan, kepraktisan, dan keefektifan media permainan monopoli. Jenis penelitian yang digunakan adalah penelitian dan pengembangan (Research and development) dengan menggunakan model ADDIE. Subjek penelitian yaitu peserta didik dan guru kelas IV SDN Sukun 1 Malang. Instrumen pengumpulan data menggunakan observasi, wawancara, angket dan dokumentasi. Teknik analisis data yang peneliti lakukan yaitu kualitatif dan kuantitatif. Produk media monopoli melalui uji kelayakan ahli media memperoleh persentase 90,62% kategori “sangat layak”, validasi dari ahli materi memperoleh persentase 96,42% kategori “sangat layak”, dan validasi dari ahli bahasa memperoleh persentase 96,87% kategori “sangat layak”. Hasil uji kepraktisan dari guru memperoleh persentase 89,58% kriteria “sangat praktis”. Sedangkan uji kepraktisan dari peserta didik memperoleh persentase 86,92% kriteria “sangat praktis”. Uji keefektifan memperoleh rata-rata nilai dari peserta didik sebesar 0,73 kategori “tinggi”. Berdasarkan hasil tersebut, pengembangan media permainan monopoli keragaman budaya dapat digunakan saat pembelajaran karena memenuhi kriteria layak, praktis, dan efektif. In current learning, teachers use open materials and learning video media, but students tend to be less actively involved, seem to be busy playing and playing, which makes students not focused when participating in learning activities and do not understand the material presented by the teacher. In classroom learning, students tend to prefer learning that is interspersed with games, colorful and interesting pictures. The aim of the research is to determine the feasibility, practicality and effectiveness of monopoly game media. The type of research used is research and development using the ADDIE model. The research subjects were students and teachers of class IV SDN Sukun 1 Malang. Data collection instruments use observation, interviews, questionnaires and documentation. The data analysis techniques used by researchers are qualitative and quantitative. Monopoly media products through due diligence from media experts obtained a percentage of 90.62% in the “very feasible” category, validation from material experts obtained a percentage of 96.42% in the “very feasible” category, and validation from language experts obtained a percentage of 96.87% in the “very feasible” category. The practicality test results from the teacher obtained a percentage of 89.58% for the “very practical” criteria. Meanwhile, in the practicality test, students obtained a percentage of 86.92% for the “very practical” criteria. The effectiveness test obtained an average score from students of 0.73 in the “high” category. Based on these results, the cultural diversity monopoly game development media can be used during learning because it meets the criteria of being feasible, practical and effective.
TOED Preservation (TOED Education) at Adiwiyata School As an Effort to Implement Healthy Lifestyle Yasa, Arnelia Dwi; Sulistyowati, Prihatin
JURNAL WIDYA LAKSANA Vol 7 No 1 (2018)
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (462.099 KB) | DOI: 10.23887/jwl.v7i1.12241

Abstract

AbstractSDN Tanjungrejo 2 is an Adiwiyata school located in Kecamatan Sukun Malang. SDN Tanjungrejo 2 page is filled with shade trees and ornamental plants whereas TOGA is not found there. Students do not know the type, benefits. This devotion aims to improve students' understanding of the types, benefits, ways of planting and processing of toga into herbal medicine through TOGA preservation program in Adiwiyata School.TOGA preservation as an effort to back to nature movement, increasing space green field at SDN Tanjungrejo 2 Malang, live pharmacy learning media and herbal medicine. The TOGA preservation activities at SDN Tanjungrejo 2 begin with the introduction of TOGA type and benefit, TOGA processing into herbal medicine, TOGA planting on the vertical shelf. Activity is said to be successful because of the N-Gain score score, students' understanding of TOGA in medium and high category. Keywords: TOED, adiwiyata school, healthy lifestyle
Pelatihan Pengembangan Lembar Kerja Peserta Didik Inovatif Untuk Siswa Sekolah Dasar Sulistyowati, Prihatin; Triwahyuningtyas, Dyah
Jurnal Pengabdian Kepada Masyarakat Vol. 3 No. 1 (2023): Juni
Publisher : Actual Insight

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56393/jpkm.v3i1.1574

Abstract

Pembelajaran membutuhkan sarana prasarana yang sangat penting dalam dukungan penyampaian materi. Salah satu sarana yang dibutuhkan adalah Lembar Kerja Peserta Didik (LKPD) yang inovatif. LKPD merupakan lembar kerja peserta didik yang bertujuan meningkatkan kualitas belajar peserta didik dan pengembangan pembelajaran sesuai dengan kurikulum yang telah ditetapkan oleh pemerintah. Akan tetapi saat ini banyak guru dan sekolah kesulitan dalam mengembangkan LKPD, dikarenakan ada beberapa materi yang dipangkas sesuai dengan kondisi di masa pandemi covid 19. Selain itu pembelajaran secara daring sangat membutuhkan sumber belajar maupun media belajar yang praktis dan efisien berbasis Ilmu Pengetahuan dan Teknologi (IPTEK). Oleh karena itu diberikanlah pelatihan penyusunan LKPD sesuai dengan kurikulum darurat pada masa pandemi covid 19 dan materi yang telah dirubah dihubungkan dengan IPTEK. Kegiatan tersebut menggunakan beberapa metode diantaranya ceramah, tanya jawab, demonstrasi dan penugasan. Tujuan adanya pelatihan penyusunan LKPD ini agar guru dapat menyusun kegiatan pembelajaran sesuai dengan kurikulum darurat yang berlaku. Hasilnya berupa draft dari LKPD yang telah ditentukan oleh pemerintah sesuai dengan pembelajaran pada kurikulum 2013 dimasa covid 19 sebagai bentuk kesesuaian dalam penyusunan LKPD.
“Felisah” Festival Literasi Sekolah Dasar Triwahyuningtyas, Dyah; Sulistyowati, Prihatin
Jurnal Pengabdian Kepada Masyarakat Vol. 3 No. 2 (2023): Desember
Publisher : Actual Insight

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56393/jpkm.v3i2.1853

Abstract

Melihat rendahnya minat membaca masyarakat Indonesia, ini akan berdampak pada rendahnya kualitas sumber daya manusia yang akan menghadapi MEA (Masyarakat Ekonomi Asean) sehingga masyarakat Indonesia akan sangat sulit untuk bisa bersaing dengan masyarakat dari negara lain di Association of Southeast Asian Nations (ASEAN). Maka untuk menumbuh kembangkan minat literasi di kalangan siswa terutama sekolah dasar, menggali wawasan dan kreativitas siswa sekolah dasar dalam literasi, serta untuk menumbuhkan pribadi yang berakhlak dan berpengetahuan luas diperlukan sebuah proyek kegiatan bertajuk “FELISAH” (Festival Literasi Sekolah). Terdapat 4 alur dalam pelaksanaan kegiatan ini, yaitu perencanaan, pengurusan perijinan, persiapan sumber daya, dan pelaksanaan & evaluasi. Kegiatan FELISAH dilakukan oleh siswa kelas 1-5 di Sekolah Dasar Negeri Tanjungrejo 04 Kota Malang. Pelatihan dilaksanakan selama dua hari, dengan kegiatan yang berbeda antara kelas rendah dan kelas tinggi. Dari hasil kegiatan, diketahui bahwa siswa mampu mengembangkan kreativitas dalam pembuatan mading, dan pembuatan pohon literasi untuk mengembangkan kreativitas dalam mewarnai, serta menumbuhkan pribadi yang berakhlak, serta berpengetahuan luas.
Inovasi Pangan Sehat Berbasis Lokal: Optimalisasi Daun Katuk sebagai Camilan Bergizi bagi Masyarakat Sulistyowati, Prihatin; Sakdiyah, Siti Halimatus; Yulianti, Yulianti; Gutama, Andika
Jurnal Pengabdian Kepada Masyarakat Vol. 5 No. 1 (2025): Vol. 5 No. 1 (2025)
Publisher : Actual Insight

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56393/jpkm.v5i1.3174

Abstract

Kegiatan pengabdian masyarakat bertajuk "OKEGAS: Olahan Katuk Bergizi untuk Anak Sehat" dilaksanakan sebagai upaya edukasi dan pelatihan pembuatan camilan sehat berbahan dasar daun katuk di Sekolah Dasar Negeri Kebonsari 4 Kota Malang. Latar belakang kegiatan ini adalah tingginya konsumsi camilan instan rendah gizi di kalangan anak-anak akibat tren viral di media sosial. Kegiatan ini bertujuan meningkatkan kesadaran masyarakat sekolah terhadap pentingnya memilih makanan sehat berbahan alami dan memperkenalkan inovasi olahan pangan bergizi. Melalui demo masak dan pelatihan pembuatan cookies daun katuk, peserta yang terdiri dari wali murid dan masyarakat sekolah dilibatkan secara aktif dalam proses pembuatan camilan sehat. Hasil kegiatan menunjukkan tingginya antusiasme peserta serta meningkatnya pengetahuan mereka mengenai manfaat konsumsi pangan organik rendah Monosodium Glutamat (MSG). Selain itu, kegiatan ini juga mendorong partisipasi aktif masyarakat dalam upaya pencegahan stunting dan pengembangan usaha berbasis bahan pangan lokal. Kegiatan ini diharapkan dapat menjadi model edukasi gizi berbasis komunitas sekolah yang berkelanjutan dan dapat direplikasi di lingkungan pendidikan lainnya.
Development of Interactive Comic Media with a Contextual Approach to Social Science Learning for Primary School Indawati, Ninik; Sulistyowati, Prihatin; Andariana, Friorina Tri Puspa; Sari, Yuli Ifana; Fauzan, Fauzan
International Journal of Social Learning (IJSL) Vol. 5 No. 1 (2024): December
Publisher : Indonesian Journal Publisher in cooperation with Indonesian Social Studies Association (APRIPSI)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47134/ijsl.v5i1.296

Abstract

This study aims to develop interactive comic media with a contextual approach for Social Science learning in grade 3 of elementary schools in Cluster 1, Tumpang District, using the Borg & Gall development model. This model involves ten stages, from research and data collection to product implementation and dissemination. The validity tests indicate high feasibility levels, with 94% from material experts, 74% from language experts, 90% from media experts, and 98% from teachers. Additionally, learning evaluation results show an average student score of 90, exceeding the minimum passing grade (KKM) of 70. These findings demonstrate that interactive comic media is effective for Social Science learning. Hence, this media serves as an innovative solution to improve the quality of Social Science education in elementary schools.
Application of Interactive Website-Based Deep Learning Approach to Improve Indonesian Learning Outcomes in Elementary Schools Sulistyowati, Prihatin; Maulani, Rizhi Ahbar; Suswati, Hermin
Sistem-Among : Jurnal Pendidikan Sekolah Dasar Vol. 5 No. 1 (2025): Volume 5 Nomor 1 Tahun 2025
Publisher : Actual Insight

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56393/sistemamong.v5i1.3296

Abstract

This research is a Classroom Action Research which aims to improve the Indonesian learning outcomes of grade II elementary school students through the application of an interactive website-based Deep Learning approach. The background of this study is the low literacy skills and limited variation in digital-based learning media in Indonesian language learning, which tend to make students passive and less motivated. This study was carried out in two cycles involving 28 students, with each cycle consisting of the stages of planning, implementation, observation, and reflection. Data were collected through learning outcome tests and observation of student learning activities during the learning process. The results showed a significant improvement in learning completeness, from 32.14% in the pre-cycle to 75% in the second cycle, accompanied by an increase in the average student score from the low category to the good category. Furthermore, the effect size of improved learning outcomes was calculated at 1.23, which falls into the large category, indicating a strong and meaningful impact of the intervention on students' cognitive achievements. The application of interactive website-based media in this research succeeded in encouraging students to be more actively involved, facilitating meaningful understanding, and creating a more enjoyable and interactive learning atmosphere. Theoretically, this research contributes to the development of Deep Learning-based digital learning models for early literacy in elementary schools, an area that is still relatively limited in Indonesian language education.
Application of Games Based Learning Based on Culturally Responsive Teaching to Improve Mathematics Learning Outcomes Sulistyowati, Prihatin; Rahmawati, Risa Arum; Rofika, Nadia
Pedagogi : Jurnal Pendidikan dan Pembelajaran Vol. 5 No. 1 (2025): Volume 5 Nomor 1 Tahun 2025
Publisher : Actual Insight

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56393/pedagogi.v5i1.3297

Abstract

This study aims to improve the mathematics learning outcomes of grade II elementary school students through the implementation of the Game-Based Learning (GBL) model integrated with the Culturally Responsive Teaching (CRT) approach. The background of this research is the low level of student achievement and engagement in mathematics learning, which often lacks contextual and culturally relevant content. The combination of GBL and CRT is considered effective because it creates an active, enjoyable, and meaningful learning environment while connecting learning materials to students’ cultural backgrounds. This Classroom Action Research employed the Kurt Lewin model, conducted in two cycles consisting of pre-cycle, Cycle I, and Cycle II stages, involving 28 students of grade IIA at SDN Bandungrejosari 3 Malang City. Data were collected using observation sheets, documentation, and mathematics learning outcome tests. The results showed a significant improvement in students' learning outcomes, with mastery learning increasing from 38.46% in the pre-cycle to 67.85% in Cycle I, and reaching 85.71% in Cycle II. The integration of GBL and CRT not only enhanced student achievement but also increased students' activeness, participation, and enthusiasm during mathematics lessons. These findings indicate that the combined application of the GBL model and CRT approach is effective in improving mathematics learning outcomes in elementary schools.
Application of Collaborative for Academic, Social, and Emotional Learning-Based Game-Based Learning Model in Improving Mathematics Learning Outcomes in Class IV A Sulistyowati, Prihatin; Rosdiana, Devi Retno; Suswati, Hermin
Kognisi : Jurnal Penelitian Pendidikan Sekolah Dasar Vol. 5 No. 1 (2025): Volume 5 Nomor 1 Tahun 2025
Publisher : Actual Insight

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56393/kognisi.v5i1.3283

Abstract

This study aims to analyze the effectiveness of the application of the Game-Based Learning (GBL) model based on Collaborative for Academic, Social, and Emotional Learning (CASEL) in improving the mathematics learning outcomes of grade IV A students of Bandungrejosari 3 Public Elementary School Malang. The research background is the low learning outcomes and student engagement in mathematics learning, along with the limited integration of social-emotional learning components in classroom practices. The method used is Classroom Action Research which is carried out in three stages, namely pre-cycle, cycle I, and cycle II, following the Kemmis and McTaggart model that includes planning, implementation, observation, and reflection. Data were collected through learning outcome tests and student response questionnaires administered at each stage. The results showed a significant increase in the completeness of learning outcomes from the pre-cycle stage to cycle II, indicating that students’ academic performance in mathematics improved through the implementation of this model. In addition to academic achievement, the application of the CASEL-based Game-Based Learning model also contributed to the development of students’ social-emotional aspects, particularly in collaboration, communication, empathy, and self-regulation skills, which were observed during group activities and interactive game sessions. These findings indicate that integrating CASEL-based GBL is effective in promoting both cognitive and social-emotional competencies in elementary school students.