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PENGUATAN SASTRA MULTIKULTURAL SEBAGAI MEDIA KOMUNIKASI DI SEKOLAH DASAR Winda Amelia; Nurlinda Safitri; Arita Marini; Arifin Maksum
Diglosia : Jurnal Pendidikan, Kebahasaan, dan Kesusastraan Indonesia Vol 6, No 1 (2022): Februari
Publisher : Universitas Majalengka

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (892.536 KB)

Abstract

Sastra multikultural berhubungan dengan perubahan masyarakat global dan lokal yang menjadi pluralistik. Pada bacaan sastra multikultural merespons kondisi pluralistik tersebut dan menginterpretasikannya dalam karya sastra, khususnya, pada bacaan sastra anak yang merujuk pada peningkatan kemampuan literasi dan komunikasi. Sastra multikultural berpotensi menjadi media komunikasi dan pendidikan karakter bangsa di Sekolah, yang mana, saat ini, para guru, pemerintah, dan penulis mengembangkannya. Lebih dari itu, sastra multikultural mampu melampaui batasan agama, etnis, bahasa, budaya, dan bangsa. Secara praktis, aktivitas kurikuler, ko-kurikuler, dan ekstra-kurikuler bisa menjadi medium untuk menyosialisasikan nilai-nilai multikultural melalui sastra. Lebih khusus lagi, sastra multikultural berpotensi menjadi media yang mempersatukan dan menggabungkan substansi lokal, nasional secara damai.Kata kunci: sastra, multikultural, sekolah dasar Novel literary works became one of the media for the author to channel ideas and ideas about the social conditions of the community in his day, because the novel is one of the works that can reflect the social conditions in society in detail. One issue that surfaced during the Dutch colonial period in Indonesia was racism. Pramoedya Ananta Toer's novel Bumi Manusia, one of the masterpiece literary works that discusses racism in colonial times. Research needs to be done to determine the extent of the practice of racism against Indonesian society by the Dutch colonizers. The approach used in the study is the Sociology of Literature with descriptive qualitative research methods. The results obtained, racism carried out by the Dutch colonials was not limited to just differentiating people based on skin color. However, the form of racism that appears in the novel up to the rights of people who are restricted by the colonial.Keywords: novels, bumi manusia, literary sociology, racism
MANAJEMEN LINGKUNGAN BERBASIS SEKOLAH DALAM PENANAMAN KARAKTER DAN KESADARAN LINGKUNGAN HIDUP BERKELANJUTAN DI SEKOLAH DASAR Nurlinda Safitri
Jurnal Pendidikan Dasar Vol. 13 No. 01 (2022): JPD - Jurnal Pendidikan Dasar
Publisher : Pendidikan Dasar - Pascasarjana Universitas Negeri Jakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (369.421 KB) | DOI: 10.21009/jpd.v13i01.27060

Abstract

School-based environmental management in elementary schools is a system that needs to be implemented in an effort to build sustainable character and environmental awareness in schools. This management process consists of planning, organizing, implementing and monitoring. The purpose of this study was to integrate the environmental management process into school stakeholders in elementary schools. This type of research is library research with document study method. The results of this research regarding elementary school-based environmental management can be integrated with school stakeholders in order to create awareness of a sustainable environment.
IMPLEMENTASI PROGRAM GERAKAN LITERASI SEKOLAH (GLS) DALAM UPAYA MENUMBUHKAN MINAT BACA SISWA KELAS III DI SDN BONDONGAN, KOTA BOGOR Dwi Julianti Saputri; Muhammad Juni Saputra; Nurlinda Safitri; Nurul Edriyani
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 02 (2025): Volume 10, Nomor 02 Juni 2025 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.v10i02.27386

Abstract

This study aims to describe the implementation of the School Literacy Movement (GLS) Program in increasing the reading interest of grade III students at SDN Bondongan, Bogor City. The method used was descriptive qualitative with data collection techniques through observation, interviews and documentation. The results showed that the literacy program was implemented through mass literacy activities (LIMAS), reading habituation before learning, integration of literacy in subjects, and involvement of literacy ambassadors. Supporting factors for the success of the program include the commitment of principals and teachers, the availability of facilities such as reading corners and libraries, parental support and cooperation with mobile libraries. Constraints include the limited variety of age-appropriate reading materials, uneven teacher involvement, lack of literacy training and limited time and student motivation. Nevertheless, the positive experiences students had in reading activities, such as reading in the field or in a comfortable reading corner, were factors that triggered the growth of interest in reading. This study concludes that the implementation of GLS at SDN Bondongan has a positive impact on students' reading interest, but still requires strengthening in terms of teacher training, provision of varied reading materials, and comprehensive involvement strategies.
PENGARUH MEDIA WORDWALL TERHADAP HASIL BELAJAR PESERTA DIDIK PADA MATA PELAJARAN PENDIDIKAN PANCASILA DI KELAS IV SDN PANARAGAN 1 Sumiarsih; Nurlinda Safitri; Yuyun Yuniar
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 9 No. 03 (2024): Volume 09 No. 03 September 2024
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v9i3.18656

Abstract

This research aims to determine the influence of wordwall media. This research uses a quasi-experimental method. The research was carried out at the Panaragan I state elementary school in Bogor city, class IV-A and IV-B, odd semester 2024/2025. The data processing technique used is the data analysis prerequisite test which includes a normality test and homogeneity test, then a hypothesis test is carried out using the t test. based on data analysis, the results of learning Pancasila education subjects through wordwall media obtained an average N-Gain of 69 with a complete learning result of 100%, while not using wordwall media obtained an average N-Gain value of 44 with a complete learning result of 86% . The results of hypothesis testing state that H0 is rejected and Ha is accepted because tcount (4.80769) > ttable (2.004879). Based on the research results above, it can be concluded that there is an influence of wordwall media on learning outcomes in the Pancasila education subject in class IV at SDN Panaragan I.
Powtoon-Based Animated Video Media Development on Subtheme 3 Humans And Objects In Their Environment Ikbal Aldian Tawakal; Nurlinda Safitri; Rini Sri Indriani; Resyi A. Gani
Journal of International Multidisciplinary Research Vol. 3 No. 2 (2025): Februari 2025
Publisher : PT. Banjarese Pacific Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62504/jimr1213

Abstract

The development of this animated video media is based on the problems found at SD Negeri Singajaya 01 Bogor Regency. Starting from students not getting innovative learning media, and still using conventional methods in the learning process so that technology in learning is still very lacking. The purpose of this research is to develop powtoon-based animated video media in class V subtheme 3 humans and objects in their environment and determine the feasibility of powtoon-based animated video media with validation tests by material experts, media experts, and linguists, as well as student responses. The experimental subjects were fifth-grade elementary school students. The development of this video media uses the ADDIE model (Analysis, Design, Development, Implementation, Evaluation). The results of the validation test by material experts showed a percentage value of 88% in the very feasible category, media experts gave a percentage value of 100% in the very feasible category, and linguists gave a percentage value of 60% in the feasible category with revisions. The student response based on the questionnaire shows a positive response with a percentage score obtained of 91% in the category of very feasible, student response. The results can be concluded that the development of powtoon-based animated video media on subtheme 3 of humans and objects in their environment is suitable for use and motivates teachers and students in the learning process.
PENGGUNAAN MEDIA INTERAKTIF BAAMBOOZLE TERHADAP MOTIVASI BELAJAR SISWA SEKOLAH DASAR Andriyani, Yunita; Nurlinda Safitri; Yuyun Yuniar
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 9 No. 04 (2024): Volume 09, Nomor 04, Desember 2024
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v9i04.18339

Abstract

This study aims to describe the use of Baamboozle interactive media on elementary school students' learning motivation. Using a descriptive qualitative research method, the research subjects consisted of teachers and fourth grade students at SDN Panaragan 1. The research instruments included interviews, observations, and documentation to obtain data on the experiences and views of the subjects related to the use of Baamboozle in the learning process. The results showed that the use of Baamboozle significantly increased students' learning motivation. Students involved in learning with Baamboozle showed higher enthusiasm, were more active in learning activities, and participated more often in group discussions. This media also provides a more interactive learning experience, makes it easier to understand the material, and supports the concept of game-based learning which has been proven to increase students' interest and motivation. Baamboozle not only makes learning more interesting and fun, but also encourages students to think critically and develop analytical skills.
PENGEMBANGAN E-MODUL MENGGUNAKAN FLIPBUILDER PADA MATERI KEKAYAAN BUDAYA INDONESIA Riri Addaafiah Febriana; Lina Novita; Nurlinda Safitri
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 9 No. 3 (2024): Volume 09 No. 03 September 2024
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v9i3.19117

Abstract

The aim of this research is to produce teaching material products on Indonesian cultural riches in class IV at SDN Cilangkap 8, Depok City. This product development uses the ADDIE (Analysis, Design, Development, Implementation, Evaluation) model. The research began by conducting a needs analysis, student analysis, creating a product design, then developing an e-module product, carrying out expert validation, after that conducting a trial of the e-module on Indonesian cultural wealth material. The results of validation research by media experts, language experts and material experts show that the valid e-module using flip builder is very suitable for use by obtaining an average percentage of 97%. At the trial stage, 33 students gave very good responses and were very suitable for use by obtaining an average percentage of 99%. Based on the research results, it can be concluded that the e-module teaching materials using flip builder on Indonesian cultural wealth material developed by this research are proven to be valid, easy and interesting for students to use and are very worthy of study.
PENGEMBANGAN E-LKPD MENGGUNAKAN WEBSITE WIZER.ME PADA MATERI BUDAYA DAERAH INDONESIA Putri, Fitriyah Adilah; Nurlinda Safitri; Santa
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 04 (2025): Volume 10 No. 04 Desember 2025 In Order
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v10i04.33552

Abstract

This study aims to develop E-LKPD (Electronic Student Worksheets) using the Wizer.me website on Indonesian regional culture material. This study uses a Research and Development approach with the ADDIE model (Analysis, Design, Development, Implementation, and Evaluation). The research subjects were 28 fifth-grade students in class V-B at SDN Muara Beres Elementary School in Bogor Regency. The research was conducted in the even semester of the 2024/2025 academic year. In this study, a validation test was conducted by experts, namely media experts, language experts, and subject matter experts. The validation results by media experts obtained 100% with a very feasible criterion, by language experts obtained 88% with a very feasible criterion, by lecturer subject matter experts obtained 94% with a very feasible criterion, and by teacher subject matter experts obtained 96% with a very feasible criterion. The student response questionnaire results obtained 97.21% with a very feasible category, and the average N-Gain learning outcome score was 0.7 with a high criterion. These results indicate that E-LKPD using the Wizer.me website is very feasible to use in the learning process and very effective in improving student learning outcomes.
PENGEMBANGAN MEDIA PEMBELAJARAN FLIPBOOK MENGGUNAKAN FLIPBUILDER PADA MATERI LINGKUNGAN SAHABAT KITA Firda Azizah Hafiz; Nurlinda Safitri; M. Ginanjar Ganeswara
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 9 No. 2 (2024): Volume 09 No. 2 Juni 2024
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v9i2.13338

Abstract

Education is the main key in determining the high and low of human resources, to face the development of the era in this fast-paced global era, education strives to help students to be able to do their tasks in life independently, there are always developments in the world of education including learning media. Therefore, it is necessary to develop learning media that vary according to the needs and conditions of students. This development research uses the ADDIE method which consists of five stages, namely Analysis, design, development, implementation, and evaluation. The observation place was carried out at SDN Panaragan 2 Bogor City. Information collection was conducted by interviews and questionnaire assessments from media experts, linguists, material experts, and student response questionnaires. The results of product development are flipbook learning media for our friends' environmental materials. The results of expert validation research get a percentage of 100% with the category "feasible". In the limited test phase, as many as 25 students received a very good response with a percentage of 96% with the category "feasible". Based on the results of the study, it can be concluded that the flipbook learning media of our friends' environment material in this study has proven to be valid, interesting, easy to use and feasible to be applied as a learning tool.
PENGEMBANGAN VIDEO PEMBELAJARAN MENGGUNAKAN APLIKASI RENDERFOREST PADA MATERI PENTINGNYA AIR BAGI TUBUH MANUSIA Mila Anisah; Yuyun Elizabeth Patras; Nurlinda Safitri
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 9 No. 2 (2024): Volume 09 No. 2 Juni 2024
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v9i2.15927

Abstract

  Mila Anisah. 037120031. This research aims to develop and determine the feasibility of learning videos using the Renderforest application on the importance of water for the human body in class IV at SD Negeri Parung Tanjung 02, Bogor Regency. This research method uses the Research and Development (R&D) method with the ADDIE (Analysis, Design, Development, Implementation, Evaluation) development model. This research involves one lecturer each, a media expert and a language expert. The subjects in this research were class IV students at SD Negeri Parung Tanjung 02 Bogor Regency for the 2023/2024 academic year with a total of 21 students. From the research results it can be concluded that learning videos using the Renderforest application are very suitable for use in learning. This is based on the results of the validation carried out by the validator. The final validation results were obtained by media experts at 92%, language experts at 100%, material experts at 96% which are included in the "Very Eligible" criteria and based on student response questionnaires with an average of 91 % and the teacher obtained a result of 96%, both of which are classified as "Very Good" criteria applied in learning Keywords: Learning Video, Renderforest, The Importance of Water for the Human Body ABSTRAK Mila Anisah. 037120031. Penelitian ini bertujuan untuk mengembangkan dan mengetahui kelayakan video pembelajaran menggunakan aplikasi renderforest pada materi pentingnya air bagi tubuh manusia di kelas IV SD Negeri Parung Tanjung 02 Kabupaten Bogor. Metode penelitian ini menggunakan metode Research And Develompent (R&D)  dengan model pengembangan ADDIE (Anaysis, Design, Development, Implementation, evaluation) penelitian ini melibatkan masing – masing satu orang dosen ahli media, ahli bahasa. Subyek pada penelitian ini adalah peserta didik kelas IV di SD Negeri Parung Tanjung 02 Kabupaten Bogor tahun akademik 2023/2024 dengan jumlah 21 peserta didik. dari hasil penelitian dapat disimpulkan bahwa video pembelajaran menggunakan aplikasi renderforest sangat layak digunakan dalam pembelajaran. Hal ini berdasarkan hasil validasi yang dilakukan oleh validator diperoleh hasil akhir validasi ahli media sebesar 92%, ahli bahasa sebesar 100%, ahli materi sebesar 96% yang termasuk pada kriteria “Sangat Layak” serta berdasarkan kuesioner respon peserta didik dengan jumlah rata – rata 91% dan guru memperoleh hasil sebesar 96% yang ke duanya tergolong kriteria “Sangat Baik” diterapkan dalam pembelajaran. Kata Kunci : Video Pembelajaran, Renderforest, Pentingnya Air Bagi Tubuh Manusia