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EFEKTIVITAS MEDIA PEMBELAJARAN PUZZLE MISTERI HARTA KARUN (PULL AND RUN) TERHADAP HASIL BELAJAR KEANEKARAGAMAN BUDAYA DI SEKOLAH DASAR Tanti Sahara Ningrum; Abdul Aziz Hunaifi; Sutrisno Sahari
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 03 (2025): Volume 10 No. 03 September 2025 Terbit
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v10i03.31196

Abstract

This study aims to determine the effectiveness of the Puzzle Misteri Harta Karun(PULL AND RUN) learning media on students’ learning outcomes in the topic ofIndonesian cultural diversity. The research was conducted in Grade IV of SDNPlosorejo 1, Kediri Regency, using a descriptive quantitative approach with a OneGroup Pretest-Posttest design. The subjects consisted of 8 students in a limited trialand 18 students in an extended trial. The instrument used was a 20-item multiplechoice test based on the Social Studies learning objectives for Phase B of theMerdeka Curriculum. The findings showed a significant increase in average scores,from 58 (pretest) to 87 (posttest) in the limited trial, and from 58 to 88 in the extendedtrial. The classical learning mastery (KBK) reached 87%, 94%, and 92% in total.These results indicate that PULL AND RUN is categorized as highly effective foruse in elementary social studies learning, as it significantly improves studentachievement and promotes contextual and collaborative learning activities. Penelitian ini bertujuan untuk mengetahui efektivitas media pembelajaran PuzzleMisteri Harta Karun (PULL AND RUN) terhadap hasil belajar siswa pada materikeanekaragaman budaya Indonesia. Penelitian dilakukan di kelas IV SDN Plosorejo1 Kabupaten Kediri dengan menggunakan pendekatan kuantitatif deskriptif dandesain One Group Pretest-Posttest. Subjek penelitian terdiri dari 8 siswa pada ujicoba terbatas dan 18 siswa pada uji coba luas. Instrumen yang digunakan berupasoal pilihan ganda berjumlah 20 item yang disusun berdasarkan capaianpembelajaran IPS Fase B Kurikulum Merdeka. Hasil penelitian menunjukkanpeningkatan nilai rata-rata dari 58 (pretest) menjadi 87 (posttest) pada uji cobaterbatas, dan dari 58 menjadi 88 pada uji coba luas. Ketuntasan belajar klasikal(KBK) masing-masing sebesar 87%, 94%, dan 92% secara gabungan. Berdasarkanhasil tersebut, media PULL AND RUN dikategorikan sangat efektif untuk digunakandalam pembelajaran IPS di sekolah dasar karena mampu meningkatkan hasilbelajar siswa secara signifikan sekaligus mendorong aktivitas belajar yangkontekstual dan kolaboratif.
Pengembangan Multimedia Interaktif Berbasis Game Edukasi Pada Materi Perkalian Untuk Siswa Kelas III SD Larisa, Maharani Aprilia; Primasatya, Nurita; Hunaifi, Abdul Aziz
JURNAL DIMENSI PENDIDIKAN DAN PEMBELAJARAN Vol 12: Special Issue No. 1 (2024)
Publisher : Universitas Muhammadiyah Ponorogo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24269/dpp.v12i1.9633

Abstract

Matematika memiliki peran penting dalam perkembangan budaya modern. Hal tersebut dikarenakan semua ilmu pengetahuan lainnya memerlukan matematika. Namun masih banyak siswa yang mempunyai sikap negatif terhadap matematika.Upaya meningkatkan kebiasaan belajar untuk mengubah sikap negatif siswa terhadap matematika antara lain dengan memanfaatkan teknologi yang berkembang dengan menciptakan media pembelajaran dengan metode pembelajaran  interaktif. Tujuan dari penelitian ini yaitu untuk menciptakan produk multimedia interaktif berbasis game edukasi pada materi perkalian yang valid, praktis dan efektif untuk siswa kelas III SD. Peneliti menggunakan model penelitian dan pengembangan ADDIE. Sementara itu, teknik analisis data yang digunakan peneliti yaitu campuran (analisis kualitatif dan kuantitatif). Mengenai metode kualitatif, data didapat melalui observasi, wawancara, dan studi dokumen. Sementara teknik analisis kuantitatif diperoleh melalui angket validasi, angket kepraktisan, dan soal evaluasi. Kevlidan produk  memperoleh skor rata-rata 88% dengan kategori “sangat valid”. Pada uji kepraktisan mendapatkan skor rata-rata 93% dengan kategori “sangat praktis”. Uji keefektifan mendapatkan skor rata-rata 92% dengan kategori “sangat efektif”. Hasil penelitian menunjukkan bahwa multimedia interaktif berbasis game edukasi dapat meningkatkan hasil belajar siswa.
Implementasi Model Pembelajaran Gal’perin untuk Meningkatkan Aktivitas dan Kemampuan Berfikir Kritis Mahasiswa pada Pembelajaran Statistika Aka, Kukuh Andri; Soenarko, Bambang; Hunaifi, Abdul Aziz
JURNAL PENDIDIKAN DASAR NUSANTARA Vol 5 No 2 (2020): Jurnal Pendidikan Dasar Nusantara
Publisher : Universitas Nusantara PGRI Kediri

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29407/jpdn.v5i2.14238

Abstract

This research is a classroom action research study of the Gal'Perin model implementation process, the results of performance improvement and critical thinking skills (CBC) of students. Based on classroom action research for 2 cycles, it was found that the implementation of learning by the model lecturers using the Gal'Perin model had been 100% successful. Active students show scores above ≥ 75% and can be given active students. The average score of students' learning activeness from cycle I always shows improvement compared to previous meetings. Cycle I scores reach 72 and Cycle II reaches 79. The average CBC as a form of student learning outcomes classically in cycle 1 consists of 79 and in cycle 2 amounts to 82, thereby increasing the increase that does not show a significant difference what is evident from paired tests t-test with Sig. (2-tailed) of 0.149, which means greater than 0.05, then conclusions can be drawn that are not significantly different between the results of KBK cycle 1 and cycle 2.
Pelatihan Pengembangan Program Kokurikuler Bagi Guru SD Laboratorium UN PGRI Kediri Mujiwati, Endang Sri; Soenarko, Bambang; Permana, Erwin Putera; Sahari, Sutrisno; Primasatya, Nurita; Wahyudi, Wahyudi; Hunaifi, Abdul Aziz; Aka, Kukuh Andri
Jurnal ABDINUS : Jurnal Pengabdian Nusantara Vol 3 No 2 (2020): Volume 3 Nomor 2 Tahun 2020
Publisher : Universitas Nusantara PGRI Kediri

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29407/ja.v3i2.13690

Abstract

Pengabdian ini bertujuan untuk melaksakan solusi pemecahan masalah mitra SD Laboratorium UN PGRI Kediri guna (1) meningkatkan pemahaman guru terhadap wawasan program kokurikuler sebagai awal program pengembangan program kokurikuler, melalui penyuluhan dengan guru mengenai karakteristik materi tiap bidang studi yang memungkinkan dan berpotensi maksimal untuk dijadikan bahan program kokurikuler, dan kegiatan Focus Group Discussion antara tim dosen dan tim guru untuk menentukan prioritas pengembangan kokurikuler). Kegiatan pengabdian masyarakat ini dimulai dari presentasi tentang pembahasan pengertian, tujuan, prinsip, dan tata cara pelaksanaan program kokurikuler. Setelah dilakukan pemaparaan dari pemateri, dilakukan kegiatan tanya jawab bersama guru di SD Lab. UN PGRI Kediri. Para guru menjadi semakin memahami konsep kokurikuler (sebagai program tambahan intrakurikuler) dan diharapkan setelah kegiatan ini para guru siap dalam program pengabdian selanjutnya, yaitu pengembangan program kokurikuler secacra fisik.
Pelatihan Pembuatan Soal Kognitif Berbasis Aplikasi Android Kahoot untuk Guru Sekolah Dasar Islam Terpadu Bina Insani Kediri Saidah, Karimatus; Mujiwati, Endang Sri; Permana, Erwin Putera; Wiguna, Frans Aditia; Damayanti, Susi; Mukmin, Bagus Amirul; Hunaifi, Abdul Aziz; Laila, Alfi; Basori, Muhamad; Wahyudi, Wahyudi; Kurnia, Ita
Jurnal ABDINUS : Jurnal Pengabdian Nusantara Vol 6 No 1 (2022): Volume 6 Nomor 1 Tahun 2022
Publisher : Universitas Nusantara PGRI Kediri

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29407/ja.v6i1.16895

Abstract

This activity aims to provide training to teachers and practice problem making and implementation in elementary schools. So that teachers get direct experience in making problems through the Kahoot application for teachers. The method of carrying out this activity is carried out from the preparation stage to the reporting of activities that take about 1 month. Parties involved in the activity include: 1). Lecturers as speakers and moderators, students as a support team for the implementation of the event. 2). Teachers in SDIT Bina Insani Kediri. Of the 25 teachers who have participated in the training, as many as 17 teachers have submitted the results of the analysis, based on the results of the questionnaire showed 4 teachers stated there were no obstacles in implementing kahoot. While the other 13 stated to experience some obstacles, namely less accustomed to operating kahoot. The advantages of applications when implemented include more interesting and easy to do. Kahoot application can be one of the alternative learning variations. Through the use of kahoot learning outcomes related to the order of the level of truth problems can be more quickly known. Kahoot application is practical, because teachers can directly monitor students who work on problems.
Implementasi Ecoprint untuk Menumbuhkan Kreativitas dan Kepedulian Lingkungan pada Siswa Kelas 6 SDN Satak 2 Amelia, Fitri; Hunaifi, Abdul Aziz; Zunaidah, Farida Nurlaila; Rahmasari, Alfina Ika; Nugroho, Rama Puji; Adzam, Muhammad
Dedikasi Nusantara: Jurnal Pengabdian Masyarakat Pendidikan Dasar Vol 5 No 2 (2025): Dedikasi Nusantara
Publisher : Universitas Nusantara PGRI Kediri

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29407/dedikasi.v5i2.27891

Abstract

Kegiatan pengabdian ini bertujuan untuk menumbuhkan kreativitas serta meningkatkan kepedulian lingkungan pada siswa kelas 6 SDN Satak 2 melalui pelatihan ecoprint. Metode yang digunakan adalah pendekatan partisipatif dan praktik langsung yang mencakup sosialisasi konsep ecoprint, pengumpulan daun di lingkungan sekolah, serta proses pencetakan motif pada totebag menggunakan teknik pounding. Seluruh siswa menunjukkan partisipasi yang aktif dan antusias selama kegiatan berlangsung. Hasil karya siswa memperlihatkan motif ecoprint dengan kualitas yang baik, di mana ketajaman motif dipengaruhi oleh jenis daun yang digunakan, terutama kandungan air pada daun. Program ini terbukti efektif dalam mengembangkan kreativitas visual siswa sekaligus menumbuhkan kesadaran mereka terhadap pentingnya pemanfaatan bahan alami dan perilaku ramah lingkungan.
Analisis Kebutuhan Pengembangan Media Bola-Bola Bilangan Bulat untuk Siswa Kelas IV Sekolah Dasar Vindi Avianti Wahyuning Setyowati; Nurita Primasatya; Abdul Aziz Hunaifi
Jurnal Simki Postgraduate Vol 2 No 4 (2023): Volume 2 Nomor 4 Tahun 2023
Publisher : Universitas Nusantara PGRI Kediri

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29407/jspg.v2i4.467

Abstract

Needs analysis is an important step used to find out the initial problems that an elementary school institution has. The purpose of this study was to analyze the needs of the media development of integer balls for fourth grade elementary school students. This development research uses descriptive analysis method by calculating scores using quantitative analysis. In data collection techniques using observation sheets, tests and interviews. Based on the results of the study, it showed a positive response to improving learning using the media floating integer balls for fourth grade elementary school students. This study showed that 77% of students with the first indicator were above 51% which stated students did not like mathematics, the second indicator students got a score percentage of 88% which stated students had difficulty learning integer material, the third indicator with a score percentage of 83% indicated that students had difficulty learning without using media and the last indicator with a score percentage of 94% stated that students were interested in learning to use learning media. This research can be developed to the media development stage for more optimal results.
PENGEMBANGAN MEDIA KOKAREL (KOMIK KARTUN ELEKTRONIK) MATERI SIKLUS HIDUP TUMBUHAN KELAS IV SEKOLAH DASAR Ainy, Neyla Noer; Hunaifi, Abdul Aziz; Basori, Muhamad
Jurnal Manajemen Pendidikan Vol. 11 No. 1 (2026): Regular Issue (In Progress)
Publisher : STKIP Pesisir Selatan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.34125/jmp.v11i1.1864

Abstract

This research and development aims to determine the validity, practicality, and effectiveness of the KOKAREL (Electronic Cartoon Comic) media for the life cycle of plants for grade IV of Elementary School. This research and development uses the ADDIE model which consists of the stages (1) Analysis, (2) Design, (3) Development, (4) Implementation, and (5) Evaluation. The subjects of this research were teachers and 32 grade IV students of SDN 1 Grogol, Kediri Regency. The data analysis techniques used were qualitative and quantitative descriptive analysis. The results of this research show that (1) The results of the validity test of material experts were 90% and media experts were 86%, both scores obtained showed very valid criteria. (2) The results of the practicality test showed a percentage of teacher response scores of 92%. Then, the results of the student practicality test in the limited trial obtained a percentage of 82.8% and the student practicality test in the broad trial obtained a percentage of 86.4%. The results of the practicality test for teachers and students showed very practical criteria. (3) The results of the effectiveness test in the limited trial obtained an average pretest score of 66.4 and an average posttest score of 81.4. Then, in the extensive trial, an average pretest score of 69.2 and an average posttest score of 84 were obtained. This shows an increase in learning outcomes before and after using the KOKAREL (Electronic Cartoon Comic) learning media.
Co-Authors Adzam, Muhammad Ainy, Neyla Noer Alfi Laila Alfi Laila, Alfi Alvin Ma’rifatul Janah Nur Azizah amara saida Anjar Srirahmawati Aprilia Dwi Handayani Aprilia Dwi Handayani, Aprilia Dwi Asfia, Vifi Aulia, Astin Hadiahti Baharudin Baharudin Basori, Moh. Cindy Weka Wulandari Damariswara, Rian Den Ayu Putri Pandan Sari Desi Maharani Dhian Dwi Nur Wenda Diana Noor Fadila Dwiyanti, Linda Endang Sri Mujiwati Erwin Putera Permana Fatkhur Rochman Fitri Amelia Frans Aditia Wiguna Hana Fepy Ulsianella Harwitantri Putri, Astrina Della Ida Fiteriani Imron, Ilmawati Fahmi Istiqomah, Rohma Darul Ita Kurnia Khoirul Minarti Kriani, Rezi Kristianto, Johanes Victory Kukuh Andri Aka Kurnia, Ita Larisa, Maharani Aprilia Like Fanisia Mahardika, Ronny Mega Isna Tiara Sari Muhamad Basori Muhamad Basori, Muhamad Mukmin, Bagus Amirul Mumun Nurmilawati NINGRUM, HENI ICA Novi Nitya Santi Novi Nitya Santi Novi Nitya Santi Novi Nitya Santi Novi Nitya Santi, Novi Nitya Nugroho, Rama Puji Nurita Primasatya Nursafitri, Annisa Septi Nurwenda, Dhian Dwi Olaini, Dina Nur Pita Wulandari Putri, Kharisma Eka Putri, Septa Rosdiana Rahmasari, Alfina Ika Rahmawati, Novi Chandra Ayu RAMADHAN, NOPRIZAL Refina, Refina Rian Damariswara Rianti, Dita Fatma Risa Dian Rahmadani Riska Andriani Rista Guna Winata Sari Roostafa Eka Nur Sarwendah Saida, Amara Saidah, Karimatus Salsabela, Qonita Santi , Novi Nitya Sari, Ayu Titis Rukmana Sarwendah, Roostafa Eka Nur Sayuti, Renata Eka Setyowati, Vindi Avianti Wahyuning Siti Nur Haliza Soenarko, Bambang Susi Damayanti, Susi Sutrisno Sahari Sutrisno Sahari, Sutrisno Tanti Sahara Ningrum Tyas, Hesty Dwy Wahyuning Vindi Avianti Wahyuning Setyowati Wahid Ibnu Zaman WAHYUDI Wahyudi Wahyudi Wahyudi Wati, Epritha Kurnia Wedar Puji Marta, Trias Zunaidah, Farida Nurlaila