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PENERAPAN MEDIA SCRAP POP BOOK UNTUK PENINGKATAN HASIL BELAJAR PADA MATERI KEMERDEKAAN DAN PERISTIWA DISEKITARNYA Ina Ilmi Fahima; Widia Nur Jannah; Dewi Yuningsih; Mulyani
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 02 (2025): Volume 10 No. 02 Juni 2025
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v10i02.27113

Abstract

Cognitive learning outcomes are measurable and observable changes resulting from learning experiences that align with instructional objectives. Based on IPAS (Integrated Science) test scores, 83% of students scored below the minimum passing grade (KKM). This research aimed to enhance the cognitive learning outcomes in IPAS for sixth-grade students at SDN Kemakmuran 2 Cirebon through instructional media. The medium employed was a scrap pop book (Scrap Book and Pop Up), which contains visually presented content. The subjects were 30 sixth- grade students. This classroom action research utilized the Kemmis and McTaggart model. Testing techniques were used to determine the improvement in learning outcomes. In the first cycle, the average learning outcome was 66.6, categorized as 'satisfactory.' This result improved in the second cycle to 82.6, categorized as 'good.' Therefore, it can be concluded that the scrap pop book media effectively enhances students' learning outcomes in the topic of 'Independence and Surrounding
Peningkatan Keterampilan Berbicara Siswa pada Pembelajaran Bahasa Indonesia dengan Menggunakan Metode Bermain Peran di Kelas IV SDN 2 Benda Adinda Putri Salsahbilla; Widia Nur Jannah; Erna Labudasari
Jurnal Kajian Ilmu Pendidikan (JKIP) Vol. 6 No. 3 (2025): Jurnal Kajian Ilmu Pendidikan (JKIP)
Publisher : Lembaga Riset dan Inovasi Almatani

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55583/jkip.v6i3.1539

Abstract

Penelitian ini dilatarbelakangi oleh rendahnya keterampilan berbicara siswa kelas IV Sekolah Dasar, khususnya dalam pembelajaran materi teks percakapan. Keterampilan berbicara merupakan salah satu komponen penting dalam pembelajaran Bahasa Indonesia yang perlu dikembangkan melalui metode yang interaktif dan menyenangkan. Tujuan dari penelitian ini adalah untuk meningkatkan keterampilan berbicara siswa dengan menerapkan metode bermain peran. Penelitian ini menggunakan pendekatan Penelitian Tindakan Kelas (PTK) model Kemmis dan McTaggart yang dilaksanakan dalam dua siklus. Subjek penelitian adalah siswa kelas IV SDN 2 Benda, Kecamatan Karangampel, Kabupaten Indramayu, yang berjumlah 36 siswa. Teknik pengumpulan data dilakukan melalui observasi aktivitas guru, tes keterampilan berbicara, dan angket respon siswa. Hasil penelitian menunjukkan adanya peningkatan yang signifikan dalam keterampilan berbicara siswa. Pada pra siklus, hanya 11 siswa (31%) yang mencapai ketuntasan. Pada siklus I meningkat menjadi 21 siswa (58%), dan pada siklus II mencapai 32 siswa (89%). Aktivitas guru dalam penerapan metode juga menunjukkan peningkatan dari 75% (kategori baik) pada siklus I menjadi 98% (kategori sangat baik) pada siklus II. Respon siswa terhadap metode bermain peran juga meningkat dari 56% pada siklus I menjadi 85% pada siklus II. Dengan demikian, penerapan metode bermain peran terbukti efektif dalam meningkatkan keterampilan berbicara siswa kelas IV SD.
Developing Management and Leadership Training Innovation Program for Higher Education at Muhammadiyah Universities Muh Samsudin; Sadam Fajar Shodiq; Nanan Abdul Manan; Widia Nur Jannah; Wachidi Wachidi; Rusdarti Rusdarti; Mustofa Dasuki
Indonesian Journal on Learning and Advanced Education (IJOLAE) Vol. 4, No. 1, January 2022
Publisher : Universitas Muhammadiyah Surakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23917/ijolae.v4i1.16544

Abstract

The management and leadership training innovation model used by Muhammadiyah universities according to the principles of good instructional development is not yet available. The aims of this research are (1) to describe the appropriate management and leadership training for university leaders at Muhammadiyah universities today; (2) to identify current approaches to management and leadership training; (3) to develop suitable management and leadership training packages for leaders; and (4) to formulate the effectiveness of the innovation management and leadership training package. Research and Development Borg and Gall were used and combined with Dick & Carey's steps Instructional Design Modern. The study resulted in the package management and leadership training for Muhammadiyah, including training design, A Handbook for Facilitators, Handbook for Participants, and Module 3 Training Materials. Product Training Package has been validated by and trials on aspects of effectiveness and feasibility. The study also produced some impli-cations and recommendations relating to the training in the PTM (Muhammadiyah Higher Education).
Pelaksanaan Kegiatan Sosialisasi Anti Bullying melalui Mini Bisokop pada Siswa Sekolah Dasar di SD Negeri Simaja Ayu Ghinadi; Binar Agni Jembarwati; Parida Dwi Astuti; Siti Fatimah; Widia Nur Jannah; Muhammad Lutfi
Journal on Education Vol. 7 No. 2 (2025): Journal on Education: Volume 7 Nomor 2 Tahun 2025 In Progress (Januari-Februari
Publisher : Mathematics Education Study Program

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/joe.v7i2.8221

Abstract

Bullying is a serious problem in Indonesia's educational environment that requires a comprehensive approach. This study aims to analyze the bullying prevention socialization program through mini cinema at SD Negeri Simaja using descriptive qualitative method. Activities were carried out for students in grades 4, 5, and 6, using an interactive approach with three main activities, namely, screening educational films, active discussions, and giving rewards. The results showed that the program succeeded in raising students' awareness about various forms of bullying, including verbal, physical and social bullying. Through the movie themed “say no to bullying, say yes to friedship”, students were able to identify bullying and its psychological impact. Interactive discussions and reward systems proved effective in encouraging students' active participation. The main obstacles include students' limited understanding of bullying and the psychological constraints of shy students. Strategies to overcome these obstacles were through providing in-depth context before the movie screening, and a gradual approach to invite students to be more active.
Pelaksanaan Kegiatan Pojok Taman dalam Meningkatkan Kepedulian Sosial dan Lingkungan di SD Negeri Simaja Lutfiah Aliyah Rachma Kamojang; Siti Tanisa; Fine Heliyani; Muhammad fadli; Widia Nur Jannah; Muhammad Lutfi
Journal on Education Vol. 7 No. 2 (2025): Journal on Education: Volume 7 Nomor 2 Tahun 2025 In Progress (Januari-Februari
Publisher : Mathematics Education Study Program

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/joe.v7i2.8272

Abstract

This study examines the implementation of the adiwiyata programme through planting corner activities at SDN Simaja in an effort to shape students' environmental awareness character. Using a descriptive qualitative approach, this study investigates how planting corner activities contribute to fostering environmental awareness. The results showed that the programme succeeded in transforming empty land into a useful green area through students' active involvement in various activities, ranging from land clearing, making vases from plastic waste to plant maintenance. These activities not only improved the aesthetics of the school environment but also developed gardening skills, teamwork and a sense of responsibility in students. Despite challenges such as the lack of focus on the students' difficulty in controlling the commotion, the programme proved to be effective in instilling the values of environmental stewardship. environment. The success of the programme is shown through physical changes in the school environment and increased environmental awareness in students.
‘HydroAR’: An Innovative Augmented Reality Learning Media for Water Cycle Material in Elementary School Rochmah, Eliya; Jannah, Widia Nur; Rahayu, Fanny Septiani; Yulianawati, Dewi; Zain, Farah Mohamad; Islamulmuflikhun, Alifsyam
Profesi Pendidikan Dasar Vol. 12, No. 3, December 2025
Publisher : Universitas Muhammadiyah Surakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23917/ppd.v12i3.11719

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The water cycle is a fundamental science topic in primary education; however, its abstract and dynamic processes are often difficult for students to understand, highlighting the need for interactive learning media that can visualize concepts clearly. The primary objective of this study was to develop and evaluate the feasibility and effectiveness of HydroAR, an AR-based learning medium, in improving primary students’ understanding and interest in the water cycle. Utilising the 4D Research and Development (R&D) model comprising the Define, Design, Develop, and Disseminate stages. The research involved a limited-scale pilot study with 22 students and one teacher, followed by a wider dissemination trial involving 30 students in Cirebon Regency. Data were collected via material and media expert questionnaires, alongside teacher and student response surveys, and were subsequently analysed using both quantitative and qualitative methods. HydroAR was successfully developed with interactive visualizations that made abstract concepts clearer and more engaging. Expert evaluations rated it as very feasible. Student usability results showed acceptable SUS scores of 83.18% and 85.58%. The implementation increased learning interest and improved water cycle understanding, indicating AR’s potential to support interactive teaching and effective science concept visualization.
Effective Sentence Writing in Story Problems on the Arithmetic Operations of Whole Numbers in Grade IV of State Elementary School Pelandakan 1 Jannah, Widia Nur; Herman, Tatang; Agustin, Mubiar; Damaianti, Vismaia S.; Mamat, Nordin Bin
Mimbar Sekolah Dasar Vol 11, No 4 (2024)
Publisher : Universitas Pendidikan Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.53400/mimbar-sd.v11i4.78770

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This study aims to evaluate the advantages and disadvantages of using effective sentences in writing story problems related to integer arithmetic operations. The research methodology used is descriptive analysis with a qualitative approach, and case study design to explore in depth a phenomenon or problem. Data were collected through a documentary study of story problems used in resources for arithmetic procedures involving integers. Furthermore, interviews were conducted with teachers to find out their perspectives on the formulation of the problems. The data analysis technique was carried out by categorizing sentences in narrative story problems and assessing their effectiveness based on linguistic criteria and clarity of information. The results of the study showed that most of the narrative story problems analyzed did not fully meet the criteria for effective sentences. There were vague, long, and imprecise sentences so that they did not convey the information needed. Certain questions also contained terminology that was less familiar to students. This study identified the need for improvements in sentence structure and vocabulary selection to be more appropriate to students' level of understanding. This study shows the need for teacher training in composing effective sentences for story problems in order to improve the quality of questions presented to students.
THE EFFECT OF AN INTERACTIVE BOARD GAME-BASED DRILL METHOD ON THE EARLY READING ABILITY OF FIRST GRADE STUDENTS AT SDN 1 BANDORASAKULON Sri Ayu Jannah; Widia Nur Jannah; Hanikah Hanikah
Jurnal Cakrawala Pendas Vol. 11 No. 4 (2025)
Publisher : Universitas Majalengka

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31949/jcp.v11i4.15704

Abstract

This study aims to determine the effect of applying the drill method based on interactive board games on the early reading ability of first-grade students at SDN 1 Bandorasakulon, Cilimus District, Kuningan Regency. The research method used was an experimental design with a pretest-posttest model. The subjects of the study were 20 students. The research instruments consisted of an early reading ability test and observation sheets for teacher and student activities. The results showed that the implementation of the drill method based on interactive board games was carried out effectively, as evidenced by the observation results of teacher and student activities which reached 93% in the “very good” category. Students’ early reading ability improved significantly, with an average pretest score of 54.38 (3 students achieved mastery and 17 did not) increasing to 82.19 in the posttest (19 students achieved mastery and 1 did not). The Paired Sample T-Test revealed a significance value of 0.000 < 0.05, indicating that the drill method based on interactive board games had a significant effect on early reading ability. The N-Gain analysis result of 0.6428 fell into the medium category with an effectiveness of 64.28%. Therefore, this method is effective in improving the early reading ability of elementary school students.
PENERAPAN KARAKTER KEDISIPLINAN DI MI NIHAYATUL AMAL GUNUNGSARI KABUPATEN CIREBON Widia Nur Jannah; Aiman Faiz; Qonita Pradina
PROCEEDING UMSURABAYA Vol 1 No 1 (2022): PROSIDING “CES” (CONFERENCE OF ELEMENTARY STUDIES) TAHUN 2022
Publisher : Universitas Muhammadiyah Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

Character learning is a planned effort to improve a good personality. The purpose of this study is to reveal the concept of discipline applied at MI Nihayatul Amal Gunungsari, Cirebon Regency as a reference for other research that has a similar research concept. The research method used is descriptive analysis using interviews and observations to obtain research data. The results of the study reveal that in the implementation of character education with disciplined values, the teacher has carried out his role as an exemplary educator in setting an example that can be applied by students. Discipline in the teacher is very important to shape the character of good students, such as coming to school on time, using good and polite speech, and wearing neat, clean and polite clothes, so that students have followed the discipline that the teacher applies by example. The teacher also acts as a motivator to provide rewards and punishments as a motivation for students to generate a sense of responsibility towards discipline and as an appreciation in shaping the character of students' discipline at school. Thus, the important role of teachers as modeling in schools is one of the important factors in instilling the value of discipline for students at MI Nihayatul Amal Gunungsari, Cirebon Regency. Keywords: Character education; exemplary teacher; discipline
Mengasah Kemampuan Kognitif Siswa Sekolah Dasar dengan Media Board berbasis Game Educaplay Juwanda Prayuda; Fitri Aprianti; Widia Nur Jannah
Jurnal Ilmu Pendidikan Dasar Indonesia Vol 3 No 4 (2024): SEPTEMBER
Publisher : Pusat Pengembangan Pendidikan dan Bakat Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51574/judikdas.v3i4.1982

Abstract

Penelitian ini bertujuan untuk meningkatkan kemampuan kognitif siswa sekolah dasar melalui integrasi media board self dan game-based learning menggunakan platform Educaplay. Metode yang digunakan dalam penelitian ini adalah penelitian tindakan kelas dengan model Kurt Lewin, yang terdiri dari empat tahap: perencanaan, tindakan, observasi, dan refleksi, dan dilaksanakan dalam dua siklus. Pada siklus I, fokus utama adalah penerapan media board self sebagai sarana pembelajaran. Setelah siklus pertama dievaluasi melalui post-test, ditemukan bahwa meskipun ada peningkatan, hasil belum optimal. Pada siklus II, media board self diperkuat dengan teknologi game-based learning melalui Educaplay, untuk memberikan stimulus interaktif yang lebih dinamis dalam pembelajaran. Setiap siklus diukur menggunakan pre-test dan post-test dengan instrumen tes yang sama, yang mencakup enam indikator kognitif berdasarkan taksonomi Bloom, yaitu mengingat, memahami, menerapkan, menganalisis, mengevaluasi, dan mencipta. Hasil penelitian menunjukkan peningkatan signifikan dalam nilai rata-rata kemampuan kognitif siswa dari 46,66 pada pra-siklus, menjadi 67,77 pada siklus I, dan 80,07 pada siklus II. Peningkatan paling signifikan terlihat pada kemampuan mencipta, yang meningkat dari 26,67 pada siklus I menjadi 50,00 pada siklus II. Integrasi media board self dan game-based learning terbukti efektif dalam meningkatkan kemampuan kognitif siswa.