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THE IMPORTANCE OF CHARACTER EDUCATION IN THE DIGITAL ERA IN THE HIGHER CLASS OF SDN SANDING 02 Sylva Nur Hajijah; Nana Hendracipta; Siti Rokmanah
Cakrawala Pedagogik Vol. 7 No. 2 (2023): Cakrawala Pedagogik
Publisher : Sekolah Tinggi Keguruan dan Pendidikan Syekh Manshur

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51499/cp.v7i2.549

Abstract

The aim of this research was to find out how influential digital technology is on the character of students. This research is a qualitative research, which was conducted at SDN Sanding 02. The results of the research state that most students are too focused on the digital world, by using cellphone screens freely and using them for a long time, causing children's character to decline and they become lazy in learning. Only 28% or 7/25 students are active in studying and have good character. This digital era has a huge impact on children's personality values. Therefore, character education in the current digital era is very important because we rarely see children playing traditional games like before. Traditional games can foster affection and closeness, and children become more creative when using these traditional games. Therefore, parents, teachers and society play an important role in this problem. So that students as heirs of the nation  have good ethics so they can contribute to creating a just, peaceful and prosperous national life in the digital era.
PENINGKATAN PARTISIPASI SISWA DALAM PEMILAHAN SAMPAH DENGAN PENDEKATAN 4R GUNA MENGURANGI PENUMPUKAN SAMPAH DI TPA Al Fitri Chahyani; Siti Rokmanah; Nana Hendracipta
Didaktik : Jurnal Ilmiah PGSD STKIP Subang Vol. 9 No. 5 (2023): Volume 09 No. 05 Desember 2023
Publisher : STKIP Subang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36989/didaktik.v9i5.1960

Abstract

Waste is anything that is thrown away because it is no longer needed, and not needed. The problem is that many elementary school students still lack the knowledge to manage waste and sort waste by type. Even students who already understand have a tendency to litter. The purpose of this study was to increase elementary school students' awareness of the importance of disposing of waste properly and how to use the 4Rs approach to recycle waste materials into new products. Qualitative research using descriptive observational design was the methodology used. The research methodology was implemented through open-ended interviews, participant-led focus group discussions, literature review, and field survey. According to the research findings, a large number of students still lack knowledge about the different types of waste and how to dispose of them. One of the recommendations that can be given is to socialize to students about proper waste management so that they can utilize it and educate the community on how to utilize waste and minimize waste so that there is no accumulation of waste in landfills that can cause new problems or diseases.
Pengembangan LKPD dengan Pendekatan Saintifik dalam Melatih Keterampilan 4C di Kelas V SD Mega Mulia; A. Syachruroji; Nana Hendracipta
Jurnal Lensa Pendas Vol 9 No 1 (2024): Februari
Publisher : Universitas Muhammadiyah Kuningan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33222/jlp.v9i1.3473

Abstract

This research and development aims to find out how to develop, suitability and response of students to LKPD with a scientific approach in training 4C skills in class V elementary school in theme 2 subtheme 1 of the 2nd learning. This research uses research and development (R&D) methods with a research and development research design by Borg & Gall. The subjects in this research were 28 class V students at Sukabela State Elementary School, Serang City, 2023/2024 academic year using purposive sampling technique. Based on the product validation results, material experts obtained an overall average percentage score of 92% with very appropriate criteria, media expert validation was 89.5% with very appropriate criteria, and language expert validation was 83% with appropriate criteria. So the overall product feasibility percentage reached 88.16% with very feasible criteria, and student responses obtained an average percentage score of 98.1% with very good criteria. Thus, LKPD with a scientific approach in training 4C skills in class V elementary school is very feasible and very good for use in the learning process of students in class V elementary school.
Pengembangan Media Pembelajaran Permainan Kartu Uno Pada Mata Pelajaran IPA Materi Ekosistem Devi Agustriyani; Nana Hendracipta; A. Syachruroji
Jurnal Lensa Pendas Vol 9 No 2 (2024): September
Publisher : Universitas Muhammadiyah Kuningan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33222/jlp.v9i2.3971

Abstract

This development research aims to develop a product in the form of Uno cards as a learning medium that contains science lessons on ecosystem themes with feasibility tests and student responses. The research method uses the Research and Development (R&D) method with 3D design including Definition, Design and Development. The research instrument is a questionnaire with a Likert scale for feasibility testing by a team of experts and a student response questionnaire. The results of the feasibility test for the Uno card learning media by a team of material experts were assessed as very feasible reaching 85%, media experts assessed it as very feasible reaching 85% and language experts assessed it as very feasible reaching 88%. The average result of all validators is 86% in the very feasible category. Product trials were carried out on grade 5 students at SD Negeri Merak III in the even semester of the 2023/2024 academic year. The results of the student response test reached the very good category of 85%. Based on the results of expert validation and limited trials on students, the Ukos card game media can be a learning media that is suitabel for use in the learning process in schools.
PENGEMBANGAN MEDIA PEMBELAJARAN E-KOMIK PADA MATERI GAYA KELAS IV DI SEKOLAH DASAR Alda Indah Syafitri; Nana Hendracipta; Encep Andriana
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 01 (2026): Volume 11 No. 01 Maret 2026 Published
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v11i01.38695

Abstract

This study aims to develop an e-comic learning medium for fourth-grade elementary school students on the topic of style and to determine its feasibility. The background of this research is the low interest of students in learning abstract science and science subjects. Therefore, an engaging and easy-to-understand learning medium is needed. The R&D (Research and Development) method was used in this study, and the procedure applied the ADDIE model, consisting of Analysis, Design, Development, Implementation, and Evaluation. The trial subjects were 22 fourth-grade students at SDI Baitul Salam. Data were obtained through a validation questionnaire conducted by material experts and media experts. The media expert validation results obtained a percentage of 80.5%, categorized as "Feasible," while the material validation results obtained a percentage of 92%, categorized as "Very Feasible." Based on the results, the e-comic learning medium was declared feasible and effective for use as an alternative medium in science and science subjects, particularly on style subjects in fourth-grade elementary school.