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DEVELOPING A HANDOUT BASED ON BANTEN CULTURE FOR TEACHING MATERIALS Ela Suhaelah; Ana Nurhasanah; Zerri Rahman Hakim
Primary: Jurnal Pendidikan Guru Sekolah Dasar Vol. 10 No. 1 (2021): February
Publisher : Laboratorium Program Studi Pendidikan Guru Sekolah Dasar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33578/10.33578/jpfkip.v10i1.8039

Abstract

This research aimed to find out the stages in developing a handout based on Banten culture for teaching materials and the validity of the handout. This research utilized the Research and Development (R&D) method by Sugiyono, which consisted of 6 steps, namely: (1) problem analysis, (2) data collection, (3) product design, (4) design validation, (5) design revisions, and (6) product trial test. The development of the handout was carried out through the validation test by material experts, media experts, and education experts. Then, to accomplish the limited trial test, a product trial test was conducted after the validation test involving 15 fourth-grade students at SDN Unyur as the research subjects. Findings of this research were that the percentage from the material experts was 95% with a very feasible category. Then, the result from the media expert obtained a percentage of 78% with a feasible category. After that, the result from the education expert indicated that the percentage for the handout was 93% with a very feasible category. Meanwhile, the results of the product trials obtained a percentage of 90% with a very feasible category. Based on these results, it could be concluded that the handout based on Banten culture for the fourth-grade students at SDN Unyur was feasible to be used as teaching materials after going through the six stages of development procedures.
THE TEACHER’S ROLE IN INSTILLING STUDENTS’ DISCIPLINE AT SDN CIOMAS 1 Neng Sofah; Damanhuri; Ana Nurhasanah
Primary: Jurnal Pendidikan Guru Sekolah Dasar Vol. 10 No. 5 (2021): October
Publisher : Laboratorium Program Studi Pendidikan Guru Sekolah Dasar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33578/jpfkip.v10i5.8436

Abstract

This study was to describe the teacher's role in instilling disciplined character in grade IV students at SDN Ciomas 1 Kabupaten Serang. The method in this research was the descriptive qualitative method, a series of activities to obtain data as they were without being under certain conditions, the results of which emphasized meaning. The population or the social situation consisted of three elements, namely places, actors, and activities that interacted in synergy. The data were collected through observation, interviews, and documentation. The results of this study indicated that the teacher's role at SDN Ciomas 1 Kabupaten Serang in instilling the students' discipline at grade IV was good. Students who committed disciplinary violations were relatively small since the teacher gave punishments to those students. The factors that caused undisciplined participants came from the students themselves, their peers both in the school environment and those outside the school, and influences from parents and teachers as a result of the lack of classroom mastery and good teaching methods. Thus, it was concluded that the teacher's role was very important in instilling the students' discipline, for example, by providing a good example to his students. When students violated the rules or were not disciplined, the teacher gave educative punishments.
DEVELOPING ANDROID APPLICATIONS BASED ON CULTURE IN TANGERANG FOR SOCIAL SCIENCE SUBJECT AT GRADE IV OF SDN PABUARAN 1 TANGERANG Astri; Ana Nurhasanah; Ikman Nur Rahman
Primary: Jurnal Pendidikan Guru Sekolah Dasar Vol. 10 No. 5 (2021): October
Publisher : Laboratorium Program Studi Pendidikan Guru Sekolah Dasar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33578/jpfkip.v10i5.8384

Abstract

This study aimed to develop an android application based on the culture of Tangerang and to determine the feasibility of the application. This study utilized the R&D research method on the Brog and Gall development design modified by Sugiyono following six stages: 1) Problem analysis; 2) Data collection; 3) Product design; 4) Expert validation; 5) Design revision, and 6) Product trial. This was conducted in class IVB SDN Pabuaran 1 Tangerang. The feasibility of the product was examined by several experts such as education experts, material experts, and media experts. The validation result from media experts obtained an average score of 92% with the "Very Feasible" category. The validation result from material experts got an average score of 87% with the "Very Feasibility" category. Then, the validation result from education experts obtained an average score of 91% with the "Very Feasibility" category. After that, the results of the students' response on a limited trial obtained a percentage of 88% with the "Very Good" category. Based on the results of the study, the final product in the form of an android application based on the culture of Tangerang City was suitable for learning the social science subject at grade IV of elementary school.
Tradisi Penjamasan Astana Susuhunan Amangkurat I Di Desa Pesarean Kecamatan Adiwerna Kabupaten Tegal Tahun 2006-2024 Lestiawan, Tsalsabila; Tubagus Umar Syarif Hadiwibowo; Ana Nurhasanah
J-CEKI : Jurnal Cendekia Ilmiah Vol. 5 No. 1: Desember 2025
Publisher : CV. ULIL ALBAB CORP

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56799/jceki.v5i1.12233

Abstract

Penelitian ini bertujuan untuk mendeskripsikan perkembangan tradisi Penjamasan Astana Susuhunan Amangkurat I di Desa Pesarean Kecamatan Adiwerna Kabupaten Tegal. Metode yang digunakan dalam penelitian ini yaitu metode sejarah yang meliputi pemilihan topik, heuristik, kritik, interpretasi dan historiografi. Hasil penelitian menunjukan bahwa upaya menghidupkan kembali tradisi penjamasan astana Susuhunan Amangkurat I yang dilakukan Pemerintah Kabupaten Tegal sebagai bentuk menguri-nguri budaya Jawa. Perkembangan awal terjadi mulai tahun 2006 dimana kegiatan dilakukan dengan sederhana dan terbatas pada kegiatan inti. Lalu mulai mengalami perubahan dengan menghadirkan hiburan sebagai kegiatan pendukung. Adanya kegiatan pendukung membuat masyarakat lebih merasakan menjadi bagian dari penggerak tradisi Jawa. Namun adanya pandemi Covid-19 mengubah kegiatan penjamasan sama seperti sebelumnya yang hanya terbatas pada kegiatan inti. Setelah berakhirnya pandemi Covid-19 kegiatan ini mendapatkan respons positif dimana kegiatan penjamasan dilakukan sebanyak dua kali sebagai upaya meningkatkan kembali kebersamaan dan antusiasme masyarakat. Nilai budaya yang terkandung pada ini yaitu religius, etika, dan sosial, serta memiliki makna antara lain: makna hidup manusia (pembersihan spiritual, berbuat baik), makna hubungan manusia dengan makhluk sekitarnya (memanfaatkan alam sebaik-baiknya), persepsi terhadap waktu (waktu pelaksanaan penjamasan), makna dari pekerjaan, karya atau amal dari perbuatan manusia (ritual tradisi), dan hubungan dengan sesama manusia (kebersamaan, gotong royong dan saling menghargai).