Wendri Wiratsiwi
Program Strudi Pendidikan Guru Sekolah Dasar Universitas PGRI Ronggolawe Tuban

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PENERAPAN GERAKAN LITERASI SEKOLAH DI SEKOLAH DASAR Wendri Wiratsiwi
Refleksi Edukatika : Jurnal Ilmiah Kependidikan Vol 10, No 2 (2020): Refleksi Edukatika : Jurnal Ilmiah Kependidikan (Juni 2020)
Publisher : Universitas Muria Kudus

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24176/re.v10i2.4663

Abstract

This study aims to obtain information about the application of GLS or the School Literacy Movement in Cluster 01 Elementary School, Singgahan District, Tuban Regency. This study uses qualitative research with a case study research design. Data collection techniques used are observation, interviews and documentation. The results showed that, the application of the School Literacy Movement in the Cluster 01 Elementary School in Singgahan District was still at the habituation stage, namely 1) through reading aloud for about 15 minutes before learning for the low class and heart reading for the high class, 2) making a reading corner in each class, and 3) provide school library facilities. In implementing the School Literacy Movement there are still some obstacles including: 1) the lack of reading books; 2) lack of interest in reading students; 3) the teacher has not fully carried out this activity; 4) lack of guidance from the local education office about this School Literacy Movement; 5) and parents of students who are somewhat indifferent to the needs of children in order to support the School Literacy Movement. Whereas efforts to overcome obstacles during the implementation of the School Literacy Movement are: 1) seeking the fulfillment of reading books and library facilities by allocating funds for School Operational Costs (BOS); 2) SDN Saringembat I frees students to choose whenever students want to read, it does not have to be 15 minutes pre-learning so that a carpet is provided in the reading corner for them to use as a base for seating when they want to read; 3) SDN Saringembat I in order to improve the quality of GLS implementation by discussing and collaborating with other schools on the occasion when gathering at the Teacher Working Group activities in group 01 and the Principal Working Group (KKKS) or to other schools that are also GLS reference schools.
PENGEMBANGAN PERANGKAT PERKULIAHAN PADA MATA KULIAH PENDIDIKAN IPS SD DENGAN MODEL PEMBELAJARAN KOLABORATIF BAGI MAHASISWA S1 PGSD UNIROW TUBAN WENDRI WIRATSIWI
Buana Pendidikan Jurnal Fakultas Keguruan dan Pendidikan Universitas PGRI Adi Buana Surabaya
Publisher : Universitas PGRI Adi Buana

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (151.452 KB) | DOI: 10.36456/bp.vol12.no22.a623

Abstract

Penelitian ini merupakan penelitian pengembangan dengan tujuan (1) mengembangkan perangkat perkuliahan pada mata kuliah materi dan pembelajaran Matematika SD dengan model pembelajaran kolaboratif; (2) mengetahui keefektifan perangkat perkuliahan pada mata kuliah materi dan pembelajaran Matematika SD dengan model pembelajaran. Penelitian dilakukan di kelas A mahasiswa PGSD semester II angkatan 2014 sebagai kelas eksperimen. Pengembangan dilakukan mengacu pada model R & D oleh Borg and Gall, sedangkan pada tahap uji coba perangkat perkuliahan digunakan One Group Pretest-Postest Design dengan menggunakan statistik deskriptif dan statistik inferensial. Pengumpulan data menggunakan metode validasi ahli, observasi dan tes hasil belajar. Berdasarkan analisis deskriptif diperoleh bahwa perangkat perkuliahan yang dikembangkan juga memiliki tingkat kelayakan baik untuk digunakan. Keefektifan perangkat perkuliahan diuji dengan membandingkan nilai hasil belajar ketika pretest dan postest mahasiswa PGSD semester II kelas A sebagai kelompok uji coba lapangan (kelompok eksperimen). Sebelum menggunakan perangkat perkuliahan yang dikembangkan ketika pretest rata-rata skor yang dicapai mahasiswa adalah 62,5 dengan ketuntasan klasikal sebesar 10%. Setelah digunakannya perangkat perkuliahan dengan model pembelajaran kolaboratif selama pembelajaran, rata-rata skor yang dicapai mahasiswa ketika postest adalah 82 dan ketuntasan klasikal yang dicapai adalah 85%. Dari hasil belajar tersebut terlihat ada peningkatan nilai hasil belajar mahasiswa ketika pretest dan setelah postest. Artinya perangkat perkuliahan yang dikembangkan efektif untuk digunakan.
PELATIHAN PENGGUNAAN MULTIMEDIA INTERAKTIF ARAWA UNTUK GURU SEKOLAH DASAR GUGUS 01 DI KECAMATAN TUBAN Wendri Wiratsiwi; Lulu Anggi Rhosalia; Mega Puspita Sari
Community Development Journal Vol 3 No 2 (2019): Community Development Journal
Publisher : UNUSA Press

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (4243.477 KB) | DOI: 10.33086/cdj.v3i2.995

Abstract

Training on the use of interactive multimedia ARAWA (Application of Javanese Script) was conducted for primary school teachers in cluster 01 Tuban sub-district, in Tuban district. The training was carried out because in the cluster 01 there was minimal use of learning media to read Javanese on sandhangan scripts which resulted in fourth grade students having difficulties when asked to read Javanese on sandhangan scripts. Even though the Javanese curriculum for fourth grade students should be able to read Javanese script. There are six elementary schools incorporated in this cluster 01, including SDN Kutorejo I, SDN Sendangharjo IV, SDN Baturetno I, SDN Baturetno II, SDN Sukolilo I, and SDN Sukolilo II. The purpose of this training is to introduce and train how to use ARAWA as a medium for learning to read Javanese scripts with a handicap and packaged in learning with innovative learning models for elementary school teachers in 01 cluster 01 Tuban sub-district. The method of implementing this training is carried out with several steps, namely (1) Introducing ARAWA as a medium for learning to read Javanese scripts to primary school teachers in cluster 01 Tuban sub-district, in Tuban district; (2) provide training on how to operate ARAWA for SDN primary school teachers in cluster 01 Tuban sub-district, in Tuban district; (3) Demonstrate how to use ARAWA by applying innovative learning models in Javanese language learning; (4) Accompanying primary school teachers in cluster 01 Tuban sub-district, in Tuban district to facilitate and simplify Javanese language learning for fourth grade by using ARAWA.The existence of this training can improve the ability of teachers to master the material about Arawa and its use, namely using an average value of 92.85. The teacher's response to interactive multimedia is that the five indicators show a positive response.
Efektifitas Pengenalan Nilai-Nilai Karakter pada Anak Tunagrahita Ringan di SD Inklusi Melalui Game Interaktif Wendri Wiratsiwi; Sumadi Sumadi
Media Penelitian Pendidikan : Jurnal Penelitian dalam Bidang Pendidikan dan Pengajaran Vol 16, No 1 (2022)
Publisher : Universitas PGRI Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26877/mpp.v16i1.12088

Abstract

The introduction of character values in students is very important to equip them with good character and to be able to distinguish between good behavior and bad behavior. Character education itself has a main function, namely developing the basic potential of students, both in thinking and behaving in society and improving the nation's civilization that is competitive in world relations. Once the importance of character education in providing positive input for the progress of the nation, so it must be used as a basis for learning. No exception for children with mild mental retardation in inclusive elementary schools. This mild mentally retarded student requires repetition in learning as well as its application in a concrete and continuous manner. Therefore, this study aims to describe the effectiveness of implementing the introduction of character values for mild mentally retarded children through interactive games in inclusive elementary schools. This study uses qualitative research through descriptive methods with data collection techniques through observations and documentation studies. The subjects in the study were the  Teachers, and Students with the classification of children with mild mental retardation. The results showed that interactive games were effective enough to introduce character values for mild mentally retarded children in inclusive elementary schools.
PERSEPSI MAHASISWA PGSD TERHADAP PEMBELAJARAN DARING PADA MATA KULIAH PENDIDIKAN BAHASA DAERAH DI SEKOLAH DASAR Wendri Wiratsiwi
Refleksi Edukatika : Jurnal Ilmiah Kependidikan Vol 12, No 2 (2022): Refleksi Edukatika : Jurnal Ilmiah Kependidikan (Juni 2022)
Publisher : Universitas Muria Kudus

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24176/re.v12i2.6052

Abstract

The purpose of this study was to determine the perception of PGSD students of class 2019 on the implementation of online learning during the Covid 19 pandemic in Regional Language courses in elementary schools and to find out the applications used during online lectures, as well as to determine the factors that hindered the implementation of online learning. in the Regional Language course in elementary school.The research method used is descriptive quantitative research with research instruments in the form of questionnaires distributed online via google form. The subjects in this study were PGSD students in the third semester of the class of 2019, totaling 106 students. Data collection used a closed questionnaire method consisting of 4 groups of questions representing aspects of participation in online lectures, the use of online media/online learning applications, the choice of using online learning applications, and barriers to online learning. The research data were analyzed using descriptive quantitative analysis of the percentage technique directly from the google form.The results showed that 94.3% of students took online learning in Regional Language courses at elementary school from home, 88.7% of students used data packages during online lectures, 91.5% of students had moderate internet signal conditions, 96.2 % of students choose cellphones as the media that are often used, 86.8% of students prefer to use google classroom than googlemeet during online learning, 50% of students can understand the material provided, 89.6% of students complain about internet network problems as an obstacle in online learning, and 95, 3% of students expect lectures to be held online and offline during the Covid-19 pandemic.
EFEKTIFITAS MEDIA INTERAKTIF BERBASIS QUIZ MAKER DALAM PEMBELAJARAN ONLINE DI SDIT MUMTAZUL QUR’AN TAMBAKBOYO TUBAN Wendri Wiratsiwi; Yulia Prastika
Jurnal Muassis Pendidikan Dasar Vol. 1 No. 2 (2022): Volume 1 Nomor 2 Mei 2022
Publisher : Primary School Teacher Education, Universitas Nahdlatul Ulama Sidoarjo

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (931.191 KB) | DOI: 10.55732/jmpd.v1i2.20

Abstract

Media is one component in learning that is very important because the media is an intermediary to convey messages from the communicator to the communicant. The use of media in learning aims so that students can easily understand the material presented by the teacher so that the learning objectives can be achieved. So this study aims to describe the effectiveness of using quiz maker-based interactive media in online learning at SDIT Mumtazul Quran Tambakboyo Tuban. The subjects in this study were fourth grade students of SDIT Mumtazul Quran Tambakboyo Tuban in the 2020/2021 school year, totaling 14 students. This research is an experimental research type using One – Group Pretest Posttest Design as the data analysis technique. The research instrument used is a test sheet. The results showed that the results of the N-gain calculation of 0.387 indicated the medium category and the paired sample T test test obtained 4.522 results with a significance of 0.000, so it can be said that there is a significant difference between the pre-test before using the quiz maker-based interactive media and the post-test after using the quiz maker-based interactive media. Based on the results of this study, it can be concluded that quiz maker-based interactive media is effectively used in online learning
Pelatihan Penyusunan Kurikulum Operasional Satuan Pendidikan (Kosp) Sebagai Persiapan Implementasi Kurikulum Merdeka Di Sd Modern El Mumtaz Kabupaten Tuban Wendri Wiratsiwi; Ina Agustin; Saeful Mizan; Sumadi
Jurnal ABDILAWE Vol 2 No 1 (2024): April 2024
Publisher : Lembaga Pengabdian Kepada Masyarakat Universitas PGRI Ronggolawe

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55719/as.v2i1.941

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Mindset dan kesiapan guru-guru di sekolah merupakan tantangan terbesar dalam implementasi kurikulum di sekolah. Salah satu upaya yang diharapkan dapat mempersiapkan guru-guru dalam implementasi kurikulum baru adalah dengan melalui pelatihan. Pelatihan dan pendampingan penyusuan Kurikulum Operasional Satuan Pendidikan (KOSP) sebagai persiapan implementasi kulikulum merdeka di SD Modern El Mumtaz Kecamatan Rengel Kabupaten Tuban. Mitra pelatihan sebanyak 15 orang yang berasal dari Kepala Sekolah, Guru dan tenaga pendidikan. Metode pelaksanaan program dibagi dalam dua tahap, yaitu persiapan dan pelaksanaan pelatihan pendampingan penyusunan Kurikulum Operasional Satuan Pendidikan (KOSP). Pelatihan ini menghasilkan peningkatan pemahaman dan keterampilan peserta mengenai persiapan implementasi Kurikulum Merdeka, yang menjadi bukti bahwa keseluruhan materi yang diberikan berhasil dipahami dengan baik oleh sebagian besar peserta pelatihan. Pada aspek kemampuan psikomotor, peningkatan dapat dibuktikan dari keberhasilan peserta menyusun Kurikulum Operasional Satuan Pendidikan (KOSP) masing-masing yang nantinya akan dipakai di sekolah mereka, dan perubahan sikap terhadap implementasi Kurikulum Merdeka dapat terlihat dari optimisme dan kepercayaan diri peserta untuk segera menerapkan kurikulum ini di satuan pendidikannya masing-masing.
VALIDASI E-BOOK BERWAWASAN KARAKTER PADA PEMBELAJARAN PPKN UNTUK SISWA KELAS VI SEKOLAH DASAR Christanty Rahayu; Wendri Wiratsiwi
ELENOR: Elementary School Journal Vol 1 No 1 (2022)
Publisher : Prodi PGSD Universitas PGRI Ronggolawe

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55719/elenor.v1i1.456

Abstract

At this time, education in Indonesia is based on the 2013 curriculum which prioritizes Strengthening Character Education (PPK). The purpose of this study in general is to develop a character-oriented E-Book in learning Civics for grade VI elementary schools, and specifically aims to describe the validity of the E-Book that has been developed. With the character-oriented E-Book, it is hoped that it can help teachers integrate character values in the learning process. The method used in this research is R&D (Reaserch and Development) using the ADDIE model. There are 5 stages of the ADDIE model, namely analyze, design, develop, implement, and evaluate. The data collection technique in this research is a questionnaire. The data collection instrument used is the validation sheet of material experts and media experts. The results of the validation test with experts obtained the criteria of "valid" with a percentage score obtained from material experts 92% and media experts 97%. Thus, E-Books with character insight are feasible and valid to be used as teaching materials for civic education Class VI Elementary Schools.
PENGEMBANGAN GAME INTERAKTIF BERBASIS KEARIFAN LOKAL UNTUK ANAK TUNAGRAHITA RINGAN DI SD INKLUSI Yulia Prasetya Sugiarti; Wendri Wiratsiwi
ELENOR: Elementary School Journal Vol 1 No 1 (2022)
Publisher : Prodi PGSD Universitas PGRI Ronggolawe

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55719/elenor.v1i1.457

Abstract

This study aims to develop interactive games on counting materials for mild mentally retarded students in Inclusion Elementary School and to determine the validity, practicality, and effectiveness of interactive games. The development is carried out using the ADDIE model which consists of 5 (five) stages, namely analyzing, designing, developing, implementing, and evaluating. The data collection instruments used were observation sheets, interview sheets, material expert validation sheets and media experts, teacher response questionnaire sheets, and student test sheets. The data analysis technique used is data observation, data interview, data validity analysis, data practicality analysis, and data effectiveness analysis. In this study, the results of material expert validation were 97% (valid) and media experts were 88% (valid). The results of the teacher response questionnaire were obtained with a percentage of 90% (very practical). And student test results showed very effective criteria used with individual completeness scores of 80% and 90%. The data generated from the validation, teacher responses and student tests show that the interactive games developed are feasible, very practical, and very effective to use.
VALIDASI MEDIA PERMAINAN HOPSCOTH BERBASIS PENDIDIKAN KARAKTER UNTUK SISWA KELAS III SEKOLAH DASAR Devi Ayu Mareta; Wendri Wiratsiwi
ELENOR: Elementary School Journal Vol 1 No 1 (2022)
Publisher : Prodi PGSD Universitas PGRI Ronggolawe

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55719/elenor.v1i1.458

Abstract

In schools the character education development program known as Strengthening Character Education (PPK) is still at the character introduction stage and has not been practiced well. This research aims to develop and validate character education-based hopscoth game media for third grade elementary school students. With the hopscoth game media, it is hoped that it will make it easier for students to understand the subject matter and can instill character values ​​so that they can be applied in everyday life. The method used in development research is the ADDIE model which consists of five stages, namely analyze, design, develop, implement, and evaluate. The product developed is a hopscoth game based on character education for third grade elementary school students. The data collection technique in this research is a questionnaire. The data collection instrument used was the validation sheet of material experts and media experts. The results of the calculation of the validation of the Hopscoth game media obtained 96% of material experts in the "valid" category and 87% from media experts in the "valid" category. These results indicate that the hopscoth game media is feasible and valid to be used for third grade elementary school students.