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Pelatihan Literasi Finansial Berbasis Daur Ulang: Pembuatan Celengan Dari Botol Bekas Di Kelas 2 SDN Tarokan 3 Mahardika, Ronny; Anam, M. Asrovil; Febriansyah, Dwiky Ahmad Waffa; Anggoro, Agung Dwi Cahyo; Primasatya, Nurita; Zaman, Wahid Ibnu; Nurfahrudianto, Aan
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.v5i2.27689

Abstract

Program pengabdian ini bertujuan meningkatkan pemahaman literasi finansial siswa melalui kegiatan pembuatan celengan dari botol bekas. Kegiatan dilaksanakan di SDN Tarokan 3 dengan melibatkan siswa kelas 2 selama satu hari menggunakan metode ceramah, demonstrasi, praktik langsung, dan pendampingan. Tahapan kegiatan mencakup sosialisasi literasi finansial, pengumpulan botol bekas, pembuatan celengan, edukasi penggunaan tabungan, serta evaluasi melalui tanya jawab. Hasil kegiatan menunjukkan partisipasi siswa sangat aktif dan antusias, dengan total 24 celengan yang berhasil dibuat. Siswa juga menyusun komitmen menabung sebesar Rp1.000 setiap hari sebagai langkah awal pembiasaan finansial. Kegiatan ini efektif dalam meningkatkan pemahaman siswa tentang pentingnya menabung dan kepedulian terhadap lingkungan. Selain itu, kegiatan ini turut mengembangkan kreativitas serta membentuk karakter disiplin dan tanggung jawab sejak dini.
Peningkatan Kompetensi Guru Sekolah Dasar melalui Pemanfaatan Teknologi AI dalam membuat Quiz Interaktif Matematika Wulansari, Widi; Jatmiko, Jatmiko; Primasatya, Nurita; Nurfahrudianto, Aan; Zaman, Wahid Ibnu
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.v5i2.27888

Abstract

Kegiatan Pengabdian kepada Masyarakat (PKM) ini bertujuan untuk meningkatkan kompetensi guru Sekolah Dasar dalam memanfaatkan teknologi Artificial Intelligence (AI) sebagai sarana evaluasi pembelajaran matematika melalui pembuatan quiz interaktif. Kegiatan dilaksanakan dengan pendekatan partisipatif melalui tahapan sosialisasi dan analisis kebutuhan, pelatihan pembuatan quiz interaktif berbasis AI, penerapan teknologi dalam pembelajaran, pendampingan dan evaluasi, serta program keberlanjutan melalui pembentukan komunitas belajar guru. Hasil kegiatan menunjukkan bahwa pelatihan yang bersifat aplikatif dan disertai pendampingan mampu meningkatkan pemahaman, keterampilan, dan kepercayaan diri guru dalam mengintegrasikan teknologi AI ke dalam pembelajaran matematika. Evaluasi kegiatan menunjukkan capaian pada kategori sangat baik pada seluruh aspek penilaian. Pemanfaatan quiz interaktif berbasis AI juga berkontribusi pada peningkatan interaktivitas pembelajaran dan pemanfaatan data hasil belajar siswa sebagai dasar pengambilan keputusan pedagogis. Secara keseluruhan, kegiatan PKM ini memberikan kontribusi positif terhadap penguatan profesionalisme guru dan mendukung implementasi pembelajaran berbasis teknologi yang selaras dengan Kurikulum Merdeka. Model kegiatan ini berpotensi untuk direplikasi pada konteks sekolah dasar lainnya.
IMPLEMENTASI MULTIMEDIA INTERAKTIF MATH FRACTION PADA MATERI PENJUMLAHAN DAN PENGURANGAN PECAHAN UNTUK SISWA KELAS IV SD NEGERI BULUSARI 3 Bhetta Hilmy Fauzia; Nurita Primasatya; Aprilia Dwi Handayani
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 4 (2025): Volume 10. No4, Desember 2025.
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

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

Abstract

This research aims to develop interactive Math Fraction multimedia on the material of adding and subtracting fractions for fourth-grade students at Bulusari 3 Elementary School. The mathematics learning problems at this school include low student achievement and a lack of variety in learning media, which impacts students' low interest and active participation. This research uses the Research and Development (R&D) method with the ADDIE development model, which consists of five stages: analysis, design, development, implementation, and evaluation. The limited trial involved 5 students, while the large-scale trial involved 18 students. The instruments used include a validation sheet, a practicality questionnaire, and an effectiveness test. The validation results showed scores of 92% from content experts and 98% from media experts, indicating that the media is highly valid. Practicality tests by teachers and students showed an average score of 93.2% (very practical). The post-media effectiveness test showed that 100% of students achieved the Minimum Mastery Criteria (KKM). These results indicate that the interactive multimedia Math Fraction is suitable for use as a valid, practical, and effective learning medium.
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.
Analisis Kebutuhan Pengembangan Media Pembelajaran Pop-Up Book Bersuara Materi Menggali Informasi pada Fabel untuk Siswa Kelas II SDN Tiron 4 Diah Puspita Sari; Ita Kurnia; Nurita Primasatya
Jurnal Simki Postgraduate Vol 3 No 1 (2024): Volume 3 Nomor 1 Tahun 2024
Publisher : Universitas Nusantara PGRI Kediri

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29407/jspg.v3i1.549

Abstract

A needs analysis was carried out with the aim of determining the need for developing pop-up book learning media with sound material to explore information on fables for class II students at SDN Tiron 4. The method used in this research was descriptive analysis. The data collection technique used was a questionnaire on learning media development needs given to 27 students at SDN Tiron 4. The results of the questionnaire in the first aspect obtained a percentage of 67%, students stated that they had difficulty understanding the material in exploring information from fables. The second aspect states that 30% of students are not interested in the material to explore information from fables presented by the teacher. The third aspect states that 74% of students feel bored when teachers teach material to explore information from fables only by reading text from thematic books. The fourth aspect states that 81% of students need learning media on the material of exploring information from fables. The fifth aspect stated that 89% of students agreed if pop-up book media with sound based on three dimensions and audio visuals was developed. Based on the results of the questionnaire, it shows a positive response, meaning that it is necessary to develop pop-up book learning media with sound material that explores information in fables.
Implementasi Game Educaplay untuk Meningkatkan Hasil Belajar Peserta Didik pada Materi Keragaman Budaya Indonesiaku di Kelas 5 SDN Banjaran 4 Pungky Selvia Taurista; Lusi Noviana Dewi; Alifvia Novita Putri Romadhoni; Mirza Sheila Sofiana; Dzulhijatul Awalin Zuroida; Anik Puji Rahayu; Nurita Primasatya
Jurnal Simki Postgraduate Vol 3 No 4 (2024): Volume 3 Nomor 4 Tahun 2024
Publisher : Universitas Nusantara PGRI Kediri

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29407/jspg.v3i4.971

Abstract

This study aims to implement educaplay as an educational game used as a learning medium to improve students' learning outcomes on the topic "The Cultural Diversity of My Indonesia" in the fifth grade of SDN Banjaran 4. Student learning outcomes are still relatively low, with an average of only 70. Students also appear less active in learning. The use of innovative learning media such as educational games is expected to be a means to improve student learning outcomes. This type of research is classroom action research. Data collection was carried out by tests and observations. Data were analyzed using descriptive quantitative methods. The results of this study showed an increase in student learning outcomes. In cycle I, the average student score was 76.67 with a classical completion rate of 66.67%. While in cycle II, student learning outcomes increased significantly, with an average score reaching 91.11 with classical completion reaching 81.48%. It can be seen that the average learning outcomes from cycle I to cycle II increased by 14.81%.
Implementasi Game Educaplay untuk Meningkatkan Hasil Belajar Peserta Didik pada Materi Keragaman Budaya Indonesiaku di Kelas 5 SDN Banjaran 4 Taurista, Pungky Selvia; Dewi, Lusi Noviana; Romadhoni, Alifvia Novita Putri; Sofiana, Mirza Sheila; Zuroida, Dzulhijatul Awalin; Rahayu, Anik Puji; Primasatya, Nurita
Jurnal Simki Postgraduate Vol 3 No 4 (2024): Volume 3 Nomor 4 Tahun 2024
Publisher : Universitas Nusantara PGRI Kediri

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29407/jspg.v3i4.971

Abstract

This study aims to implement educaplay as an educational game used as a learning medium to improve students' learning outcomes on the topic "The Cultural Diversity of My Indonesia" in the fifth grade of SDN Banjaran 4. Student learning outcomes are still relatively low, with an average of only 70. Students also appear less active in learning. The use of innovative learning media such as educational games is expected to be a means to improve student learning outcomes. This type of research is classroom action research. Data collection was carried out by tests and observations. Data were analyzed using descriptive quantitative methods. The results of this study showed an increase in student learning outcomes. In cycle I, the average student score was 76.67 with a classical completion rate of 66.67%. While in cycle II, student learning outcomes increased significantly, with an average score reaching 91.11 with classical completion reaching 81.48%. It can be seen that the average learning outcomes from cycle I to cycle II increased by 14.81%.
Co-Authors Aan Nurfahrudianto Abdul Aziz Hunaifi Abidah, Bintan Achmad Fajar Syafii Agustia, Selvia Liga Alfi Laila, Alfi Alifvia Novita Putri Romadhoni Alvin Ma’rifatul Janah Nur Azizah Alvin Vikiantika Anam, M. Asrovil Anggoro, Agung Dwi Cahyo Angzalna, Umbar Anik Puji Rahayu Anindya, Fenny Aprilia Dwi Handayani Aprilia Dwi Handayani Arim Septiawan Basori, Muhammad Bhetta Hilmy Fauzia Bintari, Lintang Damariswara, Rian Daniswara, Naomi Diva Dewi, Lusi Noviana Dhety, Dayinta Dhian Dwi Nur Wenda, Dhian Dwi Nur Diah Puspita Sari Dian Fachrunisa Dwi Wulandari, Kriska Apriliya Dzulhijatul Awalin Zuroida Eka Purti, Kharisma Eka Putri, Kharisma Elissyarifatul Hidayah Endang Sri Mujiwati Erif Ahdhianto, Erif Erwati, Yoeni Erwin Putera Permana Febriansyah, Dwiky Ahmad Waffa Frans Aditia Wiguna Hidayah, Siti Rochmatul Husna, Lathifatul I. K. Suastika Ilmatun Nafi’ah, Zidni Imron, Ilmawati Fahmi Ita Kurnia Ita Kurnia Jatmiko Jatmiko Jatmiko Karimatus Saidah Kukuh Andri Aka Kurnia, Ita Larisa, Maharani Aprilia Laudyva Eka Oktantri Lusi Noviana Dewi Mahardika, Ronny Maulana, Gafarudin Fauzi Mirza Sheila Sofiana Muhamad Basori, Muhamad Mukmin, Bagus Amirul Nikmah Fitria Surya NINGRUM, HENI ICA Nitya Santi, Novi Novi Nitya Santi Novi Nitya Santi, Novi Nitya Nurfahrudhianto, Aan Nurfianto, Dwi Muhamad Nurfianto, Dwi Muhammad Oktavia Firanti, Firda Pungky Saheriestyan Pungky Selvia Taurista Putra, Febrinta Bima Permata Putri Putri, Karisma Eka Putri, Kharisma Eka Putri, Veni Pratiwi Ananda Rahayu, Anik Puji RAMADHAN, NOPRIZAL Rani, Yolanda Surya Rian Damariswara Romadhoni, Alifvia Novita Putri Saidah, Karimatus Sari, Diah Puspita Savitri, Meta Winda Nur Sefti Widya Setyowati, Vindi Avianti Wahyuning Siadah, Karimatus Silvia Novita Sari Soenarko, Bambang Sofiana, Mirza Sheila Sofyan Dea Sanjaya Sri Hariyani Susi Damayanti Susi Damayanti, Susi Susi Susanti Sutrisno Sahari, Sutrisno Taurista, Pungky Selvia Vikiantika, Alvin Vindi Avianti Wahyuning Setyowati Violina Afya', Zahara Wahid Ibnu Zaman Wahyudi Wahyudi Widi Wulansari, Widi Wiganata, Siken Agil Wilujeng, Reni Yoeni Erwati Yovita Puspasari Yuda Agung Prasetyo Zahara Violina Afya Zunaidah, Farida Nurlaila Zuroida, Dzulhijatul Awalin