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Pengembangan Media Tata Surya Berbasis Macromedia Flash Sebagai Inovasi Pembelajaran DARING Untuk Siswa SD Sutrisno Sahari; Wahyudi
JURNAL PENDIDIKAN DASAR NUSANTARA Vol 6 No 1 (2020): Jurnal Pendidikan Dasar Nusantara
Publisher : Universitas Nusantara PGRI Kediri

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29407/jpdn.v6i1.14711

Abstract

Abstract: Based on the existing problems, during the Covid-19 pandemic, students were required to learn from home by learning online (DARING). Thus the researcher aims to develop innovative and valid learning media for students. The method used in this study is to use the R&D method with the ADDIE model (Analysis, Design, Development, Implementation and Evaluation). The results showed that the solar system media was suitable for use by elementary school students as evidenced by the results of the validity of the media expert with a validity value of 90% with the feasible category. The validity of media eligibility is based on the suitability of images, colors, fonts, text layout, images, animation and sound. While the validity of material experts reached 83% based on core competence (KI), indicators, suitability with children's cognitive development. Meanwhile, 87% of linguists were categorized as feasible based on the level of language development of students. Thus the solar system media products are valid and suitable for use in learning in elementary schools.
Cipta Karya Seni Tari Anak Sekolah Dasar Berpijak Pada Permainan Tradisional Ayu Titis Rukmana Sari; Wahyudi
JURNAL PENDIDIKAN DASAR NUSANTARA Vol 7 No 1 (2021): Jurnal Pendidikan Dasar Nusantara
Publisher : Universitas Nusantara PGRI Kediri

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29407/jpdn.v7i1.16302

Abstract

Abstract: This study is a study of children’s dance artwork development based on traditional games which in the creation process is done through several stages, namely: Observation Stage, Exploration Improvement and Composition in order to reach the maximum quality. The novelty value of this dance creation is an idea about traditional games which is carried out at a performance of new dance creation for children in Elementary Schools, expecting that this can attract children’s interest to be more fond of traditional games which is one of locality wealth and have character learning. The traditional games become the source of this creation is Hide and Seek/Obak Dhelik (in Javanese). Originality assessment, novelty, and applicability of the creation are assessed by two dance experts which can be responsible in giving the assessment. Dhelikan dance work is able to be appreciated on youtube link: https://www.youtube.com/watch?v=Y2M-KacYfpw.
The learning innovation of art performance development courses of PGSD students' in UNP Kediri in calon arang story Wahyudi; Ayu Rukmana Sari
JURNAL PENDIDIKAN DASAR NUSANTARA Vol 7 No 2 (2022): Jurnal pendidkan dasar nusantara
Publisher : Universitas Nusantara PGRI Kediri

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29407/jpdn.v7i2.17262

Abstract

This study primarily conducted to find out the learning innovation of art performance development of PGSD students of UNP Kediri in Calon Arang story. This article is the result of qualitative study by art performance approach, by using ethnography method, by focusing on art performance creator which is the students. The data collected were gained by doing an observation, interview, a literature research, and document study. The learning goal of art performance at campus is not only interpreted as creating the students to be the actors, but also focused on developing skill potential and knowledge, and processing students creativity in creating art performance.
Pengembangan Multimedia Interaktif pada Materi Hubungan Antar Komponen Ekosistem dan Jaring-Jaring Makanan di Lingkungan Sekitar Pada Siswa Sekolah Dasar Artika Dewi Agustin; Farida Nurlaila Z; Wahyudi Wahyudi
EDUKATIF : JURNAL ILMU PENDIDIKAN Vol 4, No 3 (2022): June Pages 3201-5000
Publisher : Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/edukatif.v4i3.2248

Abstract

Penelitian pengembangan ini dilatarbelakangi oleh hasil observasi dan wawancara yang dilakukan di SDN Betet 1 Kota Kediri. Pada pembelajaran IPA, guru hanya menggunakan LKS dan buku guru saja, jadi proses pembelajaran kurang menarik sehingga kurang mencukupi kebutuhan siswa, untuk itu kita membuat media yang berupa multimedia interaktif. Nilai siswa pada saat menggunakan LKS saja nilainya masih di bawak KKM dan sedangkan setelah menggunakan media pembelajaran yang berupa multimedia interaktif siswa banyak yang mendapat nilai di atas KKM dengan materi Hubungan Antar Komponen Ekosisten Dan Jaring-jaring Makanan di Lingkungan Sekitar.  Adapun tujuan  dalam penelitian Untuk mengetahui kevalidan, kepraktisan, keefektifan produk pengembangan  multimedia interkatif pada materi hubungan antar komponen ekosistem dan jaring-jaring makanan di lingkungan sekitar kelas V. Penelitian ini menggunakan metode Research and Development (R&D) dengan model pengembangan 4D oleh S. Thiagarajan yang memiliki 4 tahapan yaitu Define (pendefinisian), Design (perancangan), Develop (pengembangan), dan Disseminate (penyebaran). Tetapi penelitian ini berhenti sampai tahap Develop (pengembangan) saja, dikarenakan keterbatasan biaya, waktu dan adanya pandemi Covid-19. Hasil penelitian pengembangan media pembelajaran multimedia interaktif sebagai berikut: 1) multimedia interaktif dapat dinyatakan valid dan dapat digunakan dalam pembelajaran berdasarkan hasil validasi media mendapat nilai 92 dengan presentase skor 100%. 2) multimedia interaktif dapat dinyatakan valid dan dapat digunakan dalam pembelajran berdasarkan hasil validasi materi mendapat nilai 90 dengan presentasi skor 100%. 3) untuk angket kepraktisan guru dapat dinyatakan valid dan dapat digunakan untuk pembelajaran  mendapat nilai 93 dengan presentasi skor 100%. 4) untuk angket uji coba respon siswa mendapat nilai 79,4% .Kesimpulannya pada pembelajaran yang menggunakan multimedia interaktif pada materi hubungan antar komponen ekosistem dan jarring-jaring makanan di lingkungan sekitar dapat dinyatakan layak digunakan untuk media pembelajaran. Untuk itu produk yang telah dikembangkan dapat memenuhi kriteria yang di sampaikan atau di kembangankan oleh peneliti
Pelatihan Pembuatan dan Pemasaran Kerajinan Seni Barongan Di Desa Kalikejambon Wahyudi Wahyudi; Ayu Titis Rukmana Sari; Agil Muamar Qathafi
Jurnal ABDINUS : Jurnal Pengabdian Nusantara Vol 4 No 2 (2021): Volume 4 Nomor 2 Tahun 2021
Publisher : Universitas Nusantara PGRI Kediri

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29407/ja.v4i2.15590

Abstract

Barongan arts craft training is motivated by the lack of employment opportunities in Dusun Sawen, Kalikejambon Village, so that the community does not have an income that is considered decent. However, in the hamlet there is a youth group association called the Sawen Youth Association or called PERKASA which has activities in the arts. So far there has been no activity program from the PERKASA youth group that can provide them with additional income, so this training is an alternative to being able to train entrepreneurship in groups. This training consists of 5 stages, namely (1) training for making masks (2) training for making jamang (3) training for making ornaments (4) training in marketing (marketplace) (5) training for management of community organizations. The goal is to preserve the skills of making barongan arts crafts for children's toys, increasing the economic income of the community. Through marketplace training, the market share of barongan arts is getting wider. The establishment of 5 marketing accounts in the marketplace and social media, namely creative KJP (Shopee), creative KJP (Tokopedia), creative KJP (Facebook), creative KJP (Instagram) and WhatsApp, as well as a website that can be accessed on the link: https: // www .kjpkjual.com. Offline marketing is done by filling the booths at the souvenir center in Jombang. The formation of the creative KJP group as a forum for the management and development of the barongan mask craft business. Through this training the community becomes more skilled in making barongan art crafts, can market these products through the online "market". The conclusion of this activity is that the PERKASA group and PKK mothers have the skills to produce, market and manage business group organizations in the form of Barongan mask art craft. The training implementation process can be accessed via the creative KJP youtube link: https://www.youtube.com/watch?v=FIdxkDIxfdk.
Pelatihan Pembuatan Soal Kognitif Berbasis Aplikasi Android Kahoot untuk Guru Sekolah Dasar Islam Terpadu Bina Insani Kediri Karimatus Saidah; Endang Sri Mujiwati; Erwin Putera Permana; Frans Aditia Wiguna; Susi Damayanti; Bagus Amirul Mukmin; Abdul Aziz Hunaifi; Alfi Laila; Muhamad Basori; Wahyudi Wahyudi; Ita Kurnia
Jurnal ABDINUS : Jurnal Pengabdian Nusantara Vol 6 No 1 (2022): Volume 6 Nomor 1 Tahun 2022
Publisher : Universitas Nusantara PGRI Kediri

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29407/ja.v6i1.16895

Abstract

This activity aims to provide training to teachers and practice problem making and implementation in elementary schools. So that teachers get direct experience in making problems through the Kahoot application for teachers. The method of carrying out this activity is carried out from the preparation stage to the reporting of activities that take about 1 month. Parties involved in the activity include: 1). Lecturers as speakers and moderators, students as a support team for the implementation of the event. 2). Teachers in SDIT Bina Insani Kediri. Of the 25 teachers who have participated in the training, as many as 17 teachers have submitted the results of the analysis, based on the results of the questionnaire showed 4 teachers stated there were no obstacles in implementing kahoot. While the other 13 stated to experience some obstacles, namely less accustomed to operating kahoot. The advantages of applications when implemented include more interesting and easy to do. Kahoot application can be one of the alternative learning variations. Through the use of kahoot learning outcomes related to the order of the level of truth problems can be more quickly known. Kahoot application is practical, because teachers can directly monitor students who work on problems.
PENGGUNAAN MEDIA ENCORE PADA PEMBELAJARAN NOTASI BALOK Wahyudi; Itot Bian Raharjo
PROSIDING: SENI, TEKNOLOGI, DAN MASYARAKAT No 1 (2016): Seni, Teknologi, dan Masyarakat #1
Publisher : LP2MP3M, INSTITUT SENI INDONESIA SURAKARTA

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

Abstract

Secara umum, permasalahan yang dihadapi oleh guru SD dalam mengenal lagu baru adalah kesalahan dalam menyanyikan lagu sesuai partitur. Penyebabnya adalahrendahnya tingkat kemampuan guru SD dalam membaca notasi balok. Keterbatasan inilah yang menuntut guru SD untuk meningkatkan kemampuannya secara berkelanjutan. Dalam mempelajari notasi balok dibutuhkan media yang tepat, yaitu menggunakan media Encore. Diharapkan melalui media pembelajaran Encore ini, kemampuan guru SD dalam menbaca notasi balok akan meningkat.
MANFAAT KEGIATAN EKSTRAKURIKULER SENI TARI DI SEKOLAH DASAR Ayu Titis Rukmana Sari; Wahyudi
JURNAL PENDIDIKAN DASAR NUSANTARA Vol 8 No 1 (2022): Jurnal Pendidikan Dasar Nusantara
Publisher : Universitas Nusantara PGRI Kediri

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29407/jpdn.v8i1.17952

Abstract

Kegiatan ekstrakurikuler merupakan kegiatan non akademik yang termasuk dalam penunjang dari kegiatan akademik di Sekolah. Tujuan dari penelitian ini adalah menggali manfaat dari kegiatan ekstrakurikuler seni tari yang dilaksanakan di SDN Jombatan 3 Jombang. Riset yang digunakan menggunakan riset kualitatif. Penelitian yang dilaksanakan terfokus pada pembelajaran ekstarkurikuler Tari di SDN Jombatan 3 Jombang pada semester ganjil tahun ajaran 2021/2022. Teknik pengumpulan data yang digunakan dalam meliputi 3 cara, yaitu : observasi, wawancara dan dokumentasi. Hasil penelitian ini membuktikan bahwa manfaat kegiatan ekstrakurikuler seni tari mendidik siswanya tidak hanya unggul pada bidang akademis tetapi juga non akademis, selain itu melalui pembelajaran seni siswa mampu menjadi pribadi yang berkarakter dan berbudaya serta terbukti mempengaruhi perkembangkan kecerdasan motorik, sosial emosional, kreativitas dan bakat minat anak. Kata kunci: manfaat ekstrakurikuler, seni tari, Sekolah Dasar
Analysis of suitability of material aspects in articulate storylane based solution colligative learning media for PGSD students Wahyudi; Bagus Amirul Mukmin; Sutrisno Sahari; Qonita Salsabela
JURNAL PENDIDIKAN DASAR NUSANTARA Vol 8 No 2 (2023): Jurnal Pendidkan Dasar Nusantara
Publisher : Universitas Nusantara PGRI Kediri

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29407/jpdn.v8i2.19524

Abstract

This study aims to determine the suitability of colligative material aspects of the solution in articulate storyline-based learning media with assessment indicators on aspects of suitability of material with Basic Competency, suitability of material concepts with media, contextuality, depth of material, ease of material to understand, systematics, clarity of material, suitability of amount practice questions with the amount of material presented, the ease of reviewing the material, motivating students as a whole. The research instrument was a questionnaire assessment sheet related to the suitability of the material with the Basic Competency in articulate storyline-based learning media based on the aspects that have been mentioned. The method used in this study is the one method, which is a research step using a qualitative approach. The results of the research on the suitability analysis of colligative material solutions on articulate storyline-based learning media were obtained from a validity questionnaire questionnaire by two material experts. The suitability of the material aspects of this media is the result of validator one giving an average score with a percentage score of 88% including very good criteria (very valid), and validator two giving a percentage of an average score of 82%, namely in the good category ( valid). So it can be concluded that the suitability of the material aspects of the articulate storyline-based learning media is stated to be appropriate and valid
Pengembangan Media Pembelajaran Audio Visual Berbasis Powtoon Pada Pembelajaran IPA Materi Sifat Dan Perubahan Wujud Benda Kelas IV Sekolah Dasar Yuni Ellyas Asmara; Wahyudi; Sutrisno Sahari
Cetta: Jurnal Ilmu Pendidikan Vol 6 No 1 (2023)
Publisher : Jayapangus Press

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37329/cetta.v6i1.1988

Abstract

This research is the result of the researcher's observations, with the finding that learning activities in elementary schools have not used concrete learning media to convey material, especially related to material about the nature and changes in the shape of objects. The media used is still minimal and lacks innovation, because the ability of teachers is still lacking in developing learning media, the teacher's lack of time to make media, and the lack of ideas in utilizing learning media to support the learning process of students. This study aims to determine the validity, practicality, and effectiveness of Powtoon-based audio-visual learning media developed for science learning in grade IV. This research is a type of R&D (Research and Development) research with adaptation to the ADDIE development model (analizys, design, development, implementation, and evaluation). Subjects in the study included teachers and fourth grade students at SDN Mrican 1 Kediri. The results of this study indicate that (1) the validity of the media obtained an average result for the media 96.25%, while for the material obtained 90%, it was declared valid for learning media, (2) the practicality of the media obtained the average teacher response questionnaire results. reaches 96%, it is declared practical as a learning medium without revision. (3) the effectiveness of the media obtained an average evaluation result with 21 students reaching 90%, so it can be declared effective to be used in the process of learning activities. From the results of this study, through a learning model that uses Powtoon-based audio-visual related to natural science material about the nature and changes in the shape of objects, it shows good results and is accepted by students. Then the results of research related to Powtoon-based audio-visual media can make students understand more about material properties and changes in object shape and can increase student enthusiasm in class.