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Improving the Ability to Dance Mokarawo Gorontalo Creative Dance Using Audiovisual Media in 4th Grade Students of SDN 1 Batudaa Miftania Pasue; Wiwy Triyanty Pulukadang; Mimy Astuty Pulukadang; La Ode Karlan; Rustam I Husain
Jurnal Kiprah Pendidikan Vol. 5 No. 1 (2026): Jurnal Kiprah Pendidikan | January 2026
Publisher : Program Studi Pendididikan Guru Sekolah Dasar Fakultas Keguruan dan Ilmu Pendidikan Universitas Riau

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33578/kpd.v51.p42-55

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This study addresses the research question: "Can audiovisual media enhance the Mokarawo creative dance skills of Class IV students at SDN 1 Batudaa, Gorontalo Regency?" The primary objective is to improve these students' dance abilities using audiovisual media. Employing Classroom Action Research (PTK) methodology, data were gathered through observation, tests, and documentation from 20 fourth-grade students at SDN 1 Batudaa, Gorontalo Regency. Results reveal steady progress. In Cycle I, Meeting 1, only 20% (4 students) met the dance competency criteria; by Meeting 2, this rose to 40% (8 students). In Cycle II, Meeting 1 achieved 70% (14 students), and Meeting 2 reached 85% (17 students). In conclusion, audiovisual media significantly boosts Mokarawo's creative dance skills among these students, demonstrating its effectiveness through iterative PTK cycles at SDN 1 Batudaa, Gorontalo Regency.
Improving Students’ Ability in Creating Karawo Design Trought the Project-Based Learning Model in Class IV at SDN 5 Tilongkabila Siti Nurdiah Derbang; Mimy Astuty Pulukadang; Nurainun; La Ode Karlan; Wiwy Triyanty Pulukadang
Jurnal Kiprah Pendidikan Vol. 5 No. 3 (2026): Jurnal Kiprah Pendidikan | July 2026 (in press)
Publisher : Program Studi Pendididikan Guru Sekolah Dasar Fakultas Keguruan dan Ilmu Pendidikan Universitas Riau

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33578/kpd.v5i2.p312-328

Abstract

This study aimed to improve fourth-grade students' ability to create Karawo designs through the implementation of the Project-Based Learning (PjBL) model at SDN 5 Tilongkabila, Bone Bolango Regency, Indonesia. This study employed a Classroom Action Research (CAR) design conducted in two cycles involving 13 fourth-grade students as the research participants. The preliminary observation revealed that students' ability to create Karawo designs was relatively low because the learning process primarily focused on coloring pre-prepared patterns rather than encouraging students to develop their own designs. Data were collected through classroom observation, performance assessment, interviews, and documentation. Students' performance was assessed based on four artistic design principles: unity, proportion, rhythm, and harmony. The findings indicated a progressive improvement in students' performance across the action cycles. In the first meeting of Cycle I, only 3 students (23%) achieved the predetermined competency criteria. This number increased to 6 students (46%) in the second meeting of Cycle I and further improved to 11 students (85%) in Cycle II, exceeding the predetermined success indicator of 75%. These findings indicate that the implementation of the Project-Based Learning (PjBL) model improved the ability to create Karawo designs among fourth-grade students at SDN 5 Tilongkabila, Bone Bolango Regency
Meningkatkan Kemampuan Praktik Siswa Melalui Karya Ecoprint Teknik Pounding Pada Pembelajaran SBDP Di Kelas IV SDN 7 Tapa, Kabupaten Bone Bolango Nadila Datunsolang; Sukri Katili; Rustam I. Husain; Mimy Astuty Pulukadang; Vicka Muniati Arifin
DE FACTO : Journal Of International Multidisciplinary Science Vol 4 No 02 (2026): DE FACTO : Journal Of International Multidisciplinary Sciences
Publisher : Pusat Studi Ekonomi, Publikasi Ilmiah dan Pengembangan SDM

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62668/defacto.v4i02.2656

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This study aims to improve the practical skills of fourth-grade students at SDN 7 Tapa, Bone Bolango Regency, through ecoprint artwork using the pounding technique in Arts and Culture Education (SBdP) learning. A Classroom Action Research (CAR) design was employed across two cycles, each comprising planning, action implementation, observation, and reflection. The research subjects consisted of 18 fourth-grade students. Data were collected through observation, interviews, performance tests, and documentation, then analyzed descriptively based on four aspects: procedural accuracy, pounding-technique skill, creativity, and product quality. The results showed a gradual improvement, from 17% of students being competent at baseline to 22% in Cycle I Meeting I, 33% in Cycle I Meeting II, 67% in Cycle II Meeting I, and 89% in Cycle II Meeting II. These findings confirm that the ecoprint pounding technique effectively improves elementary students' practical skills in SBDP learning.
Meningkatkan Motivasi Belajar Siswa Melalui Gamifikasi (Point, Badge, Leaderboard) Pada Pembelajaran Seni Rupa Di Kelas IV SDN 7 Telaga Kabupaten Gorontalo Nadia Datunsolang; Sukri Katili; Mimy Astuty Pulukadang; Rustam I. Husain; Wiwy Triyanty Pulukadang
DE FACTO : Journal Of International Multidisciplinary Science Vol 4 No 02 (2026): DE FACTO : Journal Of International Multidisciplinary Sciences
Publisher : Pusat Studi Ekonomi, Publikasi Ilmiah dan Pengembangan SDM

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62668/defacto.v4i02.2697

Abstract

This study aimed to improve the learning motivation of fourth-grade students at SDN 7 Telaga, Gorontalo Regency, in Visual Arts learning through the implementation of gamification based on points, badges, and leaderboards. The study employed Classroom Action Research using the Arikunto model, conducted in two cycles involving 18 students as research participants. Data were collected through observation, interviews, practical tests, and documentation, then analyzed descriptively based on four indicators of learning motivation. The results showed an increase in the number of students who achieved the proficient criteria, from 11% in the initial condition to 83% at the end of Cycle II. The implementation of gamification also encouraged students to participate more actively, complete tasks more persistently, and collaborate more effectively. These findings indicate that gamification based on points, badges, and leaderboards effectively improves students’ motivation, participation, persistence, and collaboration in elementary school Visual Arts learning
Collaborative and Culturally Grounded Learning in a University Directing Course: Actualizing Tradition and Student Identity Formation Astuty Pulukadang, Mimy; Triyanty Pulukadang, Wiwy
IJORER : International Journal of Recent Educational Research Vol. 7 No. 4 (2026): July
Publisher : Faculty of Teacher Training and Education Muhammadiyah University of Makassar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.46245/ijorer.v7i4.1361

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Objective: This study aims to examine how cultural traditions are actualized through collaborative and culturally grounded learning processes in a university-level directing course. It specifically addresses the tension between local cultural values and globalizing influences by exploring the role of arts education in cultural initiation, identity formation, and community engagement. Method: A qualitative research design was employed. Data were collected through in-depth interviews with lecturers, students, and local artists involved in the directing course. The data were analyzed thematically to identify patterns related to collaborative practices, the integration of local cultural values, learning outcomes, and sustainability challenges. Results: The findings reveal four main themes: (1) collaborative creative processes between students and local artists; (2) the integration of regional cultural values into directing practice; (3) the influence of culturally grounded learning on students’ artistic competence and identity formation; and (4) institutional and logistical challenges affecting program sustainability. Collaboration with local artists enabled students to access living cultural knowledge, deepening their understanding of symbolic meanings, ethical values, and moral philosophies embedded in local narratives. This process strengthened students’ cultural identity, social sensitivity, creative confidence, and reflective artistic practice. Novelty: This study offers a culturally responsive pedagogical model that positions collaboration with local cultural communities as a core strategy in directing education. It contributes a contextualized framework for integrating living traditions into higher arts education, highlighting its transformative potential beyond technical skill development.
MENINGKATKAN KEMAMPUAN GERAK TARI SARONDE MELALUI METODE DRILL AND PRACTICE PADA SISWA KELAS V SEKOLAH DASAR Tulenan, Rahmatia; Wiwy Triyanty Pulukadang; Mimy Astuty Pulukadang; La Ode Karlan; Rustam I Husain
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 02 (2026): Volume 11 No. 2, Juni 2026
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v11i02.48093

Abstract

This study addresses the problem of whether the implementation of the Drill and Practice method can improve students’ ability in performing Saronde dance movements among fifth-grade students at SDN 29 Kota Selatan, Gorontalo. This research employed a Classroom Action Research (CAR) design consisting of two cycles. Data were collected through observation, tests, and documentation techniques. The initial observation indicated that students had not yet been taught Saronde dance by the teacher, resulting in low performance ability. During the implementation of Cycle I, the number of students who achieved competency in Saronde dance movements was 3 students (27%) in the first meeting, which increased to 5 students (45%) in the second meeting. In Cycle II, further improvement was observed, with 8 students (73%) achieving competency in the first meeting, and eventually reaching 11 students (100%) in the second meeting. Based on these findings, it can be concluded that the Drill and Practice method effectively improves students’ ability in performing Saronde dance movements among fifth-grade students at SDN 29 Kota Selatan, Gorontalo.
MENINGKATKAN KEMAMPUAN MENARI TRADISIONAL MELALUI METODE LATIHAN PADA SISWA KELAS V SDN 7 TALAGA JAYA KABUPATEN GORONTALO Listina, Popi; Wiwy Triyanty Pulukadang; Mimy Astuty Pulukadang; La Ode Karlan; Rustam I Husain
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 2 (2026): Volume 11 No. 02, Juni 2026.
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v11i2.52493

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This study aimed to improve students’ ability to perform the Linda Dance through the drill method among fifth-grade students at SDN 7 Talaga Jaya, Gorontalo Regency. The problem addressed in this research was the low level of students’ dance performance skills, as indicated by insufficient mastery of movement techniques (wiraga), synchronization with rhythm (wirama), and emotional expression (wirasa). These limitations were attributed to less effective instructional practices and the lack of structured training activities. This research employed a Classroom Action Research (CAR) design conducted in two cycles, each consisting of planning, action implementation, observation, and reflection stages. The participants were 26 fifth-grade students, comprising 14 male students and 12 female students. Data were collected through observation, performance tests, and documentation, and were analyzed using a quantitative descriptive approach. The findings revealed a significant improvement in students’ dance performance following the implementation of the drill method. In the preliminary observation, only 27% of the students achieved the predetermined mastery criteria, while 73% failed to meet the expected standard. Following the implementation of Cycle I and Cycle II, substantial improvements were observed in the aspects of wiraga, wirama, and wirasa, as well as in students’ self-confidence and active participation during the learning process. The drill method proved effective in facilitating the gradual mastery of dance movements through systematic and repetitive practice. Therefore, it can be concluded that the drill method effectively enhances the Linda Dance performance skills of fifth-grade students at SDN 7 Talaga Jaya.
MENINGKATKAN KREATIVITAS MURID MELALUI PEMANFAATAN BARANG BEKAS DALAM KARYA SENI RUPA PADA MURID KELAS III SDN 7 TELAGA KABUPATEN GORONTALO Arini Supardi; Mimy A. Pulukadang; Rustam I. Husain; Wiwy T. Pulukadang; La Ode Karlan
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 03 (2026): Volume 11 No. 03, September 2026 Release
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v11i03.59936

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Meningkatkan Kemampuan Siswa Dalam Menggambar Melalui Media Kolase Di Kelas IV Sekolah Dasar Vita Widiyastuti; Wiwy Triyanty Pulukadang; Mimy Astuty Pulukadang; Pupung Puspa Ardini; Vicka Muniati Arifin
Science and Education Journal (SICEDU) Vol 5 No 3 (2026): Science and Education Journal 2026
Publisher : LPPM Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/sicedu.v5i3.1086

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Penelitian ini dilatarbelakangi oleh rendahnya kemampuan menggambar murid kelas IV SDN 85 Sipatana Kota Gorontalo. Rumusan masalah dalam penelitian ini adalah apakah penggunaan media kolase dapat meningkatkan kemampuan menggambar murid. Penelitian ini bertujuan untuk meningkatkan kemampuan menggambar murid melalui penerapan media kolase. Metode yang digunakan adalah Penelitian Tindakan Kelas (PTK) yang dilaksanakan dalam dua siklus. Setiap siklus terdiri atas empat tahap, yaitu perencanaan, pelaksanaan tindakan, observasi dan evaluasi, serta refleksi. Subjek penelitian berjumlah 13 murid kelas IV. Hasil penelitian menunjukkan bahwa penggunaan media kolase mampu meningkatkan kemampuan menggambar murid. Pada siklus I, sebanyak 7 dari 13 murid mencapai ketuntasan belajar dengan persentase sebesar 60%, sedangkan 6 murid (40%) belum mencapai ketuntasan. Setelah dilakukan perbaikan pada siklus II, jumlah murid yang mencapai ketuntasan meningkat menjadi 10 orang atau sebesar 80%, sementara 3 murid (20%) belum mencapai ketuntasan. Peningkatan hasil belajar dari siklus I ke siklus II menunjukkan bahwa media kolase efektif dalam meningkatkan kemampuan menggambar murid kelas IV SDN 85 Sipatana Kota Gorontalo. Dengan demikian, media kolase dapat dijadikan sebagai salah satu alternatif pembelajaran seni rupa untuk meningkatkan kemampuan menggambar di sekolah dasar.
Pengembangan Permainan Edukasi Board Quest Sebagai Media Interaktif Pada Kemampuan Menggambar Kreatif Siswa Kelas IV SDN 3 Tapa Kabupaten Bone Bolango Vitalisa Paputungan; Wiwy Triyanty Pulukadang; Mimy Astuty Pulukadang; Mimy.Pulukadang@ung.ac.id; Rustam I Husain
JAMBURA Elementary Education Journal Vol 7 No 1 (2026): VOLUME 7 NOMOR 1, JUNI TAHUN 2026
Publisher : JURUSAN PENDIDIKAN GURU SEKOLAH DASAR

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37411/jeej.v7i1.4958

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Vitalisa Paputungan,2026. Pengembangan Permainan Edukasi Board Quest Sebagai Media Interaktif Pada Kemampuan Menggambar Kreatif Siswa Kelas IV SDN 3 Tapa Kabupaten Bone Bolango. Skripsi, Program Studi S1 Pendidikan Guru Sekolah Dasar, Fakultas Ilmu Pendidikan, Universitas Negeri Gorontalo. Pembimbing I Dr. Wiwy Triyanty Pulukadang,S.Pd,M.Pd dan Pembimbing II Dr.Mimy Astuty Pulukadang, S.Pd, M.Sn. Penelitian ini bertujuan untuk mengembangkan permainan edukasi Board Quest sebagai media interaktif untuk meningkatkan kemampuan menggambar kreatif siswa kelas IV SDN 3 Tapa Kabupaten Bone Bolango. Penelitian ini menggunakan metode Research and Development (R&D) dengan model ADDIE yang meliputi tahap Analysis, Design, Development, Implementation, dan Evaluation. Subjek penelitian berjumlah 18 siswa kelas IV. Teknik pengumpulan data dilakukan melalui observasi, wawancara, angket, dan dokumentasi. Hasil penelitian menunjukkan bahwa media Board Quest layak digunakan dalam pembelajaran dan mampu meningkatkan antusiasme, kreativitas, serta keaktifan siswa dalam kegiatan menggambar. Dengan demikian, media Board Quest dapat menjadi alternatif media pembelajaran interaktif yang menarik dan efektif di sekolah dasar.