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Studi Deskriptif Penerapan Pembuatan Karya Kreatif Scrapbook Pada Pembelajaran Seni Budaya Dan Keterampilan Kelas V SD Unggulan Aisyiyah Rejang Lebong Dhinda Dhiandita Kurnia; Hasnawati Hasnawati; Wurdjinem Wurdjinem
JURIDIKDAS Vol 1 No 2 (2018)
Publisher : Universitas Bengkulu

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (585.693 KB) | DOI: 10.33369/juridikdas.1.2.%p

Abstract

This study aimed to describe the process of making and the creativeScrapbook masterpiece of 5th grade students SD Unggulan AisyiyahRejang Lebong on SBK Subject. The type of this research is a qualitativetype with descriptive method and participants observation technique. Thesubject of this research is 5thA students of SD Unggulan Aisyiyah RejangLebong. The research instrument is human instrument, by usingobsevation guidelines and interview guidelines. The results of the researchwere (1) The process of making four creative works of Scrapbook beginswith a discussion determining the theme to be selected in making thework. Followed by ornaments that support the theme. Next, create theornaments with drawing patterns on origami paper, cut the patternsthat have been made and coloring the ornaments using color paint.Then the ornament is affixed to the background paper. (2) Four creativeworks of Scrapbook made by students have contained elements andprinciples of fine arts. Among them, in the creative work of Scrapbook hasincluded elements of lines, colors, shades, textures, space and dark lighton Scrapbook ornaments. Placement of the ornaments on paper that hasmet the principles of art, unity, tone, full and harmony.
Pengaruh Game Online Terhadap Perilaku Siswa Kelas V SDN Kota Bengkulu Efri Rosa; Puspa Djuwita; Hasnawati Hasnawati
JURIDIKDAS Vol 4 No 2 (2021)
Publisher : Universitas Bengkulu

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (356.472 KB) | DOI: 10.33369/juridikdas.4.2.276-283

Abstract

The study aims to determine the effect of online games on the behavior of students in class V SD Negeri Gugus 12 Kota Bengkulu. The research method is survey. The study population is all students of class V SD Negeri Gugus 12 Kota Bengkulu with total sample of 77 students from Class V SD Negeri Gugus 12 Kota Bengkulu taken by using simple random sampling technique. The instrument is a questionnaire with rating scale and likert scale. Data collection techniques uses questionnaires. Technique of data analysis uses simple linear regression analysis. The result of research showed significant level ? = 0,05 significant regression, proved that the value of fcount (32,73) is bigger than ftable (3,97). Thus, the result of the test makes the regression equation expressed with Y = 33,955 + 0,789 can be used to conclude that there is influence of online game to behavior of student in grade V SD Negeri Gugus 12 Kota Bengkulu. Constant of 33.955: means that if the online game value is 0, then the student behavior (Y) positive value is equal to 33.955. Regression coefficient of student behavior variable equal to 0,789: means that if game online increases in score 1, hence student behavior (Y) will increase equal to 0,789. Coefficient is positive means a positive relationship between online game variables (X) and student behavior variables (Y). Increasing online game scores are marked by the lower interest of students towards online games then the better the behavior of students and vice versa.
Studi Deskriptif Hasil Karya Gambar Ekspresi Dua Dimensi Pada Pembelajaran Seni Budaya Dan Keterampilan Siswa Kelas III SD Negeri 48 Kota Bengkulu Hastomo Danu Ryanto; Hasnawati Hasnawati; Dwi Anggraini
JURIDIKDAS Vol 3 No 1 (2020)
Publisher : Universitas Bengkulu

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (413.986 KB) | DOI: 10.33369/juridikdas.3.1.9-16

Abstract

This study aims to describe the work of two-dimensional expression drawings on the learning of cultural arts and skills of third grade students at SD Negeri 48 Bengkulu City. This type of research is a qualitative descriptive study, with participant observation techniques. The subjects of this study were all grade III students of 48 public elementary schools in Bengkulu city, totaling 19 students. The research instrument used was a human instrument, using interview guidelines, observation guidelines, and documentation guidelines. Data collection techniques in the form of observation, interviews, and documentation. Data analysis techniques used are the results of the work that has been done by analyzing the data then reduced, display, and draw conclusions. The results of his research are from 19 works that have been made by students there are 5 styles found. Starting from the Structural Form drawing style that is characterized by the use of geometric shapes, Impressionism that is impressed with the texture interpretation of the colors taken from the effects of light, to the Romantic style of images relating to children's fantasies. Other drawing styles such as Lyrical, and Rhythmical Pattern are also found in the expressions of students' work. The use of striking colors in the Lyrical style signifies the nature of the child who wants to stand out among other friends. This trait is often addressed by girls usually through the colors that are etched into the picture. In addition, in a pattern of images that are repeated or Rhythmical Pattern is a form of emotional growth of a developing child.
PENGEMBANGAN PERANGKAT PEMBELAJARAN TEMATIK DENGAN METODE PERMAINAN SESIKU UNTUK PENGETAHUAN FENOMENA GEMPA BUMI SISWA SD KABUPATEN KEPAHIANG Fairus Sabrina; Hasnawati Hasnawati; Dwi Anggraini
JURIDIKDAS Vol 4 No 3 (2021)
Publisher : Universitas Bengkulu

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (289.75 KB) | DOI: 10.33369/juridikdas.4.3.%p

Abstract

This research aimed to discribe the development procedure and know eligibility of thematic learning tool by the Sesiku game method contained earthquake phenomena for Kepahiang elementary students. This reaseacrh was Reaseach and Development (R&D) which used ADDIE (Analyze, Design, Develop, Implement, and Evaluate) model. Thematic learning syllabus, lesson plan, and teachers’ guideline books validation; the sheet of practicality teachers’ guideline questionnaire and the practicality of  thematic learning tool implementation; and the effectiveness of  implementation thematic learning tool in Sesiku game worksheet were used as the intrument of this research. In this research, 87,5% were the validity of thematic learning syllabus, 86,11% for lesson plan, and 90,63% for teachers’ guideline book in Sesiku game. All the percentages showed that thematic learning tool in Sesiku game was categorized in validity. In examining of teachers’ practically guideline book in Sesiku game, the percentage was 96,43%, and 96,54% for implementation of Sesiku game as learning tool. It was categorized definitely pratical. While the examining in social (IPS) subject about the effectiveness, the researchers found 84,61%, 92,31% for Indonesian subject, and 84,61% for science (IPA) subject. From all percentages, it showed that was very effective. It concluded that thematic learning tool in Sesiku game for earthquake phenomena was eligible.
Pengaruh Metode Mind Mapping Terhadap Kemampuan Menulis Karangan Narasi Ilmi Nazarrotin; Resnani Resnani; Hasnawati Hasnawati
JURIDIKDAS Vol 1 No 1 (2018)
Publisher : Universitas Bengkulu

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (570.316 KB) | DOI: 10.33369/juridikdas.1.1.%p

Abstract

This study aims to determine the effect of Mind Mapping method on the ability to write a narrative essay. This research is a quantitative research. The method in this research is quasi experimental method with The Matching Only Pretest-Posttest Control Group Design. The sample of the research was determined by total sampling technique in class IV elementary school number 51 Bengkulu city. The sample in this research is all the fourth grade students which consist of  IVA and IVB class amount to 49 students. Students of class IVB as experimental class and class IVA as control class. The instrument used is a test sheet provided through pretest and posttest. The data of this research are analyzed by descriptive and inferential statistic that is t-test. From the result of research known result of  t-test (3,148)> t table (2,01174) at 5% significant level. The value of tcount obtained is greater than t table value, it can be concluded that there is influence of  Mind Mapping method to the ability of writing essay writing.
Uji Coba Bahan Ajar Muatan Lokal Seni Rupa Tradisional Bengkulu Terhadap Hasil Belajar Siswa Kelas VA SD Negeri 49 Kota Bengkulu Wanda Pratama; Hasnawati Hasnawati; Resnani Resnani
JURIDIKDAS Vol 1 No 3 (2018)
Publisher : Universitas Bengkulu

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (765.799 KB) | DOI: 10.33369/juridikdas.1.3.%p

Abstract

Research aims to determine the difference learning outcomes VA grade students at SDN 49 Bengkulu City. This type of research is quantitative research, the research method used is Pre-Experimental Design with this type of design one group pretest-posttest design, sample in this study were students of SD Negeri 49 VA Bengkulu City. The research instrument used is a sheet in the form of a multiple choice test given by the pretest and posttest. Data from this study were analyzed using descriptive and inferential analysis that the t-test. The survey results revealed that the average value posttest (65.64) is higher than the average value of pretest (46.14). t-test results with ttabel 8.193 and thitung 1.720. So, ttabel (8.193) > thitung (1,720). thitung value obtained is higher than the value ttable it can be concluded that the difference between the results of student learning so that there are effects of the application of local content teaching materials of traditional art Bengkulu on learning outcomes VA grade students at SD Negeri 49 Bengkulu City.
Pembuatan Karya Seni Menggambar Dekoratif pada Caping dalam Mata Pelajaran SBK Siswa SD Kota Bengkulu Helce Marisa Putri; Hasnawati Hasnawati; Nani Yuliantini
JURIDIKDAS Vol 2 No 3 (2019)
Publisher : Universitas Bengkulu

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (582.339 KB) | DOI: 10.33369/juridikdas.2.3.218-228

Abstract

This study aims to describe the process of making and drawing decorative work of caping in the subjects of Art Culture and Skills (SBK) class III A SD Negeri 07 Kota Bengkulu. The type and method of this research is skin research and descriptive method with participant observation technique. The research subjects were all students of class III A SD Negeri 07 Kota Bengkulu which amounted to 31 people. The research instrument is a human instrument, using obsevation guidelines, interview guides, and guidelines of the work. Data collection techniques such as observation, interview, and documentation / work. The data analysis of the process of making works is done by studying the data and then reducing, display, and drawing conclusions. Analysis of the work data will be discussed by looking at the elements and principles of art that exist. The process of making six works of decorative drawing art on the caping begins with a discussion determines the motive to be chosen in making the work. Followed by preparing tools and materials. After that give the basic paint on the caping. Selanjunya make motif design and thicken motifs and then coloring motifs. Six pieces of artwork drawing decorative on the caps made students contain elements and principles of fine art that contains elements of lines, fields, and colors. Placement of these motives on the caping contains the principles of art that is the principle of unity, balance, rhythm, emphasis and harmony.This study aims to describe the process of making and drawing decorative work of caping in the subjects of Art Culture and Skills (SBK) class III A SD Negeri 07 Kota Bengkulu. The type and method of this research is skin research and descriptive method with participant observation technique. The research subjects were all students of class III A SD Negeri 07 Kota Bengkulu which amounted to 31 people. The research instrument is a human instrument, using obsevation guidelines, interview guides, and guidelines of the work. Data collection techniques such as observation, interview, and documentation / work. The data analysis of the process of making works is done by studying the data and then reducing, display, and drawing conclusions. Analysis of the work data will be discussed by looking at the elements and principles of art that exist. The process of making six works of decorative drawing art on the caping begins with a discussion determines the motive to be chosen in making the work. Followed by preparing tools and materials. After that give the basic paint on the caping. Selanjunya make motif design and thicken motifs and then coloring motifs. Six pieces of artwork drawing decorative on the caps made students contain elements and principles of fine art that contains elements of lines, fields, and colors. Placement of these motives on the caping contains the principles of art that is the principle of unity, balance, rhythm, emphasis and harmony.
Finger Painting Pada Pembelajaran Seni Budaya dan Keterampilan Delia Meriska; Hasnawati Hasnawati; Herman Lusa
JURIDIKDAS Vol 4 No 2 (2021)
Publisher : Universitas Bengkulu

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (164.097 KB) | DOI: 10.33369/juridikdas.4.2.151-157

Abstract

This study aims to describe the process of making and the results of finger painting work in class II B Culture and Skills Arts (SBK) subjects at SDN 87 Bengkulu City. This type of research is qualitative descriptive research, with participant observation techniques. The subjects of this study were all students of class II B SDN 87 Bengkulu City, amounting to 27 students and the work of finger painting. The selection of subjects in this study was based on purposive sampling. The research instrument is a human instrument, using observation guidelines, interview guidelines and guidelines for the work. Data collection techniques in the form of observation, interviews and documentation. Data analysis of the process of making the work is done by examining the data then reduced, displaying and drawing conclusions. Data analysis of the work will be discussed by looking at the elements and principles of existing art. The results of the research are (1) The process of making finger painting artwork begins with preparing tools and materials such as paperboard, coloring pulp, newspaper, plastic for the dye pulp foundation. Next is the execution of the work. Then the last finishing. (2) Results of finger painting art work that students make have included elements and principles of fine art. The elements that are contained are dots and spots, lines, fields, colors, shapes, textures and light darkness. Then, the principle in finger painting artwork has fulfilled the principles of art, namely the principle of unity, proportion, balance, rhythm, emphasis and harmony.
Permainan Lompat Kodok Mempengaruhi Hasil Belajar Matematika Siswa Kelas V di SDN 51 Kota Bengkulu Elfitria Rosa; Victoria Karjiyati; Hasnawati Hasnawati
JURIDIKDAS Vol 2 No 1 (2019)
Publisher : Universitas Bengkulu

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (613.771 KB) | DOI: 10.33369/juridikdas.2.1.38-46

Abstract

This research is a quantitative research. The research design used was Quasi Experimental Design with design type The Matching Only Pretest-Posttest Control Group Design, where the test was done twice before and after giving treatment (treatmen) in the sample class. The sample in this research is the students of class V in SD N 51 Kota Bengkulu, which consist of VA class as experiment class and VB class as control class. The research instrument used is a multiple choice test which is given through the pretest before the learning takes place and posttest after the learning takes place. Data of this research are analyzed by using descriptive analysis and inferential analysis that is t-test. The result of t-test with t count is 2.38 and ttable is 2.02. So the value of t arithmetic obtained greater than the value of t table, the conclusion of this study that there is the influence of the frog jumping game on the learning outcomes of cognitive aspects in the learning of Mathematics students of class V in SD N 51 Kota Bengkulu.
Deskripsi Proses Pembuatan Karya Montase SD Negeri 74 Kota Bengkulu Anisya'u Khairul Umahat; Hasnawati Hasnawati; Pebrian Tarmizi
JURIDIKDAS Vol 2 No 2 (2019)
Publisher : Universitas Bengkulu

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (565.567 KB) | DOI: 10.33369/juridikdas.2.2.78 - 85

Abstract

This study aims to describe the process of making montage work SDN 74 Bengkulu City. Types and methods used in this study are qualitative research with descriptive methods. The subjects of this study were class IVC totaling 33 students. Data collection techniques in this study in the form of observation and interviews. The results of this study are the process of making montage works starting with the preparation of montage materials, tools, base fields, and supporting materials by each group. The montage material collected has not yet been cut, so it is necessary to cut the montage material. Most groups have difficulty when arranging pieces of the picture. Gluing has been done by each group. Each group has given color to the montage created. Based on the results of the study, it can be concluded that the process of making montage works begins with preparatory steps in the form of collecting montage materials, tools, base fields and supporting materials. Then the work steps in the form of compilation of image pieces, gluing and coloring.