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Primary students’ ability to convert verbal expressions into mathematical models in fraction materials Shanti Nurhidayah; Salsabila Anindiyah; Yudistira Indra Prahasta Putra Elwanda; Setiyani; Khodari, Rahmad; Gunawan
Indonesian Research Journal in Education |IRJE| Vol. 9 No. 02 (2025): IRJE |Indonesian Research Journal in Education
Publisher : Universitas Jambi, Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22437/irje.v9i02.45356

Abstract

This research aimed to describe the patterns of errors and the forms of scaffolding needed by students to convert verbal expressions into mathematical models in fraction material. This research used a descriptive qualitative method. The research involved 4th-grade students from a selected elementary school in Cirebon City. Data were collected through tests and interviews. The instruments used were a written mathematical representation ability test and an interview question guide. The data analysis techniques employed included data reduction, data presentation, and conclusion drawing. The results showed that high-ability students effectively recognize numerators, denominators, and problem contexts, enabling accurate translation of verbal expressions into a mathematical model. Medium-ability students were able to answer most questions but still struggled to distinguish between numerators and denominators. On the other hand, low-ability students often had difficulty understanding verbal questions, which led to errors in writing fractions.  
Pemberdayaan Kearifan Lokal: Permainan Tradisional sebagai Upaya Pelestarian Budaya Nusantara serta Sarana Interaksi Sosial Masyarakat Khodari, Rahmad; Nurhidayah, Shanti
Bima Abdi: Jurnal Pengabdian Masyarakat Vol. 5 No. 2 (2025): Bima Abdi: Jurnal Pengabdian Masyarakat
Publisher : Yayasan Pendidikan Bima Berilmu

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.53299/bajpm.v5i2.2029

Abstract

Kegiatan pengabdian kepada masyarakat ini bertujuan untuk mengenalkan kembali permainan tradisional sebagai bagian dari kearifan lokal kepada anak-anak dan remaja guna meningkatkan interaksi sosial serta kreativitas mereka di tengah dominasi penggunaan gadget. Tiga jenis permainan tradisional yang diperkenalkan dalam kegiatan ini adalah rangku alu, prepet jengkol, dan engklek. Metode pelaksanaan dilaksanakan melalui dua tahap, yaitu sosialisasi serta edukasi dan implementasi. Kegiatan ini dilaksanakan pada tanggal 12 Maret 2023 bertempat di Desa Sidamulya Kecamatan Astanajapura Kabupaten Cirebon. Kegiatan ini diikuti oleh 35 peserta yang terdiri dari 25 anak-anak dan 10 remaja. Tahap sosialisasi berfokus pada pemberian pemahaman kepada peserta mengenai makna, manfaat, dan nilai-nilai budaya yang terkandung dalam permainan tradisional. Tahap kedua melibatkan praktik langsung permainan bersama anak-anak dan remaja sebagai bentuk pemberdayaan kearifan lokal. Hasil kegiatan menunjukkan bahwa permainan tradisional tidak hanya menjadi sarana hiburan, tetapi juga efektif dalam menumbuhkan nilai-nilai seperti kerja sama, strategi, ketangkasan motorik, serta memperkuat interaksi sosial. Dengan demikian, pelestarian permainan tradisional dapat menjadi media edukatif yang bermakna dalam memperkuat identitas budaya dan menumbuhkan semangat kolaboratif di kalangan generasi muda.
KEARIFAN LOKAL PERMAINAN TRADISIONAL UCING BANCAKAN UNTUK MENGEMBANGKAN KEMAMPUAN MOTORIK SISWA KELAS iv Desi Rahmawati; Anggraeni, Relita; Alfiatunnimah, Vivi; Tarmidzi; Khodari, Rahmad
JUARA : Jurnal Olahraga Vol 9 No 2 (2024): JUARA: Jurnal Olahraga
Publisher : Universitas Muhammadiyah Kuningan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33222/juara.v9i2.3917

Abstract

Traditional games are a cultural heritage that has been played downward and downward for hundreds of years. This game, according to some investigations, is capable of developing students' physical motor skills. However, today, traditional games are beginning to be abandoned by children because they are more interested in playing with exercise. Seeing the many benefits that can be taken from this traditional game, then this game is very worthy to be introduced back to the students through the method of learning at school. Punching is one of the traditional games that is rarely played by children, although researchers are convinced that it can improve the morotic physique of elementary school students. To that end, the researchers conducted research aimed at developing the motor skills of students through the traditional methods of Bancakan. Although a lot of research has been done on this tradition, there is still a gap that has not been done by previous researchers, namely the potential of the Bancakan game in developing the motor skills of students. This was a qualitative with descriptive research method. The subjects in this study were 30 students of the fourth grade of elementary school. The results of the research showed that the three aspects are: (1) speed; (2) eye and hand coordination indicates a good category, while the agility aspects in the category are less. Thus, the researchers concluded that the traditional game of Punching is capable of developing motor skills of fourth-grade students quite well.
Mantuayu Nata Generasi: Edukasi Interaktif Berbasis Booth dalam Meningkatkan Pengetahuan Remaja tentang Stunting, Pernikahan Dini, dan Kekerasan Seksual di Indramayu: Indonesia Nasywa Hyacintha Putri; R Akyas Muhammad Khawwashiy; Rayhan Prakasa Putra; Asya Vanisa; Algamansyah Algamansyah; Rahmad Khodari
Bima Abdi: Jurnal Pengabdian Masyarakat Vol. 6 No. 2 (2026): Bima Abdi: Jurnal Pengabdian Masyarakat
Publisher : Yayasan Pendidikan Bima Berilmu

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.53299/ba-jpm.v6i2.4111

Abstract

Program pengabdian kepada masyarakat ini bertujuan untuk meningkatkan pengetahuan dan kesadaran remaja mengenai stunting, pernikahan dini, dan kekerasan seksual melalui pendekatan edukasi interaktif. Kegiatan dilaksanakan dalam rangka Kuliah Kerja Nyata Tematik (KKN-T) di MAN 1 Indramayu dengan melibatkan 110 siswa sebagai peserta. Metode yang digunakan adalah penyuluhan edukatif berbasis booth interaktif yang terdiri dari tiga bidang, yaitu kesehatan, hukum, dan pendidikan, serta didukung dengan media permainan edukatif. Evaluasi dilakukan melalui pre-test dan post-test berbasis Quizizz serta observasi partisipasi peserta. Hasil kegiatan menunjukkan adanya peningkatan nilai rata-rata peserta dari 80% pada pre-test menjadi 89% pada post-test, yang menunjukkan peningkatan pemahaman sebesar 9%. Selain itu, peserta menunjukkan tingkat partisipasi dan antusiasme yang tinggi selama kegiatan berlangsung. Materi yang disampaikan dinilai relevan dengan kehidupan remaja dan lebih mudah dipahami melalui metode interaktif dibandingkan metode konvensional. Program ini juga berhasil meningkatkan kesadaran remaja terhadap pentingnya gizi seimbang, pendewasaan usia pernikahan, serta pemahaman hukum terkait kekerasan seksual. Dengan demikian, metode edukasi berbasis booth interaktif terbukti efektif dalam meningkatkan pengetahuan dan kesadaran remaja. Kegiatan ini diharapkan dapat menjadi model edukasi yang berkelanjutan dalam upaya meningkatkan kualitas generasi muda. Penelitian selanjutnya disarankan untuk mengembangkan metode ini pada cakupan wilayah yang lebih luas serta melibatkan variabel tambahan, seperti perubahan perilaku jangka panjang dan efektivitas media pembelajaran yang berbeda, guna memperoleh hasil yang lebih komprehensif.
STEM Approach to 4C Skills in Elementary School Students: A Systematic Literature Review Lidya Savana Sari; Kaepah Kaepah; Pipit Fitriani; Nailah Tresnawati; Rahmad Khodari
Scientiae Educatia: Jurnal Pendidikan Sains Vol. 13 No. 1 (2024): June 2024
Publisher : Tadris Biologi Fakultas Ilmu Tarbiyah dan Keguruan IAIN SYEKH NURJATI CIREBON

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24235/sc.educatia.v13i1.18062

Abstract

The STEM approach is increasingly significant in elementary school learning because it can develop 4C skills such as critical thinking, creativity, collaboration, and communication. This study aims to identify the STEM approach to developing 4C skills in elementary school students through a Systematic Literature Review (SLR) using the PRISMA method with a time period of 2014-2024. This study reviews articles and journals published in the last ten years, focusing on methods and results relevant to the STEM approach in elementary schools. The analysis shows that the STEM approach to improving 4C skills in elementary schools can be grouped into three product categories: simple technology, simple technology from used goods, and prototypes. The most common category is simple technology, which promotes critical thinking, creativity, communication, and collaboration, all of which are important in the STEM approach. The findings show that simple technologies such as raft boats, animal recycling concept dioramas, and electrical conduction from plastic bottles significantly increase student engagement and motivation. The study concluded that the STEM approach can improve students' 4C skills (critical thinking, creativity, communication, and collaboration), and it is important to use products that can encourage students to integrate 4C skills with STEM, resulting in creative and innovative products. Schools and teachers must implement these technology-based tools and methods to maximize students' learning potential.
Students' mathematical representation ability in Learning fractions through a concrete-representational-abstract approach with a joyful learning nuance Fuad Nasir; Gunawan; Shanti Nurhidayah; Salsabila Anindiyah; Yudistira Indra Prahasta Putra Elwanda; Setiyani; Rahmad Khodari; Mohammad Dadan Sundawan; Laelasari
Primary: Jurnal Pendidikan Guru Sekolah Dasar Vol. 14 No. 5 (2025): October
Publisher : Laboratorium Program Studi Pendidikan Guru Sekolah Dasar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33578/jpfkip.v14i5.p643-658

Abstract

Mathematical representation ability is crucial in understanding fraction concepts, especially for elementary school students still in the concrete cognitive development stage. This study aims to describe the mathematical representation abilities of fourth-grade students in learning fractions through the Concrete-Representational-Abstract (CRA) approach with a joyful learning atmosphere. This approach was implemented through educational games such as Run Speech Fraction, Jump and Draw Fraction, and Walk Fast Fraction. The study employed a descriptive qualitative method, involving three fourth-grade students from an elementary school in Cirebon, each representing a high, medium, and low ability level. Data were collected through written tests and in-depth interviews, and analysed using the Miles and Huberman model. The results indicate that when delivered in an engaging and enjoyable atmosphere, the CRA approach effectively supports the gradual development of verbal, visual, and symbolic representations. High-ability students demonstrated consistency across all three forms of representation; medium-ability students showed basic understanding but still required guidance; low-ability students faced difficulties yet remained enthusiastic throughout the learning process. This study contributes to developing instructional strategies that promote gradual conceptual understanding, foster enjoyable learning experiences, and encourage active student engagement in mathematics.
Improving Locomotor Skills Through the Bentengan Traditional Game Based on Living Values Education Rika Fauziyah Saprudin; Rahmad Khodari; Auliya Aenul Hayati
ACTIVE: Journal of Physical Education, Sport, Health and Recreation Vol. 15 No. 2 (2026)
Publisher : Universitas Negeri Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15294/active.v15i2.50011

Abstract

This study aims to test the effectiveness of the Bentengan traditional game, based on Living Values Education (LVE), in improving the locomotor skills of Year 4 pupils at SDN Kanggraksan. A mixed-methods approach with an explanatory sequential design was employed. The quantitative component used a quasi-experimental One Group Pre-test-Post-test design involving 28 pupils. Locomotor skills were measured using the TGMD-2 locomotor subtest, whilst LVE value inter-nalisation was observed using a structured observation sheet. The intervention consisted of 4 sessions (2×35 minutes). Quantitative analysis included the Wil-coxon Signed-Rank Test and N-Gain; qualitative analysis utilised the Miles & Hu-berman model. Results showed an increase in average locomotor skills from 22.29 to 37.79 (69.57% gain), with a highly significant difference (Z = -4.631; p < 0.001). The average N-Gain was 0.60 (moderate to high) and all students im-proved. Qualitative data revealed that LVE value internalisation (cooperation, responsibility, respect) occurred progressively, with observation scores develop-ing from 22/60 (Insufficient) to 59/60 (Very Good). The Bentengan traditional game based on LVE is effective in improving locomotor skills whilst internalising character values, recommended as a holistic approach for Physical Education teachers.
Enhancing Students' Mathematical Representation Ability Through the Concrete-Representational-Abstract Approach Integrated to Sirquid Game Shanti Nurhidayah; Gunawan; Salsabila Anindiyah; Yudistira Indra Prahasta Putra; Setiyani Setiyani; Rahmad Khodari
Mathematics Education Journal Vol. 20 No. 1 (2026): Mathematics Education Journal
Publisher : Universitas Sriwijaya in collaboration with Indonesian Mathematical Society (IndoMS)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22342/mej.v20i1.pp181-200

Abstract

Many elementary school students struggle to represent fractions verbally, visually, and symbolically, which hinders their understanding of fractions in meaningful real-life contexts. This study aimed to examine the effectiveness of the Concrete-Representational-Abstract (CRA) approach integrated with the Sirquid Game in enhancing students’ mathematical representation ability in fractions topics. The study employed a mixed-method approach with an explanatory sequential design. The quantitative phase involved 48 students divided into an experimental group (n = 24) and a control group (n = 24). Data were collected using pretest and posttest instruments measuring verbal, visual, and symbolic representations. Quantitative data were analyzed using non-parametric statistical tests (Wilcoxon Signed-Rank Test and the Mann–Whitney U Test) and N-Gain analysis. The qualitative phase involved semi-structured interviews with three students from the experimental group representing high, medium, and low achievement levels to explore learning experiences and representation processes. The results indicated that students in the experimental group showed a statistically significant improvement compared to the control group (p < 0.05), with a high N-Gain score (0.77). Qualitative findings supported these results by demonstrating that the CRA stages implemented through the Sirquid Game facilitated students’ understanding and use of multiple representations of fractions. These findings suggest that the integration of the CRA approach and game-based learning is effective in enhancing students’ mathematical representation abilities. This study contributes to the development of mathematics teaching strategies, especially for fractions, by integrating step-by-step learning and physical activities, offering an innovative alternative to enhance student engagement and comprehension in elementary education.
Meningkatkan Kemampuan Literasi Siswa Sekolah Dasar Melalui Permainan Estafet Kata Rizky Pratama; Sutejo Sutejo; Mudopar Mudopar; Rahmad Khodari
JURNAL MANAJEMEN PENDIDIKAN Vol. 14 No. 01 (2026): Jurnal Manajemen Pendidikan (SI)
Publisher : Universitas Pakuan

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

Abstract

Improving Elementary School Students' Literacy Abilities Through Word Relay Games Literacy is a basic skill that elementary school students must master to support the learning process in various fields. However, many students still face difficulties in reading and understanding texts effectively. One contributing factor is learning methods that are less interesting and not interactive. Therefore, innovations in literacy learning are needed, one of which is through the Estafet Kata game. This method is thought to be able to effectively increase students' interest and literacy skills through fun and collaborative activities. This study used an experimental method with a pretest-posttest control group design. The research subjects consisted of two groups of elementary school students: the experimental group who used the Estafet Kata game and the control group who learned using traditional methods. Data were collected through literacy tests before and after treatment, observations during the learning process, and questionnaires to determine student responses. Data analysis was carried out using statistical methods to see differences in learning outcomes between groups. This study is expected to result in a significant increase in students' literacy scores in the experimental group.
Model teams games tournament melalui permainan bakiak berbasis LVE sebagai wahana peningkatan aktivitas motorik  siswa sekolah dasar Dicky Rasmana Putra Anjasmara; Rahmad Khodari; Auliya Aenul Hayati
Bravo's: Jurnal Program Studi Pendidikan Jasmani dan Kesehatan Vol 14 No 2 (2026): Bravo's: Journal of Physical Education and Sport Science
Publisher : Physical Education Departement of University PGRI Jombang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32682/bravos.v14i2/314

Abstract

This study was conducted to examine the effect of the Teams Games Tournament learning method, combined with the Living Values Education approach through clogs-walking activities, on the development of elementary school students’ motor skills, as well as to describe the process of instilling character values during the learning activities. The research method used was a combination of quantitative and qualitative approaches with an explanatory sequential design, in which numerical data collection was conducted first and then deepened through descriptive data. The quantitative phase employed a One-Group Pretest-Posttest design involving 19 third-grade students at SDN Mindi II in Majalengka Regency. Students’ motor skills were measured using the Test of Gross Motor Development, Second Edition (TGMD-2), while the qualitative instrument consisted of an observation sheet for Living Values Education, covering cooperation, tolerance, and responsibility. Quantitative data analysis was conducted using descriptive statistics, the Shapiro-Wilk normality test, the paired-sample t-test, and the calculation of Cohen’s d effect size. The research data showed that the average Gross Motor Quotient score increased from 81.21 before the intervention to 89.26 after the learning program was implemented. The results of the paired-sample t-test showed a significance value of 0.001 (p < 0.05) with a Cohen’s d value of 1.469, which falls into the large effect category. The results of the qualitative observations also indicate gradual progress in the areas of cooperation, tolerance, and responsibility among students during the learning process. Therefore, the implementation of the TGT-LVE model through the bakiak game is effective in improving motor skills and supporting the overall character development of elementary school students.