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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.
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.
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.
Implementation of rhythmic activities to improve motor movement and social skills Imas Masripah; Rahmad Khodari; Faisal Rahmat Permana
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/f03hh523

Abstract

Research Problems: The lack of activities that support optimal physical and social development so that students' motor movements and social skills are less developed. Methods: This study uses a quantitative approach with a One Group Pretest Posttest design. The hypothesis test was carried out using the Paired Sample T-test to determine the effect of the implementation of the Rangku Alu archipelago game on the improvement of students' motor movements and social skills. Results: In the aspect of students' motor skills, the results of the statistical test showed a minimum score of 82 and a maximum score of 100. The significance value is 0.000 < 0.05 and the value is  (36.795 > 2.022). Meanwhile, in the aspect of social skills, in Observation 1, the minimum score is 46.66 to a maximum of 66.66 while in Observation 4, the increase in data is very clear with the minimum score at 80 and the maximum score at 91.66 and the score  (  > 2.022), so there is a significant influence on improving students' motor movement and social skills. Conclusion: Through the game of Rangku Alu which is integrated with the song Manuk Dadali, the activity of jumping, changing positions, and responding to rhythmic movement challenges on the sidelines of bamboo blades becomes effective stimulation in shaping students' motor movements. In addition to improving physical abilities, the game also optimizes students' social skills indicators through fun real-life experiences including improvements in relationships with peers, self-management skills, adherence to rules, and the formation of assertive behaviors. .