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PERAN SEKOLAH DALAM PEMBINAAN PRESTASI EKSTRAKURIKULER DI SDN SADAGORI 1 Khodari, Rahmad
Caruban: Jurnal Ilmiah Ilmu Pendidikan Dasar Vol 6 No 4 (2023)
Publisher : UNIVERSITAS SWADAYA GUNUNG JATI

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33603/tqewpw72

Abstract

Penelitian ini bertujuan untuk mengetahui peran sekolah dam pembinaan prestasi ekstrakurikuler olahraga yang berada di SD Negeri Sadagori 1 Kota Cirebon. Metode yang digunakan dalam penelitian ini yaitu deskriptif kualitatif. Teknik pengumpulan data menggunakan metode Triangulasi dilakukan dengan cara observasi, wawancara, dan dokumentasi. Teknik analisis data yang digunakan yaitu Reduksi Data, Penyajian Data, Penarikan Kesimpulan. Hasil penelitian ini adalah pembinaan yang dilakukan oleh sekolah sudah baik hal ini dibuktikan dengan banyaknya siswa yang berprestasi dari berbagai cabang olahraga di berbagai macam kejuaraan, perekrutan peserta berjalan dengan sistematis dan diketahui oleh wali siswa, pelatih sudah berlisensi sesuai dengan bidangnya, sarana dan prasarananya sudah memadai, serta memiliki manajemen yang tersruktur dan terorganisasi dengan baik.
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.
Enhancing Students' Mathematical Representation Ability Through the Concrete-Representational-Abstract Approach Integrated to Sirquid Game Nurhidayah, Shanti; Gunawan; Anindiyah, Salsabila; Putra, Yudistira Indra Prahasta; Setiyani, Setiyani; Khodari, Rahmad
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.
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.