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Analisis literasi emosi guru sekolah dasar (penelitian survei terhadap guru-guru di gugus wilayah V Kecamatan Panumbangan, Jawa Barat) Sri Dewi Rahayu; Seni Apriliya; Dwi Alia
COLLASE (Creative of Learning Students Elementary Education) Vol. 7 No. 1 (2024)
Publisher : IKIP Siliwangi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22460/collase.v7i1.18792

Abstract

Penelitian ini bertujuan untuk mengukur literasi emosi guru Sekolah Dasar. Penelitian dilakukan karena literasi emosi sangat penting bagi setiap individu dan guru merupakan salah satu yang menentukan perkembangan literasi emosi sehingga sebelum memberikan pemahaman terhadap murid, guru sendiri harus memahami literasi emosi pada dirinya. Penelitian ini menggunakan pendekatan kuantitatif dengan metode survei deskriptif. Teknik pengambilan data dilakukan dengan penyebaran angket kepada sejumlah guru di Kecamatan Panumbangan dengan total 62 orang guru. Data diolah secara kuantitatif dan dikategorikan untuk mengetahui kategori literasi emosi guru di wilayah tersebut. Aspek yang terdapat pada literasi emosi berdasar pada Teori Steiner yaitu aspek memahami perasaan diri, aspek berempati, asppek mengelola emosi, aspek mengatasi dan memperbaiki kerusakan emosi, dan aspek mengembangkan interaksi sosial. Hasil penelitian menunjukkan bahwa literasi emosi guru dalam aspek berempati, aspek mengelola emosi, aspek mengatasi dan memperbaiki kerusakan emosi dan aspek mengembangkan interaksi sosial berada dalam kategori sedang atau cukup baik. Sedangkan pada aspek mengetahui perasaan diri berada dalam kategori tinggi. Sehingga secara keseluruhan literasi emosi guru di Gugus Wilayah V Kecamatan Panumbangan masih berada dalam kategori sedang dan masih memerlukan peningkatan.Kata Kunci: Literasi, Literasi Emosi, Literasi Emosi Guru.
DEVELOPMENT OF A COLLABORATIVE-BASED INTERACTIVE STORYTELLING MODEL ON SKILLS SPEAKING OF GRADE IV ELEMENTARY SCHOOL STUDENTS Istikhoroh Nurzaman; Dwi Alia; Pidi Mohammad Setiadi; Liz Erlyna; Iis Haerunisa
Jurnal Cakrawala Pendas Vol. 9 No. 1 (2023)
Publisher : Universitas Majalengka

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31949/jcp.v9i1.3876

Abstract

The Android-based Interactive Storytelling Model Research is the initial research that has been conducted, and it concluded that the model used can stimulate students' speaking skills. However, besides that, this research shows that there are deficiencies, namely the limitations of teachers and students in operating Android. Complementing the lack of research that has been done, this research was carried out, which aims to develop a Collaborative-based Interactive Storytelling Model. This study aims to develop a learning model that can stimulate students' speaking skills with the help of presenting practitioners. This research was carried out by going through the stages of the EDR development research procedure proposed by McKenny & Reeves. The research stages that have been carried out are 1) the analysis and exploration stage, 2) the design and construction stage, and 3) the evaluation and reflection stage. The data were obtained from interviews, literature studies, and field trials tested on fourth-grade students at SDN 3 Karangsambung. The final result of this research is to produce a storytelling guidebook product based collaboratively with the image castle community and have gone through the trial phase twice. Based on the expert assessment results and the trials that have been carried out, this interactive storytelling model is declared feasible for use in learning. Penelitian Model Interactive Storytelling berbasis Android merupakan penelitian awal yang telah dilakukan dan menghasilkan kesimpulan bahwa model yang digunakan dapat menstimulus keterampilan berbicara siswa. Namun di samping itu, penelitian tersebut menunjukan adanya kekurangan yaitu keterbatasan guru dan siswa dalam mengoperasikan android. Untuk melengkapi kekurangan penelitian yang telah dilakukan, maka dilakukan penelitian ini yang bertujuan mengembangkan Model Interactive Storytelling berbasis Kolaboratif. Penelitian ini bertujuan untuk mengembangkan model pembelajaran yang mampu memberikan stimulasi keterampilan berbicara siswa dengan bantuan menghadirkan praktisi. Penelitian ini dilaksanakan dengan melalui tahapan prosedur penelitian pengembangan EDR yang dikemukakan oleh McKenny & Reeves. Adapun tahapan penelitian yang telah dilaksanakan, yaitu: 1) Tahap analisis dan eksplorasi, 2) Tahap desain dan kontruksi, dan 3) Tahap evaluasi dan refleksi. Data diperoleh dari hasil wawancara, studi literatur, dan uji coba dilapangan yang diujikan pada siswa kelas IV di SDN 3 Karangsambung. Hasil akhir dari penelitian ini menghasilkan produk buku panduan bercerita berbasis kolaboratif bersama Komunitas Kastel Imaji dan telah melalui tahap uji coba sebanyak dua kali. Berdasarkan hasil penilaian ahli dan hasil uji coba yang telah dilaksanakan, model Interactive Storytelling ini dinyatakan layak untuk digunakan dalam pembelajaran.
Construction of Elementary School Students in Responding to Pros and Cons Issues (Qualitative Descriptive Study of the Functions of Discussion Texts) Dwi Alia
Indonesian Journal of Primary Education Vol 6, No 2 (2022): Indonesian Journal of Primary Education: December 2022
Publisher : Universitas Pendidikan Indonesia (UPI)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17509/ijpe.v6i2.55301

Abstract

The purpose of this study  Construction of Elementary School Students in Responding to Pros and Cons Issues (Qualitative Descriptive Study of the Functions of Discussion Texts). Critical thinking plays an important role in human daily life. Someone who has the ability to think critically can also develop other thinking skills, such as the ability to solve problems and make decisions. Critical thinking is an activity in response to a certain phenomenon that occurs due to a number of deficiencies. Critical thinking skills are important to be mastered by students, in the midst of the rapid development of science and technology, causing the sources and essence of information received by students to vary greatly. Students are required to have the ability to choose and sort out good and correct information to enrich their thinking assets (Firdaus, 2019). Another thing that is the reason is that students are one of the resources that have high potential, which must be directed with adequate thinking skills. The method used in this study is a qualitative descriptive method. The instruments used to collect data in this study were data cards with the object of research in the form of students' writings. Based on this research, it can be seen that students are able to think critically with a very simple pattern. The function of the text they build is to convince and evaluate with a direct structure to the point.
ANALISIS PENGARUH PENGGUNAAN E-FLASHCARD MELALUI QUIZLET TERHADAP PENGENALAN VOCABULARY DALAM BAHASA INGGRIS Salva Rayina Fahmi; Erwin Rahayu Saputra; Dwi Alia
Didaktik : Jurnal Ilmiah PGSD STKIP Subang Vol. 11 No. 02 (2025): Volume 11 No. 02 Juni 2025 In Press
Publisher : STKIP Subang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36989/didaktik.v11i02.6782

Abstract

The purpose of this study is to analyze the effect of using digital flashcards through the Quizlet application on students’ vocabulary acquisition in English language learning. This research employs a literature review method by examining a variety of credible and relevant sources related to the use of Quizlet in vocabulary instruction. The analysis indicates that Quizlet significantly enhances students’ vocabulary mastery and learning motivation. As an interactive learning medium, Quizlet offers features such as images, audio, quizzes, and educational games that provide a more engaging learning experience. In addition, its accessibility on both mobile devices and computers allows students to engage in independent study beyond the classroom, thereby improving long-term vocabulary retention. Based on these findings, Quizlet is recommended as an effective alternative learning tool in English language education, especially in the digital era. Future research should consider expanding the focus to include other language skills and involve larger sample sizes to ensure more comprehensive and generalizable outcomes.
ANALISIS DESKRIPTIF PENGARUH PERMAINAN EGRANG BATOK TERHADAP PERKEMBANGAN MOTORIK KASAR ANAK USIA DINI Laura Sayidina; Heri Yusuf Muslihin; Dwi Alia
Didaktik : Jurnal Ilmiah PGSD STKIP Subang Vol. 11 No. 03 (2025): Volume 11 No. 03 September 2025 In Build
Publisher : STKIP Subang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36989/didaktik.v11i03.7567

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This research aims to describe the influence of the traditional game Egrang Batok on the gross motor development of children aged 4-5 years at TK Kartika IX-10 C. The background of this study is based on the low gross motor skills of children in terms of balance, coordination, and muscle strength, which are evident when children engage in physical activities such as walking straight, jumping, or throwing. Traditional games, especially Egrang Batok, are considered an enjoyable and effective medium for learning to stimulate children's gross motor development. The method used in this research is qualitative descriptive. Data collection techniques were carried out through direct observation of children's activities while playing Egrang Batok, documentation, and interviews with class teachers. The research results indicate that the traditional game Egrang Batok has a positive effect on the gross motor development of children. Children appear to be more balanced in walking, more confident in moving, and able to coordinate their hand and foot movements better. In addition, this game also increases children's participation in group activities and strengthens their social skills. In other words, the Egrang Batok game not only trains physical aspects but also supports the formation of children's character. Based on these findings, it is recommended that early childhood educators integrate traditional games like Egrang Batok into daily learning activities to optimally support gross motor development and instill local cultural values from an early age.
MEDIA PEMBELAJARAN FLASH CARD DALAM PEMBELAJARAN UNDAK USUK BASA SUNDA DI KELAS 3 SEKOLAH DASAR Riska Rosdiana; Dwi Alia; Erwin Saputra
Didaktik : Jurnal Ilmiah PGSD STKIP Subang Vol. 11 No. 03 (2025): Volume 11 No. 03 September 2025 In Press
Publisher : STKIP Subang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36989/didaktik.v11i03.7775

Abstract

This study aims to develop and evaluate the validity and practicality of flashcard-based instructional media to support the teaching of undak-usuk (levels ofpoliteness) in Sundanese language for third-grade elementary school students.The study employed the ADDIE development model, which consists of five stages:Analysis, Design, Development, Implementation, and Evaluation. The analysisstage revealed that many students struggled to differentiate between basa hormat(respectful language), loma (neutral language), and kasar (rude language) in dailyconversations. Furthermore, the existing instructional media used by teachersremained conventional and lacked contextual relevance, making it less engagingfor students.To address this issue, flashcard media were developed featuringillustrated everyday situations accompanied by example sentences using all threelevels of undak-usuk in Sundanese. Each card was designed with appealingvisuals and aligned with students’ local cultural contexts. The flashcards werevalidated by content and media experts, resulting in validation scores of 92.8%and 90.4%, respectively, both categorized as highly valid. Implementation trialswere conducted in two third-grade classes, showing very positive responses fromboth teachers and students. Teachers rated the practicality at 91.2% in Class III-Aand 94.5% in Class III-B. Student responses were also highly favorable, withpracticality scores of 87.5% in Class III-A and increasing to 95.6% in Class III-Bafter revisions. These results indicate that the flashcard media are highly valid,practical, and effective in helping students understand and apply undak-usuk inSundanese appropriately and contextually.
PERAN MULTIMEDIA PEMBELAJARAN INTERAKTIF DALAM MENINGKATKAN KETERAMPILAN MENULIS MURID SEKOLAH DASAR: STUDI PUSTAKA Minda Permei Sela; Dian Indihadi; Dwi Alia
Didaktik : Jurnal Ilmiah PGSD STKIP Subang Vol. 12 No. 02 (2026): Volume 12 Nomor 02, Juni 2026 Published
Publisher : STKIP Subang

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

Abstract

This study aims to examine the role of interactive learning multimedia in supporting Indonesian language writing skills in elementary school students based on a synthesis of relevant literature. Data were obtained from national journal articles published between 2022 and 2025 and relevant to the use of interactive multimedia in writing learning. Analysis was conducted through reading, categorizing, comparing, and synthesizing research findings to obtain a comprehensive conceptual overview. The study results indicate that interactive learning multimedia contributes to increasing student engagement, motivation, and the ability to develop ideas, construct sentences, and organize writing systematically. Furthermore, interactive multimedia supports more concrete, engaging, and student-centered learning through the integration of text, images, audio, and animation. These findings demonstrate that interactive learning multimedia has the potential as an innovative medium to support the improvement of elementary school students' writing skills, based on the literature reviewed. These findings are expected to form the basis for developing technology-based learning strategies that are effective, relevant, and appropriate to the 21st-century literacy needs of elementary school students.
Pengaruh Model CIRC terhadap Keeterampilan Membaca Pemahaman Isi Teks Siswa Kelas IV Sekolah Dasar Ai Destri Aryanti; Dwi Alia; Ahmad Mulyadiprana
Jurnal Ilmiah Profesi Pendidikan Vol. 10 No. 4 (2025): November
Publisher : Fakultas Keguruan dan Ilmu Pendidikan, Universitas Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/jipp.v10i4.3874

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Penelitian ini disusun sebagai salah satu pengembangan strategi dalam proses pembelajaran Bahasa Indonesia, khususnya dalam keterampilan membaca pemahaman di sekolah dasar dengan melihat bagaimana pengaruh model pembelajaran CIRC terhadap keterampilan membaca pemahaman isi teks di kelas IV. Tujuan penelitian ini untuk melihat peningkatan keterampilan membaca pemahaman melalui penerapan model pembelajaran CIRC (Cooperative Integrated Reading and Composition) pada Tema “Di Bawah Atap” melalui teks wacana berupa cerpen Kelas IV SDN Sambongpari Kecamatan Mangkubumi Kota Tasikmalaya. Penelitian ini dilaksanakan melalui metode penelitian eksperimen model pre-eksperimental design tipe one group pretest-posttest. Penelitian ini dilakukan pada siswa kelas IV SDN Sambongpari yang berjumlah 23 siswa terdiri dari 13 siswa laki-laki dan 10 siswa perempuan. Penelitian terdiri dari 3 siklus 4 tahap pertemuan, yaitu: pretest, treatmen pertama, treatment kedua, dan posttest. Hasil penelitian ini menunjukan bahwa terjadi peningkatan dalam keterampilan membaca pemahaman isi teks siswa melalui penerapan model pembelajaran CIRC (Cooperative Integrated Reading and Composition) terbukti pada hasil pretest dan posttest. Kesimpulan ini diperoleh melalui perolehan nilai sebelum perlakuan yang menunjukan nilai rata- rata 45,65 dan setelah perlakuan nilai rata-rata 84,35. Berdasarkan hasil analisis data yang telah dilakukan, maka diperoleh hasil penelitian yang menunjukan bahwa H0 ditolak dan H1 diterima. Oleh karena itu, model CIRC (Cooperative Integrated Reading and Composition) efektif untuk meningkatkan kemampuan membaca pemahaman isi teks di kelas IV SDN Sambongpari. Sehubung dengan keterbatasan peneliti dalam melakukan penelitian maka peneliti sarankan kepada peneliti selanjutnya untuk melakukan pengujian mengenai efektivitas model CIRC (Cooperative Integrated Reading and Composition) dengan permasalahan yang lebih luas.
Pengembangan media card match untuk pembelajaran Aksara Sunda bagi siswa kelas V SD Yuda Andika Prayoga; Resa Respati; Dwi Alia
COLLASE (Creative of Learning Students Elementary Education) Vol. 9 No. 1 (2026)
Publisher : IKIP Siliwangi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22460/collase.v9i1.26228

Abstract

Abstract This study aims to develop an innovative learning medium in the form of card match for teaching Sundanese script within the local content curriculum of Sundanese Language. The novelty of this media lies in its specific focus on Sundanese script, making it more relevant to local learning needs compared to the general applications of paired cards, which are often used for broader subjects. The research employs a Design-Based Research (DBR) method, involving iterative stages of design, development, and evaluation of the product. The final product was tested in field trials, where student responses indicated an eligibility rate of 88%, suggesting the media’s high suitability as a learning aid. The findings show that a focused approach to Sundanese script enhances the relevance and effectiveness of local content learning, thereby enriching students' learning experience of cultural heritage. This study’s results are expected to contribute significantly to the preservation of Sundanese script and provide an engaging, effective alternative learning media for students. Keyword: Sundanese Script, Card Match, Design-Based Research. Abstrak Penelitian ini bertujuan mengembangkan media pembelajaran inovatif berupa kartu berpasangan (card match) untuk materi aksara sunda dalam Muatan Lokal Bahasa Sunda. Kebaharuan media ini terletak pada fokusnya yang spesifik pada aksara sunda, sehingga lebih relevan dengan kebutuhan pembelajaran lokal dibandingkan aplikasi kartu berpasangan yang biasanya diterapkan pada materi yang lebih umum. Metode penelitian yang digunakan adalah Design-Based Research (DBR), yang melibatkan tahapan desain, pengembangan, dan evaluasi produk secara iteratif. Produk yang dihasilkan diuji melalui uji coba lapangan, di mana penilaian respons siswa menunjukkan persentase kelayakan sebesar 88%, yang mengindikasikan bahwa media ini sangat layak digunakan sebagai alat bantu pembelajaran. Temuan ini menunjukkan bahwa pendekatan terfokus pada aksara sunda dapat meningkatkan relevansi dan efektivitas pembelajaran Muatan Lokal, sehingga dapat memperkaya pengalaman belajar siswa terhadap warisan budaya daerah. Hasil penelitian ini diharapkan menjadi kontribusi penting dalam upaya pelestarian aksara Sunda serta memberikan alternatif media pembelajaran yang menarik dan efektif bagi siswa. Kata Kunci: Aksara Sunda, Card Match, Design-Based Research.
Pengembangan kelompok usaha Anugrah Jaya bidang budidaya ikan, peternakan ayam, dan pengrajin sale dan tempe Hodidjah Hodidjah; Yasbiati Yasbiati; Dadan Nugraha; Dwi Alia
Jurnal Abmas Vol. 15 No. 1 (2015): Jurnal Abmas
Publisher : Universitas Pendidikan Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17509/abmas.v15i1.38811

Abstract

Artikel ini memaparkan hasil kegiatan pengabdian kepada masyarakat untuk pelatihan, pembinaan dan pendampingan pada kelompok usaha Anugrah Jaya di Desa Pangkalan Kecamatan Langkaplancar Kabupaten Pangandaran. Metode pendekatan yang digunakan untuk realisasi pengabdian ini yaitu tahap persiapan, tahap assessment, tahap perencanaan alternatif program, tahap pemformulasian rencana aksi, tahap pelaksanaan, tahap evaluasi dan tahap terminasi. Kegiatan ini bertujuan untuk (1) meningkatkan motivasi wirausaha; (2) meningkatkan pemahaman kelompok usaha tentang manajemen usaha, perencanaan bisnis dan manajemen keuangan; (3) meningkatkan keterampilan kelompok usaha dalam budi daya ikan, peternakan ayam dan pengrajin sale & tempe; (4) pembangunan sarana dan prasarana (5) meningkatkan pemahaman kelompok usaha tentang jejaring kewirausahaan dan penyusunan proposal kewirausahaan. Hasil dari kegiatan ini diantaranya adalah (1) meningkatkan jiwa entrepreneurship anggota kelompok usaha sebagai upaya menunjang kegiatan pengembangan kelompok; (2) kelompok usaha memiliki kemampuan manajemen usaha, perencanaan bisnis dan manajemen keuangan; (3) meningkatnya keterampilan kelompok usaha dalam budi daya ikan, peternakan ayam dan pengrajin sale & tempe; (4) terwujudnya sarana dan prasarana (5) meningkatnya pemahaman kelompok usaha tentang jejaring kewirausahaan dan penyusunan proposal kewirausahaan; (6) mampu meningkatkan partisipasi dosen dan mahasiswa UPI Kampus Tasikmalaya dalam kegiatan pemberdayaan masyarakat.