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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

Abstract

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.