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All Journal Jurnal Pendidikan dan Pengajaran Jurnal Penelitian dan Pengembangan Pendidikan Tadris: Jurnal keguruan dan Ilmu Tarbiyah MALIH PEDDAS Al-Jabar : Jurnal Pendidikan Matematika Union: Jurnal Ilmiah Pendidikan Matematika Jurnal Penelitian Pendidikan IPA (JPPIPA) Pendas : Jurnah Ilmiah Pendidikan Dasar MENDIDIK: Jurnal Kajian Pendidikan dan Pengajaran Jurnal Inventa Buana Pendidikan: Jurnal Fakultas Keguruan dan Ilmu Pendidikan Unipa Surabaya Wahana : Tridarma Perguruan Tinggi Transformasi : Jurnal Pendidikan Matematika dan Matematika J-ADIMAS (Jurnal Pengabdian kepada Masyarakat) Jurnal Leverage, Engagement, Empowerment of Community (LeECOM) Jurnal Magister Pendidikan Matematika (JUMADIKA) Hipotenusa : Journal of Mathematical Society Edunesia : jurnal Ilmiah Pendidikan Didaktik : Jurnal Ilmiah PGSD STKIP Subang Jurnal Inovasi Pendidikan dan Sains Jurnal Pendidikan Dasar Perkhasa Jurnal Lebesgue : Jurnal Ilmiah Pendidikan Matematika, Matematika dan Statistika Jurnal Abdimas Bina Bangsa Indo-MathEdu Intellectuals Journal Seminar Nasional Hasil Riset dan Pengabdian (SNHRP) Jurnal Pendidikan dan Sastra Inggris (JUPENSI) Edukasia: Jurnal Pendidikan dan Pembelajaran Jurnal Ilmiah Profesi Guru (JIPG) Elementary School: Jurnal Pendidikan dan Pembelajaran ke-SD-an Sewagati: Jurnal Pengabdian Masyarakat Indonesia Jurnal Pendidikan Dasar Jurnal Ilmiah Ilmu Terapan Universitas Jambi Jurnal Pemberdayaan Sosial dan Teknologi Masyarakat Jurnal AL-Muta`aliyah : Jurnal Pendidikan Guru Madrasah Ibtidaiyah PENDASI: Jurnal Pendidikan Dasar Indonesia Journal of Medives: Journal of Mathematics Education IKIP Veteran Semarang Journal of Edukasi Borneo Jurnal Arjuna : Publikasi Ilmu Pendidikan, Bahasa dan Matematika Jurnal Pendidikan Guru Sekolah Dasar MANGGALI Kanigara Jurnal Pengabdian Kepada Masyarakat PAEDAGOGIE Jurnal Pendidikan dan Sastra Inggris
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TANGGAPAN PENGGUNA TERHADAP KONTRIBUSI BAHAN AJAR IPAS V SD BEBASIS STREAM SEBAGAI CAPAIAN PROFIL PELAJAR PANCASILA P3 Achmad Fanani; Dian Kusmaharti; Arif Mahya Fanny; Zahra Maulidha; Fifi Hidayatul Ilmia; Meinda Samudra Utari
Jurnal Penelitian Pendidikan IPA Vol 11 No 2 (2025): February
Publisher : Postgraduate, University of Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/jppipa.v11i2.10128

Abstract

Pancasila Student Profile (P3) is designed to improve the quality of education in Indonesia. This study inserts the R (Religion) element in the STEAM approach into the STREAM approach in the teaching materials of IPAS V SD.  Said that this study aims to describe the responses of users (teachers and prospective teachers) to the contribution of STREAM-based IPAS V SD teaching materials as a support for P3 achievements. The research method used is descriptive quantitative, using user responses as data collection. The content and competencies of students in this teaching material are packaged and presented in the form of activities related to aspects of Science, Technology, Religion, Engineering, Art and Mathematics.  Which is integrated in learning. With the light of knowledge and wisdom of learning as well as a short comic of gratitude for Allah's blessings and greatness on each topic related to the content of the chapter as a form of strengthening the character education of students. The results of the study concluded that user responses to STREAM-based IPAS V SD teaching materials can contribute as a support for P3 achievement with a score of 82.97%, the predicate is very feasible.
EFEKTIVITAS PENGGUNAAN MEDIA PUZZLE TERHADAP HASIL BELAJAR PADA MATERI PENJUMLAHAN DAN PENGURANGAN BILANGAN CACAH SISWA KELAS 1 SEKOLAH DASAR J.J. Ula; D. Kusmaharti
PENDASI Jurnal Pendidikan Dasar Indonesia Vol 10 No 1 (2026): Pebruari, PENDASI (Jurnal Pendidikan Dasar Indonesia)
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jurnal_pendas.v10i1.7060

Abstract

Latar belakang penelitian ini didasarkan pada rendahnya hasil belajar matematika siswa akibat pembelajaran yang masih bersifat abstrak dan kurang sesuai dengan karakteristik perkembangan kognitif siswa usia dini. Kajian teori yang digunakan meliputi teori efektivitas pembelajaran, teori media pembelajaran, teori perkembangan kognitif Piaget, serta teori hasil belajar. Penelitian ini bertujuan untuk mengetahui efektivitas penggunaan media puzzle terhadap hasil belajar matematika pada materi penjumlahan dan pengurangan bilangan cacah siswa kelas I SDN Sedati Gede 2. Penelitian ini menggunakan pendekatan kuantitatif dengan desain pre-eksperimental jenis one-group pretest–posttest. Subjek penelitian berjumlah 35 siswa kelas I. Teknik pengumpulan data meliputi observasi dan tes, sedangkan analisis data menggunakan Uji N-Gain. Hasil penelitian menunjukkan adanya peningkatan nilai rata-rata hasil belajar dari 55 pada pre-test menjadi 91,86 pada post-test. Hasil uji N-Gain menunjukkan rata-rata sebesar 0,85 atau 84,57% berada pada kategori tinggi. Temuan ini menunjukkan bahwa media puzzle efektif meningkatkan hasil belajar matematika siswa. Dengan demikian, penggunaan media puzzle dapat dijadikan alternatif media pembelajaran yang efektif, konkret, dan menyenangkan dalam pembelajaran matematika kelas awal sekolah dasar.
Perbandingan Hasil Belajar Siswa Menggunakan Media Digital Interaktif ICT dengan Media Digital Interaktif VR pada Materi Penjumlahan Pecahan Kelas V SDN Dr Soetomo V Surabaya Amelia Putri; Dian Kusmaharti
Paedagogie Vol 21 No 2 (2026)
Publisher : Universitas Muhammadiyah Magelang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31603/f3gz2537

Abstract

This study aims to determine the differences in learning outcomes of fifth-grade elementary school students on the addition of fractions material between the use of interactive digital media based on Information and Communication Technology (ICT) and interactive digital media based on Virtual Reality (VR). This study was motivated by the low learning outcomes of students on the addition of fractions material and the limited use of innovative technology-based learning media that are in line with the characteristics of 21st-century learners. Interactive digital media based on ICT and VR are considered capable of helping students understand the abstract concept of fractions through visualization and learning interactions that are more interesting and meaningful. The research method used is a quantitative approach with a quasi-experimental design. The subjects of the study were fifth-grade students of Dr. Soetomo Elementary School Surabaya, who were divided into two groups: an experimental group using interactive digital media based on ICT and another experimental group using interactive digital media based on Virtual Reality (VR). Data collection techniques included learning outcome tests in the form of pretests and posttests, as well as observations to assess student responses during the learning process. The collected data were analyzed using descriptive analysis, normality tests, homogeneity tests, and independent sample t-tests. The results show that there are significant differences in learning outcomes between students who use ICT-based interactive digital media and students who use VR-based interactive digital media in learning fraction addition. Students who learn using VR-based interactive digital media achieve higher learning outcomes compared to students who use ICT-based interactive digital media. Therefore, Virtual Reality (VR)-based interactive digital media can be used as an effective alternative learning medium to improve elementary school students' mathematics learning outcomes, especially in the material of fraction addition.
IMPLEMENTASI TEKNIS: TRANSFORMASI KEAMANAN DIGITAL SEKOLAH MELALUI PENDEKATAN DEFENSE-IN-DEPTH DAN ZERO-TRUST Feny Rita Fiantika; Dian Kusmaharti; Prastyo, Danang; Wahyu Susiloningsih
Kanigara Vol 6 No 1 (2026): Kanigara
Publisher : Universitas PGRI Adi Buana Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36456/7ps2tm57

Abstract

Digital transformation in the education sector has accelerated the adoption of cloud-based services, Learning Management Systems (LMS), mobile devices, and digital school management platforms, while simultaneously increasing cybersecurity risks. Many schools still face challenges in implementing effective cybersecurity governance, including weak user authentication, irregular system updates, limited cybersecurity awareness, and the absence of formal incident response procedures. This community service program aimed to strengthen schools' cybersecurity capacity through the implementation of Defense-in-Depth and Zero Trust Architecture approaches. The program employed initial observation, needs assessment, technical training, implementation assistance, phishing simulation, evaluation, and continuous monitoring involving school principals, teachers, school administrators, and information technology personnel. The implementation resulted in the development of school digital security policies, deployment of Multi-Factor Authentication (MFA) for priority accounts, establishment of weekly Patch Management procedures, implementation of Endpoint Protection, introduction of Mobile Device Management (MDM), and preparation of an Incident Response Plan (IRP). Furthermore, participants demonstrated improved cybersecurity awareness and digital security literacy. The integration of Defense-in-Depth and Zero Trust approaches enhanced organizational cyber resilience through identity management, access control, endpoint protection, and continuous security monitoring. This program provides a practical and sustainable cybersecurity implementation model that can support secure digital transformation in educational institutions.