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Interactive e-comic based on traditional games as a disaster mitigation educational media for elementary school students Ady Darmansyah; Hadi Hardiansyah; Intan Dewi Kusuma; Khaeru Nasihin; Nady Febri Ariffiando; Atika Susanti
DWIJA CENDEKIA: Jurnal Riset Pedagogik Vol 9, No 3 (2025): December 2025
Publisher : Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/jdc.v9i3.109238

Abstract

Indonesia is a disaster-prone country; however, disaster mitigation education in elementary schools remains limited in innovation and less engaging for students. This study aims to develop an Interactive E-Comic based on traditional games as an educational medium for disaster mitigation for elementary school students. The research employed a Research and Development (R&D) method using an adapted Borg & Gall development model. The research subjects consisted of material experts, media experts, one teacher, and 30 fourth-grade students of SDN Kunciran 4 Tangerang. Data were collected through expert validation, teacher and student response questionnaires, and an effectiveness test on disaster mitigation knowledge. The validation results showed an average score of 15.5 from the material expert (very feasible category) and 11.5 from the media expert (feasible category). The teacher’s response to the media obtained a score of 74 (feasible), while students’ responses reached an average score of 15.15 (very feasible). The operational trial indicated an increase in students’ disaster mitigation knowledge, from an average pretest score of 48.20 to a posttest score of 82.50, with an N-gain of 0.66 (medium category). These findings indicate that the Interactive E-Comic based on traditional games is effective in improving students’ understanding of disaster mitigation and can serve as an engaging and contextual learning medium.
KENDALA PELAKSANAAN PEMBELAJARAN PKn DALAM MENANAMKAN NILAI-NILAI PANCASILA DI SEKOLAH DASAR Atika Susanti
Bhineka Tunggal Ika Kajian Teori dan Praktik Pendidikan PKN
Publisher : Universitas Sriwijaya in Collaboration with AP3Kni (Asosiasi Profesi Pendidikan Pancasila dan Kewarganegaraan Indonesia/Indonesia Association Profession of Pancasila and Civic Education)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36706/jbti.v11i02.103

Abstract

Tujuan dari penelitian ini adalah untuk mendeskripsikan kendala pelaksanaan pembelajaran PKn dalam menanamkan nilai-nilai Pancasila di SD Negeri 38 Kota Bengkulu. Jenis penelitian yang diterapkan adalah deskriptif kualitatif. Penelitian ini dilakukan di kelas IV SDN 38 Kota Bengkulu dengan melibatkan kepala sekolah, guru, orang tua, dan siswa kelas IV SD Negeri 38 Kota Bengkulu. Instrumen yang digunakan untuk mengumpulkan data meliputi lembar pedoman observasi, lembar wawancara, dan dokumentasi. Hasil penelitian menunjukkan bahwa kendala-kendala ini melibatkan guru, orang tua, siswa dan lingkungan sekolah, yaitu: (1) Kendala guru ditemukan bahwa kurangnya pemahaman dan ketelitian dalam menyusun perangkat pembelajaran PKn yang terintegrasi dengan nilai-nilai Pancasila. (2) Kendala yang dihadapi siswa yaitu kurangnya motivasi dan keaktifan siswa dalam belajar nilai karakter disebabkan karena kurang keterampilan guru dalam menggunakan media pembelajaran. (3) Kendala dari orang tua yang sibuk dengan kegiatan ekonomi cenderung mengabaikan peran sebagai orang tua dalam mendampingi dan mendidik karakter anak-anak. (4) Kendala yang disebabkan oleh lingkungan siswa yang tidak menyediakan dukungan sosial yang memadai atau bahkan memberikan pengaruh negatif yang kuat. Semua kendala ini menyoroti pentingnya kolaborasi antara guru, orang tua, siswa dan lingkungan sekolah untuk menciptakan lingkungan pembelajaran yang kondusif dalam upaya menanamkan nilai-nilai Pancasila pada siswa sekolah dasar The purpose of this study is to describe the challenges in implementing civic education to instill Pancasila values at SD Negeri 38 Kota Bengkulu. The research conducted is of a qualitative descriptive type, involving the principal, teachers, parents, and fourth-grade students of SDN 38 Kota Bengkulu. Instruments used for data collection include observation guidelines, interview sheets, and documentation. The findings indicate several challenges involving teachers, parents, students, and the school environment: (1) Challenges faced by teachers: There is a lack of understanding and precision in developing PKn learning tools that integrate Pancasila values. (2) Challenges faced by students: Students exhibit low motivation and activity in learning character values due to teachers' insufficient skills in using teaching media effectively. (3) Challenges from parents: Busy with economic activities, parents tend to neglect their role in accompanying and educating their children about character development. (4) Challenges from the school environment: The school environment does not provide adequate social support or may even exert strong negative influences. All these challenges highlight the importance of collaboration among teachers, parents, students, and the school environment to create a conducive learning environment aimed at instilling Pancasila values in students elementary.  
OPTIMALISASI PEMBELAJARAN SENI RUPA MELALUI PELATIHAN MEDIA BONEKA CANGKANG TELUR BERBASIS STEAM BAGI SISWA SEKOLAH DASAR Atika Susanti; Adinda Asri Ramadhanti; Ratna Sari
Martabe : Jurnal Pengabdian Kepada Masyarakat Vol 9, No 5 (2026): MARTABE : JURNAL PENGABDIAN MASYARAKAT
Publisher : Universitas Muhammadiyah Tapanuli Selatan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31604/jpm.v9i5.1998-2011

Abstract

Pembelajaran Seni Rupa di sekolah dasar masih didominasi penggunaan media kertas yang belum sepenuhnya memberikan variasi pengalaman belajar yang lebih kontekstual. Kegiatan pengabdian ini bertujuan untuk mengoptimalkan pembelajaran Seni Rupa melalui pelatihan media boneka dari cangkang telur berbasis STEAM pada siswa kelas VA SDN 44 Kota Bengkulu. Peserta kegiatan ini berjumlah 21 siswa. Metode pelaksanaan menggunakan pendekatan empat fase pembelajaran, yaitu attentional, retention, reproduction, dan motivation. Kegiatan dilaksanakan melalui demonstrasi, praktik langsung, dan pendampingan pembuatan karya. Hasil kegiatan menunjukkan bahwa siswa aktif dan antusias selama pelatihan serta mampu menghasilkan karya boneka dari cangkang telur. Evaluasi menunjukkan capaian pada aspek Science (88,10%–95,20%), Technology (84,30%–90,40%), Engineering (86,70%–89,50%), Art (93,80%–97,60%), Mathematics (85,10%), serta integrasi STEAM (98,10%). Kegiatan pelatihan pembuatan media boneka cangkang telur berbasis STEAM ini terbukti efektif mengoptimalkan proses pembelajaran Seni Rupa di Sekolah Dasar
Peningkatan Pengetahuan Konseptual Berorientasi HOTS Pada Mata Kuliah Pendidikan PKn SD Melalui Penerapan Case Method Berbantuan Quizizz Mahasiswa PGSD Universitas Bengkulu Pebrian Tarmizi; Atika Susanti; Siti Wulandari; Ady Darmansyah
Inovasi Sekolah Dasar: Jurnal Kajian Pengembangan Pendidikan Vol. 10 No. 2 (2023): Inovasi Sekolah Dasar: Jurnal kajian Pengembangan Pendidikan
Publisher : Universitas Sriwijaya in Collaboration with HDPGSDI (Himpunan Dosen PGSD Indonesia)

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

Abstract

This research aims to describe (1) the application of the Case Method assisted by Quizizz and (2) increasing HOTS-oriented conceptual knowledge in the Elementary Civics Education course for PGSD students at Bengkulu University. This research uses classroom action research, which is carried out in a cyclical design. Each cycle stage includes planning, implementation, observation, and reflection. The subjects of this research were 27 semester IVB students, consisting of two male students and 25 female students. Data collection techniques use observation, documentation and written tests. Data analysis was carried out by conducting qualitative data analysis and quantitative analysis. The application of the Case Method method with the help of Quizizz media is carried out with the main material of Forming Students' Character/Character by completing one case regarding sexual violence and bullying. The results of students' conceptual knowledge test scores in the pre-cycle showed an average score of 49.07 (less), there was an increase after implementing the Case Method assisted by Quizizz in cycle I to 53.89 (less), and again increased in cycle II to 78.52 (Good). The conclusion was that there was an increase in HOTS-oriented conceptual knowledge in the Elementary Civics Education course through the application of the Case Method assisted by Quizizz for PGSD students at Bengkulu University.
The Influence of Ethnomathematics-based Project-Based Learning on Students' Critical Thinking Skills in Elementary Schools Nurdin Kamil; Aswasulasikin; Atika Susanti; Ilham Arya Susanto; Meilani Tirta Sari
Inovasi Sekolah Dasar: Jurnal Kajian Pengembangan Pendidikan Vol. 12 No. 2 (2025): Inovasi Sekolah Dasar: Jurnal kajian Pengembangan Pendidikan
Publisher : Universitas Sriwijaya in Collaboration with HDPGSDI (Himpunan Dosen PGSD Indonesia)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36706/jisd.v12i2.159

Abstract

Critical Thinking (CT) is a high-level cognitive skill that is required and emphasized in the elementary mathematics curriculum. To reinforce the relevance and meaning of mathematical concepts, PjBL is integrated with the Ethnomathematics approach, which connects them to cultural contexts. This study aims to analyze the effect of applying the Project-Based Learning (PjBL) model integrated with Ethnomathematics on the flat building material of Rumah Limas on the improvement of critical thinking skills among elementary school students. This study used a quasi-experimental design involving an experimental group and a control group. Thedata collection instrument is a test of critical thinking ability through problem-solving. The study's results show that applying the Ethnomathematics-based PjBL model significantly improves students' critical thinking skills. The Independent Samples t-testshowed a significance value of 0.000 < 0.05, indicating a significant difference in the essential thinking skills of students taught with the PjBL model compared to those taught with conventional methods. This effectiveness is attributed to the model's success in requiring students to actively identify problems, provide logical reasons, and model geometric concepts from complex cultural objects, namely Rumah Limas. Ethnomathematics-based PjBL can be recommended as an effective pedagogical strategy in developing students' HOTS.
The development of comic media based on Sekujang culture for elementary school students Atika Susanti; Abdul Muktadir; Ady Darmansyah
Journal of Research in Instructional Vol. 5 No. 2 (2025): Journal of Research in Instructional
Publisher : Universitas Papua

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30862/jri.v5i2.642

Abstract

Elementary students' cognitive learning outcomes remain a challenge, particularly in understanding, remembering, and applying taught concepts. Low cognitive achievement is often caused by a lack of student engagement, unappealing teaching methods, and minimal use of interactive and contextual learning media. This study aims to develop and assess the feasibility of Sekujang culture-based comic media and determine its effectiveness in enhancing students' cognitive learning outcomes in Bahasa Indonesia learning. Using the R&D method with the ADDIE model, this study found that the comic media met the "very feasible" criteria based on expert assessments. The material validation scores increased from 37 and 39 in stage 1 to 55 and 58 in stage 2, while the design validation scores improved from 35 to 53 and 55. The effectiveness test using a paired t-test yielded a significance value of 0.000, indicating a significant improvement in students' cognitive learning outcomes. The experimental class achieved a gain score of 0.3756 (moderate), while the control class only reached 0.1686 (low). These findings suggest that the Sekujang culture-based comic media is an effective and engaging learning tool for Bahasa Indonesia instruction in elementary schools.
The effectiveness of multicultural-based hand puppet book media in enhancing elementary students' tolerance character Atika Susanti; Abdul Muktadir; Pratiwi Pujiastuti; Nady Febri Ariffiando
DWIJA CENDEKIA: Jurnal Riset Pedagogik Vol 9, No 2 (2025): September 2025
Publisher : Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/jdc.v9i2.101943

Abstract

This study aims to determine the effectiveness of the multicultural-based Hand Puppet Book media in enhancing the tolerance character of elementary school students. A quantitative approach was employed, using pretests and posttests to collect data. The research subjects were fourth-grade students from three schools in Depok District: Percobaan 2 Depok, Deresan, and Caturtunggal 3. Data analysis involved several stages of statistical tests, starting with a normality test to ensure normal distribution, followed by a homogeneity test to check for equality of variances among groups. An independent sample t-test with a significance level of 0.05 was then used to evaluate significant differences between the experimental and control groups. The results indicate that the multicultural-based Hand Puppet Book media is effective in improving the tolerance character of students. This is reflected in the gain scores: 0.08 (low) for the control class, 0.37 (medium) for experimental class I, and 0.39 (medium) for experimental class II. The independent sample t-test showed significant results of 0.041 between the control and experimental class I, and 0.030 between the control and experimental class II (sig &lt; 0.05). Consequently, the multicultural-based Hand Puppet Book media proves to be an effective tool for fostering students' tolerance character.
Fostering Creativity through the Implementation of Pancasila Student Profiles in Elementary Schools Atika Susanti; Ady Darmansyah; Hadi Hardiansyah; Afar Azis Rahman
DWIJA CENDEKIA: Jurnal Riset Pedagogik Vol 7, No 3 (2023): December 2023
Publisher : Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/jdc.v7i3.78873

Abstract

Kreativitas menjadi keterampilan kunci dalam menghadapi tuntutan zaman yang terus berkembang. Di dunia yang terus berubah, kemampuan untuk berpikir kreatif dan inovatif menjadi esensial bagi generasi muda. Penelitian ini bertujuan untuk mendeskripsikan pembentukan kreativitas melalui implementasi profil pelajar Pancasila di sekolah dasar. Penelitian ini menggunakan jenis penelitian kualitatif deskriptif dengan menggunakan wawancara observasi dan dokumentasi sebagai teknik pengumpulan data dari kepala sekolah, 1 guru wali kelas IVA, 28 siswa kelas IVA, dan 2 petugas kebersihan SDN 1 Kota Bengkulu. Data yang terkumpul dianalisis melalui proses pengumpulan data, pemadatan data, penyajian data, dan penarikan kesimpulan. Uji keabsahan data dalam penelitian ini meliputi uji credibility, transferability, dependability, dan confirmability. Temuan penelitian menunjukkan bahwa sekolah melaksanakan kegiatan seperti (1) pembuatan eco brick dari limbah plastik yang dikeringkan, (2) pembuatan eco enzyme dari limbah organik, dan (3) kerajinan dari limbah plastik dan koran bekas. Hasil penelitian menunjukkan bahwa implementasi profil pelajar Pancasila yang fokus pada kreativitas memiliki potensi untuk meningkatkan kemampuan kreatif siswa dan keterlibatan siswa dalam berbagai kegiatan kreatif. Temuan penelitian ini memberikan wawasan berharga bagi pendidik, pengelola sekolah, dan pembuat kebijakan untuk merancang strategi dan kebijakan yang efektif dalam mendorong kreativitas siswa melalui implementasi profil pelajar Pancasila.   
Pendampingan Pengembangan Bahan Ajar Elektronik Berbasis Permainan Tradisional untuk Meningkatkan Kemampuan Pemecahan Masalah dan Civic Disposition Atika Susanti; Yudi Setiawan; Adinda Asri Ramadhanti; Kanaya Trisabilla; Annisa Mardhiyah; Ady Darmansyah
BERNAS: Jurnal Pengabdian Kepada Masyarakat Vol. 7 No. 3 (2026)
Publisher : Universitas Majalengka

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31949/jb.v7i3.18805

Abstract

Rendahnya pemanfaatan teknologi digital yang terintegrasi dengan budaya lokal dalam pembelajaran menjadi salah satu tantangan yang dihadapi guru sekolah dasar. Kegiatan pengabdian ini bertujuan meningkatkan kompetensi guru dalam mengembangkan bahan ajar elektronik berbasis permainan tradisional menggunakan Canva dan Heyzine Flipbook. Kegiatan dilaksanakan pada 13 guru melalui tahapan pelatihan, praktik, dan pendampingan. Evaluasi dilakukan menggunakan angket keterlibatan guru serta tes pretest dan posttest. Hasil kegiatan menunjukkan tingkat keterlibatan guru yang sangat tinggi dengan rata-rata persentase sebesar 92,1%. Selain itu, rata-rata nilai pretest meningkat dari 72,7 menjadi 92,3 pada posttest dengan nilai N-Gain sebesar 0,72 yang termasuk kategori tinggi. Hasil tersebut menunjukkan bahwa pelatihan dan pendampingan efektif dalam meningkatkan pemahaman dan keterampilan guru dalam mengembangkan bahan ajar elektronik yang interaktif, inovatif, dan berbasis budaya lokal. Kegiatan ini berkontribusi dalam mendukung transformasi pembelajaran digital sekaligus pelestarian permainan tradisional sebagai sumber belajar kontekstual.