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Pengembangan Video Gerak dan Lagu Anti Bullying Untuk Siswa Sekolah Dasar Sari, Nadia Kurnia; Gutama, Andika; Nita, Cicilia Ika Rahayu
MAVIS : Jurnal Desain Komunikasi Visual Vol 7 No 01 (2025): Mavis : Jurnal Desain Komunikasi Visual
Publisher : LPPM STIKI Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32664/mavis.v7i01.1479

Abstract

Bullying in schools is currently a serious concern for the education and health services because bullying cases are increasingly widespread, especially in the school environment. Without bullying incidents, learning activities at school become enjoyable, so alternative solutions are needed to minimize bullying cases that occur in elementary schools. This research aims to describe the process, feasibility and practicality of developing anti-bullying movement videos and songs. This research uses a development research method with a 4D model consisting of Define, Design, Develop, Dessiminat. The data used in this research are qualitative data and quantitative data. The results of the feasibility test for the Anti-Bullying Movement Video and Song met the "Very Eligible" criteria with percentage results of 93% material experts, 96% language experts and 97.5% media experts. The practicality test received the "Very Practical" category with a percentage result of 96% by teachers, and 93% in the students' practicality test. Thus, anti-bullying motion video and song products are suitable for use in elementary schools and are practical and can be used to reduce bullying incidents in elementary schools. At the testing stage, the effectiveness of anti-bullying movement videos and songs was declared to be very effective.
Optimalisasi Potensi Lokal: Pelatihan Inovatif Pemanfaatan Daun Kelor bagi Komunitas Sekolah dan Masyarakat di SDN Bandungrejosari 02 Malang Setiawan, Dwi Agus; Dwiyasa, Arnelia; Chrisyarani, Denna Delawanti; Kumala, Farida Nur; Nita, Cicilia Ika Rahayu; Rahayu, Sri
Jurnal Pengabdian Kepada Masyarakat Vol. 5 No. 2 (2025): Vol. 5 No. 2 (2025)
Publisher : Actual Insight

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56393/jpkm.v5i2.3408

Abstract

Pelatihan ini bertujuan untuk: (1) memperkenalkan manfaat kesehatan dan ekologis daun kelor, (2) memberikan pelatihan praktis pengolahan daun kelor menjadi berbagai produk bernilai tambah, dan (3) mendorong pemanfaatan sumber daya lokal secara berkelanjutan. Metode pelaksanaan kegiatan meliputi tiga tahap utama, yaitu sosialisasi, pelatihan, dan pendampingan. Tahap sosialisasi dilakukan melalui penyuluhan mengenai kandungan gizi dan manfaat daun kelor bagi kesehatan serta lingkungan. Selanjutnya, peserta diberikan pelatihan praktis tentang cara mengolah daun kelor menjadi produk seperti teh herbal, bubuk kelor untuk fortifikasi makanan, serta pupuk organik cair. Selain itu, dilakukan juga demonstrasi pembuatan produk eco-green seperti sabun dan pestisida alami dari ekstrak daun kelor. Tahap pendampingan meliputi praktik mandiri oleh peserta dengan pemantauan tim pelaksana untuk memastikan keberlanjutan program. Hasil pelaksanaan pelatihan ini menunjukkan bahwa terjadi peningkatan signifikan dalam pengetahuan dan keterampilan peserta. Sebanyak 85% peserta mampu mengaplikasikan teknik pengolahan daun kelor secara mandiri menjadi prodak olahan skincare alami, dan 90% menyatakan minat untuk mengembangkan produk lebih lanjut menjadi olahan pupuk organik. Program ini juga mendorong kesadaran akan pentingnya ketahanan pangan dan pelestarian lingkungan melalui pemanfaatan tanaman lokal.
ANALISIS IMPLEMENTASI PEMBELAJARAN SENI RUPA PADA KURIKULUM MERDEKA DI KELAS II SEKOLAH DASAR Aida, Safa Mariska; Gutama, Andika; Nita, Cicilia Ika Rahayu
Cendikia: Jurnal Pendidikan dan Pengajaran Vol. 2 No. 8 (2024): Cendikia: Jurnal Pendidikan dan Pengajaran
Publisher : Cendikia: Jurnal Pendidikan dan Pengajaran

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

Abstract

Penelitian ini dilatar belakangi perubahan kurikulum yaitu kurikulum merdeka yang bertujuan bukan hanya meningkatkan bidang akademik dan nilai karakter serta bakat yang dimiliki siswa. Pada kurikulum merdeka modul ajar SBdP berdiri sendiri. Tujuan dari penelitian ini mendeskripsikan implementasi pembelajaran seni rupa pada kurikulum merdeka dan hambatan implementasi pembelajaran seni rupa pada kurikulum merdeka. Metode penelitian menggunakan penelitian kualitatif dengan mengambil data secara langsung berupa observasi, wawancara dan dokumentasi untuk mendapatkan hasil penelitian yang bersifat sesungguhnya. Adaptasi kurikulum menjadi sebuah tantangan bagi seluruh warga sekolah. Salah satunya pembelajaran seni rupa yang memiliki hambatan tidak adanya guru seni di sekolah dan media pembelajaran. Hasil penelitian menunjukan pembaruan kurikulum merdeka membantu kegiatan seni rupa melalui pengembangan projek penguatan profil pancasila (P5) dimana siswa bukan hanya mempelajari dasar seni rupa yang meliputi bentuk dan warna tetapi juga kegunaan yang diperoleh dari pemanfaatan barang bekas sehingga memiliki nilai lebih. Kurikulum merdeka dan seni rupa memberi edukasi pengembangan bakat yang dapat berguna di lingkungan sekolah maupun lingkungan luar sekolah dapat berjalan dengan baik dikarenakan kordinasi, komunikasi dan kerjasama pihak sekolah dengan wali murid dalam beradaptasi dan mengembangkan kurikulum merdeka. Kesimpulan dalam penelitian ini kurikulum merdeka dalam pembelajaran seni rupa menjadi jembatan siswa dalam meningkatkan kreativitas yang dimilik untuk menghasilkan karya seni rupa dengan memanfaatkan barang bekas disekitar menjadi barang yang bukan hanya memiliki nilai keindahan tetapi nilai fungsi atau seni rupa.
Application of Digital Simulation-Based Gamification to Improve Learning Outcomes of Grade IV Students in Natural and Social Sciences Subjects Nita, Cicilia Ika Rahayu; Arbaini, Anggia Disbi; Ningsih, Puji Rahayu
Melior : Jurnal Riset Pendidikan dan Pembelajaran Indonesia Vol. 5 No. 1 (2025): Volume 5 Nomor 1 Tahun 2025
Publisher : Actual Insight

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56393/melior.v5i1.3256

Abstract

This study aims to improve the learning outcomes and active participation of fourth-grade students at Kebonsari 2 Public Elementary School in Natural and Social Sciences learning through the implementation of gamification strategies. The background of this research is the low student motivation and learning achievement caused by the predominance of conventional teaching methods that lack appeal and fail to engage students actively. The research employed a classroom action research model based on the spiral framework developed by Kemmis and McTaggart, conducted over two cycles. Data were collected through diagnostic tests, observations, interviews, and documentation, and analyzed quantitatively using descriptive statistics and N-Gain analysis to measure improvement. The intervention included the integration of gamification elements such as buying and selling simulation games for economic activity topics, augmented reality-based media to explore the surrounding environment, and a tiered challenge system in student worksheets to enhance motivation and engagement. The findings revealed an increase in the average score of student learning outcomes from 61.15 in the pre-cycle to 84.81 in the second cycle. The percentage of students achieving mastery learning rose from 30.77 percent to 92.31 percent. The average N-Gain score of 0.66 indicates a moderate to high level of improvement, affirming the effectiveness of gamification strategies. Theoretically, the study supports the application of gamification as a pedagogical approach aligned with the learning preferences of the digital-native generation.
Implementation of Numeracy Action Board Media With Realistic Mathematic Education Approach to the Learning Outcomes of Grade 1 Elementary School Students Nita, Cicilia Ika Rahayu; Haryanti, Julaita Putri; Ningsih, Puji Rahayu
Pelita : Jurnal Kajian Pendidikan dan Pembelajaran Indonesia Vol. 5 No. 1 (2025): Volume 5 Nomor 1 Tahun 2025
Publisher : Actual Insight

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56393/pelita.v5i1.3272

Abstract

The rapid development of society requires the field of education to continuously innovate in line with the evolving characteristics of contemporary students. Education must be implemented in accordance with the context of the times and the specific needs of learners. The low mathematics learning outcomes in addition and subtraction of numbers among Grade 1-A students at Kebonsari 2 State Elementary School in Malang present a challenge for teachers to design creative, contextual, and meaningful learning strategies. One such effort is the use of numeracy action board media integrated with the Realistic Mathematics Education approach, which is a mathematics learning method that connects abstract concepts with real-life situations familiar to students’ daily experiences, such as stories about shopping at small stalls or sharing cakes with friends. This study employed classroom action research based on the Hopkins model, which consists of two implementation cycles. The research subjects were 28 Grade 1-A students at Kebonsari 2 State Elementary School in Malang. The findings revealed an improvement in the percentage of students achieving mastery learning, from 46.62 percent in the pre-cycle to 79 percent in the first cycle, and a further significant increase to 93 percent in the second cycle. These results indicate that the use of numeracy action board media based on the Realistic Mathematics Education approach is effective in enhancing students’ mathematics learning outcomes. For future research, it is recommended to include statistical significance testing to strengthen the validity of the quantitative findings.
The Effect of the Traditional Dakon Game on the Intelligence of Children Aged 4–5 Years at KB Ester Sidoasri, Sumbermanjing Wetan (An Experimental Quantitative Study) Nurpitayani, Dwi; Muntomimah, Siti; Nita, Cicilia Ika Rahayu
Ceria: Jurnal Program Studi Pendidikan Anak Usia Dini Vol 14, No 3 (2025): (On Progress) Ceria Jurnal Pendidikan Anak Usia Dini
Publisher : Fakultas Keguruan dan Ilmu Pendidikan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31000/ceria.v14i3.14402

Abstract

This study aims to determine the effect of the traditional game dakon on the intelligence of children aged 4–5 years at KB Ester Sidoasri, Sumbermanjing Wetan District, before and after being given an intervention in the form of the dakon game. This research employed a quantitative approach with a one-group pretest-posttest experimental design. The subjects of the study were children aged 4–5 years enrolled at KB Ester Sidoasri. The instrument used was an intelligence test administered before (pretest) and after (posttest) the dakon game intervention. The results showed a significant increase in the children’s intelligence levels following the intervention. The game proved effective in stimulating children’s cognitive abilities, such as logical thinking, counting, and decision-making. Therefore, the traditional game dakon can serve as an enjoyable and beneficial learning medium to support the cognitive development of early childhood.
Analisis Pengintegrasian Pendidikan Karakter Pada Pembelajaran Seni Rupa Siswa Kelas III di Sekolah Dasar Caroline, Eligia Maya; Cicilia Ika Rahayu Nita; Andika Gutama
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 04 (2025): Volume 10 No. 04 Desember 2025 Build
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v10i04.35346

Abstract

Pendidikan karakter di sekolah dasar dilakukan melalui kegiatan-kegiatan pembiasaan, pengembangan karakter spiritual menjadi fokus utama yang relatif mudah tercapai karena lingkungan yang homogen. Pengembangan karakter lainya masih memerlukan waktu, upaya dan strategi yang lebih kompleks. Upaya pengembangan karakter dilakukan dalam pembelajaran seni rupa melalui teori dan praktik secara langsung. Penelitian ini bertujuan untuk mengkaji lebih lanjut bagaimana mata pelajaran seni rupa dapat diintegrasikan secara efektif dalam pendidikan karakter terkhusus karakter kreatif dan tanggung jawab. Metode penelitian yang digunakan dalam penelitian ini adalah deskriptif kualitatif, dengan teknik pengumpulan data melalui observasi, wawancara dan dokumentasi. Penelitian ini mengacu pada model analisis data menurut Miles & Huberman, yang terdiri dari beberapa tahapan, yaitu: data collection, data reduction, data display dan conclusions. Pengecekan keabsahan data menggunakan triangulasi teknik dan triangulasi sumber. Hasil penelitian menunjukkan bahwa pendidikan karakter pada pembelajaran seni rupa menggunakan strategi yang termuat dalam perencanaan pembelajaran, pelaksanaan pembelajaran serta penilaian dan evaluasi. Strategi yang digunakan yaitu guru menanamkan nilai-nilai karakter pada elemen dalam modul ajar, pembelajaran berbasis proyek, metode belajar kerja kelompok dan model pembelajaran discovery learning melalui 3 tahapan diantaranya pendahuluan, inti dan penutup. Melalui pembelajaran seni rupa yang menyenangkan, peserta didik tidak hanya belajar tentang teknik dan estetika, melainkan juga dapat membentuk karakter kreatif dan tanggung jawab dalam menyelesaikan topeng Reog. Proses berkreasi ini tidak hanya menghasilkan karya seni yang bernilai estetika, tetapi juga berkontribusi pada pembentukan karakter positif peserta didik.
Penerapan Permainan Balok untuk Meningkatkan Persepsi Spasial Anak Usia 3–4 Tahun di KB PKK Anggrek Bululawang Nursasi Indrayani; Ayu Asmah; Cicilia Ika Rahayu Nita
Asghar: Jurnal of Children Studies Vol 5 No 2 (2025): Desember 2025
Publisher : Universitas Islam Negeri K.H. Abdurrahman Wahid Pekalongan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.28918/asghar.v5i2.12186

Abstract

Kemampuan persepsi spasial merupakan aspek penting dalam perkembangan kognitif anak usia dini, khususnya pada rentang usia 3–4 tahun yang sedang berada pada masa emas perkembangan otak. Namun, hasil observasi awal di KB PKK Anggrek Bululawang menunjukkan bahwa hanya 1 dari 12 anak yang mencapai ketuntasan dalam persepsi spasial, dengan ketuntasan klasikal sebesar 8,33%. Penelitian ini bertujuan untuk mengetahui bagaimana penerapan permainan balok dapat meningkatkan kemampuan persepsi spasial anak. Metode yang digunakan adalah Penelitian Tindakan Kelas (PTK) dengan dua siklus pembelajaran yang masing-masing terdiri dari tahap perencanaan, pelaksanaan, observasi, dan refleksi. Teknik pengumpulan data dilakukan melalui observasi dan dokumentasi. Hasil penelitian menunjukkan adanya peningkatan kemampuan persepsi spasial anak, yang ditandai dengan peningkatan ketuntasan klasikal dari 8,33% (pra siklus), menjadi 50% pada siklus I, dan mencapai 75% pada siklus II. Peningkatan ini menunjukkan bahwa permainan balok efektif dalam menstimulasi pengenalan bentuk, ruang, dan imajinasi anak melalui aktivitas konkret dan menyenangkan. Penelitian ini menyimpulkan bahwa permainan balok adalah media efektif untuk meningkatkan kemampuan persepsi spasial pada anak usia dini, serta dapat menjadi alternatif pembelajaran yang menyenangkan dan bermanfaat bagi guru PAUD.
PENGEMBANGAN BUKU PANDUAN ALAT MUSIK RECORDER PADA PEMBELAJARAN SENI MUSIK KELAS V SDN 01 PERMANU Andika Gutama; Cicilia Ika Rahayu Nita; Ruth Natalia Damayanti
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 4 (2025): Volume 10. No4, Desember 2025.
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v10i4.34154

Abstract

There are three branches of arts education at SDN 01 Permanu, namely visual arts, music, and dance. Although all three are taught, the school tends to focus more on visual arts education because it is considered easier to implement and supported by the availability of adequate tools and materials. Meanwhile, music education still faces challenges, particularly with the recorder instrument material, as students struggle with properly placing their fingers on the recorder holes, blowing with the correct technique, and reading musical notation. This study aims to determine the process, feasibility, practicality, and effectiveness of the recorder instrument guidebook. This development research uses the Research and Development (R&D) method with the ADDIE model: analysis, design, development, implementation, and evaluation. The subjects in this study included media experts, subject matter experts, and language experts for feasibility testing, as well as teachers and students for practicality testing through limited field testing involving 3 students and extensive field testing involving 5 students. The feasibility test results showed a 95.45% approval rate by media experts, 95% by subject matter experts, and 90% by language experts, categorizing the guidebook as “Highly Feasible.” The practicality test by teachers yielded a percentage of 79.16%, which can be categorized as “Very Practical.” The practicality percentage by students in the limited field test was 99.16%, and by students in the extensive field test was 79%, both falling under the “Very Practical” category. The effectiveness test on the skill aspect using a questionnaire yielded a percentage of 83.43%, categorized as “Very Effective.” Based on the research results, it can be concluded that the music recorder playing guidebook is categorized as suitable, practical, and effective for use in music education at elementary schools.
THE EFFECT OF THE PHENOMENON OF NOMOPHOBIA, PHUBBING, AND FOMO ON SOCIAL INTELLIGENCE OF HIGH CLASS STUDENTS OF SD NEGERI KANIGARAN I PROBOLINGGO CITY Indah Febria Chasanah; Lilik Sri Hariani; Cicilia Ika Rahayu Nita; Indah Febria Chasanah1
AL-MUADDIB: Jurnal Kajian Ilmu Kependidikan Vol. 8 No. 1 (2026): Januari
Publisher : LPPM STAI Muhammadiyah Probolinggo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.46773/muaddib.v8i1.3094

Abstract

The pervasive use of digital devices among elementary school students has given rise to emerging digital phenomena such as Nomophobia, Phubbing, and Fear of Missing Out (FoMO), which are presumed to influence children’s social intelligence. This study aims to examine the impact of these three variables on the social intelligence of upper-grade students at SDN Kanigaran 1, Probolinggo. Employing a quantitative explanatory causal approach, data were collected through a Likert-scale questionnaire from a purposive sample of 172 students in grades IV to VI. The data were analyzed using multiple linear regression via SPSS version 31. Findings reveal that Nomophobia, Phubbing, and FoMO collectively exert a statistically significant effect on social intelligence. Partially, Phubbing and FoMO showed significant effects, whereas Nomophobia did not. These results suggest that emotional dependency on digital devices does not inherently hinder children’s social intelligence, particularly when external regulation by teachers and parents remains strong. Conversely, Phubbing the tendency to ignore real-life interactions in favor of device use and FoMO, characterized by anxiety over missing digital content, were found to detrimentally affect students’ capacity for social engagement. This study underscores the urgent need for digital literacy education and the early cultivation of social skills to ensure a balanced development between digital interaction and authentic social experience.