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Pembentukan Karakter di SDN Kertaungaran Melalui Konsep Pembelajaran Ki Hajar Dewantara Azmi, Muhammad Fahmi Ulul; Nurfirdaus, Nunu; Nuraeni, Leni
Indo-MathEdu Intellectuals Journal Vol. 5 No. 5 (2024): Indo-MathEdu Intellectuals Journal
Publisher : Lembaga Intelektual Muda (LIM) Maluku

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54373/imeij.v5i5.1999

Abstract

This research aims to find out the formation of character in SDN Kertaungaran through the learning concept of Ki Hajar Dewantara. This study uses a qualitative approach with a case study method of 13 research subjects who were selected using the purposive sampling technique. The data analysis technique uses the miles and huberman model. Data analysis is carried out with the stages of data reduction, data presentation, and conclusion drawn.  Data collection is carried out through observation, interviews, and documentation. Interviews were conducted with school principals, lower grade teachers and higher-grade teachers and lower grade students and high-grade students at SD Negeri Kertaungaran. The results of the analysis show that the character at SDN Kertungaran through the learning concept of Ki Hajar Dewantara has been well embedded. Just as the teacher has set a good example for the students, it also gives encouragement to the students. The roles of family, school, and community all synergize to shape the character of students. Other activities such as religious activities, learning evaluations and integration of local culture can also shape students' character. Learning sports, sports, and sports play a role in improving the character of discipline, cooperation, and responsibility. Schools must stick to the learning concept of Ki Hajar Dewantara and practice it gradually and consistently.  
Edukasi Stop Bullying melalui Program KKN di SD Negeri 01 Banjaran Nurmutakin, Adi Yusuf; Riffadilah, Dhefin Gifari; Yulianti, Elisa; Khalifah, Nina; Nurfirdaus, Nunu; Oktafiana, Rival; Ramadhan, Rizkyana Fadly; Oktaviana, Varel Lingga
Indo-MathEdu Intellectuals Journal Vol. 6 No. 8 (2025): Indo-MathEdu Intellectuals Journal
Publisher : Lembaga Intelektual Muda (LIM) Maluku

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54373/imeij.v6i8.4256

Abstract

Bullying is one of the most serious issues in primary education, negatively affecting students’ psychological well-being and academic performance. The Community Service Program (KKN) conducted by students of Universitas Muhammadiyah Kuningan in Banjaran Village, Salem District, Brebes Regency, implemented an educational activity entitled “Stop Bullying Education” for fifth-grade students at SD Negeri 01 Banjaran. This program aimed to improve students’ understanding of the forms, impacts, and prevention of bullying, as well as to foster respectful social interactions. Data were collected through observation, group discussions, interactive question-and-answer sessions, and documentation during the activity. The collected data were analyzed using a descriptive qualitative approach to identify changes in students’ knowledge and responses after participating in the program. The results indicated an increase in students’ comprehension of bullying concepts, its negative consequences for victims, and the importance of reporting bullying incidents to teachers. Furthermore, the program encouraged students to openly share their personal or witnessed experiences related to bullying. Thus, the Stop Bullying education program proved effective as a preventive effort to create a safe, inclusive, and conducive school environment for learning.
Upaya Meningkatkan Hasil Belajar Penjumlahan Pecahan dengan Menggunakan Media Inovatif Origami Di Kelas V SD Negeri Salado Tita Kurniati; Nunu Nurfirdaus
CENDEKIAWAN Vol 7 No 1 (2025): Cendekiawan
Publisher : Universitas Muhammadiyah Bangka Belitung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35438/cendekiawan.v7i1.502

Abstract

Penelitian ini dilatarbelakangi hasil tes akhir pada standar kompetensi menggunakan pecahan dalam mengenal pecahan dan menjumlah pecahan didapat hasil yang kurang memuaskan. Cara pemecahan masalah yang akan digunakan dalam penelitian ini yaitu menggunakan media gambar luas daerah. Adapun bentuk penelitian ini adalah Penelitian Tindakan Kelas dengan menggunakan model siklus yang tiap siklus terdiri dari 4 tahapan yaitu perencanaan,tindakan,pengamatan dan refleksi. Tujuan penelitian ini untuk mengetahui penggunaan media inovatif origami dapat meningkatkan hasil belajar siswa dalam menjumlah pecahan pada mata pelajaran matematika di kelas V SDN Salado. Subjek penelitian siswa kelas V SDN Salado yang berjumlah 22 orang terdiri dari 7 siswa laki-laki dan 15 siswa perempuan. Aktivitas siswa pada pembelajaran matematika menggunakan media gambar luas daerah meningkat dari siklus I sampai siklus II berakhir. Ini terbukti dari hasil persentase observasi aktivitas siswa yaitu pada siklus I 55% dan pada siklus II 75%, yang terlihat adanya peningkatan aktivitas belajar siswa dari minimum aktivitas belajar siswa berkategori baik. Berdasarkan hasil angket tanggapan siswa pada akhir kegiatan pembelajaran dapat disimpulkan bahwa tanggapan siswa positif terhadap penggunaan media gambar luas daerah pada materi penjumlahan pecahan, hal ini dapat dilihat dari hasil angket yaitu 4,34 yang termasuk kategori positif. Penggunaan media gambar luas daerah pada penjumlahan pecahan ini dapat meningkatkan hasil belajar siswa. Hal ini terbukti pada nilai yang diperoleh siswa meningkat yaitu nilai rata-rata sikuls I adalah 77,5 dan siklus II 87.
Syntax Model of Creative (Create, Reflect, Explore, Apply, Think, Innovate), Meaningful Learning in Coastal Community Environments Nunu Nurfirdaus; Enok Maryani; Didin Saripudin; Wawan Darmawan
Literasi: Jurnal Pendidikan Guru Indonesia Vol. 5 No. 2 (2026): Juni
Publisher : Lembaga Bale Literasi

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

Abstract

The purpose of this research is to develop a syntax model of CREATIVE, meaningful learning in coastal community environments. This research is designed based on ADDIE development model. The population in this study were all junior high school students in coastal Cirebon. Data collection techniques used in this study include observation, interview, and questionnaire distribution. Researchers will process and analyze the data using descriptive statistical analysis.  Data analysis was carried out in three stages during this study, namely data analysis during preliminary studies (empirical studies and literature studies), then data analysis during the design model development process, and finally, data analysis as a process of producing model effectiveness test results. Based on the results of this study, a meaningful learning model based on the fishing environment can increase the creativity of Cirebon coastal junior high school students.  This model connects new knowledge with what students already know, making the material easier to understand and encouraging creativity.
Pengembangan media powerpoint menggunakan focusky berbasis nilai-nilai kearifan lokal pada pembelajaran Pendidikan Pancasila kelas IV SD Negeri Indapatra Lilis Marliana; Nunu Nurfirdaus; Latif Dena Setiawan
COLLASE (Creative of Learning Students Elementary Education) Vol. 9 No. 3 (2026)
Publisher : IKIP Siliwangi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22460/collase.v9i3.29114

Abstract

Penelitian ini bertujuan untuk mengembangkan media pembelajaran PowerPoint menggunakan Focusky berbasis nilai-nilai kearifan lokal pada Pembelajaran Pendidikan Pancasila kelas IV SDN Indapatra. Latar belakang penelitian ini didasari oleh kurangnya inovasi dalam penggunaan media dan metode pembelajaran yang digunakan oleh pendidik serta rendahnya tingkat motivasi belajar siswa. Penelitian ini menggunakan metode Research and Development (R&D) dengan model pengembangan ADDIE (Analysis, Design, Development, Implementation, Evaluation). Subjek pada penelitian ini adalah siswa kelas IV SD Negeri Indapatra. Instrumen yang digunakan meliputi observasi, wawancara, angket validasi ahli, serta angket respon guru dan angket respon siswa. Hasil berdasarkan ahli materi, ahli media dan ahli teknologi menunjukkan bahwa Focusky berbasis nilai-nilai kearifan lokal ini dinyatakan sangat layak digunakan. Hasil implementasi berdasarkan angket respon guru dan siswa menunjukkan bahwa media Focusky berbasis nilai-nilai kearifan lokal sangat praktis digunakan. Dengan demikian, hasil penelitian tersebut menunjukkan bahwa media Focusky berbasis nilai-nilai kearifan lokal layak dan praktis digunakan pada pembelajaran Pendidikan Pancasila Kelas IV siswa Sekolah Dasar.
Pengembangan Bahan Ajar Menggunakan Aplikasi Nearpod Berbasis Kearifan Lokal dalam Pembelajaran IPAS Sekolah Dasar Tina Fuji Lestari; Nunu Nurfirdaus
Jurnal Pendidikan, Sains, Geologi, dan Geofisika (GeoScienceEd Journal) Vol. 7 No. 3 (2026): August
Publisher : Mataram University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/goescienceed.v7i3.2654

Abstract

This study aimed to develop Nearpod-based teaching materials integrated with local wisdom for fourth-grade elementary science and social studies (IPAS) learning and to determine the feasibility and practicality of the developed product. The study was motivated by the limited use of interactive digital teaching materials and the lack of integration of local wisdom into classroom learning, resulting in less contextual learning experiences. Previous studies have predominantly focused on developing digital learning media without specifically integrating the local wisdom of Kuningan Regency into elementary IPAS learning, highlighting the need for more context-based teaching materials. This research employed the Research and Development (R&D) method using the ADDIE model, consisting of Analysis, Design, Development, Implementation, and Evaluation stages. The participants included one media expert, one material and language expert, one fourth-grade teacher, and 16 fourth-grade students of SD Negeri Kaduagung, Kuningan Regency. Data were collected through expert validation sheets, teacher response questionnaires, and student response questionnaires. The data were analyzed using descriptive quantitative techniques by calculating percentage scores and interpreting them according to feasibility criteria. The findings indicate that the developed Nearpod-based teaching materials achieved the very feasible category based on both media and material validation. Teacher and student responses were also categorized as very good, indicating that the product is practical for classroom implementation. The integration of local wisdom into IPAS learning successfully created more contextual and meaningful learning experiences. Therefore, the developed teaching materials are considered appropriate as an alternative digital learning resource for fourth-grade elementary school students.
Pengembangan Media Pembelajaran Berbasis Augmented Reality pada Mata Pelajaran Informatika Kelas VIII di SMPN 1 Karangan Rahayu Ningsih, Sabila; Nurfirdaus, Nunu
PEDAGOGIC: Indonesian Journal of Science Education and Technology Vol. 6 No. 4 (2026): PEDAGOGIC: Indonesian Journal of Science Education and Technology (In-Press)
Publisher : Lembaga Intelektual Muda (LIM) Maluku

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54373/ijset.v6i4.6775

Abstract

This study aims to develop and determine the feasibility of learning media in the form of a monopoly-type board game based on the surrounding environment created using the Canva application for Pancasila Education learning. This study uses the Research and Development (R&D) method by adapting the ADDIE model which includes the stages of Analysis, Design, Development, Implementation, and Evaluation. Data were collected through validation sheets from material experts and media experts as well as teacher and student response questionnaires. The results showed that the developed media obtained a feasibility percentage of 93% from material experts and 86% from media experts. In addition, teacher responses reached 88% and student responses were 82%, which indicates that the media is in the very feasible category and received a positive response from users. Based on these results, the developed environmental-based monopoly game media can be used as an alternative learning media for Pancasila Education that is relevant to students' lives. The use of this media has the potential to help teachers deliver learning that is more contextual, interactive, and relevant to students' experiences. Furthermore, the research findings can serve as a basis for developing similar learning media with different materials and environmental contexts.
Analisis Penanaman Pendidikan Karakter dalam Mengatasi Perilaku Bullying di SD Negeri 2 Cibuntu Ayunah, Ayunah; Nurfirdaus, Nunu
Jurnal Wawasan Pendidikan Vol 6, No 2 (2026): AGUSTUS 2026
Publisher : Fakultas Ilmu Pendidikan, Universitas Persatuan Guru Republik Indonesia Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26877/jwp.v6i2.27965

Abstract

Penelitian ini bertujuan mendeskripsikan penanaman pendidikan karakter dalam mengatasi perilaku bullying di SD Negeri 2 Cibuntu dengan berfokus pada nilai religius, disiplin, dan peduli sosial. Penelitian menggunakan metode kualitatif dengan desain deskriptif yang dilaksanakan pada 07 Mei–15 Juni 2026. Informan penelitian meliputi kepala sekolah, guru, siswa, orang tua, dan masyarakat. Data dikumpulkan melalui observasi, wawancara terstruktur, dan dokumentasi, kemudian dianalisis menggunakan model Miles dan Huberman melalui reduksi data, penyajian data, serta penarikan kesimpulan, dengan uji keabsahan menggunakan triangulasi sumber dan teknik. Hasil penelitian menunjukkan bahwa penanaman pendidikan karakter dilaksanakan secara sistematis melalui pembiasaan, keteladanan guru, program sekolah, serta kolaborasi sekolah, keluarga, dan masyarakat. Nilai religius, disiplin, dan peduli sosial berkontribusi dalam meningkatkan kesadaran moral, empati, tanggung jawab, dan pengendalian diri peserta didik sehingga mampu meminimalkan perilaku bullying fisik maupun verbal. Meskipun bullying masih ditemukan dalam frekuensi yang relatif rendah, setiap kasus ditangani melalui pendekatan persuasif, pembinaan, mediasi, dan penguatan nilai-nilai karakter.
Pengaruh Media Interaktif Nearpod Berbasis Pendekatan Deep Learning Terhadap Literasi Sains Siswa Sekolah Dasar Mawaddah, Nada; Sutisna, Atang; Nurfirdaus, Nunu
PEDAGOGIC: Indonesian Journal of Science Education and Technology Vol. 6 No. 4 (2026): PEDAGOGIC: Indonesian Journal of Science Education and Technology (In-Press)
Publisher : Lembaga Intelektual Muda (LIM) Maluku

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54373/ijset.v6i4.7267

Abstract

This research aims to analyze the influence of Nearpod interactive media based on the Deep Learning approach on the scientific literacy of fourth grade students at Cigugur State Elementary School on the subject of Climate and Change. The research uses a quantitative approach with a quasi-experimental design of the Nonequivalent Control Group Design type. The research subjects consisted of 34 students who were divided into experimental class and control class, 17 students each. Data was collected through scientific literacy tests in the form of validated pre-tests and post-tests, then analyzed using the normality test, homogeneity test, Independent Samples t-Test, and N-Gain. The results showed that the post-test average for the experimental class reached 87.06, an increase of 18.24 points, while the control class reached 68.82 with an increase of 12.35 points. The Independent Samples t-Test results show a Sig value. (2-tailed) of 0.000 < 0.05. The N-Gain value for the experimental class is 0.6905, which is in the medium category. These results show that the use of Nearpod interactive media based on the Deep Learning approach has a significant effect on increasing students' scientific literacy.  
Development of a Meaningful Learning Model Based on Fishermen's Environment to Form Students' Creative Behavior Nunu Nurfirdaus; Enok Maryani; Didin Saripudin; Wawan Darmawan
Jurnal Iqra' : Kajian Ilmu Pendidikan Vol. 11 No. 2 (2026): Jurnal Iqra' : Kajian Ilmu Pendidikan
Publisher : Institut Agama Islam Ma'arif NU (IAIMNU) Metro Lampung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25217/ji.v11i2.6932

Abstract

The purpose of this research is to develop of a meaningful learning model based on fishermen’s environment to form students' creative behavior. This research is designed based on ADDIE development model. The population in this study were all junior high school students in coastal Cirebon. Data collection techniques used in this study include observation, interview, and lift distribution. Researchers will process and analyze the data using descriptive statistical analysis.  Data analysis was carried out in three stages during this study, namely data analysis during preliminary studies (empirical studies and literature studies), then data analysis during the design model development process, and finally, data analysis as a process of producing model effectiveness test results. Based on the results of this study, a meaningful learning model based on the fishing environment can increase the creativity of Cirebon coastal junior high school students.  This model connects new knowledge with what students already know, making the material easier to understand and encouraging creativity.