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Training on Basic Gamelan Playing Techniques Based on Tembang Dolanan Creation (Arrangement) at SDN Jombatan 3 Jombang Wahyudi, Wahyudi; Imron, Ilmawati Fahmi; Nurmilawati, Mumun; Nurwenda, Dhian Dwi; Basori, Moh.; Zunaidah, Farida Nurlaila; Sayuti, Renata Eka; Rianti, Dita Fatma; Rahmawati, Novi Chandra Ayu; Sari, Ayu Titis Rukmana; Sahari, Sutrisno; Hunaifi, Abdul Aziz; Zaman, Wahid Ibnu
Dimar : Jurnal Pengabdian Masyarakat Vol. 1 No. 2 (2025): August 2024-January 2025
Publisher : CV. Srikandi Kreatif Nusantara in collaboration with Institut Teknologi Mojosari Nganjuk

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.63709/dimar.v1i2.30

Abstract

This community service project aims to enhance the understanding and skills of students and teachers at SDN Jombatan 3 Jombang in cultural arts, particularly in playing gamelan musical instruments. The students, representing the Alpha generation, face a lack of knowledge and experience in playing gamelan, leading to a diminished appreciation for local culture. This issue is attributed to the influence of globalization, insufficient Indonesian cultural education, and the perception that gamelan is outdated. To address these challenges, the project introduced gamelan instruments to students to foster a deeper appreciation of Indonesian culture. Methods employed included socialization, training, technology integration, mentoring, and evaluation. The service team conducted needs assessments through observations and interviews, followed by training on basic gamelan techniques using traditional instruments and modern presentation tools. Results indicated an increased enthusiasm for learning gamelan and a better understanding of local cultural arts. Positive feedback from participants highlighted the success of the training. To ensure the sustainability of the program, further training is planned, focusing on creating notation and dolanan songs, which will deepen participants' knowledge and skills in performing arts while preserving local cultural heritage.
PENERAPAN TEORI PIAGET UNTUK MENINGKATKAN PRESTASI BELAJAR MAHASISWA PGSD UNP KEDIRI PADA MATA KULIAH PENDIDIKAN MATEMATIKA MATERI KUBUS DAN BALOK Zaman, Wahid Ibnu; Hunaifi, Abdul Aziz
JURNAL PENDIDIKAN DASAR NUSANTARA Vol 2 No 1 (2016): Jurnal Pendidikan Dasar Nusantara
Publisher : Universitas Nusantara PGRI Kediri

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (308.277 KB) | DOI: 10.29407/jpdn.v2i1.344

Abstract

Abstract: The difficulty students in understanding caused by several things. One of them is a form of applied learning is still conventional, where professors only using methods or learning activities are still centered on the lecturer. Besides lecturer of mathematics at this time tend to teach less variable, while the students only listen, take notes and work on the problems. This will result in the student becomes inactive, lazy thinking, and depending on the lecturer. Yet in the world of education has changed, that science is found, formed and developed by the students themselves actively. As one way to enable the student is using one of the methods of active learning that is by applying Piaget's theory where this method to encourage students to study according to the ability of thinking. To the researchers use a method by applying Piaget's theory as an attempt to improve the achievement of students on the material cubes and blocks.Objective This study aims to determine the increase achievement of students on the material cube and Blaok through Application of Piaget's theory in Student PGSD UNP Kediri. Step-by-step learning as follows: (1) the lecturer asked the students to form groups according to their choice, (2) professors assign tasks to each group for discussion in accordance with the specified time), (3) the lecturer asks alternately presentation in front of the class according to material that has been given previously (4) students have a right to ask a group presentation of material in front of belium understood, (5) Together with students lecturers provide conclusions about the material that was submitted.This research is a classroom action research. Subjects of the study were students PGSD UNP Kediri. Data collection techniques in this class action consists of tests and observations. Data were collected by observation and tests. Then the evaluation test results were analyzed using individual completeness and classical. Tests carried out at the end of the cycle to determine learning outcomes. Observations conducted during each meeting and learning takes place. Keywords: Piaget's theory, Achievement, Cube Abstrak: Kesulitan mahasiswa dalam memahami pelajaran disebabkan oleh beberapa hal. Salah satunya adalah bentuk pembelajaran yang diterapkan masih bersifat konvensional, dimana dosen hanya menggunakan metode atau kegiatan pembelajaran masih berpusat pada dosen. Selain itu Dosen matematika saat ini cenderung mengajar kurang bervariasi, sedangkan mahasiswa hanya mendengar, mencatat dan mengerjakan soal. Hal ini akan mengakibatkan mahasiswa menjadi tidak aktif, malas berfikir, dan bergantung pada dosen. Padahal dalam dunia pendidikan sudah berubah, bahwasanya ilmu pengetahuan ditemukan, dibentuk, dan dikembangkan oleh mahasiswa sendiri secara aktif. Sebagai salah satu cara untuk mengaktifkan mahasiswa adalah dengan menggunakan salah satu metode pembelajaran aktif yaitu dengan menerapkan Teori Piaget dimana metode ini mengajak mahasiswa untuk belajar sesuai dengan kemampuan berfikirnya. Untuk itu peneliti menggunakan metode dengan menerapkan Teori Piaget sebagai upaya untuk meningkatkan prestasi belajar mahasiswa pada materi kubus dan balok.Tujuan Penelitian ini bertujuan untuk mengetahui peningkatan prestasi belajar mahasiswa pada materi Kubus dan Balok melalui Penerapan Teori Piaget  Pada Mahasiswa PGSD UNP Kediri. Langkah-langkah pembelajarannya sebagai berikut: (1) dosen meminta mahasiswa untuk membentuk kelompok sesuai dengan pilihan mereka, (2) dosen memberikan tugas kepada masing-masing kelompok untuk didiskusikan sesuai dengan waktu yang ditentukan), (3) dosen meminta secara bergantian presentasi di depan kelas sesuai dengan materi yang telah diberikan sebelumnya (4) mahasiswa berhak bertanya kepada kelompok yang presentasi didepan materi yang belium dipahami, (5) Bersama dengan mahasiswa dosen memberikan kesimpulan mengenai materi yang telah disampaikan.Jenis penelitian ini adalah penelitian tindakan kelas. Subyek penelitiannya adalah mahasiswa PGSD UNP Kediri. Teknik pengumpulan data dalam tindakan kelas ini terdiri atas tes dan hasil observasi. Pengambilan data dilakukan dengan observasi dan tes. Kemudian hasil tes evaluasi dianalisis menggunakan ketuntasan individual dan klasikal. Tes dilaksanakan pada akhir siklus untuk mengetahui hasil belajar. Observasi dilaksanakan setiap pertemuan dan selama pembelajaran berlangsung. Kata kunci: Teori Piaget,  Prestasi Belajar, Kubus dan Balok
Penyuluhan Pendidikan Karakter Adaptasi Thomas Lickona Damariswara, Rian; Wiguna, Frans Aditia; Khunaifi, Abdul Aziz; Zaman, Wahid Ibnu; Nurwenda, Dhian Dwi
Dedikasi Nusantara: Jurnal Pengabdian Masyarakat Pendidikan Dasar Vol 1 No 1 (2021): Juni
Publisher : Universitas Nusantara PGRI Kediri

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (305.929 KB) | DOI: 10.29407/dedikasi.v1i1.16057

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Counseling on character education adaptation of Thomas Lickona at SDN Gayam 3 is a community service that aims to provide information on the importance of character education in elementary schools and collect information on the implementation of character education at SDN Gayam 3. three aspects, namely knowledge (moral knowing), feelings (moral feeling), and action (moral action). These three aspects are coherent and comprehensive. All three are interconnected and used together. In addition, in the question and answer activity, it was stated that Huru had carried out character education as stated by Thomas Lickona, but did not know that there was a theory. In addition, character education is not only the responsibility of the teacher, but also the responsibility of parents and the environment in which students live. This is known as the tri education center.
E Efektivitas Program Campus on Duty (CoD) dalam Meningkatkan Literasi Numerasi Siswa Sekolah Dasar: Efektivitas Program Campus on Duty (CoD) dalam Meningkatkan Literasi Numerasi Siswa Sekolah Dasar amara saida; Saida, Amara; Santi , Novi Nitya; Sahari, Sutrisno; Aka, Kukuh Andri; Hunaifi, Abdul Aziz; Zaman, Wahid Ibnu
Dedikasi Nusantara: Jurnal Pengabdian Masyarakat Pendidikan Dasar Vol 4 No 2 (2024): Desember
Publisher : Universitas Nusantara PGRI Kediri

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29407/dedikasi.v4i2.24124

Abstract

The Campus on Duty program is one of the initiatives of Universitas Nusantara PGRI Kediriin collaboration with the Kediri Regency government which aims to improve the quality ofeducation in elementary schools, especially in Kediri or less developed regency areas. One ofthe main focuses of this program is to improve the literacy and numeracy of elementary schoolstudents. This article discusses the effectiveness of the Campus on Duty (CoD) program inimproving students' literacy and numeracy skills at elementary school level. Based on theresults of studies from various journal sources, this program is proven to have a positiveimpact on the basic skills possessed by students, although there are still several challengesfaced, such as limited time and resources. Therefore, it is important to carry out furtherevaluation and development so that this program can be more optimal in its achievements.This research also provides recommendations for improving the quality of programimplementation, both in terms of teacher development, implemented curriculum, and supportfrom the government and community
Gamelan Notation Reading Training for Elementary School Students at SDN Kedunglosari, Tembelang, Jombang Wahyudi, Wahyudi; Sari, Ayu Titis Rukmana; Sahari, Sutrisno; Mukmin, Bagus Amirul; Zaman, Wahid Ibnu; Hunaifi, Abdul Aziz; Aka, Kukuh Andri; Mahardika, Ronny
Dimar : Jurnal Pengabdian Masyarakat Vol. 2 No. 1 (2025): February-July 2025
Publisher : CV. Srikandi Kreatif Nusantara in collaboration with Institut Teknologi Mojosari Nganjuk

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.63709/dimar.v2i1.3

Abstract

Training in reading gamelan notation for elementary school students is a strategic effort to introduce and nurture traditional musical literacy from an early age. This activity was carried out at SDN Kedunglosari, Tembelang District, Jombang, for two days involving 35 fourth and fifth grade students. The main objective was to provide basic understanding of the numerical symbols (1–7) in Javanese gamelan notation and to improve students' ability to read and perform gamelan notation collaboratively. The methods used included demonstrative and participatory approaches through hands-on practice, tone-based educational games, and visual media. The results showed that 91.4% of students actively participated, with average satisfaction and understanding scores in the "very good" category. Beyond enhancing musical literacy, the program also strengthened student collaboration, concentration, and appreciation of local cultural values. This initiative is expected to serve as a foundational model for culture-based art education at the primary level and be replicable in other schools.
PENGEMBANGAN MEDIA GAME TTL MATA PELAJARAN SENI BUDAYA PADA SISWA KELAS 1 SEKOLAH DASAR Natafia, Delta; Zaman, Wahid Ibnu; Afandi, Zainal
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 03 (2025): Volume 10 No. 03 September 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.v10i03.29903

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Berdasarkan observasi dan wawancara di Kelas 1 SDN Pagung 1 ditemukan permasalahan bahwa, banyak peserta didik yang kurang mengenal dengan lagu wajib nasional. Kurangnya pengetahuan lagu wajib nasional menyebabkan lunturnya nilai nasionalisme didalam diri peserta didik. Tujuan penelitian ini yaitu Mengetahui kevalidan, kepraktisan dan keefektifan pengembangan media interaktif Game TTL (Teka-Teki Lagu) pada siswa kelas 1 SDN Pagung 1. Penelitian ini dilakukan menggunakan metode penelitian pengembangan Research and Development (R&D) dengan model ADDIE (Analysis, Design, Development, Implementation, Evaluation). Hasil penelitian kali ini menunjukkan bahwa (1) Hasil validasi yang diperoleh dari validasi media yaitu 96% dan validator materi 95%. Maka hasil rata-rata kevalidan media interakaktif game TTL (Teka-Teki Lagu) yaitu 95,5%. (2) Hasil kepraktisan yang diperoleh dari uji coba terbatas angket respon guru yaitu 95% dan angket respon siswa mendapatkan 90%. Maka rata-rata yang diperoleh dari kepraktisan uji coba terbatas yaitu 92,5 %. Sementara hasil kepraktisan dari uji coba luas yaitu dari angket respon guru yaitu 95% dan angket respon siswa mendapatkan 95%. Maka rata-rata yang diperoleh dari kepraktisan uji coba luas yaitu memperoleh 95%.(3) Hasil keefektifan yang diperoleh dari uji coba terbatas yaitu 100% dan uji coba luas mendapatkan 91,6%. Maka dapat disimpulkan media Interaktif game TTL (Teka-Teki Lagu) mata pelajaran seni budaya pada siswa kelas 1 SDN Pagung 1 dinyatakan valid, praktis, dan efektif.
PENGEMBANGAN MULTIMEDIA BERBANTUAN GAME EDUKASI DIGITAL PADA MATERI KERAGAMAN BUDAYA JAWA TIMUR UNTUK MENINGKATKAN HASIL BELAJAR KELAS IV SDN BURENGAN 1 Segti Nur Septiani; Karimatus Saidah; Wahid Ibnu Zaman
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 03 (2025): Volume 10 No. 3 September 2025 In Order
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v10i03.31703

Abstract

This research and development aims to determine the validity, practicality, and effectiveness of the Digital Educational Game on the Material of East Java Cultural Diversity to Improve Learning Outcomes of Class IV SDN Burengan 1. This study uses a research and development method with the ADDIE model consisting of 5 stages, namely (1) Analysis, (2) Design, (3) Development, (4) Implementation, and (5) Evaluation. The subjects of this study were teachers and 28 students of class IV SDN Burengan 1. The results of this study indicate that (1) The results of the validity test obtained a material expert score of 96% and a media expert score of 90%. The average value of the validity results is 93% with very valid criteria. (2) The results of the teacher's practicality test were 82% and the student response score was 90%. From these two values, a percentage of 86% can be accumulated with practical criteria. (3) The results of the educational game effectiveness test obtained an average pretest score of 66.25%. Then, the average posttest score was 89.25%, this score has met the KKTP with effective criteria. It can be concluded that the Digital Educational Game on the Material of East Javanese Cultural Diversity is stated to be very valid, very practical, and effective in improving student learning outcomes on the material of East Javanese cultural diversity.
Faktor-Faktor yang Mempengaruhi Hasil Belajar Statistika Mahasiswa melalui Pemodelan Regresi Logistik Biner Febrinita, Filda; Zaman, Wahid Ibnu; Puspitasari, Wahyu Dwi
Kognitif: Jurnal Riset HOTS Pendidikan Matematika Vol. 4 No. 1 (2024): January - March 2024
Publisher : Education and Talent Development Center Indonesia (ETDC Indonesia)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51574/kognitif.v4i1.1588

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Statistika merupakan salah satu cabang ilmu matematika yang mempunyai peranan penting dalam bidang teknologi informasi. Oleh karena itu, statistika diintegrasikan dalam kurikulum Program Studi Teknik Informatika sebagai salah satu mata kuliah wajib. Berdasarkan observasi dan wawancara peneliti terhadap dosen pengampu mata kuliah statistika dan mahasiswa yang telah menyelesaikan mata kuliah statistika, diperoleh informasi bahwa rata-rata hasil belajar statistika masih rendah dan kompetensi mahasiswa dalam melakukan fungsi pengolahan dan analisis data masih lemah. Selain itu, kemandirian mahasiswa dalam belajar kurang dan dosen mempunyai keterbatasan dalam mengidentifikasi kesulitan belajar mahasiswa karena waktu belajar yang terbatas. Oleh karena itu, hasil belajar statistika mahasiswa dianalisis menggunakan model regresi logistik biner dengan tujuan untuk mengetahui faktor-faktor yang mempengaruhi hasil belajar tersebut. Penelitian dilakukan terhadap 72 mahasiswa yang mengambil mata kuliah statistika. Hasil penelitian menunjukkan bahwa pemodelan hasil belajar statistika siswa memiliki tingkat kesesuaian sebesar 86,1%. Pemodelan memberikan informasi bahwa faktor-faktor yang mempengaruhi hasil belajar statistika meliputi kemandirian belajar, kemandirian dalam menyelesaikan tugas atau soal matematika, dan durasi saat belajar matematika. Ketiga variabel tersebut berpengaruh positif dan berbanding lurus terhadap hasil belajar statistika. Selain itu, variabel durasi belajar merupakan variabel yang mempunyai pengaruh paling besar terhadap hasil belajar statistika karena mempunyai nilai odd ratio paling besar
DEVELOPMENT OF COMICS LEARNING MEDIA ON THE ORIGINS OF MOUNT KELUD USING FICTION STORY MATERIAL FOR CLASS 4 STUDENTS OF SDN TAROKAN 3 Armadhani, Rio; Zaman, Wahid Ibnu; Wahyudi, Wahyudi
JURNAL EDUSCIENCE Vol 10, No 3 (2023): Jurnal Eduscience (JES), (Authors from Nigeria and Indonesia)
Publisher : Universitas Labuhanbatu

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36987/jes.v10i3.4777

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This research produces a new product that can bring digital learning experiences to elementary schools in the form of learning media and can solve several existing problems. This research focuses on solving learning problems that are still teacher-centered, there is no variety of learning media, and learning facilities are incomplete. The aims of this research are, (1) to produce valid products, (2) to produce practical products, (3) to produce effective products. This research uses the Research and Development (R&D) method with the development model by Borg & Gall. The subjects in this research were fourth grade students at SDN Tarokan 3. The results of this development research were: (1) comic media was declared valid by media experts with a validity percentage of 84.7%, (2) comic media was declared valid by material experts with a percentage of validity of 98.4%, (3) comic media was declared practical by the teacher with a practicality percentage of 97%, (4) comic media was declared effective with the N-gain test results showing an increase with an average value of 0.36 (medium increase ).Keywords: Learning Media; Comic; Fictional StoryAbstrak Penelitian ini menghasilkan suatu produk baru yang dapat membawa pengalaman pembelajaran digital ke sekolah dasar dalam bentuk media pembelajaran serta dapat menyelesaikan beberapa permasalahan yang ada. Penelitian ini berfokus pada menyelesaikan permasalahan pembelajaran yang masih berpusat pada guru, tidak terdapat variasi media pembelajaran, serta sarana pembelajaran yang belum lengkap. Tujuan dari penelitian ini adalah, (1) menghasilkan produk yang valid, (2) menghasilkan produk yang praktis, (3) menghasilkan produk yang efektif. Penelitian ini menggunakan metode Research and Development (R&D) dengan model pengembangan oleh Borg & Gall. Subjek pada penelitian ini adalah siswa kelas IV SDN Tarokan 3. Hasil dari penelitian pengembangan ini adalah: (1) media komik dinyatakan valid oleh ahli media dengan persentase kevalidan sebesar 84,7%, (2) media komik dinyatakan valid oleh ahli materi dengan persentase kevalidan sebesar 98,4%, (3) media komik dinyatakan praktis oleh guru dengan persentase kepraktisan sebesar 97%, (4) media komik dinyatakan efektif dengan hasil uji N-gain menunjukkan peningkatan dengan nilai rata-rata sebesar 0,36 (peningkatan sedang).Kata Kunci: Media Pembelajaran; Komik; Cerita Fiksi
PENGEMBANGAN MEDIA INTERAKTIF BERBASIS MICROSOFT SWAY MATERI SISTEM TATA SURYA (SITAYA) PADA SISWA KELAS VI SDN TIRON 4 PRAMESTI, KARTIKA DIAN; BASORI, MUHAMAD; ZAMAN, WAHID IBNU
EDUTECH : Jurnal Inovasi Pendidikan Berbantuan Teknologi Vol. 4 No. 2 (2024)
Publisher : Pusat Pengembangan Pendidikan dan Penelitian Indonesia (P4I)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51878/edutech.v4i2.3099

Abstract

The results of the researcher's observations and experience show that there is a lack of learning media available, in the teaching and learning process the media used by teachers is less attractive, because teachers still use image media in delivering the material, making it difficult for students to understand the Solar System material in science subjects. The image media used by teachers during learning has shortcomings, including: the image media is still less clear, the colors are less attractive, and the image media is less broad and limited. One of the learning media that can be developed and used is interactive media based on Microsoft Sway. , in the form of murltimerdia. The development model used to develop interactive media based on Microsoft Sway refers to the ADDIE model which includes 5 stages, namely: 1) Analysis Stage, 2) Design Stage, 3) Development Stage, 4) Implementation Stage, 5) Evaluation Stage. Data collection techniques include observation, interviews, questionnaires and tests, while data analysis techniques include the Rikert scale. The results of this research are as follows. 1) Microsoft Sway-based interactive media was declared very valid with a score of 92% for material validation and 94% for learning media validation. 2) Microsoft Sway Interactive Media was stated to be very practical with a score of 96% through teacher responses and 93.22% through student responses. 3) Interactive Media based on Microsoft Sway in a limited trial was declared effective because the pre-test results got a score of 71% and the post-test got a score of 83%, which can be said to be very effective, while in a wide trial it was declared effective because the pre-test results got a score of 67.61%. and the post test got 83.38% which can be said to be very effective. Based on the explanation above, the analysis that has been developed regularly will have an impact on learning that is less interesting for students. Therefore, this research produces creative ideas regarding the technological development of various learning tools that incorporate materials to understand the solar system terms of class VI elementary school.. ABSTRAKHasil observasi dan pengalaman peneliti, bahwa minimnya media pembelajaran yang tersedia, dalam proses belajar mengajar media yang digunakan guru kurang menarik, karena guru masih menggunakan media gambar dalam penyampaian materi sehingga membuat siswa kesulitan untuk memahami materi Sistem Tata Surya pada mata pelajaran IPA. Merdia gambar yang dipakai olerh gurrur pada saat permberlajaran mermiliki kerkurrangan antara lain yaitur: merdia gambar masih kurrang jerlas, warna yang kurrang mernarik, dan merdia gambar yang kurrang bersar dan terrbatas, salah satur merdia permberlajaran yang dapat dikermbangkan dan digurnakan adalah merdia interraktif berrbasis Microsoft Sway, berrurpa murltimerdia. Model pengembangan yang digunakan untuk mengembangkan media interaktif berbasis Microsoft Sway mengacu pada model ADDIE yang mencakup 5 tahapan yaitu: 1) Tahap Analisis, 2) Tahap Desain, 3) Tahap Pengembangan, 4) Tahap Implementasi, 5) Tahap Evaluasi. Teknik pengumpulan data berupa observasi, wawancara, angket dan tes, sedangkan teknik analisis data berupa skala rikert. Hasil penelitian ini sebagai berikut. 1) Media interaktif berbasis Microsoft Sway dinyatakan sangat valid dengan skor 92% untuk validasi materi dan 94% untuk validasi media pembelajaran. 2) Media Interaktif Micrososft Sway dinyatakan sangat praktis dengan skor 96% melalui respon guru dan 93,22% melalui respon siswa. 3) Media Interaktif berbasis Microsoft Sway pada uji coba terbatas dinyatakan efektif karena hasil pre test mendapatkan skor 71% dan post tes mendapatkan skor 83% dapat dikatakan sangat efektif, sedangkan pada uji coba luas dinyatakan efektif karena hasil pre tes mendapaktan skor 67,61% dan post test mendapatkan 83,38% dapat dikatakan sangat efektif. Berrdasarkan paparan di atas, analisis yang terlah ditermurkan ternturnya hal ini akan berrdampak pada permberlajaran yang kurrang mernarik pada siswa. Maka dari itur, pernerlitian ini mernghasilkan ider kreratif terntang pernggurnaan terknologi serbagai alat permberlajaran yang merngandurng materri merngernai sisiterm tata surrya kerlas VI SD.
Co-Authors Aan Nurfahrudianto Abdul Aziz Hunaifi Abdulnazar, Mohamed Naeem Antharathara Adelta, Sherly Afandi, Zainal Agus Muji Santoso Aidina Ristyawan Aidina Ristyawan, Aidina Alfi Laila Alfina, Ainun Izza Alsa Safa'a Milata Sabila abdi amara saida Ana Yulianti Anam, M. Asrovil Anggoro, Agung Dwi Cahyo Anindya, Fenny Arim Septiawan Armadhani, Rio Astri Rino Oktivasari Basori, Moh. Bea Hana Siswati Budhi Utami Cantika Sabrinatasari Citra Oktavia Damariswara, Rian Den Ayu Putri Pandan Sari Destya Rahmadani Dewitasari, Mulia Dhety, Dayinta Dhian Dwi Nur Wenda Dhian Dwi Nur Wenda, Dhian Dwi Nur Dila Elpin Setiani Dita Ayu Lestari Dwi Harini Dwi Harini Dwi Wulandari, Kriska Apriliya Dwiyanti, Linda Elsa Shofira Prawasti Ericka Darmawan Erwin Putera Permana Fajar Riyani Fatma Debriliya, Ica Febriansyah, Dwiky Ahmad Waffa Febrinita, Filda Filda Febrinita Frans Aditia Wiguna Hanantha, Dhirta Satria Herawati, Elysabet Heru Budiono Ida Rahmawati Ilmatun Nafi’ah, Zidni Imron, Ilmawati Fahmi Ita Kurnia Ita Kurnia Jatmiko Jatmiko Jatmiko Karimatus Saidah Karimatus Saidah Khoiriyah Khunaifi, Abdul Aziz Kukuh Andri Aka Mahardika, Ronny MARSELINA, KADEK AYU Merita Dewi Anggraini Mohamed Naeem Antharathara Abdulnazar Muhamad Basori Muhamad Basori, Muhamad Muhammad Basori Muhammad Najibulloh Muzaki Mukmin, Bagus Amirul Mumun Nurmilawati Nanda Saputra Natafia, Delta Nennys Fernanda Dewantari Novalia Nidya Permata Novi Nitya Santi Novi Nitya Santi Novi Nitya Santi, Novi Nitya Nurita Primasatya Nurita Primasatya Nurma Fitri Handayani Nurwenda, Dhian Dwi Poppy Rahmatika Primandiri Pramesti, Kartika Dian Puspitasari, Wahyu Dwi Putri, Kharisma Eka Putri, Pramay Shella Arinda Rahmawati, Novi Chandra Ayu Rian Damariswara Rianti, Dita Fatma Rizhal Hendi Ristanto Rizka wahyu Noerlaily Rofik, M. Ab. Saida, Amara Saidah, Karimatus Santi , Novi Nitya Sari, Ayu Titis Rukmana Sayuti, Renata Eka Segti Nur Septiani Silvia Novita Sari Slamet Hariyadi Sucipto Sucipto Sucipto Suhesti, Dinda Novarina Sujarwoko Sujarwoko Sulistiono Susi Damayanti Sutrisno Sahari, Sutrisno Tryas Ainun Niza TUTUT INDAH SULISTIYOWATI Wahyu Dwi Puspitasari Wahyu Dwi Puspitasari Wahyu Ning Tiyas Wahyudi Wahyudi Wahyudi Wardani, Mahavera Nila Wati, Epritha Kurnia Widi Wulansari, Widi Wiji Arianti Winarto, Aprilian Purnomo Hadi Yatul Hulub, Kunthi Ulwi Zahara Violina Afya Zulfaida, Ana Shofia Zunaidah, Farida Nurlaila