Claim Missing Document
Check
Articles

Found 19 Documents
Search

Penyuluhan Kepada Orang Tua Tentang Membangun Karakter Resiliens Pada Anak Sejak Dini Zunaidah, Farida Nurlaila; Kurnia, Ita; Aka, Kukuh Andri; Basori, Muhamad
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 (716.45 KB) | DOI: 10.29407/dedikasi.v1i1.16061

Abstract

Counseling to parents about building resilient character in elementary school children. An outreach activity that aims to provide information to parents on the importance of building resilient character in children. Resilience character is a child's ability to adapt to all environmental conditions. Resilient character needs to be built from an early age so that children have a strong mentality and do not give up easily. This extension activity uses a survey method using a questionnaire before the extension begins and after the extension is carried out. A survey questionnaire to find out the understanding of parents' guardians about the character of resilience before being given counseling and understanding of parents after counseling and the benefits of participating in the counseling. The results of the counseling show that of the 30 parents of parents who took part in the counseling, they did not understand what resilient character was. After counseling, all parents understand the character of resilience, express the benefits of resilience and various opinions in fostering resilient character in their children.
Pendidikan Berbasis Permainan Tradisional untuk Mengurangi Ketergantungan Gadget pada Siswa SD di Kelurahan Ngronggo Sari, Ria Permata; Meliana, Elma; Hanif, Ahmad Royan; Septiana, Siska; Kurniawan, Andi; Susanti, Mia Aprilia; Prananda, Yhogi; Wibowo, Prasetyo Ari; Risky, Muhammad; Fadila, Dhita Nur; Yulianto, Eko; Arsita, Deby; Firmansyah, Andy; Bachti, Achmad Syauqi; Basori, Muhamad
Dedikasi Nusantara: Jurnal Pengabdian Masyarakat Pendidikan Dasar Vol 5 No 1 (2025): Dedikasi Nusantara
Publisher : Universitas Nusantara PGRI Kediri

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29407/dedikasi.v5i1.25661

Abstract

Kemajuan teknologi berdampak besar pada kehidupan anak-anak, terutama meningkatnya ketergantungan siswa SD terhadap gadget. Penggunaan perangkat digital yang berlebihan berisiko menghambat perkembangan sosial, emosional, dan akademik, serta mengurangi interaksi sosial dan aktivitas fisik mereka. Salah satu solusi alternatif adalah memperkenalkan kembali permainan tradisional yang memiliki nilai edukatif dan sosial. Pengabdian ini merupakan bagian dari program Kuliah Kerja Nyata (KKN) yang bertujuan menganalisis efektivitas permainan tradisional dalam mengurangi ketergantungan gadget di kalangan siswa SD di Kelurahan Ngronggo. Studi ini menggunakan metode kualitatif dengan pendekatan studi kasus. Data dikumpulkan melalui observasi, wawancara, dan kuesioner yang melibatkan siswa, guru, serta orang tua. Selama KKN, mahasiswa menerapkan berbagai permainan tradisional, seperti egrang, estafet karet sedotan, memasukkan paku ke dalam botol, dan balap karung. Hasil penelitian menunjukkan bahwa permainan tradisional membantu mengurangi durasi penggunaan gadget, meningkatkan interaksi sosial, serta mendorong aktivitas fisik. permainan ini juga berkontribusi terhadap perkembangan kognitif dan motorik anak. Dengan demikian, program KKN berbasis permainan tradisional dapat menjadi strategi efektif untuk mengatasi kecanduan gadget sekaligus memperkuat peran mahasiswa dalam pengabdian masyarakat dan pendidikan berbasis kearifan lokal.
Pelatihan Penyusunan Modul Ajar Berbasis Literasi dan Numerasi Guru Sekolah Dasar Menggunakan Kecerdasan Buatan di Kecamatan Banyakan Kurnia, Ita; Hunaifi, Abdul Aziz; Basori, Muhamad; Aulia, Astin Hadiahti; Istiqomah, Rohma Darul; Asfia, Vifi
Dedikasi Nusantara: Jurnal Pengabdian Masyarakat Pendidikan Dasar Vol 5 No 1 (2025): Dedikasi Nusantara
Publisher : Universitas Nusantara PGRI Kediri

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29407/dedikasi.v5i1.25740

Abstract

Literacy and numeracy are fundamental skills that are crucial for the development of elementary school-aged children. However, there are many challenges faced in improving the quality of learning in Banyakan District. This is reflected in the results of the Minimum Competency Assessment (AKM), which show that many literacy and numeracy outcomes are still low. To address this issue, the Elementary School Teacher Education Program (PGSD) at Universitas Nusantara PGRI Kediri collaborates with the Teacher Activity Group (KKG) to conduct training on developing literacy and numeracy-based teaching modules using artificial intelligence (AI). This training aims to enhance teachers' competencies in creating interactive and adaptive teaching modules and applying technology in the learning process. The results of this activity indicate that teacher participation in the training reached 97.68%, and it is expected to have a significant impact on student learning outcomes. This program is anticipated to provide a transformation in teaching literacy and numeracy and serve as a model for other districts to integrate technology into education. The sustainability of the program is planned through replication in other areas and collaboration with external parties to support the development of quality education
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.
MOBADA (Monopoli Bangun Datar) : Media Pembelajaran Berbasis Game Edukasi Pada Materi Ciri-Ciri Bangun Datar Kelas IV Sekolah Dasar Alfina, Ainun Izza; Zaman, Wahid Ibnu; Basori, Muhamad
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 03 (2025): Volume 10 No. 03 September 2025 In Press
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v10i03.31962

Abstract

Penelitian ini dilatarbelakangi oleh hasil pengamatan peneliti diketahui bahwa siswa belum aktif dalam pembelajaran karena belum adanya penggunaan media yang sesuai. Selain hal itu, siswa juga belum memahami materi tentang ciri-ciri bangun datar yang mengakibatkan hasil belajar siwa masih dibawah KKTP. Tujuan penelitian ini adalah Mengembangkan media pembelajaran MOBADA (Monopoli Bangun Datar) berbasis game edukasi yang valid, praktis, dan efektif untuk meningkatkan kemampuan siswa dalam mendeskripsikan ciri-ciri berbagai bentuk bangun datar. Penelitian ini menggunakan metode penelitian R&D dengan model ADDIE. Subjek pada penelitian ini adalah siswa kelas IV yang berjumlah 25 siswa di SDN 1 Kepel Kabupaten Nganjuk. Teknik pengumpulan data yang digunakan (1) Uji kevalidan (angket validasi ahli media dan materi). (2) Uji kepraktisan (angket respon guru dan siswa). (3) Uji keefektifan (pre test dan post test). Kesimpulan dari penelitian ini adalah media MOBADA mendapatkan nilai validasi dari ahli media sebesar 91,66 %, sedangkan hasil nilai dari ahli materi sebesar 86,66 %. Media MOBADA yang telah dikembangkan mendapatkan nilai kepraktisan media sehingga mendapatkan nilai akhir sebesar 92,015 %, sehingga dapat dikategorikan sangat praktis. Media MOBADA yang telah dikembangkan mendapatkan nilai hasil kefektifan berdasarkan ketuntasan secara kalsikal sebesar 100% dengan kriteria sangat efektif.
Pelatihan Pembuatan Soal Kognitif Berbasis Aplikasi Android Kahoot untuk Guru Sekolah Dasar Islam Terpadu Bina Insani Kediri Saidah, Karimatus; Mujiwati, Endang Sri; Permana, Erwin Putera; Wiguna, Frans Aditia; Damayanti, Susi; Mukmin, Bagus Amirul; Hunaifi, Abdul Aziz; Laila, Alfi; Basori, Muhamad; Wahyudi, Wahyudi; Kurnia, Ita
Jurnal ABDINUS : Jurnal Pengabdian Nusantara Vol 6 No 1 (2022): Volume 6 Nomor 1 Tahun 2022
Publisher : Universitas Nusantara PGRI Kediri

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29407/ja.v6i1.16895

Abstract

This activity aims to provide training to teachers and practice problem making and implementation in elementary schools. So that teachers get direct experience in making problems through the Kahoot application for teachers. The method of carrying out this activity is carried out from the preparation stage to the reporting of activities that take about 1 month. Parties involved in the activity include: 1). Lecturers as speakers and moderators, students as a support team for the implementation of the event. 2). Teachers in SDIT Bina Insani Kediri. Of the 25 teachers who have participated in the training, as many as 17 teachers have submitted the results of the analysis, based on the results of the questionnaire showed 4 teachers stated there were no obstacles in implementing kahoot. While the other 13 stated to experience some obstacles, namely less accustomed to operating kahoot. The advantages of applications when implemented include more interesting and easy to do. Kahoot application can be one of the alternative learning variations. Through the use of kahoot learning outcomes related to the order of the level of truth problems can be more quickly known. Kahoot application is practical, because teachers can directly monitor students who work on problems.
Meningkatkan Indeks Kewirausahaan dan Talent Marketing Dimasa Pandemi Covid 19 Zunaidah, Farida Nurlaila; Saidah, Karimatus; Primasatya, Nurita; Santi, Novi Nitya; Zaman, Wahid Ibnu; Wenda, Dhian Dwi Nur; Basori, Muhamad; Permana, Erwin Putera
Jurnal ABDINUS : Jurnal Pengabdian Nusantara Vol 7 No 1 (2023): Volume 7 Nomor 1 Tahun 2023
Publisher : Universitas Nusantara PGRI Kediri

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29407/ja.v7i1.18088

Abstract

The purpose of this community service activity is to hold marketing seminars to motivate and broaden MSME business owners to market their products through online marketing in order to restore the economy after the Covid-19 pandemic. The method in this community service activity is to conduct a field survey and analysis of needs related to the problems faced as well as survey questionnaires to seminar participants. The result of this marketing seminar activity is that most of the respondents have other businesses besides farming, some of which are engaged in the MSME sector. There are respondents who already have experience with online marketing, even though it is limited to whatsapp status, while others still do not have experience. The respondents were very interested in being taught and assisted in trying online marketing strategies. The respondents' impression of this marketing seminar was very good because the speakers who presented the material and provided assistance were not long-winded and easy to understand.
Workshop Pengelolaan Pembelajaran berbasis Culturally Responsive Teaching bagi Guru di SDN 2 Puyung Saidah, Karimatus; Permana, Erwin Putera; Basori, Muhamad; Imron, Ilmawati Fahmi; 'Adziima, Mavatih Fauzul; Muliawati, Astri; Mustofa, Muhammad Afif
Jurnal ABDINUS : Jurnal Pengabdian Nusantara Vol 10 No 1 (2026): Volume 10 Nomor 1 Tahun 2026
Publisher : Universitas Nusantara PGRI Kediri

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29407/ja.v10i1.27365

Abstract

This Community Service (PkM) program addresses the low cultural awareness and lack of cultural integration in learning at SDN 2 Puyung, Trenggalek. This mountainous school needs to strengthen students' character and local cultural identity as a preparation for the future. The solution implemented was a Culturally Responsive Teaching (CRT)-based learning management workshop, aimed at improving cultural literacy and teacher competency. The training included an introduction to the CRT concept, its benefits, and a simulation of integrating local cultural potential into the subject matter. The implementation method for this service included observation and coordination, training, mentoring, and evaluation. The PkM results showed a positive response from the 13 participating teachers. They gained insight into how culture encompasses values, traditions, and perspectives, as well as the importance of cultural integration in creating meaningful learning, fostering appreciation for local culture, and preserving it from foreign influences. This activity successfully improved teachers' understanding of cultural literacy and their readiness to implement CRT.
Pemanfaatan Limbah Kertas Sebagai Upaya Pengembangan Kreativitas Dan Kepedulian Lingkungan Siswa Kelas 5 MI PSM Kawedusan Inayah, Inggrit Khusnul; Hana, Siti Mafazil; Khoirurohmatilah, Nimas; Basori, Muhamad; ‘Adziima, Mavatih Fauzul
Dedikasi Nusantara: Jurnal Pengabdian Masyarakat Pendidikan Dasar Vol 5 No 2 (2025): Dedikasi Nusantara
Publisher : Universitas Nusantara PGRI Kediri

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29407/dedikasi.v5i2.27757

Abstract

Pembuatan produk kreatif dan bisnis berbahan sampah kertas bertujuan untuk meningkatkan kreativitas siswa, menumbuhkan kepedulian terhadap lingkungan, serta menanamkan jiwa kewirausahaan sejak usia sekolah dasar. Program pengabdian ini dilaksanakan di MI PSM Kawedusan dengan sasaran siswa kelas V menggunakan metode partisipatif berbasis praktik langsung (learning by doing). Hasil kegiatan menunjukkan peningkatan yang signifikan pada kemampuan siswa dalam mengolah limbah kertas menjadi berbagai produk kreatif bernilai jual, seperti asbak, pot bunga, tempat spidol, dan topeng. Selain itu, siswa menunjukkan pemahaman yang lebih baik terhadap konsep daur ulang, pemanfaatan barang bekas, serta pemasaran sederhana produk hasil karya mereka. Kegiatan ini juga berdampak positif terhadap sikap peduli lingkungan dan kepercayaan diri siswa dalam berkreasi dan berwirausaha. Dengan demikian, program ini efektif dalam mengembangkan kreativitas, kesadaran lingkungan, dan keterampilan kewirausahaan siswa sekolah dasar.