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PENGEMBANGAN MEDIA BACA DIGITAL BERBASIS E-BOOK UNTUK MENINGKATKAN MINAT BACA SISWA KELAS III SDN MOJOROTO 4 Daffa Bhadra Thaariq Untaryo; Erwin Putera Permana; Agus Widodo
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.v10i4.31475

Abstract

This study aims to develop a digital reading media based on e-book as a learning tool to enhance the reading interest of third-grade students at SDN Mojoroto 4, Kediri City. The research employed the ADDIE development model, which consists of five stages: Analysis, Design, Development, Implementation, and Evaluation. The research subjects consisted of 28 students. The instruments used included expert validation questionnaires, student response questionnaires, and a reading interest questionnaire validated by a literacy expert. The validation results indicated that the media achieved a validity level of 90%, categorized as highly valid. The practicality of the media, based on student responses, reached 94.5%, while its effectiveness was shown by a 30% increase in reading interest scores from pretest to posttest. Based on these findings, the developed digital reading media based on an e-book is considered highly valid, highly practical, and highly effective, and is suitable for use in primary school reading instruction.
PENGEMBANGAN MEDIA AJAR TAR (TECHNOLOGY AUGMENTED REALITY) BERBASIS ULAR TANGGA PADA MATERI IPAS UNTUK MENINGKATKAN MINAT BELAJAR SISWA KELAS IV SDN MOJOROTO 4 Totti, Ilham Syah; Erwin Putera Permana; Agus Widodo
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.v10i4.31652

Abstract

The background of this research focuses on observations at SDN Mojoroto 4, Kediri City, which indicate that the use of learning media for Natural Science and Social Science (IPAS) on the topic of Indonesia's Cultural Wealth is still suboptimal, relying more on textbooks and lectures. This has resulted in low interest and active participation from students. This study aims to develop a Technology Augmented Reality learning media based on a snake and ladder game for fourth-grade students, focusing on its validity, practicality, and effectiveness in enhancing students' learning interest.The method used is Research and Development (R&D) with the ADDIE model (Analysis, Design, Development, Implementation, Evaluation). The subjects of the study are fourth-grade students, with data collected through observations, interviews, and validation questionnaires from subject matter experts, media experts, and interest in learning, as well as student response questionnaires. Data analysis is conducted using both qualitative and quantitative descriptive approaches, including N-Gain tests for effectiveness.The validation results show that the snake and ladder-based TAR learning media is highly valid, with validation scores of 88% from subject matter experts, 84% from media experts, and 95% from interest in learning experts, resulting in an overall average of 89%. In terms of practicality, student response questionnaires in the limited trial reached 90% and in the extensive trial 95%. For effectiveness, students' interest in learning increased from 65% to 85%, with an N-Gain score of 0.57, indicating that this learning media is quite effective in enhancing students' learning interest.
Korelasi Media Boneka Kaus Kaki dengan Media Wayang Kertas Terhadap Sikap Sosial Siswa Sekolah Dasar Erwin Putera Permana
Jurnal Simki Economic Vol 4 No 2 (2021): Volume 4 Nomor 2 Tahun 2021
Publisher : Universitas Nusantara PGRI Kediri

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29407/jse.v4i2.78

Abstract

The purpose of this research is to describe the correlation of the role of sock puppet media and paper puppet media on the social attitudes of elementary school students. The independent variable is sock puppet media and paper puppet media, while the dependent variable is students' social attitudes. The research technique used is Quasi Experimental Design. The instruments developed for this research are learning tools for the experimental class and control class, social attitude questionnaires for students and observer sheets for teachers. In this study, the social attitudes studied were 1) responsibility, 2) tolerance, 3) mutual cooperation, 4) cooperation and 5) discipline. The use of sock puppet media and paper puppet media is very good, this is evidenced by the acquisition of scores of the experimental class of students in the class, which amounted to 20 students in the very good category and the control class scores 61, 61.5, 62.5, 64, 66 and 66.5. The results of the analysis of the social attitude scores of the control class students showed that students in this class had good social attitudes, as evidenced by the acquisition of a student score of 16 students in the good category and a student score of 4 students in the very good category.
Analisis Kebutuhan Pengembangan Media Pembelajaran Powerpoint Interaktif Materi Volume Balok dan Kubus Berbasis Kontekstual untuk Siswa Kelas V SDN Kraton Shintya Eka Rosalia Putri; Erwin Putera Permana; Rian Damariswara
Jurnal Simki Postgraduate Vol 2 No 4 (2023): Volume 2 Nomor 4 Tahun 2023
Publisher : Universitas Nusantara PGRI Kediri

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29407/jspg.v2i4.461

Abstract

Needs analysis is the initial activity for achieving the learning objectives, including one in mathematics learning. Need analysis provides in-depth information as a benchmark for developing learning media. The aim of this research is to analyze the needs of contextual-based interactive PowerPoint learning media development for students of the V class of SDN Kraton. This developmental research uses descriptive analysis modes, lifting instruments as data collection. Based on the results of this research, it can be concluded that the analysis results of the need for media development interactive learning media PowerPoint contextual based obtained a positive response. This research can be developed on the development of interactive PowerPoint learning media volume material bars and cubes contextual-based for V-Class students of SDN Kraton.
Pengembangan Pop up Papan Magnet Sistem Pencernaan Manusia untuk Menunjang Pembelajaran IPA Siswa Kelas V Sekolah Dasar Nila Kurnia; Erwin Putera Permana; Rian Damariswara
Jurnal Simki Postgraduate Vol 2 No 4 (2023): Volume 2 Nomor 4 Tahun 2023
Publisher : Universitas Nusantara PGRI Kediri

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29407/jspg.v2i4.462

Abstract

The purpose of this study was to determine the validity, and practicality of magnetic board pop up media for the human digestive system. This research is a development research that uses the ADDIE model. Data collection instruments in this study were observation, interviews, and questionnaires. The data analysis technique used is quantitative data analysis techniques in the form of scores on questionnaires. The results of this study were that the human digestive system magnetic board pop up media was stated to be very valid with a percentage of 82% of media validation and 98% of material validation. The magnetic board pop up media for the human digestive system was stated to be very practical with the results of the teacher's response questionnaire reaching 94% in the limited trial and 84% in the wide trial. Student response questionnaires reached 98% in limited trials and 97% in large trials.
Pengembangan Media Pembelajaran Board Game Aksara Jawa Kelas III SDN 2 Bandung Prambon Deviyanti Widyaningrum; Erwin Putera Permana; Ita Kurnia
Jurnal Simki Postgraduate Vol 3 No 1 (2024): Volume 3 Nomor 1 Tahun 2024
Publisher : Universitas Nusantara PGRI Kediri

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29407/jspg.v3i1.551

Abstract

Javanese is the language we use in everyday life. This must be preserved and studied by the nation's future young generation so that this culture is not eroded by foreign culture. Many students think that the Javanese script material is very difficult. This is because there is no Javanese script learning media available that supports learning, students think that the Javanese script material is very difficult, and students also find it difficult to memorize and read Javanese script letters because they are not used to writing and reading Javanese script and Javanese script letters have several similarities. one letter to another. This research aims to determine the importance of Javanese script board game learning media for class III. The type of research is the development research method or RnD (Research and Development) and the techniques used for data collection are observation, questionnaires, tests, documentation. At SDN 2 Bandung, Prambon researchers distributed questionnaires to several parties. The learning media developed is a Javanese script board game. This media has gone through a validation stage carried out by media expert validation and material expert validation. Based on the validation results, media experts obtained a validity percentage of 83% and material expert validation obtained a percentage of 97%. From these two validations, the final validity score was 90%, the validity criteria were in the range 81.00%-100.00% with a validation level of "very valid". The practicality results of the teacher response questionnaire were 91%, while the student response questionnaire was 82% in the limited test and 91% in the wide scale test. The results of the two questionnaires are in the range 81.00% -100.00% in the very practical category. Effectiveness is determined from the completeness of student learning after using learning media. There are 17 students who have achieved learning completion with scores above the KKM. Based on this research, the Javanese script board game learning media is valid and suitable for use in learning, and the board game media can also support Javanese script learning.
Penerapan Model Problem Based Learning dengan Media Wordwall untuk Meningkatkan Motivasi dan Hasil Belajar Siswa Mata Pelajaran Pendidikan Pancasila Materi Keragaman Budaya Indonesia Andri Nurbiyati; Erwin Putera Permana
Jurnal Simki Postgraduate Vol 3 No 1 (2024): Volume 3 Nomor 1 Tahun 2024
Publisher : Universitas Nusantara PGRI Kediri

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29407/jspg.v3i1.577

Abstract

This classroom action research aims to increase the motivation and learning outcomes of Pancasila Education students in Phase C (Class VI) of SD Negeri 3 Cakul, Dongko District, Trenggalek Regency for the 2023/2024 academic year. This research uses the Problem Based Learning (PBL) learning model with Wordwall media on the subject matter of Indonesian Cultural Diversity. The research subjects were 10 students consisting of 4 male students and 6 female students. Inappropriate selection of learning models and media can hinder the achievement of the desired learning goals and outcomes. Another impact is the low reasoning ability of students in learning Pancasila Education. This is because in the teaching and learning process, students are less involved in optimal situations for learning, learning tends to be teacher-centered and classical. By using the Problem Based Learning (PBL) learning model with Wordwall media, it is known that the results obtained are more satisfying because students' learning motivation increases, which results in student learning outcomes also increasing. It is known that in the 2022/2023 academic year, out of 16 students, there were 13 students with a percentage of 81.25% who obtained scores above the KKTP, while 3 other students or a percentage of 18.75% were still below the KKTP. So the researchers concluded that the use of the Problem Based Learning (PBL) learning model with Wordwall media was proven to be able to increase the motivation and learning outcomes of class VI students at SD Negeri 3 Cakul, Dongko District, Trenggalek Regency for the 2023/2024 academic year.
Peningkatan Hasil Belajar Siswa pada Materi Warisan Budaya Kelas VI SD Negeri 2 Joho melalui Penerapan Model Teams Games Tournament (TGT) berbasis Teknologi Shinta Ayu Wardani; Tria Aprilia Ratna Sari; Aprilia Dita Puspita Sari; Ulfa Putri Rahmadiana; Zulvia Rifqi Nabilla Ash.; Erwin Putera Permana; Misbahul Anam
Jurnal Simki Postgraduate Vol 4 No 1 (2025): Volume 4 Nomor 1 Tahun 2025
Publisher : Universitas Nusantara PGRI Kediri

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29407/jspg.v4i1.1017

Abstract

This study aims to improve the academic achievement of 6th grade students at SD Negeri 2 Joho in science lessons on cultural heritage, using the technology-based Teams Games Tournament (TGT) learning model. This study was implemented through the Classroom Action Research (CAR) method which was carried out in two cycles. Each cycle consists of the stages of planning, implementation, observation, and reflection. In the first cycle, learning was carried out using the lecture method, while in the second cycle the TGT model was applied which utilized technology media. The results of the study showed a significant increase in students' average scores, from 62.08 with a completion rate of 41.67% in the first cycle to 77.92 with a completion rate of 83.33% in the second cycle. Thus, the application of the technology-based TGT learning model has proven effective in improving learning outcomes and student participation during learning.
Dynamics of Modern and Qur’anic Learning Research (2016–2025) : A Scientometric Mapping Study Using R Biblioshiny Pitra Gosha Patriasya; Aceng Kosasih; Marwal Blantara Susetyo; Mhd. Aksaril Huda Ritonga; Erwin Putera Permana
Journal of Education and Teacher Training Innovation Vol. 4 No. 1 (2026): Journal of Education and Teacher Training Innovation
Publisher : PT. Pusmedia Group Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61227/qwcjh003

Abstract

The rapid development of digital technology has profoundly transformed education in the twenty-first century. Nevertheless, modern learning approaches have increasingly been criticized for placing excessive emphasis on technical competencies while overlooking spiritual and moral dimensions. In contrast, Qur’anic learning promotes strong character values and spiritual purification, yet its integration with technological innovation within educational research remains limited and insufficiently systematic. This study aims to examine publication trends, thematic structures, and patterns of scientific collaboration in research on modern and Qur’anic learning during the 2016–2025 period. A bibliometric approach was employed using 136 articles retrieved from the Scopus database. The data were analyzed using R Biblioshiny to generate descriptive, conceptual, and structural mappings. The findings reveal an annual publication growth rate of 45.37%, with an average of 4.603 citations per document. The most frequently occurring keywords in the literature were “e-learning,” “Islamic education,” and “online learning.” Indonesia and Malaysia emerged as the leading contributors to scientific publications, while Universitas Islam Negeri Sunan Kalijaga was identified as the most productive institutional affiliation. The thematic mapping analysis classified “e-learning” as a motor theme, indicating its central role in driving research development within this field. The study concludes that although research productivity expanded substantially following the COVID-19 pandemic, the conceptual integration between modern pedagogy and Qur’anic spiritual values remains fragmented and is still in the consolidation phase. Future studies should strengthen theoretical integration, broaden international research collaboration, and develop integrative learning models capable of balancing global competencies with spiritual maturity grounded in Qur’anic values.
Co-Authors 'Adziima, Mavatih Fauzul Abdul Aziz Hunaifi Abdul Wahab Aceng Kosasih, Aceng Ade Nur Ashari Adista, Nesyadila Dyah Afandi, Zainal Agus Widodo Agus Widodo AGUS WIDODO Airlangga, Muhammad Adam Alfi Laila Alfi Laila, Alfi Anam, Misbahul Andri Nurbiyati Anggara Teja Arya Kusuma Angzalna, Umbar Anis Yona Tyas Wilupi Aprilia Dita Puspita Sari Aprilia, Hesinta Mita Arofah, Irvana Arya Setya Nugroho Ash., Zulvia Rifqi Nabilla Asih Nanda Sari Aswin Fahrul Hidayat Azka, Vaza Deefath Az Azzaria, Cinta Bambang Agus Sumantri Bambang Agus Sumantri, Bambang Agus Cecilia Permatasari Chikuvadze, Pinias Christopher Mutseekwa Claretah Makuvire Daffa Bhadra Thaariq Untaryo Damariswara, Rian Damariswara, Rian Daniswara, Naomi Diva Dema Yulianto Deviyanti Widyaningrum Dewi Wulan Arum Dewi Yuliana Dhian Dwi Nur Wenda, Dhian Dwi Nur Diani Nurhajati Diyaurrahman, Rizki Nurazmi Fadillah Dwi Sela Dwi Sri Utaminingrum Endang Sri Mujiwati FADILA, DIANA NOOR Fanisia, Lika Faradina Damayanti Susanto Frans Aditia Wiguna Handayani, Rizky Hapsari, Devinsa Pinda Idris, Ahmad Imron, Ilmawati Fahmi Indah Yuni Astuti, Indah Isniar, Mita Ita Kurnia Junaedi Kholis, Moh. Nur Kukuh Andri Aka Kurnia, Ita Kurnia, Nila Makuvire, Claretah Mardian, Wannu Rizki Dicky Marwal Blantara Susetyo Maulana, Eka Luthfi Mega Isna Tiara Sari Melani Wahyu Diana Mhd. Aksaril Huda Ritonga Misbahul Anam Misbahul Anam Mugijima, Samuel Muhamad Basori Muhamad Basori, Muhamad Muhamad Guntur Andrean Setyawan Mukmin, Bagus Amirul Muliawati, Astri Mumun Nurmilawati Mustofa, Muhammad Afif Mutseekwa, Christopher Muzaki, Muhammad Rezai Nila Kurnia Nora Yuniar Setyaputri Nourmavita, Desy Novi Nitya Santi, Novi Nitya Nur'Aida, Martalia Nurbiyati, Andri Nurfahrudhianto, Aan Nurita Primasatya Octavia Tri Anggraini Oliviana Putri Setyorini Pamungkas, Bima Kukuh Dwi Permatasari, Cecilia Pinias Chikuvadze Pitra Gosha Patriasya Pramita, Fransiska Dwi Prayoga, Dwi Fany Pripinda, Ayuneira Dega Prisna Galuh Ardhia Pramesti Purwaningtyas, Nuranisya Putra, Dymas Ajie Pramana Putri Mulanisya Ayu Wardani Putri Rahmadiana, Ulfa Putri, Jenisa Agata Putri, Kharisma Eka Putri, Rosita Eka Putri, Shintya Eka Rosalia Putri, Veni Pratiwi Ananda Rahardian, Muchamad Gilang Nauri Rahmadiana, Ulfa Putri Ramadhan, Aditya Sukma Ratna Sari, Tria Aprilia Robert, Davin Zainur Rosalia, Novita Dewi Saadah, Ulviyah Lailatul Saidah, Karimatus Samuel Mugijima Sari, Aprilia Dita Puspita Sari, Tria Aprilia Ratna Sari, Yeny Endah Purnama Sari, Yeny Endah Purnama Shinta Ayu Wardani Shintya Eka Rosalia Putri Sindhikara, Legaspie Aura Soenarko, Bambang Sri Mujiwati, Endang Srikalimah, Srikalimah Sucipto Sucipto Susi Damayanti Susi Damayanti, Susi Sutrisno Sahari, Sutrisno Suwarti Suwarti Suwarti Suwarti Totti, Ilham Syah Tria Aprilia Ratna Sari Ulfa Putri Rahmadiana Ulhaq, Dafa Laswar Urmila Sheba Nedianna Wahid Ibnu Zaman Wahyudi Wahyudi Wardani, Saylendra Arga Wardani, Shinta Ayu Wardhani, Aurel Fransisca Kusuma WENDHA, DHIAN DWI NUR Widyaningrum, Deviyanti Wiganata, Siken Agil Winarto, Jotter Fikri Yahya, Wildan Ramadhani Yatul Hulub, Kunthi Ulwi Yugianta, Laurentius Hendri Yuli Virawati Zulvia Rifqi Nabilla Ash Zulvia Rifqi Nabilla Ash. Zunaidah, Farida Nurlaila