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THE ROLE OF SOCIAL CAPITAL IN FOSTERING CHARACTER EDUCATION IN PRIMARY SCHOOLS: KI HADJAR DEWANTARA’S PERSPECTIVES Zulfiati, Heri Maria; Praheto, Biya Ebi; Sudirman, Anselmus
Al-Bidayah : Jurnal Pendidikan Dasar Islam Vol. 13 No. 1 (2021): Al-Bidayah : jurnal pendidikan dasar Islam
Publisher : UIN Sunan Kalijaga Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.14421/al-bidayah.v13i1.555

Abstract

To foster character education in Indonesia, research on the role of social capital has become an urgent issue because character crisis is one of the growing concerns and recent stunning news stakes. National identity crises have shown anti-cultural behavior, anti-character, and less use of domestic social capital blatantly. This research aims to describe the role of social capital that determines the implementation of character education through Ki Hadjar Dewantara’s perspectives. This qualitative research was designed as a case study using purposive sampling with individual resources such as headmaster, teacher, student representatives, school committee, parents, foundation management, and school supervisor. This research was conducted at Tamansiswa Primary School, Yogyakarta, Indonesia, from November 2017 to January 2018. The research result shows that the social capital role determines the implementation of character education, and in Ki Hadjar Dewantara’s perspective, character education has been applied in all learning processes. Both intra-curricular and extracurricular activities support the school culture, and the family system is an integral part of habituation and exemplary character inculcation at school, family, and societal levels through mutual love, respect, assistance, and help. The obliged elements of social capital in embodying character education are trust, norm, and network.
ANALISIS PENGGUNAAN MEDIA WORDWALL BERBASIS TPACK PADA MATA PELAJARAN IPAS SISWA KELAS IV SEKOLAH DASAR Listyoningrum, Yuni; Rochana, Tatin; Zulfiati, Heri Maria
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 9 No. 3 (2024): Volume 09, No. 03, September 2024
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v9i3.14580

Abstract

This research aims to see and determine the uses and benefits of TPACK-based Wordwall media in the science and science subject for class IV students at SDN 1 Kaloran, Temanggung Regency. The method in this research is descriptive qualitative. The variable in this research is the use of Wordwall media (single variable). The research subjects were 42 male and female class IV students as well as two class IV homeroom teachers. Research data was obtained based on interviews and observations. Data analysis techniques are data reduction, data display, and verification. The results of this research are that there are significant benefits in using TPACK-based Wordwall media in science subjects, especially in local regional wisdom. The conclusion of this research is that wordwall media is an interactive and effective media, using it makes students think more critically and students are not afraid of making mistakes, answering questions are more relaxed and not burdened because the questions are game-based with writing assignments. Apart from being easy and cheap to use, using this media requires a stable network condition and the ability to operate laptops and other devices well.
PENERAPAN WINDOW SHOPPING BERBANTU APLIKASI CANVA UNTUK MENINGKATKAN HASIL BELAJAR NEGARA ANGGOTA ASEAN Mustofa, Henri; Zulfiati, Heri Maria; Wibawa, Sutrisna
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 9 No. 03 (2024): Volume 09, Nomor 03, September 2024 In Progres
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v9i03.15871

Abstract

The use of learning models that are less attractive causes low student learning outcomes. This research aims to improve student learning outcomes through interactive and fun learning through the application of the window shopping learning model. This learning is more interesting by using the Canva application as a supporting element. The type of research used was descriptive qualitative with the research subjects being 6th grade students in elementary schools, totaling 37 students consisting of 19 male students and 18 female students. This type of qualitative descriptive research uses data collection techniques such as tests, questionnaires, observation and documentation. Data analysis techniques use quantitative and qualitative analysis. This window shopping learning model has proven effective in improving student learning outcomes regarding material from ASEAN member countries. This is evidenced by the increase in student learning outcomes from 16 students by 43.24% with the lowest score being 35 and the highest score being 85 to 31 students amounting to 83.78% with the lowest score being 50 and the highest score being 100. The average score of student learning outcomes has increased from 63.32 to 82.78.
Innovation of a Project Module Based on the Ajak Temani Mandiri Learning Model Integrated with Local Wisdom to Improve the Creative Dimension of Elementary School Students Rukmi, Dian Aprelia; Nisa, Ana Fitrotun; Zulfiati, Heri Maria
Jurnal Prima Edukasia Vol. 13 No. 1 (2025): January 2025
Publisher : Asosiasi Dosen PGSD dan Dikdas Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21831/jpe.v13i1.78206

Abstract

Creativity is one of the key dimensions in the independent curriculum. It is also a crucial skill to possess in the 21st century. This study aims to innovate a project module based on the Ajak Temani Mandiri learning model, integrated with local wisdom, to improve the creative dimension of elementary school students in a feasible and effective way. The study used Research and Development (R&D) with the Borg and Gall model, consisting of ten stages: (1) research and information collection, (2) planning, (3) developing a preliminary form of the product, (4) preliminary field testing, (5) product revision, (6) main field testing, (7) operational product revision, (8) operational field testing, (9) final product revision, and (10) dissemination and implementation. Data collection was done through interviews, observations, questionnaires, and documentation. Data analysis employed qualitative and quantitative descriptive techniques with inferential statistics. The subjects were 76 grade IV elementary school students. Results of the study showed: (1) a project module was developed, with characteristics in line with the ATM learning model. The module was integrated with local wisdom and incorporated Project-Based Learning (PBL), (2) the module was deemed "very feasible" for use based on product feasibility assessments. Validation scores from experts were as follows: material experts scored 97.00, elementary school learning resource experts scored 88.25, and practitioners scored 92.36, (3) the effectiveness test revealed that the developed module was effective in increasing students' creative dimensions. The pretest score was 35.03, categorized as "developing," and after using the module, the post-test score increased to 87.76, categorized as "already developing." This resulted in an N-Gain score of 0.81, indicating high effectiveness. In addition to enhancing creativity, the module also positively affected students' product scores. The pretest product score was 75.49, while the post-test score increased to 89.05. In conclusion, the project module based on the Ajak Temani Mandiri Learning Model, integrated with local wisdom, successfully improved the creative dimensions of elementary school students. 
Pengembangan Media Monopoli Cerdas (MONCER) Bertema Budaya untuk Meningkatkan Hasil Belajar Rahayuningsih, Sri Haryati; Firdiawan, Yazid; Zulfiati, Heri Maria; Hasanah, Daimul; Susanto, Moh Rusnoto
Ideguru: Jurnal Karya Ilmiah Guru Vol. 10 No. 1 (2025): January 2025 Edition
Publisher : Dinas Pendidikan, Pemuda dan Olahraga Daerah Istimewa Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51169/ideguru.v10i1.1257

Abstract

The learning process that still revolves around teachers using only lecture methods and the lack of utilization of engaging learning media makes learning monotonous and boring. This study aims to develop the Monopoli Cerdas (MONCER) learning media to support the learning process on Theme 8. Bumiku Subtheme 1. Perbedaan Waktu dan Pengaruhnya. This research is a Research and Development (R&D) with the ADDIE development model through the stages of analysis, design, development, implementation, evaluation. The results of the study show that the Monopoli Cerdas (MONCER) media overall obtained a rating with a very feasible category, with the details of the media feasibility percentage as follows: subject matter experts with an average acquisition of 88.02%, media experts with an average acquisition of 83.75%, language experts with an average acquisition of 84.86%. In addition, there was a significant increase in student learning outcomes, namely by 21.13 points, and positive responses from students with a response rate of 91.94%. The MONCER media has been proven suitable for application and effective in increasing students' interest and motivation to learn.
Eksplorasi Up-Cycle Sampah dengan Pendekatan STEAM-Tri N untuk Peningkatan Kreativitas Siswa Sari, Fajar Arum; Susanto, Moh Rusnoto; Barriyah, Insanul Qisti; Nisa, Ana Fitrotun; Zulfiati, Heri Maria
Ideguru: Jurnal Karya Ilmiah Guru Vol. 10 No. 2 (2025): May 2025 Edition
Publisher : Dinas Pendidikan, Pemuda dan Olahraga Daerah Istimewa Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51169/ideguru.v10i2.1754

Abstract

One of the important skills in the 21st century is the ability to think creatively, which is closely related to the concept of creativity. Low levels of student creativity are often caused by the use of learning methods, models and strategies that do not support the development of these abilities. This research aims to describe the real conditions of implementing a creative exploration project by utilizing upcycling waste into works of art using the STEAM and Tri N approaches, in order to increase student creativity. This research used a descriptive qualitative method with the research subjects being class V students, consisting of 4 male students and 10 female students. Data collection techniques include observation, interviews and documentation. Milles and Huberman data analysis techniques, which include data reduction, presentation and verification. The research results show that the waste upcycling project integrated with STEAM and Tri N is effective in developing elementary school students' creativity. In these four aspects, the score mode is 4. Score 4 has a percentage of 45%, score 3 is 33%, score 2 is 16%, and the lowest score is 6%. The development of creativity goes hand in hand with the implementation of innovative, creative and fun learning, because there is a significant relationship between the learning model used and increasing student creativity. This project-based approach integrates SBDP and IPAS lesson content.
Proyek Berdiferensiasi STEAM dalam Menumbuhkan Jiwa Kepemimpinan dan Sikap Peduli Lingkungan Siswa Sekolah Dasar Wahyuni, Maria Magdalena Sri; Nisa, Ana Fitrotun; Zulfiati, Heri Maria
Ideguru: Jurnal Karya Ilmiah Guru Vol. 10 No. 2 (2025): May 2025 Edition
Publisher : Dinas Pendidikan, Pemuda dan Olahraga Daerah Istimewa Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51169/ideguru.v10i2.1793

Abstract

This research aims to describe the development of student leadership and environmental awareness through the implementation of STEAM (Science, Technology, Engineering, Art, and Mathematics)-based differentiated projects. The STEAM approach seeks to cultivate students' leadership qualities and environmental responsibility, both individually and collaboratively, by utilizing real-world challenges as a learning medium. An inclusive learning environment fosters students' ability to manage conflicts, solve problems, communicate effectively, and make responsible decisions. STEAM-based differentiated projects not only strengthen students' skills but also instill important character values, such as empathy, cooperation, and integrity. This research aims to outline the steps involved in implementing STEAM projects and highlight their benefits in both academic achievement and character development. This study employs a qualitative descriptive method. The participants consist of 14 fifth-grade students. Data were collected through observation, interviews, and documentation techniques. The data analysis process involved three stages: data selection, data presentation, and verification or conclusion. The findings from the STEAM-based differentiated project reveal that learning activities resulted in diverse student-created products, demonstrating leadership qualities and environmental care. These products include items made from repurposed materials, posters, and prototypes. This project-based learning approach encourages students to take initiative, express their ideas, and propose solutions to observed environmental issues, thereby fostering positive character traits essential for their future.
Manajemen Sekolah Berbasis Sistem Among Dalam Peningkatan Mutu Lembaga Pendidikan Priyadi; Mariah, Siti; Zulfiati, Heri Maria
Tuladha : Jurnal Pendidikan Dasar Vol. 4 No. 1 (2025): June
Publisher : Universitas Sarjanawiyata Tamansiswa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30738/tuladha.v4i1.18979

Abstract

Berdasarkan analisis kebutuhan teridentifikasi perlu adanya peningkatan mutu lembaga pendidikan dengan mengembangkan manajemen sekolah berbasis sistem among. Penelitian ini bertujuan untuk: (1) menghasilkan buku pedoman manajemen sekolah berbasis sistem among; (2) menguji kelayakan buku pedoman manajemen sekolah berbasis sistem among; dan (3) menguji efektifitas buku pedoman manajemen sekolah berbasis sistem among. Metode penelitian ini adalah research and development model ADDIE. Hasil penelitian menunjukkan bahwa (1) dihasilkan buku pedoman manajemen sekolah berbasis sistem among yang dikembangkan memiliki karakteristik yang baik jika ditinjau dari segi isi, pedoman, materi, dan penyajiannya; (2) hasil persentase validasi ahli ketamansiswaan sebanyak 90,62%, hasil validasi ahli buku pedoman sebanyak  90,31%,  sehingga diperoleh rata-rata hasil validasi ahli 90,47% dengan kriteria “Sangat Layak”; dan (3) hasil uji kelayakan efektifitas produk menggunakan uji t berpasangan. Pada uji coba skala terbatas diperoleh nilai t hitung 12,362 signifikansinya 0,00, dibandingkan dengan nilai t table taraf signifikansinya t_0,01= 2,947 dan t_0,05= 2,131. Sedangkan pada uji coba skala luas diperoleh nilai t hitung 50,408, signifikansinya 0,00 dibandingkan dengan nilai t table taraf signifikansi t_0,01= 3,355 dan t_0,05 = 2,306. Dari hasil analisis keefektifan, terdapat perbedaan yang signifikan antara pretest dan posttest, dapat diartikan bahwa buku pedoman efektif meningkatkan mutu lembaga pendidikan. Abstract Based on the needs analysis, it was identified that educational institutions have not implemented school management optimally in improving the quality of education in their institutions. There needs to be an improvement in the quality of educational institutions by developing school management based on the among system. This study aims to: (1) produce a school management guideline book based on the among system; (2) test the feasibility of the school management guideline book based on the among system; and (3) test the effectiveness of the school management guideline book based on the among system. The research method is the ADDIE research and development model. The results of the study showed that (1) the school management guideline book based on the among system that was developed has good characteristics when viewed in terms of content, guidelines, materials, and presentation; (2) the results of the validation percentage of student park experts were 90.00%, the results of the validation of the guideline book experts were 90.625%, so that the average results of the validation of student park experts and guideline book experts were 90.3125% with the criteria "Very Eligible"; and (3) the results of the product effectiveness test showed that it was carried out using a paired t-test. From the results of the analysis of the effectiveness of the two product trials, there was a significant difference between the pretest and posttest, which can be interpreted as meaning that the guidebook is effective in improving the quality of educational institutions and the professionalism of school principals and teachers.
Etnomatematika Berbasis Permainan Congklak Sebagai Strategi Pembelajaran Matematika untuk Meningkatkan Nilai Sosial dan Budaya Siswa Sekolah Dasar Rahmawati, Erni; Zulfiati, Heri Maria; Wijayanto, Zainur
Jurnal Basicedu Vol. 9 No. 4 (2025): August
Publisher : Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/basicedu.v9i4.10041

Abstract

Matematika di sekolah dasar sering dianggap sulit dan kurang menarik karena metode pembelajaran yang abstrak dan tidak kontekstual. Penelitian ini bertujuan mengkaji pemanfaatan permainan tradisional congklak dalam pendekatan etnomatematika sebagai sarana pembelajaran matematika di SD Negeri 1 Dekso untuk meningkatkan nilai sosial dan budaya siswa. Metode yang digunakan berupa wawancara, observasi langsung, dan studi literatur terhadap penerapan etnomatematika dalam pembelajaran matematika di berbagai lingkungan budaya. Hasil penelitian menunjukkan bahwa penggunaan congklak sebagai media pembelajaran mampu meningkatkan pemahaman konsep matematika, menumbuhkan motivasi belajar, serta memperkuat nilai sosial dan budaya siswa. Selain itu, integrasi budaya lokal dalam pembelajaran matematika terbukti membangun karakter siswa yang selaras dengan tuntutan kurikulum nasional dan mendorong terciptanya suasana belajar yang lebih kontekstual dan menyenangkan. Implikasi penelitian ini memperkuat dasar teoretis etnomatematika dan memberikan rekomendasi praktis bagi guru serta pengambil kebijakan pendidikan untuk mengembangkan model pembelajaran berbasis budaya. Integrasi nilai budaya melalui permainan tradisional dapat menjadi model inovatif dalam meningkatkan nilai sosial dan budaya siswa sekolah dasar
Etnomatematika Berbasis Permainan Congklak Sebagai Strategi Pembelajaran Matematika untuk Meningkatkan Nilai Sosial dan Budaya Siswa Sekolah Dasar Rahmawati, Erni; Zulfiati, Heri Maria; Wijayanto, Zainur
Jurnal Basicedu Vol. 9 No. 4 (2025): August
Publisher : Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/basicedu.v9i4.10041

Abstract

Matematika di sekolah dasar sering dianggap sulit dan kurang menarik karena metode pembelajaran yang abstrak dan tidak kontekstual. Penelitian ini bertujuan mengkaji pemanfaatan permainan tradisional congklak dalam pendekatan etnomatematika sebagai sarana pembelajaran matematika di SD Negeri 1 Dekso untuk meningkatkan nilai sosial dan budaya siswa. Metode yang digunakan berupa wawancara, observasi langsung, dan studi literatur terhadap penerapan etnomatematika dalam pembelajaran matematika di berbagai lingkungan budaya. Hasil penelitian menunjukkan bahwa penggunaan congklak sebagai media pembelajaran mampu meningkatkan pemahaman konsep matematika, menumbuhkan motivasi belajar, serta memperkuat nilai sosial dan budaya siswa. Selain itu, integrasi budaya lokal dalam pembelajaran matematika terbukti membangun karakter siswa yang selaras dengan tuntutan kurikulum nasional dan mendorong terciptanya suasana belajar yang lebih kontekstual dan menyenangkan. Implikasi penelitian ini memperkuat dasar teoretis etnomatematika dan memberikan rekomendasi praktis bagi guru serta pengambil kebijakan pendidikan untuk mengembangkan model pembelajaran berbasis budaya. Integrasi nilai budaya melalui permainan tradisional dapat menjadi model inovatif dalam meningkatkan nilai sosial dan budaya siswa sekolah dasar