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Kearifan Lokal Gotong Royong Pemuda Argelor pada Tradisi Grebek Suro sebagai Sumber Belajar IPS Cindya Alfi; Nur Cholifah; Chintya Putri Prasetyaningayu
Journal of Linguistics and Social Studies Vol 3, No 2: 2026
Publisher : STAI Nurul Islam Mojokerto

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52620/jls.v3i2.459

Abstract

Penelitian ini bertujuan untuk menggali kearifan lokal gotong royong di Desa Gledug, Kecamatan Sanankulon, Kabupaten Blitar, pada penyelenggaraan tradisi Grebeg Suro. Dengan pendekatan deskriptif kualitatif, penelitian ini mengekplorasi kehidupan budaya dan hubungan sosial antarwarga. Data diperoleh melalui observasi, wawancara dan dokumentasi, menggunakan teknik purposive sampling untuk menentukan informan yang meliputi pemuda desa Argelor, tokoh masyarakat, dan ketua Pemuda Argelor. Teknik analisis data meliputi reduksi data, penyajian data, serta penarikan kesimpulan. Hasil penelitian menunjukkan bahwa Grebeg Suro menjadi wadah pelestarian budaya sekaligus penguat hubungan sosial antarwarga desa yang didalamya terdapat nilai gotong royong. Peran Pemuda Argelor sangat signifikan dalam menyusun acara dengan konsep baru yang lebih menarik, melibatkan berbagai elemen masyarakat, seperti perangkat desa, karang taruna, dan kelompok seni tradisional dan pelaku UMKM. Dengan adanya kirab budaya, pentas seni, dan pasar rakyat, kegiatan ini tidak hanya mempererat kebersamaan, tetapi juga menarik perhatian pengunjung dari luar daerah. Penelitian ini menegaskan bahwa tradisi budaya lokal dapat bersinergi dengan inovasi modern untuk menciptakan keberlanjutan budaya dan harmoni sosial dengan berdasar nilai gotong royong. Dengan demikian, nilai-nilai yang terkandung dalam tradisi Grebeg Suro menjadi sumber informasi otentik yang dapat dimanfaatkan oleh guru dan siswa sebagi sumber belajar IPS 
DESAIN MEDIA INTERAKTIF NUSAEXPLORE BERBASIS ARTICULATE STORYLINE UNTUK MENINGKATKAN LITERASI BUDAYA (SISWA KELAS V SDN GAPRANG 01 KABUPATEN BLITAR) Isnawaitus Sa'adah; Shofi Nur Amalia; Cindya Alfi
Jurnal Pendidikan Sosial Keberagaman Vol. 13 No. 1 (2026): Juridiksiam: Jurnal Pendidikan Sosial Keberagaman
Publisher : Jurusan P. IPS, FKIP, Universitas Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/juridiksiam.v13i1.546

Abstract

Cultural literacy is a crucial skill that elementary school students need to develop in order to understand, appreciate, and preserve the cultural diversity of Indonesia. However, the topic of “The Cultural Diversity of Indonesia” in Pancasila Education is often taught using learning media that provide limited student engagement, resulting in low interest, boredom, and difficulties in understanding cultural content. This study aimed to develop Nusaexplore, an interactive learning media based on Articulate Storyline, evaluate its validity and feasibility, and measure the improvement of students’ cultural literacy after its implementation. This study employed a Research and Development (R&D) approach using the ADDIE model, which consists of five stages: analysis, design, development, implementation, and evaluation. The participants were fifth-grade students of SDN Gaprang 01, Blitar Regency. Data were collected through observations, interviews, questionnaires, and tests. The findings indicated that Nusaexplore achieved validation scores of 94% from the material expert and 98% from the media expert, both categorized as “highly valid.” Teacher evaluations showed a feasibility score of 92%, indicating that the media was “highly feasible” for classroom use. Students’ cultural literacy demonstrated a significant improvement, as reflected by an average N-Gain score of 0.8928 (89.28%), which falls into the high category and indicates the effectiveness of the learning media. Previous studies have also supported these findings, showing that interactive learning media based on Articulate Storyline can enhance student engagement and improve understanding of learning materials. Therefore, the Nusaexplore media developed in this study can be considered valid, feasible, and effective in supporting the improvement of cultural literacy among fifth-grade elementary school students. Keywords: Nusaexplore, Articulate Storyline, Cultural Literacy.
Pengembangan Malilu Sipakainge 3D melalui Metode ARCS berbasis Outdoor Learning pada Materi Fungsi Bagian Tumbuhan Meningkatkan Self-Esteem Siswa Kelas IV SDN Nglegok 02 Kabupaten Blitar Dian Novitasari; Cindya Alfi; Mohamad Fatih
Al-Aulad: Journal of Islamic Primary Education Vol. 8 No. 2 (2025): Al-Aulad: Journal of Islamic Primary Education
Publisher : Jurusan Pendidikan Guru Madrasah Ibtidaiyah

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15575/al-aulad.v8i2.48838

Abstract

The low internal motivation and self-esteem of students in science learning is caused by the lack of innovation in the methods and limited learning media used. The study aims to of evaluating the validity, feasibility, and improvement of students' self-esteem by using Malilu Sipakainge 3D media through the ARCS method based on outdoor learning. This research used the Research and Development (R&D) methodology, using the 4D model which consists of four main stages defining, designing, developing, and disseminating. Data were collected from various sources, including material experts, media experts, teachers, and students as participants. The material expert validation resulted 77.5%, indicating ‘valid’ classification. In contrast, the media expert validation resulted 95%, indicating ‘highly valid’ classification. This study focused on students enrolled in fourth grade with a total of 20 students, the evaluation of the results of the teacher's response to the feasibility aspect obtained a score of 100% in the “very feasible” classification. The findings of this study based on the implementation of the pre and post-test showed that students' self-esteem increased, the pre-test results 64.75% with “good” classification and the post-test results 78.5% with “very good” classification. Based on the findings of this study, it can be interpreted that the development of Malilu Sipakainge 3D media for plant part function material can increase students' self-esteem.
PENGEMBANGAN MEDIA CULTURE SMART BOX BERBASIS GAMIFIKASI TABUDI UNTUK MENINGKATKAN KEMAMPUAN KOLABORASI SISWA Nuril Afidah; Cindya Alfi; Ragil Tri Oktaviani
SOCIAL : Jurnal Inovasi Pendidikan IPS Vol. 6 No. 3 (2026)
Publisher : Pusat Pengembangan Pendidikan dan Penelitian Indonesia (P4I)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51878/social.v6i3.13296

Abstract

Science and social science learning on Indonesian cultural material in elementary schools is often faced with a lack of concrete learning media, resulting in low student participation and collaboration skills. This study aims to develop and test the validity, feasibility, and effectiveness of Culture Smart Box media based on TABUDI gamification in improving the collaboration skills of fourth-grade students at SDI Ma’arif Tawangsari Garum, Blitar Regency. This research and development study applies the ADDIE model, comprising analysis, design, development, implementation, and evaluation stages. Data were collected using observation, interviews, and student collaboration questionnaires, which were analyzed qualitative-descriptively and quantitatively using the N-Gain test. The validation results by material experts reached 90% categorized as "Very Valid," while media experts showed 96% categorized as "Very Valid." The media feasibility test based on teacher response achieved a score of 100% categorized as "Very Feasible." The implementation of Culture Smart Box media based on TABUDI gamification contributes to improving collaboration skills with an average N-Gain score of 0.76, which falls into the "High" category. ABSTRAK Pembelajaran IPAS materi kebudayaan Indonesia di sekolah dasar sering kali dihadapkan pada keterbatasan bahan ajar konkret yang berdampak pada rendahnya partisipasi serta kemampuan kolaborasi siswa. Penelitian ini bertujuan untuk mengembangkan serta menguji validitas, kelayakan, dan efektivitas media Culture Smart Box berbasis gamifikasi TABUDI dalam meningkatkan kemampuan kolaborasi siswa kelas IV SDI Ma’arif Tawangsari Garum Kabupaten Blitar. Penelitian pengembangan ini menerapkan model ADDIE yang meliputi tahap analisis, perancangan, pengembangan, implementasi, dan evaluasi. Data dikumpulkan melalui instrumen observasi, wawancara, serta angket kemampuan kolaborasi siswa yang dianalisis secara deskriptif kualitatif dan kuantitatif menggunakan uji N-Gain. Hasil validasi oleh ahli materi memperoleh persentase sebesar 90% dengan kategori "Sangat Valid", sedangkan validasi oleh ahli media mencapai 96% dengan kategori "Sangat Valid". Uji kelayakan media berdasarkan respons guru memperoleh persentase 100% dengan kategori "Sangat Layak". Penerapan media Culture Smart Box berbasis gamifikasi TABUDI berkontribusi dalam meningkatkan kemampuan kolaborasi siswa dengan perolehan rerata skor N-Gain sebesar 0,76 yang tergolong dalam kategori "Tinggi".    
PENGARUH MODEL PBL BERBANTUAN WEB GENIALLY MATERI PERISTIWA ALAM TERHADAP SELF-ESTEEM SISWA KELAS V SDN 01 BENDOGERIT KOTA BLITAR Uvi Qurrota A'yun; Mohamad Fatih; Cindya Alfi
JPDI (Jurnal Pendidikan Dasar Indonesia) Vol 11, No 2 (2026): VOLUME 11 NUMBER 2 MAY 2026
Publisher : STKIP Singkawang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26737/jpdi.v11i2.7680

Abstract

This investigation focuss on how combining the Problem-Based Learning (PBL) apporoach integrated with the Genially web platform on improving the self-esteem among fifth-grade students at SDN 01 Bendogerit, Kota Blitar, particularly within the topic of natural phenomena. The study tackles issues including diminished student confidence, restricted problem-solving abilities, and the prevalence of teacher-centered teaching strategies. The adopted a quantitative approach using a quasi-experimental design. Participants were split into two categories: the control group utilizing conventional PBL and an experimental group using PBL with interactive Genially media. Data were collected through validated self-esteem questionnaires, classroom observation, and documentation, both groups completed pre- and post- questionnaires to assess shifts in self-esteem. The findings revealed a notable improvement in the experimental group’s self-eateem, which increased from (41%) to a high category (80%), while the control group improved from low (33%) to medium (68%). Statistical analysis using paired t-tests and one-way ANOVA, confirmed that the observed differences in improvement between the groups were significant. In summary, the integration of genially web-based media within the PBL framework effectively boosts students’ self-esteem and engangement. This approach enrishes the learning process through interactivity and relevance, and offrest a promising model for future educational inovations in elementary schools.
Pengembangan Modul Ajar Interaktif Berbasis Augmented Reality Materi Sistem Tata Surya Untuk Meningkatkan Self Esteem Siswa Kelas VI Hidayatul Isnaini; Mohammad Fatih; Cindya Alfi
Jurnal Pendidikan dan Kebudayaan (JURDIKBUD) Vol. 4 No. 1 (2024): Maret : Jurnal Pendidikan dan Kebudayaan
Publisher : Lembaga Pengembangan Kinerja Dosen

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55606/jurdikbud.v4i1.2726

Abstract

The development of science and technology is increasingly encouraging efforts to update the way technology is used in the educational process. Teachers must be able to utilize current technology to help students learn. There are many kinds of media in learning, for example real or technology-based media. One type of technology-based media is augmented reality. The aim of this research is to find out how to create and use interactive teaching modules based on augmented reality, and whether this module can increase students' self-esteem in class VI of SD Negeri Kendalrejo Srengat, Blitar Regency. This research uses research and development (R & D) with the ADDIE method, which consists of analysis, design, development, implementation and evaluation. The validation results of the product assessment by material experts obtained a percentage of 92 percent with the criteria "Very Valid". the results of the product assessment validation by language experts got a percentage of 95%, with the criteria "Very Valid" and the results of the product assessment by media experts got a percentage of 80% with the criteria "Valid". The pre-questionnaire and post-questionnaire results showed an average of 92%. Thus, the "very good" category was obtained, which means that interactive teaching module media based on augmented reality has an effect on increasing students' self-esteem.