p-Index From 2020 - 2025
8.016
P-Index
This Author published in this journals
All Journal Jurnal Pendidikan dan Pengajaran Lingua Didaktika: Jurnal Bahasa dan Pembelajaran Bahasa Edutech Journal of Educational, Health and Community Psychology Primary: Jurnal Pendidikan Guru Sekolah Dasar Profesi Pendidikan Dasar Pedagogia: Jurnal Pendidikan Jurnal Ibriez : Jurnal Kependidikan Dasar Islam Berbasis Sains ELSE (Elementary School Education Journal) : Jurnal Pendidikan dan Pembelajaran Sekolah Dasar Pendas : Jurnah Ilmiah Pendidikan Dasar Pendekar : Jurnal Pendidikan Berkarakter JURNAL PENDIDIKAN TAMBUSAI Jurnal Basicedu International Journal of Elementary Education Journal on Education AL-ASASIYYA: Journal Of Basic Education EDUKATIF : JURNAL ILMU PENDIDIKAN Jurnal Pendidikan dan Konseling Bada'a: Jurnal Ilmiah Pendidikan Dasar Didaktik : Jurnal Ilmiah PGSD STKIP Subang JPIn : Jurnal Pendidik Indonesia JURNAL PENDIDIKAN, SAINS DAN TEKNOLOGI Jurnal Tarbiyatuna : Kajian Pendidikan Islam Didaktika: Jurnal Pemikiran Pendidikan Jurnal Kependidikan: Jurnal Hasil Penelitian dan Kajian Kepustakaan di Bidang Pendidikan, Pengajaran dan Pembelajaran EDUTECH : Jurnal Inovasi Pendidikan Berbantuan Teknologi Jurnal Abdi Masyarakat Indonesia Jurnal Penelitian Inovatif PTK: Jurnal Tindakan Kelas Jurnal Kajian Pembelajaran dan Keilmuan Jurnal Pendidikan dan Pembelajaran Jurnal Basicedu Jurnal Pendidikan Dasar International Journal of Learning Reformation in Elementary Education Innovative: Journal Of Social Science Research Jurnal Ilmu Pendidikan Nasional Jurnal Pendidikan Guru Sekolah Dasar Advances In Social Humanities Research Jurnal Pendidikan Dasar dan PAUD Education Curiosity Dimar : Jurnal Pengabdian Masyarakat
Claim Missing Document
Check
Articles

Pemanfaatan Teknologi Informasi dan Komunikasi (TIK) Sebagai Wujud Inovasi Sumber Belajar di Sekolah Dasar Aka, Kukuh Andri
ELSE (Elementary School Education Journal) : Jurnal Pendidikan dan Pembelajaran Sekolah Dasar Vol 1 No 2a (2017): DESEMBER
Publisher : UNIVERSITAS MUHAMMADIYAH SURABAYA

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (303.59 KB) | DOI: 10.30651/else.v1i2a.1041

Abstract

Pada dunia pendidikan Indonesia, globalisasi memberi dampak keharusan perubahan pada cara mengajar guru yang dulunya bersifat tradisional berbasis paper menjadi kini berbasis teknologi informasi dan komunikasi (TIK). Fungsi TIK bagi guru antara lain, pertama, TIK dapat digunakan untuk membantu pekerjaan administratif (Word processor & Kebutuhan Wajib Tingkat Dasar, Spreadsheet). Kedua, TIK dapat digunakan untuk membantu mengemas bahan ajar (Multimedia). Ketiga, TIK dapat digunakan untuk membantu proses manajemen pembelajaran. Keempat, TIK dapat digunakan untuk dukungan teknis dan meningkatkan pengetahuan agar dapat mewujudkan self running creation (antivirus, tools, jaringan, , internet, dll). Beberapa jenis sumber dan media pembelajaran berbasis TIK yang dapat dimanfaatkan guru di sekolah dasar, antara lain adalah Komputer atau laptop, LCD (Liquid Crystal Display), Smart Television, Jaringan Internet, E-mail (electronic mail), Presentasi Power Point, CD pembelajaran, dan Smart phone. Untuk meningkatkan kemampuan kemampuan dalam memanfaatkan TIK, guru perlu terus melatih dan mebiasakan sesering mungkin pembelajarannya berbasis pada TIK, disamping itu, guru perlu mengikuti pelatihan-pelatihan guna meningkatkan pengetahuannya di bidang TIK ini.Kata Kunci: teknologi informasi dan komunikasi, sumber belajar, sekolah dasar
Validitas Pengembangan Media Pembelajaran Cerita Rakyat Berbasis Augmented Reality Materi Unsur Intrinsik Cerita Siswa Kelas IV SDN Geger 1 Latifa Rahmasari, Salsa; Rian Damariswara; Kukuh Andri Aka
Jurnal Pendidikan Guru Sekolah Dasar Vol. 2 No. 2 (2025): February
Publisher : Indonesian Journal Publisher

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47134/pgsd.v2i2.1453

Abstract

Based on classroom observations, interview, and distribution of questionnaires at SDN Geger 1 Grade IV, a notable issue during lessons is the prevalent use of conventional media, specifically storybooks, by teachers during instructional activities. Students must re-read the story multiple times to comprehend its meaning. Due to the restricted number of books and story titles, students must take turns reading. The learning process remains passive due to inadequate utilization of varied media and suboptimal technology integration Learning activities remain passive because teachers have limited use of diverse media and have not yet optimized the use of technological media. This study aims to analyze the validity of developing the use of Augmented Reality based folk tale media in teaching intrinsic story elements to fourth-grade students at SDN Geger 1 This study employs the R&D method using the ADDIE model approach. In the data collection process, a validation questionnaire was used, conducted by subject matter experts in Indonesian language and instructional media experts. Based on the findings from the content validation results, it is stated that the Augmented Reality based folk tale media achieved a percentage of 80%, indicating a validity level classified as "valid”. Meanwhile the validity of the instructional media content obtained a percentage of 88%, which is classified as "highly valid" and deemed suitable for use as a learning. Referring to the average of both validation results, a percentage of 84% was obtained. As a result the Augmented Reality based instructional media featuring folk tales in the intrinsic story elements material has met all aspects is classified as "highly valid" and is suitable for use in the learning process.
Pengembangan Media “Rumah Makan Cerdik” Materi Kewajiban dan Hakku untuk Siswa Sekolah Dasar Yuli Tri Wahyuni; Muhamad Basori; Kukuh Andri Aka
DIDAKTIKA Vol 28 No 2 (2022): September 2022
Publisher : Universitas Muhammadiyah Gresik

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1226.33 KB) | DOI: 10.30587/didaktika.v28i2(1).4356

Abstract

Penelitian ini dilatarbelakangi hasil pengamatan di SDN 1 Mlandangan, saat peneliti sedang observasi di SD tersebut. Pada saat itu guru hanya menggunakan metode ceramah saja dan suasana kelas menjadi kurang kondusif, ada beberapa siswa yang tidak memperhatikan guru saat menjelaskan materi, siswa ramai sendiri, pada saat siswa diberi soal atau pertanyaan kepada guru ada beberapa siswa yang tidak bisa menjawab soal dari guru tersebut. Akibatnya siswa tidak memahami materi yang telah disampaikan sehingga motivasi dan hasil belajaranya rendah. Penelitian menggunakan metode RND ( Research and Development) meliputi Anilisis, Desain, Pengembangan, Implementasi, Evaluasi. Kemudian peneliti membuat pengembangan media yaitu pengembangan media rumah makan cerdik, pada tema 4 kewajiban dan hakku. Hasil penelitian ini adalah 1) Melalui penerapan pengembangan media pada Sekolah dasar dapat menumbuhkan motivasi dan semngat belajar siswa pada kelas 3 SDN 1 Mlandangan. 2) Hasil kevalidan menunjukan validasi materi 86% sedangkan ahli media menunjukkan 88% 3) Hasil Kepraktisan menunjukkan presentase 94 % yang diisi oleh guru kelas III 4) Dari hasil posttest yang menunjukkan keefektifan menunjukkan ketuntasan secara klasikal yaitu sebesar 90 % dari 11 siswa.
Pengembangan Media Pembelajaran Berbasis Website (Microsoft Sway) pada Materi Bagian Tubuh Tumbuhan dan Fungsinya untuk Siswa Sekolah Dasar Nurma Fitri Handayani; Wahid Ibnu Zaman; Kukuh Andri Aka
DIDAKTIKA Vol 28 No 2 (2022): September 2022
Publisher : Universitas Muhammadiyah Gresik

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1495.028 KB) | DOI: 10.30587/didaktika.v28i2(1).4362

Abstract

Penelitian ini dilatarbelakangi dari hasil pengamatan di SDIT Ulul Albab Sukorejo. Berdasarkan hasil observasi terhadap siswa kelas IV SDIT Ulul Albab Sukorejo, terdapat munculnya permasalahan dimana siswa tidak paham terhadap materi yang disampaikan oleh guru hal tersebut adapun penyebabnya dikarenakan saat proses pembelajaran guru tidak menggunakan media yang efektif atau yang mendukung untuk meningkatkan pemahaman siswa terhadap materi. Media pembelajaran semakin berkembang mengikuti perkembangan zaman. Tetapi saat sekarang masih banyak guru yang mengembangan media tidak mengikuti perkembangan zaman dan kurang memanfaatkan teknologi sebagai penyampaian materi. Jenis penelitian ini adalah penelitian Research and Development (R&D) dengan model penelitian ADDIE. Tujuan penelitian adalah mengembangkan media pembelajaran berbasis website Microsoft Sway untuk siswa kelas IV materi bagian tubuh tumbuhan dan fungsinya. Hasil penelitian media pembelajaran menggunakan Microsoft Sway yang dikembangkan terkategori valid dengan persentase ahli media 81% dan ahli materi 85%. Media dikatakan praktis dengan memperoleh skor 87% dari angket respon guru dan media dikatakan efektif diperoleh dari hasil post test siswa dengan skor ketuntasan secara klasikal 94%. Kesimpulan hasil penelitian ini adalah (1) Melalui penerapan pengembangan media Microsoft Sway pada siswa kelas IV SDIT Ulul Albab dapat menumbuhkan motivasi belajar siswa. (2) Hasil belajar siswa menjadi meningkat dengan adanya media Microsoft Sway. (3) Dengan adanya media Microsoft Sway siswa lebih memperhatikan guru saat penyampaian materi.
Community Empowerment of Jatiduwur Village through Puppet Mask Performance Art Training to Improve the Creative Economy of Jatiduwur Community Wahyudi, Wahyudi; Sari, Ayu Titis Rukmana; Mukmin, Bagus Amirul; Sahari, Sutrisno; Hunaifi, Abdul Aziz; Zaman, Wahid Ibnu; Aka, Kukuh Andri; Wati, Epritha Kurnia; Dwiyanti, Linda
Dimar : Jurnal Pengabdian Masyarakat Vol. 1 No. 1 (2024): July 2024
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.v1i1.8

Abstract

Jatiduwur, a village in the northern part of Jombang district, is renowned for its Wayang Topeng art. By nurturing this art form, Jatiduwur can uplift its community spirit and promote Jombang as a guardian of cultural heritage. The focus extends beyond modernizing performances and training new talent; it also includes creating marketable mask products to boost economic growth. Youth organizations and PKK members undergo training to sustain the tradition and establish a business network. Program activities encompass coordination, socialization, and four training sessions covering storyline composition, dance music innovation, souvenir crafting, and marketing strategies. Outcomes include the establishment of a Jatiduwur art studio with 37 performers, official registration, and the formation of a business group involving 17 PKK members. This initiative has not only enriched the cultural landscape but also enhanced community income through performances and merchandise sales, including t-shirts, keychains, and masks, with notable sales figures.
Interactive Multimedia Based on Android: A Learning Management System in Elementary School Aka, Kukuh Andri
International Journal of Learning Reformation in Elementary Education Vol. 4 No. 02 (2025): International Journal of Learning Reformation in Elementary Education
Publisher : The Indonesian Institute of Science and Technology Research

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56741/ijlree.v4i02.912

Abstract

This study aims to improve student learning outcomes through the development of an interactive multimedia application based on Android as an online learning management system for elementary school students that is valid, practical, and effective. The application development uses the ADDIE model (Analysis, Design, Development, Implementation, Evaluation). The subjects of the study consisted of expert validators, teachers, and fourth-grade students of the elementary school Laboratory University of Nusantara PGRI Kediri. The research instruments included a media and language expert validation questionnaire, teacher and student response questionnaires, and student learning outcome tests. The results showed that the developed multimedia application met the valid criteria with an average score of 85.57%. The practicality of the application is classified as very practical based on the positive responses of teachers of 85% and students of 82%. The application effectiveness test showed a significant increase in student learning outcomes with an N-gain score of 66%, included in the fairly effective category. Thus, this application is feasible and recommended as an alternative online learning medium at the elementary school level. Further research is recommended to expand the scope and variety of application content.
Literacy Dice Puzzle Learning Media to Improve Literacy Skills of Grade V Elementary School Students Mila Indriati; Bagus Amirul Mukmin; Kukuh Andri Aka; Rian Damariswara
Jurnal Pendidikan dan Pengajaran Vol 58 No 1 (2025): April
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jpp.v58i1.88143

Abstract

The lack of reading culture at home and in the surrounding environment impacts low student literacy. Based on this, this study aims to develop a game-based learning media, "Teka-Teki Dadu Literasi", to improve the literacy skills of grade V elementary school students that are valid, practical, and effective. This study uses the Research and Development (R&D) method with the ADDIE development model, which consists of five stages: analysis, design, development, implementation, and evaluation. The methods used in collecting data are interviews, observations, questionnaires and tests. The instruments used in the study were questionnaire sheets and tests. The subjects of the study were learning media experts. The trial subjects were in two stages: limited trials and extensive trials by students and teachers. The data analysis technique in this study used a quantitative and qualitative descriptive approach. The study results were the validity test results from the learning media expert, who obtained a score of 83.07%, so it was included in the "Very Good" criteria. The results of the practicality test by the teacher obtained a score of 92% (very valid). The results of the limited trial by students were 100% (very valid). The results of the extensive trial by students were 98.77% (very valid). The effectiveness test results showed that the "Literacy Dice" media effectively improved students' literacy skills, with an average increase of 68,2%. This shows that this learning media is suitable for supporting the literacy learning process. The implication of this research is that the game-based learning media "Literacy Dice Puzzle" that was developed can be used in elementary school learning.
Does the Integrated Learning Course Affect Openness Traits in Students? Aka, Kukuh Andri; Wicaksono, Awan; Afandi, ‘Alia Nur Husna
Journal of Educational, Health and Community Psychology Vol 14 No 2 June 2025
Publisher : Universitas Ahmad Dahlan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.12928/jehcp.vi.30061

Abstract

This study investigates the impact of integrated learning courses on the development of the openness personality trait among students enrolled in the Elementary School Teacher Education program at the University of Nusantara PGRI Kediri. Adopting a comparative quantitative design, the research compared the openness levels of students who had participated in integrated learning courses with those who had not. Openness was measured using the International Personality Item Pool (IPIP)-BFM-50, focusing on 10 specific indicators. The validity of the items was confirmed through Pearson product-moment correlation (p < .05), and the scale demonstrated acceptable internal consistency (Cronbach’s alpha = .714). Data analysis confirmed the assumptions of normality and homogeneity. Results revealed that students exposed to the integrated learning course scored significantly higher on openness (t(79) = 3.064, p = .003, Cohen’s d = .681), indicating a moderate to large effect size. The study concludes that integrated learning effectively fosters openness—an essential trait for adaptability and cognitive flexibility in 21st-century education. It recommends the broader integration of such courses into teacher education curricula. For future research, a mixed-methods approach is suggested to better understand the underlying processes through which integrated learning influences personality development. Keywords: Integrated learning, openness trait, big five factor
Development of Escape Room Game-Based Interactive Learning Media to Improve Grade 3 Students' Understanding of Environmental Materials Rahmawati, Nensy Amalia Nur; Aka, Kukuh Andri; Mukmin, Bagus Amirul
Advances In Social Humanities Research Vol. 3 No. 6 (2025): Advances In Social Humanities Research
Publisher : Sahabat Publikasi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.46799/adv.v3i6.446

Abstract

This study aims to develop and test the effectiveness of escape room-based interactive learning media in improving the understanding of 3rd grade elementary school students to environmental materials. The background of this development is that there is still a low interest in learning and students' understanding of environmental materials due to conventional learning methods that are less attractive. The research method used is Research and Development (R&D) with the ADDIE development model which includes the stages of analysis, design, development, implementation, and evaluation. Validation was carried out by material experts and media experts with results showing feasibility rates of 91.6% and 90%. The practicality test showed that this medium was very practical with a score of 97% of teachers and 94% of students. The results of the effectiveness test also showed that this medium was very effective with a completeness rate of 93.33% in the limited test and 93.21% in the broad test. This learning medium not only increases students' motivation to learn, but also encourages active participation, critical thinking, and cooperation in groups. Thus, the use of escape room media in learning makes a significant contribution to improving the quality of learning environmental materials in elementary schools.
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.
Co-Authors 'Alia Nur Husna Afandi Abdul Aziz Hunaifi Abidah, Bintan Afandi, Zainal Afandi, ‘Alia Nur Husna Aldri Frinaldi Alfi Laila Alfi Laila Alfi Laila, Alfi amara saida Aprilia, Hesinta Mita Arim Septiawan Asriningrum, Yuyun Diyah Aurora Alfitri Damayanti Siswanto Ayu Titis Rukmana Sari Bambang Soenarko Bambang Soenarko CAHYANINGSIH, INDAH DWI Candrawaty, Dyah Ajeng Damariswara, Rian Damariswara, Rian Darmawan, Dhani Den Ayu Putri Pandan Sari Dhian Dwi Nur Wenda Dhian Dwi Nur Wenda, Dhian Dwi Nur Dian Fachrunisa Dwi Novia Rachmawati Dwija Asnanda Dwinata, Anggara Dwiyanti, Linda Dyah Ajeng Candrawaty Eka Wahyuning Tyas Elis Irmayanti Endang Sri Mujiwati Erif Ahdhianto, Erif Erwin Putera Permana Falah, Fajrul Fanisia, Lika Febrianto, Ahmad Nurul Frans Aditia Wiguna Hidayati, Reny Nuril Ilmi Puspitasari Imron, Ilmawati Fahmi Ismi Rahmawati Istiawan, Aziz Mahendra Ita Kurnia Ita Kurnia Karimatus Saidah Ketut Tirtayasa Khoiriyah Khoiriyah Kurnia, Ita Latifa Rahmasari, Salsa Lia Dwi Hartati Lia Tri Utami Maharani, Alfinna Audria Mega Mahardika, Fila Tristien Mahardika, Ronny Maulana Rahmad Ardiansyah Meilasari, Silvi Mila Indriati Moh. Nashir Andrian Muhamad Basori Muhamad Basori, Muhamad Mukmin, Bagus Amirul Mumun Nurmilawati Nadya Metha Ananda Naharia, Umi Nanda Retno Wulandari Nanda Saputra Novi Nitya Santi Novi Nitya Santi Novi Nitya Santi Nur, Zain Nurita Primasatya Nurita Primasatya Nurma Fitri Handayani Primastya, Nurita Putri, Kharisma Eka Putri, Novi Awalya Putri, Rosita Eka Rahma Nur Lailiyah Rahmawati, Nensy Amalia Nur Ratna Puspitasari, Ratna Ravinda Mahendri Restu Panjaitan Rian Damariswara Rofik, M. Ab. Saida, Amara Saidah, Karimatus Saidah, Karimatus Saidah, Kharimatus Santi , Novi Nitya Sari, Ayu Titis Rukmana Susi Damayanti Sutrisno Sahari, Sutrisno Ulfiani, Risqia Dwi Umbar Angzalna Wahid Ibnu Zaman Wahyudi Wahyudi Wahyudi Wahyudi Wahyudi Wati, Epritha Kurnia Wicaksono, Awan Yuda Agung Prasetyo Yuli Tri Wahyuni Yuliana Novitasari Yusril Figur Kamsena Zahara Violina Afya Zunaidah, Farida Nurlaila