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All Journal International Journal of Evaluation and Research in Education (IJERE) Jurnal Pendidikan Anak Usia Dini Undiksha Jurnal Penelitian dan Pengembangan Pendidikan Jurnal Pendidikan Indonesia Jurnal Pendidikan Usia Dini MALIH PEDDAS Jurnal Pendidikan (Teori dan Praktik) Jurnal Obsesi: Jurnal Pendidikan Anak Usia Dini Pendas : Jurnah Ilmiah Pendidikan Dasar International Journal of Elementary Education JURNAL MathEdu (Mathematic Education Journal) Efektor EDUKATIF : JURNAL ILMU PENDIDIKAN Seling: Journal of PGRA Study Program JURNAL Al-AZHAR INDONESIA SERI HUMANIORA J-ADIMAS (Jurnal Pengabdian kepada Masyarakat) Jurnal Ilmiah Profesi Pendidikan Jurnal Perseda : Jurnal Pendidikan Guru Sekolah Dasar Jurnal Anak Usia Dini Holistik Integratif (AUDHI) JURPIKAT (Jurnal Pengabdian Kepada Masyarakat) DIKSI: Jurnal Kajian Pendidikan dan Sosial Jurnal Pendidikan Ilmu Pengetahuan Alam (JP-IPA) Proceedings of The ICECRS Jurnal Sistem Informasi Mahakarya (JSIM) Realita: Jurnal Penelitian dan Kebudayaan Islam Jurnal Ilmiah Pendidikan Dasar (JIPDAS) JP (Jurnal Pendidikan) : Teori dan Praktik YASIN: Jurnal Pendidikan dan Sosial Budaya Dedikasi Nusantara: Jurnal Pengabdian Masyarakat Pendidikan Dasar Indonesian Journal of Early Childhood : Jurnal Dunia Anak Usia Dini Jurnal Pelita PAUD Asa Jurnal Penelitian Pendidikan dan Pembelajaran Dinamika Pendidikan Journal of Early Childhood Development and Education Jurnal Ilmiah Pendidikan Citra Bakti SCHOULID: Indonesian Journal of School Counseling
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Articles

Building Mathematical Concepts Through Traditional Games to Develop Counting Skills for Early Childhood Wulansari, Widi; Dwiyanti, Linda
International Journal of Elementary Education Vol 5 No 4 (2021): November
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/ijee.v5i4.39654

Abstract

In recent years, fun learning methods have almost disappeared from school classrooms. In addition, there is a reduction in active and creative playtime so that students feel bored. This study aims to build (C5) simple mathematical concepts with the traditional game Dakon and Snakes and Ladders in developing numeracy skills in children with high and low order thinking abilities. The type of research used is quasi-experimental research (quasi-experimental) with a 2x2 factorial design. The subjects in this study were 60 children in group B. The data collection techniques used in this study were tests and observations. The instrument used is a test question, and the observation sheet uses five indicators to measure the ability to count ata analysis using Two Way ANOVA test. This research aims to build a simple mathematical concept with traditional dakon games to develop numeracy skills in children with higher-order thinking skills, which gives better results than the traditional snake and ladder game with a Mean Difference value of 1.533 and a Significance value of 0.0001. Building simple mathematical concepts with traditional dakon games to develop numeracy skills in children with low-level thinking abilities gave better results than the traditional snake and ladder game with a Mean Difference value of 2.867 and a Significance value of 0.0001. Thus, it can be concluded that the traditional dakon game is very well used to build simple mathematical concepts, especially numeracy skills.
Communication Without Borders: Integrating Sign Language in Restaurants for Maximum Inclusivity Lailiyah, Nur; Sanjaya, Ardi; Wulansari, Widi
Asa Jurnal Penelitian Pendidikan dan Pembelajaran 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/ajppp.v1i1.14

Abstract

Creating an inclusive and accessible environment in restaurants is essential, and integrating sign language as a medium of communication plays a pivotal role in achieving this goal. This article delves into the significance and effects of incorporating sign language into restaurant services to address the communication needs of deaf individuals. By adopting sign language, restaurants not only improve service quality but also broaden their clientele, including those who face challenges with verbal communication. Through a comprehensive literature review and analysis of case studies where restaurants have successfully implemented sign language, this study highlights the social, cultural, and economic advantages of such practices. It offers practical guidelines for staff training in sign language and the integration of supportive technologies. The goal is to illustrate how restaurants can transform into genuinely inclusive spaces, ensuring that all customers, regardless of their hearing abilities, can enjoy a pleasant and seamless dining experience. This approach not only fosters a more welcoming atmosphere but also enhances overall customer satisfaction and loyalty.
Pendampingan Peningkatan Literasi Numerasi Siswa Kelas 4 Menggunakan Model Permainan Mre (Memorize Recal Examine) Di SDN  Gedangsewu 1 Aini, Indah Fitri Nur; Fitria, Reni; Fitriana, Riska Nur; Julianti, Surya Ida; Ana, Rina Silfi; Laila, Alfi; Wulansari, Widi; Sahari, Sutrisno
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.v5i2.27685

Abstract

Kegiatan pengabdian ini bertujuan meningkatkan literasi numerasi siswa kelas V SDN Gedangsewu 1 melalui penerapan model permainan Memorize–Recall–Examine (MRE). Model MRE membantu siswa mengingat konsep dasar perkalian, mengulangnya melalui permainan yang menyenangkan, serta memeriksa jawaban melalui pemeriksaan mandiri maupun teman sebaya. Kegiatan dilaksanakan melalui tiga tahap, yaitu persiapan, pelaksanaan, dan evaluasi. Pengumpulan data dilakukan melalui observasi, pre-test dan post-test, serta wawancara dengan guru kelas. Hasil kegiatan menunjukkan adanya peningkatan pemahaman siswa terhadap konsep perkalian, terutama dalam menghubungkan penjumlahan berulang dengan perkalian dan menyelesaikan soal kontekstual. Siswa tampil lebih aktif, percaya diri, dan antusias selama pembelajaran. Guru juga menyatakan bahwa model MRE mudah diterapkan dan mampu mengurangi kejenuhan belajar. Dengan demikian, model permainan MRE efektif digunakan untuk meningkatkan literasi numerasi dan dapat menjadi alternatif pembelajaran matematika di sekolah dasar.
Peningkatan Kompetensi Guru Sekolah Dasar melalui Pemanfaatan Teknologi AI dalam membuat Quiz Interaktif Matematika Wulansari, Widi; Jatmiko, Jatmiko; Primasatya, Nurita; Nurfahrudianto, Aan; Zaman, Wahid Ibnu
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.v5i2.27888

Abstract

Kegiatan Pengabdian kepada Masyarakat (PKM) ini bertujuan untuk meningkatkan kompetensi guru Sekolah Dasar dalam memanfaatkan teknologi Artificial Intelligence (AI) sebagai sarana evaluasi pembelajaran matematika melalui pembuatan quiz interaktif. Kegiatan dilaksanakan dengan pendekatan partisipatif melalui tahapan sosialisasi dan analisis kebutuhan, pelatihan pembuatan quiz interaktif berbasis AI, penerapan teknologi dalam pembelajaran, pendampingan dan evaluasi, serta program keberlanjutan melalui pembentukan komunitas belajar guru. Hasil kegiatan menunjukkan bahwa pelatihan yang bersifat aplikatif dan disertai pendampingan mampu meningkatkan pemahaman, keterampilan, dan kepercayaan diri guru dalam mengintegrasikan teknologi AI ke dalam pembelajaran matematika. Evaluasi kegiatan menunjukkan capaian pada kategori sangat baik pada seluruh aspek penilaian. Pemanfaatan quiz interaktif berbasis AI juga berkontribusi pada peningkatan interaktivitas pembelajaran dan pemanfaatan data hasil belajar siswa sebagai dasar pengambilan keputusan pedagogis. Secara keseluruhan, kegiatan PKM ini memberikan kontribusi positif terhadap penguatan profesionalisme guru dan mendukung implementasi pembelajaran berbasis teknologi yang selaras dengan Kurikulum Merdeka. Model kegiatan ini berpotensi untuk direplikasi pada konteks sekolah dasar lainnya.
PENGARUH MODEL PEMBELAJARAN PROBLEM BASED LEARNING BERBANTUAN VIDEO PEMBELAJARAN TERHADAP HASIL BELAJAR SISWA MATERI GERAK ROTASI DAN REVOLUSI BUMI PADA KELAS VI MIN 1 NGANJUK Nova Syahdan Iqbal Fadzilahh; Widi Wulansari; Novi Nitya Santi
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 1 (2026): Volume 11 No.1, Maret 2026.
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v11i1.43707

Abstract

This study aims to analyze the effect of the Problem Based Learning (PBL) model assisted by instructional video media on students’ learning outcomes in the topic of Earth’s rotation and revolution among sixth-grade students at MIN 1 Nganjuk. The study was motivated by low student learning outcomes caused by the dominant use of conventional learning models that do not optimally promote student engagement and critical thinking skills. This research employed a quantitative approach using a quasi-experimental method with a non-equivalent control group design. The research subjects consisted of an experimental class that applied the PBL model assisted by instructional videos and a control class that used conventional learning methods. Data were collected through pretest and posttest instruments that had been tested for validity and reliability. Data analysis was conducted using parametric statistical tests to determine differences in learning outcomes. The results showed that the application of the Problem Based Learning model assisted by instructional video media had a significant effect on improving students’ learning outcomes. The experimental class demonstrated higher learning gains compared to the control class. Therefore, the PBL model assisted by instructional video media is effective and recommended for improving learning outcomes in elementary school science and social studies learning.
LKPD ETNOMATEMATIKA MAKANAN KHAS KEDIRI PADA MATERI VOLUME BANGUN RUANG KELAS V SD Putri Wahyu Ramadani; Novi Nitya Santi; Widi Wulansari
JURNAL MathEdu (Mathematic Education Journal) Vol 9 No 2 (2026): JURNAL MathEdu (Mathematic Education Journal) Juli 2026
Publisher : Program Studi Pendidikan Matematika Institut Pendidikan Tapanuli Selatan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37081/mathedu.v9i2.8306

Abstract

Penelitian ini bertujuan untuk mengembangkan Lembar Kerja Peserta Didik (LKPD) berbasis etnomatematika makanan khas Kediri pada materi volume bangun ruang kelas V sekolah dasar serta mengetahui tingkat kevalidan, kepraktisan, dan keefektifannya. Penelitian menggunakan metode Research and Development (R&D) dengan model ADDIE yang meliputi tahap Analysis, Design, Development, Implementation, dan Evaluation. Subjek penelitian terdiri atas 17 peserta didik kelas V-B sebagai uji coba skala kecil dan 25 peserta didik kelas V-A sebagai uji coba skala besar di SDN Semen 1 Kabupaten Kediri. Teknik pengumpulan data meliputi observasi, wawancara, dokumentasi, angket, dan tes. Hasil penelitian menunjukkan bahwa LKPD yang dikembangkan memperoleh kategori sangat valid berdasarkan penilaian dua validator ahli. Hasil uji kepraktisan menunjukkan respons guru mencapai 100%, sedangkan respons peserta didik mencapai 95,88% pada skala kecil dan 93,20% pada skala besar dengan kategori sangat praktis. Hasil uji keefektifan menunjukkan nilai signifikansi sebesar 0,000 pada uji Wilcoxon Signed Ranks Test maupun Paired Samples t-Test, sehingga terdapat peningkatan hasil belajar peserta didik yang signifikan setelah menggunakan LKPD. Dengan demikian, LKPD berbasis etnomatematika makanan khas Kediri dinyatakan valid, praktis, dan efektif digunakan dalam pembelajaran matematika materi volume bangun ruang kelas V sekolah dasar.
Pemanfaatan smartbox budaya sebagai media pembelajaran interaktif berbasis kearifan lokal pada siswa SD Negeri Gedangsewu 1 Indah Fitri Nur Aini; Rina Silfi Ana; Reni Fitria; Riska Nur Fitriana; Alfi Laila; Widi Wulansari; Sutrisno Sahari; Surya Ida Julianti
Dedikasi Nusantara: Jurnal Pengabdian Masyarakat Pendidikan Dasar Vol 6 No 1 (2026): Dedikasi Nusantara
Publisher : Universitas Nusantara PGRI Kediri

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29407/dedikasi.v6i1.27686

Abstract

Kegiatan pengabdian ini bertujuan untuk memperkuat literasi budaya peserta didik melalui penggunaan Smartbox Budaya sebagai media pembelajaran interaktif yang mengintegrasikan kearifan lokal pada siswa kelas III SD Negeri Gedangsewu 1. Pelaksanaan kegiatan menggunakan pendekatan partisipatif yang meliputi tahap pengenalan, pengenalan media, praktik pembelajaran, serta refleksi. Siswa dilatih untuk mengidentifikasi unsur-unsur budaya seperti agama dan tempat ibadah, pakaian adat, rumah adat, tarian daerah, serta alat musik tradisional. Hasil pelaksanaan menunjukkan bahwa penggunaan Smartbox Budaya dapat meningkatkan keaktifan, antusiasme, kemampuan klasifikasi, kerja sama kelompok, serta keterampilan presentasi siswa. Pembelajaran menjadi lebih menyenangkan, interaktif, dan bermakna. Dengan demikian, Smartbox Budaya terbukti efektif dalam mendukung pembelajaran budaya serta memperkuat pengetahuan serta kesadaran siswa terhadap kekayaan budaya yang dimiliki Indonesia.
Increasing Students' Entrepreneurial Intentions Through Experiential Learning-Based Entrepreneurship Textbook Development Efa Wahyu Prastyaningtyas; Widi Wulansari; Elis Irmayanti; Rino Sardanto
Dinamika Pendidikan Vol. 19 No. 2 (2024)
Publisher : Economics Education Department Universitas Negeri Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15294/dp.v19i2.4707

Abstract

Implementing entrepreneurship learning requires direct experience, not only theoretical, but must also be integrated with learning in the field. Many methods are used in learning, one of which is the experiential learning method. This research produces a product in the form of an entrepreneurship textbook based on experiential learning. The aim of this research is to develop an entrepreneurship textbook based on experiential learning to increase students' entrepreneurial intentions. The type of research used is RnD (Research and Development) with the ADDIE model. The subjects of this research were Economic Education students at Nusantara University PGRI Kediri. Data analysis uses designs including One group pretest posttest design. The results of this research indicate that textbooks are suitable for use so that they can be used by students in learning entrepreneurship, and the use of books among students provides positive and significant results in increasing entrepreneurial intentions.
Entrepreneurial BMC Game: Developing High School Students' Numeracy Literacy Mastery Efa Wahyu Prastyaningtyas; Widi Wulansari; Elis Irmayanti
Dinamika Pendidikan Vol. 20 No. 1 (2025)
Publisher : Economics Education Department Universitas Negeri Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15294/dp.v20i1.24326

Abstract

This study aims to test the effectiveness of the Entrepreneurial Business Model Canvas (BMC) Game in improving the numeracy literacy skills of high school students in red-ranked schools in Kediri City. Using a pseudo-experimental method with a one-group pre-test-post-test design on a small-scale trial (20 students of Sultan Agung High School) and a post-test-only design with a non-equivalent group on a large-scale trial (39 students of Al Anwar High School), the research applied a game that integrates entrepreneurial concepts with numeracy literacy. Data analysis using Paired t-test for small scale and independent t-test for large scale showed significant improvement in students' numeracy and literacy skills (p<0.05). On a small scale, the average score increased from 77.10 to 79.25, while on a large scale, the experimental group achieved an average of 79.38 compared to 77.00 for the control group. The Entrepreneurial BMC Game is proven effective in helping students develop their numeracy-based financial data analysis, business projection, and decision-making skills through collaborative and contextual learning. It offers an interesting and applicable alternative numeracy learning solution. Pedagogically, the game fosters active student engagement and enhances higher-order thinking by linking abstract numeracy concepts with real-world entrepreneurial contexts.
Analysis of Technology-Based Learning Using Tiktok at KB Labschool UNP Kediri Osy Harisa; Anik Lestariningrum; Widi Wulansari
Journal of Early Childhood Development and Education Vol. 1 No. 2 (2024): Journal of Early Childhood Development and Education (May)
Publisher : CV Media Inti Teknologi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58723/junior.v1i2.181

Abstract

The purpose of this research is to analyze how technology-based learning uses tiktok at KB Labschool UNP Kediri. This research uses a descriptive qualitative approach. This study has a total of 11 children consisting of 5 boys and 6 girls. The instruments used by researchers are observation and documentation. Data analysis techniques through the stages of data reduction, data presentation, and descriptive qualitative conclusions using narrative as a description of the results of the conclusion. The conclusion of the results of this study is that technology-based learning using TikTok can effectively develop physical motor and social emotional aspects in children. Children's abilities are seen in the form of increasing self-confidence and performing in public.