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KEKAL: Digital Creative Comics as an Innovative Media in Dance Learning to Enhance Students' Creativity in Elementary School Fathia Rosyida Wijaya; Deasylina da Ary
Sekolah Dasar: Kajian Teori dan Praktik Pendidikan Vol. 34 No. 1 (2025)
Publisher : Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17977/um009v34i12025p12-23

Abstract

Abstract: The purpose of this development is to develop KEKAL media: Digital Creative Comic through the folklore “The Dragon Snake has many friends” to improve students' creativity by knowing its feasibility and effectiveness. This research uses a type of R&D (Research & Development) research with the ADDIE development model: Analysis, Design, Develop, Implement, & Evaluation. This study used a small scale with 6 students and a large scale with 20 students in class III SDN Sadeng 02. The data collected were observation, interview, questionnaire, posttest-pretest, and documentation. Based on the results of expert validation, this media is considered effective and feasible, with a score of 92 percent from material experts, 86 percent from media experts, 96 percent from teachers, and 94 percent from students. The results of this study indicate that KEKAL learning media Digital Creative Comic Media is proven to be effective and feasible to use in learning Dance Art in class III SDN Sadeng 02 Semarang City, with the results of Normality Test greater than 0.05, T-test smaller than 0.05 and N-Gain Test of 0.74 which shows high effectiveness in improving student creativity.Abstrak: Tujuan dari pengembangan ini adalah untuk mengembangkan media KEKAL: Komik Kreatif Digital melalui folklore "Naga Memiliki Banyak Teman" untuk meningkatkan kreativitas siswa dengan mengetahui kelayakan dan efektivitasnya. Penelitian ini menggunakan jenis penelitian R&D (Research & Development) dengan model pengembangan ADDIE: Analisis, Desain, Pengembangan, Implementasi, & Evaluasi. Penelitian ini menggunakan skala kecil dengan 6 siswa dan skala besar dengan 20 siswa di kelas III SDN Sadeng 02. Data yang dikumpulkan adalah observasi, wawancara, kuesioner, posttest-pretest, dan dokumentasi. Berdasarkan hasil validasi ahli, media ini dianggap efektif dan layak, dengan skor 92 persen dari ahli materi, 86 persen dari ahli media, 96 persen dari guru, dan 94 persen dari siswa. Hasil penelitian ini menunjukkan bahwa media pembelajaran KEKAL: Komik Kreatif Digital terbukti efektif dan layak digunakan dalam pembelajaran Seni Tari di kelas III SDN Sadeng 02 Kota Semarang, dengan hasil Uji Normalitas lebih besar dari 0,05, Uji T lebih kecil dari 0,05 dan Uji N-Gain sebesar 0,74 yang menunjukkan efektivitas tinggi dalam meningkatkan kreativitas siswa.
Analysis of Students’ Creativity Level through Upcycling Crafts from Used Plastic in Class IV Elementary School Ari Nurendah Lasma Wati; Deasylina da Ary
Sekolah Dasar: Kajian Teori dan Praktik Pendidikan Vol. 34 No. 1 (2025)
Publisher : Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17977/um009v34i12025p113-128

Abstract

Abstract: This study aims to analyze the level of creativity of fourth-grade students of SDN Tidar 4 Magelang City through upcycling crafts from used plastic in fine arts learning. The research method used in this research activity is descriptive qualitative, focusing on three problem formulations: 1) the environment of SD Negeri Tidar 4, 2) the process of learning fine arts crafts from used plastic, and 3) the level of student creativity in producing upcycle crafts. Data were collected through observation, interviews, and documentation. Data validity was tested using triangulation of sources and techniques. The subjects in this study were all students and teachers of grade IV SDN Tidar 4, totaling 24 students. The results of this study revealed that the majority of students at SDN Tidar 4 showed sufficient creativity in learning fine arts through making upcycled crafts from used plastic. However, there is still a small number of students who need more motivation in order to express their creativity in creating works from used plastic cups. This is due to their fear of trying something new and lack of experience in interacting with art. Abstrak: Penelitian ini bertujuan untuk menganalisis tingkat kreativitas siswa kelas IV SDN Tidar 4 Kota Magelang melalui kerajinan daur ulang dari plastik bekas dalam pembelajaran seni rupa. Metode penelitian yang digunakan dalam kegiatan penelitian ini adalah deskriptif kualitatif, dengan fokus pada tiga rumusan masalah: 1) lingkungan SD Negeri Tidar 4, 2) proses pembelajaran kerajinan seni rupa dari plastik bekas, dan 3) tingkat kreativitas siswa dalam menghasilkan kerajinan daur ulang. Pengumpulan data dilakukan melalui observasi, wawancara, dan dokumentasi. Keabsahan data diuji dengan triangulasi sumber dan teknik. Subjek dalam penelitian ini adalah seluruh siswa dan guru kelas IV SDN Tidar 4 yang berjumlah 24 siswa. Hasil penelitian ini mengungkapkan bahwa sebagian besar siswa di SDN Tidar 4 menunjukkan kreativitas yang cukup dalam pembelajaran seni rupa melalui pembuatan kerajinan daur ulang dari plastik bekas. Namun, masih ada sebagian kecil siswa yang memerlukan lebih banyak motivasi untuk dapat mengekspresikan kreativitasnya dalam menciptakan karya dari gelas plastik bekas. Hal ini disebabkan oleh rasa takut mencoba hal baru dan kurangnya pengalaman dalam berinteraksi dengan seni.
Analysis of Factors Causing the Non-Implementation of Dance Education in Elementary Schools and Its Impact on Students' Multiple Intelligences Fatma Nur Rahayu; Deasylina Da Ary
Sekolah Dasar: Kajian Teori dan Praktik Pendidikan Vol. 34 No. 2 (2025)
Publisher : Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17977/um009v34i22025p250-260

Abstract

Abstract: Dance learning in elementary schools has many obstacles in the application of learning in the classroom. In reality, there are elementary schools that have not implemented dance learning as a subject that is taught, so students do not get the opportunity to develop their knowledge in the field of dance. This study aims to analyze the factors that cause the non-implementation of dance learning in elementary schools and its impact on students' multiple intelligences. This research uses a descriptive qualitative approach with data collection techniques through interviews, observation, and documentation. The research instruments used include observation guidelines, interview guidelines, documentation sheets, and field notes. Data validity uses triangulation of sources and techniques, then proceeds with data analysis using the Miles and Huberman model. Data analysis used includes data reduction, data presentation, and conclusion drawing. The results of this study show that the factors that cause the non-implementation of dance learning consist of various aspects, including, among others, teachers, school policies, tight lesson time, and facilities and infrastructure. The impact of this condition is the inhibition of the development of students' multiple intelligences, especially kinesthetic, interpersonal, and intrapersonal intelligence, which should be honed through dance. Abstrak: Pembelajaran tari di sekolah dasar menghadapi banyak hambatan dalam penerapan pembelajaran di kelas. Faktanya, ada sekolah dasar yang belum menerapkan pembelajaran tari sebagai mata pelajaran yang diajarkan, sehingga siswa tidak mendapatkan kesempatan untuk mengembangkan pengetahuan mereka di bidang tari. Penelitian ini bertujuan untuk menganalisis faktor-faktor yang menyebabkan tidak diterapkannya pembelajaran tari di sekolah dasar dan dampaknya terhadap kecerdasan majemuk siswa. Penelitian ini menggunakan pendekatan kualitatif deskriptif dengan teknik pengumpulan data melalui wawancara, observasi, dan dokumentasi. Instrumen penelitian yang digunakan meliputi pedoman observasi, pedoman wawancara, lembar dokumentasi, dan catatan lapangan. Validitas data menggunakan triangulasi sumber dan teknik, kemudian dilanjutkan dengan analisis data menggunakan model Miles dan Huberman. Analisis data yang digunakan meliputi reduksi data, penyajian data, dan penarikan kesimpulan. Hasil penelitian ini menunjukkan bahwa faktor-faktor yang menyebabkan tidak dilaksanakannya pembelajaran tari terdiri dari berbagai aspek, antara lain guru, kebijakan sekolah, waktu pelajaran yang ketat, serta fasilitas dan infrastruktur. Dampak dari kondisi ini adalah penghambatan perkembangan kecerdasan majemuk siswa, terutama kecerdasan kinestetik, interpersonal, dan intrapersonal, yang seharusnya dikembangkan melalui tari.
The development of E-BISA media to improve srudents creativity in learning dance in grade VI Riska Setyaningrum; Deasylina da Ary
Jurnal Prima Edukasia Vol. 14 No. 2 (2026): May 2026
Publisher : Asosiasi Dosen PGSD dan Dikdas Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21831/jpe.v14i2.97381

Abstract

This study aims to develop E-BISA media (interactive audiovisual-based ebook) and test its feasibility and effectiveness in increasing student creativity in dance learning for grade VI elementary school. The type of research applied is R&D (Research and Development) with the Borg & Gall development model with seven stages, namely potential and problems, data collection, product design, product validation, revision, trial, and final product. The subjects in this study consisted of grade VI students of Sadeng 02 Public Elementary School, class teachers, as well as material experts and media experts. Data collection techniques used observation, interviews, questionnaires, and documentation. The results of the development of this E-BISA media include interactive audiovisual-based ebook learning media in digital form equipped with images, audio, mystery cards and containing stories with traditional game themes to help students understand the material in dance learning. The results of the feasibility measurement show that the developed E-BISA media has a very high level of feasibility, indicated by the percentage of validation from material experts of 95.7% and media experts of 96%. Furthermore, the trial results showed an increase in student creativity, as demonstrated by a significant difference between pretest and posttest scores. The effectiveness test results indicated that the media used was categorized as quite effective with an N-Gain of 68.22%. Therefore, the E-BISA (audiovisual-based interactive ebook) media is deemed feasible and effective for use in dance learning to enhance student creativity. This media can also be an innovative alternative for teachers in creating engaging, interactive, and technologically advanced learning.
KATABEL Flashcards for Fable-Based Dance Learning in Primary School Marcella Nadya Irafany; Deasylina da Ary
Women, Education, and Social Welfare Vol. 3 No. 2 (2026): April - June 2026 | Women, Education, and Social Welfare
Publisher : WISE Pendidikan Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.70211/wesw.v3i2.435

Abstract

Dance instruction in primary school requires learning media that make movement concepts concrete, engaging, and usable for young learners. This study developed KATABEL, a fable-based dance flashcard medium, and examined its feasibility and preliminary effectiveness in Grade 4 dance learning. The study employed research and development using the ADDIE framework and involved 29 students at a public primary school in Pati Regency, Indonesia. KATABEL combines animal-fable narratives, illustrations, QR-code-linked movement videos, and prompts for imitating, adapting, sequencing, and presenting movement. Feasibility was assessed by content and media experts; implementation evidence was obtained through sequential small-group (n = 6) and large-group (n = 23) pretest-posttest trials. Content and media validation yielded 93% and 96%, respectively, placing the product in the highly feasible category. Shapiro-Wilk results supported normality, and paired-sample tests indicated significant gains in both trials (small group: t = -8.174, p < .001; large group: t = -18.325, p < .001). Mean normalized gains were 0.6879 and 0.7366. KATABEL offers a low-cost, human-centered physical-digital learning resource that supports movement exploration, participation, and equitable access to primary arts learning.
Implementasi Muatan Kemaritiman melalui Project - Based Learning dalam Pendidikan Anak Usia Dini Panti Indriyati; Ali Formen; Edi Waluyo; Deasylina Da Ary
Jurnal Obsesi : Jurnal Pendidikan Anak Usia Dini Vol. 10 No. 2 (2026)
Publisher : LPPM Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/obsesi.v10i2.8016

Abstract

Penelitian ini bertujuan untuk mengetahui implementasi muatan kemaritiman dalam pendidikan anak usia dini. Penelitian ini menggunakan pendekatan kualitatif dengan teknik pengumpulan data berupa wawancara, observasi, dan analisis dokumen yang melibatkan informan yang terdiri dari kepala sekolah dan guru. Hasil penelitian menyatakan bahwa muatan kemaritiman dalam pendidikan anak usia dini pada satuan pendidikan anak usia dini diimplementasikan melalui metode Project-Based Learning. Pembelajaran Project–Based Learning dirancang sesuai dengan karakteristik perkembangan anak usia dini yang berorientasi pada pengalaman langsung. Metode ini dapat menumbuhkan rasa ingin tahu, keterlibatan, dan berpikir kritis siswa. Muatan kemaritiman dengan metode Project-Based Learning yang diimplementasikan ini memberikan implikasi bagi perkembangan  pengetahuan, sikap dan keterampilan anak terutama dalam bidang kemaritiman. Penelitian ini memberikan kontribusi terhadap pengembangan pembelajaran kontekstual berbasis kemaritiman dalam pendidikan anak usia dini yang belum banyak dikaji oleh penelitian sebelumnya.
PENGEMBANGAN MEDIA DIGIBUK BERBASIS IMAGINATIVE NARRATIVE GAMES UNTUK MENINGKATKAN KREATIVITAS SISWA SD MATERI POLA LANTAI Anisa Wulan Suci Rahmawati; Deasylina da Ary
JPDI (Jurnal Pendidikan Dasar Indonesia) Vol 10, No 3 (2025): VOLUME 10 NUMBER 3 SEPTEMBER 2025
Publisher : STKIP Singkawang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26737/jpdi.v10i3.7070

Abstract

This study aims to develop, test the feasibility, and effectiveness of DIGIBUK media based on imaginative narrative games in an effort to increase creativity in floor pattern material for grade V elementary school students. The type of research used is Research and Development (R&D), which is adapted from the ADDIE model (Analysis, Design, Development, Implementation, and Evaluation). The subjects of this research include material experts and learning media experts. The test subjects were teachers and grade V elementary school students, as many as 27 people. The data collection techniques include observation, interviews, questionnaires, and tests. The instruments used to collect data include observation sheets, interview guidelines, needs questionnaires, validation questionnaires, response questionnaires, and test questions. The DIGIBUK product was developed based on the needs analysis results of students who showed interest in movement activities, stories, and imaginative approaches. This media consists of three main menus: floor pattern material, imaginative narrative games, and practical evaluation. The feasibility test results showed that DIGIBUK scored 94.28% from the material expert and 96.66% from the media expert, with very feasible criteria. The effectiveness test using the t-test showed a significance value of 0.000 <0.05 and an N-Gain value of 0.71, which is included in the high category. Thus, the development of DIGIBUK media is declared feasible and effective to increase student creativity in learning dance, especially in floor pattern material, through an imaginative narrative game approach.
GOTERA CARD MEDIA: ENHANCING THE STUDENTS' CREATIVITY ON THE TOPIC OF MUTUAL COOPERATION IN THE LOCAL COMMUNITY Imarda Naina Firga; Deasylina da Ary
JURNAL EDUSCIENCE Vol 13, No 4 (2026): Jurnal Eduscience (JES), (Authors from South Africa, Philippines, and Indonesia
Publisher : Universitas Labuhanbatu

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36987/jes.v13i4.9443

Abstract

Purpose – This study aims to develop, test the feasibility of, and measure the effectiveness of the GOTERA Card (Mutual Cooperation with Dance Arts) learning media in enhancing the creativity of fifth-grade elementary school students on the topic of cooperation in their local community.Methodology – This study employs a Research and Development (R&D) approach using the ADDIE model (analysis, design, development, implementation, and evaluation) and a mixed-methods approach. Data collection included pretests, posttests, expert-validation questionnaires, and teacher- or student-response questionnaires. Feasibility percentages and N-Gain calculations were used for data analysis.Findings – Validation results showed the media was in the very feasible category (content experts: 83%–89%; media expert: 93%). Practicality was rated very practical (teacher: 93.84%; students: 91.76%). Effectiveness results showed N-Gain values of 0.8324 (high category) for the small group and 0.6134 (moderate category) for the large group. The use of this medium has the potential to increase student engagement in learning, foster creativity, and help students understand the value of cooperation through concrete, meaningful learning experiences.Contribution – This research contributes an innovative integrated learning media that combines Pancasila Education content with dance arts activities in the form of concrete interactive cards. The novelty of this study lies in integrating narrative, visual, and kinesthetic approaches into a single learning medium, enabling students to actively engage in meaningful learning experiences while fostering creativity, collaboration, and a deeper understanding of the values of cooperation in Pancasila Education learning.
INOVASI DAUR ULANG LIMBAH ANORGANIK PADA PRODUKSI ECO-RESIN ART UNTUK PENINGKATAN DAYA SAING EKONOMI UMKM SIGUR Deni Setiawan; Ni Kadek Aris Rahmadani; Deasylina Da Ary; R. Agustinus Arum Eka Nugroho; Suyatno Suyatno; Ana Zumrotul Isnaini; Fatimah Nurul Haliim; Alfaiza Sabrina
Jurnal Abdimas Ilmiah Citra Bakti Vol. 7 No. 3 (2026)
Publisher : STKIP Citra Bakti

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.38048/jailcb.v7i3.7362

Abstract

Pengembangan industri kriya eco-resin art di UMKM Sigur Semarang menghadapi tantangan berupa stagnasi estetika desain, tingginya Biaya Pokok Produksi (HPP), dan tingginya angka cacat produk yang mencapai 30%. Kegiatan pengabdian kepada masyarakat ini bertujuan untuk merekayasa nilai produk melalui penguatan estetika seni rupa, inovasi struktur desain produk, dan optimalisasi dampak ekonomi berbasis daur ulang limbah anorganik. Pelaksanaan kegiatan dilakukan secara partisipatif melalui tiga tahap utama, yaitu: (1) inovasi seni rupa “Fosilisasi Modern” dengan memanfaatkan limbah tembaga, kaca, dan plastik HDPE berbasis narrative design; (2) inovasi desain produk melalui rekayasa cetakan dan penerapan teknik konstruksi Core-Filler untuk menyubstitusi volume resin murni; serta (3) digitalisasi kalkulasi HPP dan pendampingan strategi value-based pricing. Hasil kegiatan menunjukkan terciptanya enam prototipe kriya unggulan yang telah memperoleh sertifikat Hak Cipta, substitusi volume resin murni hingga 38,5%, penurunan angka cacat produk menjadi 3,8%, efisiensi HPP sebesar 35%, serta peningkatan margin keuntungan bersih UMKM mitra sebesar 22,5%. Hasil tersebut menunjukkan bahwa integrasi seni rupa kriya dan rekayasa desain produk mampu mengubah limbah yang semula tidak bernilai menjadi elemen estetika bernilai ekonomi tinggi. Keberhasilan program pengabdian ini menunjukkan potensinya sebagai model percontohan transformasi industri kriya mikro berbasis limbah yang inovatif, ramah lingkungan, berdaya saing pasar, dan berkelanjutan secara finansial.