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Pengembangan Buku Suplemen Intervensi Life Skill Berbasis STEAM Bagi Anak Berkebutuhan Khusus di Sekolah Dasar Inklusi Hamidaturrohmah; Muh Muhaimin; Aniatus Sholikhah; Daniela Arnesti Nailufar
Indonesian Journal of Humanities and Social Sciences Vol. 4 No. 3 (2023): Indonesian Journal of Humanities and Social Sciences, November, 2023
Publisher : Universitas Islam Tribakti Lirboyo Kediri

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33367/ijhass.v4i3.4338

Abstract

The optimal development of children with special needs in inclusive elementary schools has not been fully realized despite existing interventions. This research aims to depict the development of a supplementary book focusing on life skills, based on STEAM (Science, Technology, Engineering, Arts, Mathematics), tailored for children with special needs in inclusive elementary schools. This study adopts the Plomp model with four phases: initial investigation, design, realization, and test, evaluation, revision. The research findings indicate that the developed supplement book for life skills based on STEAM is highly suitable for use. Expert validation scores reached 90 and 97, categorizing them as very valid. The accompanying teacher's response scored 90, falling into the very good category. In the mentoring practice trial, scores were obtained for dyslexia (88), intellectual disability (86), Down syndrome (80), and Asperger's syndrome (78). Consequently, it can be concluded that this STEAM-based life skills mentoring book is highly suitable as an intervention guide for children with special needs, enabling them to enhance their life skills to the fullest extent.
PENGEMBANGAN BUKU CERITA BERGAMBAR UNTUK MENINGKATKAN SIKAP ANTI BULLYING SISWA SEKOLAH DASAR Riza Firdaus; Hamidaturrohmah
Didaktik : Jurnal Ilmiah PGSD STKIP Subang Vol. 11 No. 03 (2025): Volume 11 No. 03 September 2025 In Build
Publisher : STKIP Subang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36989/didaktik.v11i03.7488

Abstract

Penelitian ini dilatarbelakangi oleh maraknya perilaku bullying di tingkat sekolah dasar dan kurang efektifnya metode nasihat verbal yang bersifat abstrak bagi siswa. Maka dari itu, penelitian pengembangan ini bertujuan untuk menghasilkan produk media buku cerita bergambar sebagai solusi edukasi bullying bagi siswa sekolah dasar. Media ini dirancang secara inovatif dengan mengintegrasikan elemen kearifan lokal Jepara dalam narasi cerita untuk meningkatkan relevansi kontekstual dan daya tarik bagi siswa. Penelitian ini menggunakan model penelitian dan pengembangan (R&D) dengan alur ADDIE (Analyze, Design, Development, Implementation, Evaluation) yang melibatkan 15 siswa kelas IV SDN 7 Kecapi sebagai subjek uji coba. Hasil penelitian adalah produk buku cerita bergambar berjudul “Kita Semua Teman” yang telah divalidasi oleh ahli. Produk memperoleh skor kelayakan 90,6% dari ahli materi dan 94,6% dari ahli media, keduanya dengan kategori “Sangat Valid”. Pada tahap implementasi, media ini mendapatkan respons “Sangat Baik” dari siswa dengan persentase rata-rata 86,28% dan dari guru dengan skor 92%. Kesimpulan menunjukkan bahwa buku cerita bergambar ini sangat layak, menarik dan praktis digunakan sebagai media pembelajaran inovatif untuk menanamkan nilai-nilai anti-bullying pada siswa sekolah dasar.
EFEKTIVITAS MODEL PROBLEM BASED LEARNING BERBANTUAN PERMAINAN BINGO TERHADAP HASIL BELAJAR PENDIDIKAN PANCASILA SISWA SEKOLAH DASAR Putri Cahyaning Negari; Hamidaturrohmah
EBTIDA': Jurnal Pendidikan Dasar Islam Vol 6 No 1 (2026): June 2026
Publisher : Universitas Islam Raden Rahmat Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58788/ebtida.v6i1.9786

Abstract

The research is grounded in the issue of unsatisfactory learning outcomes among fourth-grade students at SD Negeri 1 Bringin on the topic of understanding the surrounding environment, as indicated by the average score below the Minimum Learning Achievement Criteria (KKTP). The research was conducted to evaluate how effective the Problem Based Learning model, combined with a Bingo game, is in enhancing students’ learning outcomes. It applied a quantitative approach, utilizing a pre-experimental method with a One Group Pretest–Posttest design. The participants consisted of 27 fourth-grade students. The data were obtained using pretest and posttest instruments, then analyzed by applying the Shapiro–Wilk test for normality and a paired sample t-test, supported by the Jamovi software. The study demonstrated that the mean score rose from 58.9 during the pretest to 76.1 in the posttest phase. The analysis resulted in t (26) = -5.76 with p < .001, confirming a meaningful difference between the two score distributions. The obtained Cohen’s d value of -1.11 reflects a substantial effect size. This evidence indicates that the use of Problem-Based Learning combined with a Bingo game is effective in improving students’ learning outcomes in Pancasila Education.