Otib Satibi Hidayat
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PENGEMBANGAN MULTIMEDIA INTERAKTIF BERBASIS SAINTFIK PADA MATERI ATURAN DAN NORMA DI KELAS IV SEKOLAH DASAR Kurnia Marifatul Latifah; Otib Satibi Hidayat; M. Syarif Sumantri
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 9 No. 03 (2024): Volume 09, Nomor 03, September 2024 In Progres
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

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Abstract

This research aims to develop and produce a product in the form of scientifically based interactive multimedia to support the learning of Pancasila Education regarding rules and norms for class IV elementary schools and to determine the feasibility of the product that has been developed. The research was carried out at Gunung Putri Elementary School with a total of 33 respondents, class IV elementary school students. The method used in this research is Research and Development (R & D) with a 4D development model, namely Defune, Design, Develop, and Dessiminate. However, this research was carried out only up to the third stage. Data collection techniques use observation, interviews and questionnaires. This research produces a product in the form of a scientifically based interactive multimedia application. The development of scientifically based interactive multimedia products received evaluations carried out by expert reviews, namely media experts, language experts and material experts. The results of the validation assessment from media experts obtained a feasibility percentage of 96.4% in the very good category. The results of the validation assessment from language experts obtained a feasibility percentage of 97.5% with a very good category. The assessment results from material experts were based on obtaining a percentage of 90.9% in the very good category. The results of the one-to-one trial obtained feasibility of 89.6% in the very good category. The results of the small group trial obtained feasibility of 93.5% in the very good category. The results of the field test obtained a feasibility of 92.1% in the very good category. Thus, the objectives of this research and development have been achieved and are suitable for use by fourth grade elementary school students. Keywords: Ineractive Multimedia, Scientific Based, Pancasila Education Learning
ANALISIS PEMAHAMAN KEBHINEKAAN GLOBAL SISWA KELAS IV SEKOLAH DASAR Dea Gita Tasya; Otib Satibi Hidayat; Waluyo Hadi
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 03 (2025): Volume 10 No. 03 September 2025 Terbit
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v10i03.28803

Abstract

This study aims to analyze the extent to which fourth grade students at SDN Kebon Manggis 01 understand global diversity. The background of this research is based on the importance of instilling the value of global diversity from an early age which includes respect for differences in ethnicity, religion, race and culture. This research uses a descriptive qualitative approach with data collection techniques in the form of interviews, participatory observation, and documentation. The results showed that students' understanding of global diversity is still at a basic stage and has not fully touched the aspects of attitude and application of values in everyday life. Some of the factors that influence this include a monotonous learning approach, lack of variety of learning media, and the influence of family and social environment. Therefore, a more varied, interactive and contextual learning strategy is needed to be able to instill the character of global diversity more effectively in elementary school students.
HUBUNGAN INTENSITAS PENGGUNAAN MEDIA SOSIAL TIKTOK DAN PEMAHAMAN MENGENAI BULLYING PADA SISWA KELAS V SD NEGERI DI KELURAHAN CENGKARENG TIMUR Zettriz Yuliana; Otib Satibi Hidayat; Imaningtyas
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 3 (2025): Volume 10 No3 September, 2025
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v10i3.29458

Abstract

This study aims to examine the relationship between the intensity of TikTok usage and the understanding of bullying among fifth-grade students at public elementary schools in Cengkareng Timur, West Jakarta. The research employed a quantitative correlational method, using closed-ended Likert-scale questionnaires as the data collection instrument. A total of 91 students were selected through simple random sampling from two schools. Data analysis revealed a significant positive relationship between TikTok usage intensity and bullying comprehension, with a Pearson correlation coefficient of 0.675 and a significance value of 0.000 (< 0.05). The coefficient of determination showed that 45.6% of students’ understanding of bullying was influenced by their intensity of TikTok usage, while the remaining 54.4% was affected by other factors. These findings support Bandura’s social learning theory, suggesting that exposure to social media content contributes to students’ knowledge and attitudes toward bullying.
PENGARUH TEAMS GAMES TOURNAMENT PADA PEMBELAJARAN PENDIDIKAN PANCASILA TERHADAP KECERDASAN EMSOIONAL SISWA KELAS IV SEKOLAH DASAR Siti Nurkholifah; Otib Satibi Hidayat; Indah Wardatussa’idah
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 03 (2025): Volume 10 No. 03 September 2025
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v10i03.33437

Abstract

This experimental study aims to determine the effect of the Teams Games Tournament (TGT) model on the emotional intelligence of fourth-grade elementary school students in the subject of Pendidikan Pancasila. The research subjects consisted of two classes: Class IV A as the experimental class using the TGT model and Class IV B as the control class using the STAD model, with 30 students in each class. The emotional intelligence questionnaire was tested for validity and reliability through a trial involving. The post-test analysis showed a significant difference (Sig. 0.001 < 0.05) between the two groups, with the experimental class having a higher average score (93.73) compared to the control class (78.87). The implementation of the TGT model enhanced students’ empathy, self-control, and cooperation. The TGT model is recommended as an effective strategy for fostering emotional intelligence in Pancasila Education.
Development of amification-based digital educational game in civic education learning on rights and obligations at grade III elementary students Vita Widyaningsih; Otib Satibi Hidayat; Evita Adnan
Primary: Jurnal Pendidikan Guru Sekolah Dasar Vol. 12 No. 5 (2023): October
Publisher : Laboratorium Program Studi Pendidikan Guru Sekolah Dasar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33578/jpfkip.v12i5.10063

Abstract

Students have a lot of developments rapidly ranging from language, emotions, and social at the elementary school level. This rapid development requires a teacher to be creative and active to optimize the students’ skills. The elementary students’ characteristics are happy learning through playing. Along with the development of advanced technology that grows rapidly, the researchers conducted research to produce gamification-based digital educational game products on Civic Education learning on rights and obligations learning material at grade III elementary students. The developed digital educational game utilizes gamification elements. The research method used was the research and development method with the ADDIE model from Cennamo, Abell, and Chung. The results of the expert validation test on this digital educational game get an average percentage score of 85.16%, which is in the very good category. The user trial results get a percentage of 100% from the group test and 99.3% from the field test in the very good category. Therefore, the gamification-based digital educational game product is suitable as media for Civic Education in the learning material of rights and obligations for grade III elementary students.