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Penguatan Karakter Kebhinekaan Global melalui Permainan Tradisional Berbasis Kearifan Lokal di Sekolah Dasar Wirlyanti, Frisca Aulia; Robiansyah, Firman; Suprianto, Oki
PROSIDING SENADIKA : Seminar Nasional Akademik Vol 1 No 1 (2024): PROSIDING SEMINAR NASIONAL AKADEMIK (SENADIKA) 2024
Publisher : PROSIDING SENADIKA : Seminar Nasional Akademik

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

Pendidikan karakter menjadi fondasi utama dalam membentuk generasi muda yang memiliki identitas nasional sekaligus kemampuan untuk hidup di era globalisasi. Permainan tradisional berbasis kearifan lokal dapat menjadi alat efektif dalam Projek Penguatan Profil Pelajar Pancasila (P5) untuk menanamkan nilai-nilai kebhinekaan global pada siswa sekolah dasar. Artikel ini bertujuan untuk mengulas berbagai hasil penelitian mengenai implementasi permainan tradisional dalam pembinaan karakter kebhinekaan global. Metode yang digunakan adalah studi literatur, dengan sumber data berupa artikel dan jurnal ilmiah yang relevan. Hasil ulasan menunjukkan bahwa permainan tradisional seperti congklak, gobak sodor, dan bentengan berkontribusi dalam meningkatkan nilai-nilai kerja sama, toleransi, dan penghormatan terhadap keberagaman di kalangan siswa. Namun, tantangan berupa kurangnya pelatihan guru dan waktu yang terbatas dalam kurikulum masih menjadi kendala implementasi. Artikel ini menegaskan bahwa permainan tradisional dapat menjadi sarana inovatif untuk membangun karakter siswa yang kuat dengan dukungan kebijakan pendidikan yang memadai.
DIGITAL ANIMATION IN PANCASILA EDUCATION LEARNING: POWTOON MEDIA INNOVATION TO ENHANCE CIVIC KNOWLEDGE AND UNITY VALUES IN ELEMENTARY SCHOOL STUDENTS Bahar, Viona Savira; Nurulpaik, Iik; Suprianto, Oki
PIONIR: JURNAL PENDIDIKAN Vol. 15 No. 1 (2026): PIONIR: JURNAL PENDIDIKAN
Publisher : Prodi PGMI FTK UIN Ar-Raniry Banda Aceh

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22373/pjp.v15i1.33507

Abstract

This study aims to analyze the differences in civic knowledge between students using Powtoon digital animation media and students learning through conventional methods, as well as to measure the effectiveness of Powtoon media in improving civic knowledge and the value of unity in elementary school students. The research uses a quantitative approach with a quasi-experimental design of the non-equivalent control group type. The research subjects are the fourth-grade students of SDN Sempu 1, consisting of class IV A as the experimental group and class IV B as the control group. The research instruments are learning outcome tests and student attitude observation sheets. Data were analyzed using the Shapiro-Wilk normality test, Levene's Test for homogeneity, t-tests, and Cohen's d effect size. The research results show a significant difference between students' civic knowledge before and after learning using Powtoon media, with a significance value of p < 0.05. The effect size value of 0.83 indicates that using Powtoon media has a large impact on improving civic knowledge and unity values. Additionally, the observation results indicate that student attitudes and engagement are in the very good category. Thus, Powtoon digital animation media is effectively used as an innovative learning medium in Pancasila Education lessons in elementary school. Keywords: Elementary Education, Civic Knowledge, Digital Animation, Powtoon  
DIGITAL CITIZENSHIP DALAM PEMBELAJARAN PENDIDIKAN PANCASILA: PENGEMBANGAN E-LKPD BERBASIS LIVEWORKSHEET DI SEKOLAH DASAR Arrahmani Habib, Thifail; Nurulpaik, Iik; Suprianto, Oki
JS (JURNAL SEKOLAH) Vol. 10 No. 2 (2026): MARET 2026
Publisher : Universitas Negeri Medan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24114/d5b3vg76

Abstract

Abstrak: Penelitian ini bertujuan untuk merancang serta mengembangkan E-LKPD pada pembelajaran Pendidikan Pancasila yang mengintegrasikan nilai kedisiplinan digital sebagai bagian dari digital citizenship. Metode yang digunakan adalah Research and Development (RnD) mengacu pada model ADDIE yang mencangkup tahapan analysis, design, development, implementation, dan evaluation. Instrumen penelitian terdiri atas angket validasi, angket guru, dan peserta didik, serta pretest dan posttest yang dianalisis menggunakan pendekatan kuantatif. Hasil validasi menunjukkan bahwa E-LKPD pada kategori sangat layak dengan hasil rekapitulasi 94% . Hasil angket menunjukkan bahwa respons peserta didik mencapai 93% dengan katgori sangat baik, sedangkan respons guru memperoleh nilai sebesar 98% yang juga termasuk dalam kategori sangat baik. Sementara itu, uji efektivitas menghasilkan nilai N-Gain sebesar 0,61 dengan kriteria sedang. Berdasarkan hasil tersebut, E-LKPD berbasis liveworksheet yang dikembangkan pada pembelajaran Pendidikan Pancasila dengan muatan digital citizenship dinyatakan sangat layak dan efektif untuk digunakan dalam proses pembelajaran di sekolah dasar. Kata Kunci: Digital Citizenship, Pendidikan Pancasila, E-LKPD, Liveworksheet  
Improving Learning Outcomes through the Ular Tangga Raksasa Game on Civic Education in Elementary School Suprianto, Oki; Ridwan, Ita Rustiati; Sundari, Nenden
Teknodika Vol 22, No 2 (2024): Teknodika
Publisher : Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/teknodika.v22i2.85023

Abstract

This research is motivated by the low learning outcomes of students in civic education learning, namely 18 students with a percentage of 64.28% and only 10 students who completed their studies with a percentage of 45.71. This study aims to improve student learning outcomes in civic education learning in elementary schools through the ular tangga raksasa game. This research was conducted in class VB SDN Sempu 1 Serang City in the odd semester of the 2022/2023 academic year with 28 students. The PTK data collection technique used observation, interview, documentation and field notes. The research process was carried out according to the stages in classroom action research, namely starting with planning, implementation (action), observing and evaluating the process and results of the action (observation and evaluation), through reflection (reflection), then returning to the action planning stage until the desired learning quality is achieved. The results of the study showed an increase in student learning outcomes in Civic Education using the Giant Snakes and Ladders media, as evidenced by an increase in teacher activity, student activity and student learning outcomes in each cycle. The percentage of teacher activity in cycle I was 75%, cycle II was 87.50%, and cycle III was 94.44%. The percentage of student activity in cycle I was 72.22%, cycle II was 86.11%, and cycle III was 91.66%. The percentage of student learning outcomes completion in the pre-cycle was 35.71%, cycle I was 57.14%, cycle II was 75%, and cycle III increased with very good criteria of 89.28%. Based on the data that has been obtained, the researcher's objective in using the Giant Snakes and Ladders media in improving student learning outcomes in the subject of Civic Education has proven to be successful