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Analysis of Management of Educational Facilities and Infrastructure at Labang State Elementary School, Bangkalan Regency Cahyani, Ridha Rahmah; Siswoyo, Andika Adinanda; Rania, Nabila Putri; Istiqomaturrobiah, Asri; Utami, Putri Puspita; Abdillah, Moh. Zulfan
JUPE : Jurnal Pendidikan Mandala Vol, 9 No 4 (2024) : JUPE : Jurnal Pendidikan Mandala (Desember)
Publisher : Lembaga Penelitian dan Pendidikan Mandala

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58258/jupe.v9i4.7953

Abstract

This investigation was executed with the purpose of illustrating the orchestration of current resources at SDN Labang Bangkalan. The technique employed in this exploration is an interpretative qualitative investigation. The participants in this inquiry consist of the headmaster and the assistant principals, along with the educational blueprint for SDN Labang Bangkalan. From the findings of this exploration, it is understood that the coordination of assets and infrastructure at SDN Labang Bangkalan begins from the strategic formulation phase, aiming to maximize the utilization of available amenities. This is caused by facilities that are still lacking, so optimizing existing facilities is really needed.
Pengaruh Media Interaktif Educaplay terhadap Hasil Belajar Matematika Siswa Kelas V SDN Lawangan Daya II Widiyati, Ayu Maghfirah; Anggraini, Lina; Istiqomaturrobiah, Asri; Utami, Putri Puspita; Rosi, Fahrur; Hidayat, Mohamad Nur; Putra, Danu Pratama; Rahmawati, Ika Dian
JagoMIPA: Jurnal Pendidikan Matematika dan IPA Vol. 5 No. 3 (2025): JagoMIPA: Jurnal Pendidikan Matematika dan IPA
Publisher : Yayasan Pendidikan Bima Berilmu

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.53299/jagomipa.v5i3.2110

Abstract

Penelitian ini secara khusus mengkaji dampak implementasi Educaplay terhadap peningkatan prestasi akademik siswa, dengan fokus pada mata pelajaran matematika di kelas V SDN Lawangan Daya II.  Metode penelitian yang digunakan adalah pendekatan kuantitatif melalui desain pre-eksperimental, dengan menerapkan one group pretest-posttest design untuk mengukur perubahan kemampuan siswa. Sampel penelitian melibatkan 32 peserta didik kelas V, dengan data dikumpulkan melalui instrumen tes objektif (pilihan ganda) dan subjektif (esai). Tahapan penelitian terbagi menjadi dua fase utama: pemberian tes awal (pretest) sebelum penggunaan Educaplay dan tes akhir (posttest) setelah siswa menggunakan media interaktif tersebut. Analisis data dilakukan dengan uji Wilcoxon Signed Rank Test, sebuah metode statistik non-parametrik yang cocok untuk mengevaluasi perbedaan dua sampel berpasangan.Temuan penelitian mengungkapkan hasil yang signifikan, dengan nilai Asymp.Sig (2-tailed) sebesar 0,000, jauh di bawah batas signifikansi 0,05. Hasil ini secara tegas membuktikan bahwa terdapat peningkatan yang nyata antara nilai pretest dan posttest, menegaskan efektivitas Educaplay dalam mendorong pencapaian akademik siswa. Implikasi dari penelitian ini tidak hanya memperkuat pentingnya adopsi teknologi interaktif dalam pendidikan, tetapi juga menyoroti potensi besar gamifikasi sebagai strategi pembelajaran yang berorientasi pada hasil.
PENGEMBANGAN BOOKLET BUDAYA ANDHÂP ASOR BERBASIS KERATON SUMENEP PADA MATA PELAJARAN PENDIDIKAN PANCASILA KELAS IV SEKOLAH DASAR Istiqomaturrobiah, Asri; Sudi Pratikno, Ahmad
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 02 (2026): Volume 11 No. 2, Juni 2026 Release
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v11i02.46551

Abstract

This study aims to develop a learning resource in the form of an Andhāp Asor cultural booklet based on the Sumenep Palace for the Pancasila Education subject in the fourth grade of elementary school. This study was motivated by the lack of contextual learning resources and the decline in students’ polite behavior. The Andhāp Asor culture, as a local wisdom of Madura, is important to introduce from an early age because it embodies the values of humility, respect, and politeness. The method used is Research and Development (R&D) with the 4D model (define, design, develop, disseminate). The research subjects included fourth-grade students at SDN Daramista II and expert validators. Data were collected through observation, interviews, questionnaires, and expert validation. The results showed that the expert validation of the material achieved a 95% rating (very good), student response was 88% (very interested), and teacher response was 87.5% (very good). Thus, the Andhāp Asor culture booklet based on the Sumenep Palace is suitable for use as a learning medium and is capable of increasing students’ interest in learning and their understanding of local cultural values.