Claim Missing Document
Check
Articles

Found 8 Documents
Search

Classroom action research training to develop professional educators for Muhammadiyah school teachers in Belitung Iful Rahmawati Mega; Haiyudi Haiyudi; Rifki Hanif Setiawan
Community Empowerment Vol 9 No 9 (2024)
Publisher : Universitas Muhammadiyah Magelang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31603/ce.11338

Abstract

Classroom Action Research (CAR) study serves as a crucial indicator for enhancing teacher professionalism. Despite its importance, the competency of teachers in conducting CAR remains relatively low. Various factors contribute to this, including a lack of structured guidance and the burden of administrative tasks. This training program for teachers in Muhammadiyah schools on Belitung Island aimed to improve teachers' professionalism, particularly in understanding and responding to classroom dynamics. The method employed a four-stage training process: planning, preparation, implementation, and evaluation. Following mentoring, the training yielded positive results, with participants successfully developing CAR titles based on their classroom experiences and expressing satisfaction with the acquired knowledge of CAR writing concepts. Furthermore, a portion of the participants expressed a desire for continued training to further enhance their professional capabilities as teachers.
ANALISIS PROGRAM MARKET DAY SEBAGAI UPAYA MENUMBUHKAN NILAI KEWIRAUSAHAAN SISWA SDIT AL-BINA PANGKALPINANG Ariska; Diana Pramesti; Rifki Hanif Setiawan
Didaktik : Jurnal Ilmiah PGSD STKIP Subang Vol. 11 No. 02 (2025): Volume 11 No. 02 Juni 2025 In Order
Publisher : STKIP Subang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36989/didaktik.v11i02.6088

Abstract

Market Day is an activity where students sell merchandise that has been made and then offered to other students, teachers and employees at the school. Every week, on Friday at SDIT Al-Bina Pangkalpinang, all classes take turns implementing the Market Day program. Market Day activities are one of the entrepreneurship education that seeks to foster students' entrepreneurial values ​​from an early age, especially student independence. Therefore, researchers are interested in studying and further researching the efforts made by schools in fostering entrepreneurial values ​​in SDIT Al-Bina Pangkalpinang students and the obstacles in its implementation.This type of research uses descriptive qualitative research methods. Data is collected through interviews, observation, and documentation. Data analysis uses the Miles and Huberman model of qualitative descriptive analysis. Activities in data analysis include data reduction, data display, and conclusion drawing/verification. The validity of the data is checked using triangulation techniques and sources. The results of research at SDIT Al-Bina Pangkalpinang, namely the Market Day program at SDIT Al-Bina Pangkalpinang, have been successful in fostering entrepreneurial values ​​in students through regular hands-on activities every Friday by involving all students in economic activities which include production, distribution and consumption activities. The entrepreneurial values developed in students are independence, creativity, courage to take risks, action orientation, leadership and hard work. In implementing Market Day activities at SDIT Al-Bina Pangkalpinang there were obstacles, but they did not become a barrier for the school to implement it.
Pengembangan Media Permainan Ular Tangga Pada Materi Keberagaman Budaya Indonesia Pelajaran IPAS Siswa Kelas IV Leles Taria; Diana Pramesti; Rifki Hanif Setiawan
Didaktik : Jurnal Ilmiah PGSD STKIP Subang Vol. 11 No. 03 (2025): Volume 11 No. 03 September 2025 In Press
Publisher : STKIP Subang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36989/didaktik.v11i03.7878

Abstract

This research is motivated by the monotonous nature of IPAS learning, which still heavily relies on textbooks and lecture-based methods, as well as the limited use of educational media, particularly game-based media, to support education, especially for the topic of Indonesian cultural diversity. The purpose of this study is to develop a Snakes and Ladders game as a learning medium on the topic of Indonesian cultural diversity in the IPAS subject for Grade IV students that is valid, practical, and effective. This research adopts a Research and Development (R&D) approach using the ADDIE development model. The research subjects consisted of 20 fourth-grade students. Data collection techniques included interviews, questionnaires, and tests. The data were analyzed using both quantitative and qualitative methods. Practicality data were obtained from student response questionnaires, while effectiveness data were derived from the analysis of pretest and posttest scores. The results showed that the media expert validation score was 84% (Very Valid), while both material experts gave a validation score of 80% (Very Valid). In terms of practicality, the small-scale trial yielded 95% (Very Practical), and the large-scale trial yielded 97% (Very Practical). The average pretest score was 39.13%, and the posttest score was 82.25%. The product's effectiveness, based on the N-Gain test, was 0.70 (High category), with an N-Gain percentage of 70.17%, which falls into the "Quite Effective" category.
PENGEMBANGAN MEDIA PEMBELAJARAN POP UP BOX BERBASIS CANVA PADA MATERI AKU BERPERILAKU PANCASILA UNTUK MENINGKATKAN KEAKTIFAN BELAJAR SISWA SEKOLAH DASAR Maharani Balqis; Yuanita; Rifki Hanif Setiawan
Didaktik : Jurnal Ilmiah PGSD STKIP Subang Vol. 11 No. 03 (2025): Volume 11 No. 03 September 2025 In Press
Publisher : STKIP Subang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36989/didaktik.v11i03.8189

Abstract

This research began with the problem of low learning activity of second-grade students on the material "I Behave Pancasila" at SD Negeri 6 Tempilang. The factors causing this problem are the learning methods applied are still conventional and the lack of use of interesting learning media that can stimulate students to be active during the learning process. This research aims to produce a valid, practical, and effective Pop Up Box learning media product based on Canva in increasing student learning activity. The type of research used is development research (Research and Development) with the ADDIE model (Analysis, Design, Development, Implementation, and Evaluation). The subjects of the study were 16 second-grade students of SD Negeri 6 Tempilang. Data collection techniques were carried out through observation, interviews, and questionnaires, which were then analyzed descriptively. The research shows that the Pop Up Box learning media based on Canva meets the eligibility criteria. Validation by media experts obtained a score of 80% (valid category) and by material experts 100% (very valid category). The practicality assessment by teachers was 95% and by students 98% (very practical category). Meanwhile, student learning engagement increased by 81% (very active) with an N-Gain of 0.438, categorized as moderate. Thus, the Canva-based Pop-Up Box media proved valid, practical, and effective in increasing second-grade elementary school students' engagement in the topic "I Behave in Pancasila."
ANALISIS KARAKTER SISWA PADA KEGIATAN EKSTRAKURIKULER PRAMUKA SISWA KELAS V DI SD NEGERI 1 AIR GEGAS Depita Kirana; Adi Saputra; Rifki Hanif Setiawan
Didaktik : Jurnal Ilmiah PGSD STKIP Subang Vol. 12 No. 01 (2026): Volume 12 No. 01 Maret 2026 Public
Publisher : STKIP Subang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36989/didaktik.v12i01.11887

Abstract

Early habituation is an important step in building character education and school culture through the implementation of values within the school environment. In the current era, students’ character values tend to decline. Although scouting activities at the school are conducted regularly every Thursday, students’ character development has not been formed optimally, thus requiring an in-depth analysis of the characters emerging through these activities. This study aims to describe the religious, creative, disciplined, honest, and responsible character traits of fifth-grade students during scouting activities. This research employed a qualitative descriptive method using data collection techniques including observation, interviews, and documentation. Data sources consisted of the scouting instructor, the fifth-grade homeroom teacher, and 20 fifth-grade students participating in scouting activities. Data analysis involved data reduction, data presentation, and conclusion drawing, while data validity was ensured through source and technique triangulation. The results indicate that scouting activities at SD Negeri 1 Air Gegas have successfully fostered students’ character through hands-on practices conducted every Thursday, such as habituation of prayer, cheer creation, and adherence to rules. The character values developed include religiosity, creativity, honesty, discipline, and responsibility. These activities also contribute to creating an inclusive and supportive school environment while strengthening students’ sense of identity toward their school.
Pengembangan Video Animasi Berbasis Aplikasi Inshot Pada Materi Keberagaman Budaya Di Indonesia Kelas IV Sekolah Dasar Bella Kasari; Fandi Nugroho; Rifki Hanif Setiawan
JBES (Journal Basic Education Skills) Vol 3 No 3 (2025): JBES (Journal Basic Education Skills)
Publisher : Universitas Muhammadiyah Bangka Belitung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35438/jbes.v3i3.256

Abstract

This research is motivated by the lack of utilization in using creative and innovative learning media. Teachers use visual learning media, such as pictures and books. Students are less enthusiastic about participating in learning activities. This research aims to produce a product in the form of an animated video based on the inshot application that is valid, practical and effective on cultural diversity material in class IV elementary schools in Indonesia. This research uses Research and Development (R&D) with the ADDIE model, which consists of the Analyze, Design, Development, Implementation and Evaluation stages. The research subjects were 16 grade IV students at SD Negeri 43 Pangkalpinang. Interviews and questionnaires are data collection techniques. The data analysis technique used is quantitative descriptive using a Likert scale. The research results show that animated video media is based on the inshot application on Cultural Diversity in Indonesia material, with a validity percentage given by media experts of 92% (very valid), material experts 100% (very valid) and 100% (very valid). The small scale trial consisting of 5 class IV students obtained a percentage of 88.8% (very practical) while the large scale trial of 16 class IV students obtained 95.5%, (very practical). Results of the paired sample t-test t_(count ) 6,299 > t_table 2,085. Thus, H_a is accepted, meaning there are differences before and after the use of learning media.
Pengaruh Media Augmented Reality Terhadap Hasil Belajar Siswa Materi Sistem Pencernaan Manusia Kelas V SDN 30 Pangkalpinang Armadi Syahbani; Erika Fitri Wardani; Rifki Hanif Setiawan
JBES (Journal Basic Education Skills) Vol 4 No 1 (2026): JBES (Journal Basic Education Skills)
Publisher : Universitas Muhammadiyah Bangka Belitung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35438/jbes.v4i1.377

Abstract

The main issue underlying this study is the low learning outcomes of students in the topic of the Human Digestive System. The learning outcomes of students did not meet the minimum competency standard (KTTP) of 70. The researcher intended to analyze the effect of augmented reality media on the learning achievements of fifth-grade students at SD Negeri 30 Pangkalpinang in the topic of the Human Digestive System. The approach used is quantitative with a quasi-experimental design method of the nonequivalent control group design type. In this study, a saturated sampling technique was applied with class VA as the experimental group and class VB as the control group, totaling 55 students. The data collection process was conducted through tests, while data analysis included Kolmogorov-Smirnov normality testing, Levene's homogeneity testing, and hypothesis testing using an independent sample t-test. From the normality and homogeneity tests, it was concluded that the data distribution was normal and both variants were homogeneous. Meanwhile, the hypothesis test results obtained a Sig. value < 0.05, namely 0.030, meaning that Ha was accepted and Ho was rejected. This calculation shows that there is an impact of Augmented Reality on the learning achievement of fifth-grade students on the topic of the Human Digestive System at SD Negeri 30 Pangkalpinang.
The Influence of the Every One is A Teacher Here Type Active Learning Strategy on IPAS Learning Outcomes Rahmi Rahmini; Vika Martahayu; Rifki Hanif Setiawan
Journal of Practice Learning and Educational Development Vol. 6 No. 1 (2026): Journal of Practice Learning and Educational Development (JPLED)
Publisher : Global Action and Education for Society

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58737/jpled.v6i1.950

Abstract

The effectiveness of learning activities in the classroom greatly influences students’ academic achievement. One teaching approach considered to be highly effective is the AL-ETH strategy, which emphasizes active student participation by allowing learners to teach the subject matter to their peers. This research aims to investigate the impact of the AL-ETH method on IPAS learning outcomes of fifth-grade students at SD Negeri 08 Koba. The study applied a quantitative research design with a quasi-experimental approach. Data collection involved pretests and posttests, with instruments that had previously been validated for reliability and validity. The resulting data were then subjected to normality and homogeneity tests to verify their suitability for statistical analysis. The findings from the normality test showed that the control group had significance values of 0.233 for the pretest and 0.085 for the posttest. Similarly, the experimental group obtained significance values of 0.380 and 0.121 for the pretest and posttest, respectively. Since all values exceeded the 0.05 threshold, the data from both groups were deemed to be normally distributed. In addition, the homogeneity test revealed that both the pretest and posttest data were homogeneous, with significance values of 0.515 and 0.557. Based on these findings, the alternative hypothesis was accepted, suggesting that the “Everyone Is A Teacher Here” (AL-ETH) strategy had a statistically significant positive effect on improving IPAS learning outcomes among fifth-grade students at SD Negeri 08 Koba.