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Peningkatan Publikasi Artikel Ilmiah Bagi Mahasiswa PGSD Universitas Ngudi Waluyo Semarang Ela Suryani; Lisa Virdinarti Putra; Kartika Yuni Purwanti
Jurnal Abdimas PHB : Jurnal Pengabdian Masyarakat Progresif Humanis Brainstorming Vol 5, No 2 (2022): Jurnal Abdimas PHB : Jurnal Pengabdian Masyarakat Progresif Humanis Brainstormin
Publisher : Politeknik Harapan Bersama

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30591/japhb.v5i2.3516

Abstract

Mahasiswa merupakan civitas akademika yang memiliki peran dalam mempublikasikan artikel ilmiah. Akan tetapi, mahasiswa PGSD Universitas Ngudi Waluyo (UNW) Kabupaten Semarang masih rendah publikasi ilmiah di jurnal nasional. Oleh karena itu, tim pelaksana PkM melakukan pendampingan penulisan artikel ilmiah hingga menghasilkan draft artikel ilmiah yang siap dipublikasikan di jurnal nasional. Sasaran PkM adalah mahasiswa PGSD UNW rombel A angkatan 2017, 2018, dan 2019 yang berjumlah 70 orang.  Metode yang digunakan adalah coachng clinic melalui tahapan persiapan, knowledge sharing, pendampingan, dan monitoring dan evaluasi. Hasil PkM ini menunjukkan pemahaman sistematika penulisan artikel ilmiah yang telah dimiliki oleh mahasiswa PGSD sebesar 93% dengan kategori sangat baik, seluruh mahasiswa PGSD telah menjadi partisipan dalam seminar penulisan artikel ilmiah dengan kategori sangat baik, kemampuan menyusun artikel ilmiah mahasiswa juga meningkat menjadi 83% dengan kategori baik; dan mahasiswa berkeinginan mempublilkasikan artikel ilmiah meningkat menjadi 86% dengan kategori baik. Faktor yang mempengaruhi penulisan artikel ilmiah mahasiswa adalah faktor motivasi menulis dan keinginan publikasi artikel ilmiah diterbitkan di jurnal nasional terindeks sinta serta faktor kompetensi menuangkan gagasan dalam artikel ilmiah dan pemahaman tentang tata tulis artikel ilmiah untuk dipublikasikan.
Pemanfaatan Permainan Dakon Bervisi Sets Dalam Menanamkan Karakter Siswa Selama Pembelajaran Jarak Jauh Ela Suryani; Kartika Yuni Purwanti; Fiktina Vifri Ismiriyam
Joong-Ki : Jurnal Pengabdian Masyarakat Vol. 1 No. 2: Mei 2022
Publisher : CV. Ulil Albab Corp

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

Abstract

The SETS vision dakon game is a form of traditional game combined with a learning process by linking science, environment, technology, and society. With the SETS vision dakon game, it is hoped that teachers will be able to instill character values ​​during distance learning because this game can be done at home. The method used is community development through the following stages: 1) preparation; 2) introduction; 3) implementation; 4) monitoring; and 5) evaluation. The results of this PkM show that the character values ​​that have been embedded in the sixth grade students of SDN Susukan are 1) honest as much as 90.9% in the very good category, 2) intelligent as much as 63.6% in the good category, 3) fair as much as 77, 2% in good category, 4) cooperation as much as 86.3% in very good category, 5) firm as much as 68.1% in good category, 6) imagination as much as 59% with good enough category, 7) ambitious as much as 100% with very good category, 8) brave as much as 81.8% with very good category, and 9) attention as much as 86.3% with very good category.
The Effect of Contextual Teaching And Learning (CTL) Learning Model Assisted by Android-Based Application Media Whith Thunkable On Learning Interest Of Class V SDN Students Candirejo 02 Agus Arifin Rohmatullah Arif; Kartika Yuni Purwanti
Jurnal Sekolah Dasar Vol 6 No 2 (2021): Jurnal Sekolah Dasar
Publisher : LPPM Universitas Buana Perjungan Karawang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36805/jurnalsekolahdasar.v6i2.1856

Abstract

This study aims to determine the effect of contextual teaching and learning (CTL) learning models assisted by android-based applications with thunkable on students' interest in learning. This type of research is an experiment with a pretest - posttest control group design. The population in this study were all students of SDN Candirejo 02, Ungaran Barat District, Semarang Regency, then for the research sample was class 5 SDN Candirejo 02, Ungaran Barat District, Semarang Regency with random sampling techniques. The data collection technique used is the scale of observation, tests, questionnaires (questionnaires) and documentation. Data were analyzed by normality test, homogeneity test, t test and regression test. The results of the research show: (1) There are differences in the use of contextual teaching and learning (CTL) learning models assisted by android-based applications with thunkable on students' learning interest, this is evidenced by the significance level > 0.05, i.e. 0.000 > 0.05 using the t test (2 ) There is an effect of the use of contextual teaching and learning (CTL) learning models assisted by android-based applications with thunkable on students' interest in learning, this is evidenced by a significance level of < 0.05, i.e. 0.000 > 0.05 using a regression test. The results of this study can be concluded that the contextual teaching and learning (CTL) learning model assisted by android-based applications with thunkable has an effect on increasing student interest in learning.
Pengaruh Model Pembelajaran Kooperatif STAD (Student Team Achievement Division) Berbantuan Media Animaker terhadap Keaktifan dan Sikap Sosial di SD Negeri Candi 03 Cholifatul Hidayah; Kartika Yuni Purwanti
Jurnal Sekolah Dasar Vol 7 No 2 (2022): Jurnal Sekolah dasar
Publisher : LPPM Universitas Buana Perjungan Karawang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36805/jurnalsekolahdasar.v7i2.2772

Abstract

Abstrak Tujuan penelitian untuk mengetahui pengaruh model pembelajaran kooperatif tipe STAD berbantuan media animaker terhadap keaktifan dan sikap sosial siswa kelas III di SDN Candi 03 Bandungan. Penelitian ini menggunakan pendekatan kuantitatif serta menggunakan jenis metode eksperimen yaitu Quasi Eksperimental Design dengan bentuk design Non-Equivalent Control Group Design. Populasi yang diambil dalam penelitian ini yaitu siswa kelas III SDN Candi Bandungan. Sedangkan untuk sampel pada penelitian ini yaitu siswa kelas III SDN Candi 02 dan SDN Candi 03 Bandungan. Teknik pengumpulan data yang digunakan yaitu angket, lembar observasi, wawancara tidak terstruktur dan dokumentasi. Penggunakan teknik pengumpulan data yang digunakan adalah Uji Normalitas, Uji Homogenitas, Uji Independent Sample T-test dan Uji Regresi Linier Sederhana. Hasil dari penelitian ini menunjukka bahwa: (1) Terdapat perbedaan penggunaan model pembelajaran Kooperatif Tipe STAD berbantuan media animaker terhadap keaktifan. Rata-rata keaktifan dapat dilihat dari Uji Independent Sample T-test dapat di peroleh nilai thitung>ttabel (3,611>2,003) dengan nilai sig (2-talent) yaitu 0.000 < 0,05 maka H0 ditolak dan Ha diterima.(2)Terdapat perbedaan penggunaan model pembelajaran Kooperatif Tipe STAD berbantuan media animaker terhadap sikap sosial. Rata-rata sikap sosial dapat dilihat dari Independent Sample T-test dapat di peroleh nilai thitung>ttabel (3,611>2,008) dengan nilai sig(2-talent) yaitu 0.001 < 0,05 maka H0 ditolak dan Ha diterima.(3)Terdapat pengaruh penggunaan model pembelajaran Kooperatif Tipe STAD berbantuan media animaker terhadap keaktifan. Rata-rata keaktifan siswa antara kelas kontrol dan kelas eksperimen. Dapat dilihat dari nilai sig(2-talent) yaitu 0.000 < 0,05 maka H0 ditolak dan Ha diterima ,dengan presentasi nilai R2 sebesar 0,726=72,6% maka model variable ini dapat mempengaruhi partisipasi.(4)Terdapat pengaruh penggunaan model pembelajaran Kooperatif Tipe STAD berbantuan media animaker terhadap siiap sosial. Rata-rata keaktifan siswa antara kelas kontrol dan kelas eksperimen. Dapat dilihat dari nilai sig(2-talent) yaitu 0.000 < 0,05 maka H0 ditolak dan Ha diterima, dengan presentasi nilai R2 sebesar 0,686 =68,6% maka model variable ini dapat mempengaruhi partisipasi. Dapat disimpulkan bahwa model kooperatif STAD berbantukan media animaker mempunyai perbedaan dan berpengaruh terhadap keaktifan dan sikap sosial siswa di SDN Candi Bandungan. Abstract The purpose of the study was to determine the effect of the STAD type cooperative learning model assisted by animaker media on the activity and social attitudes of third grade students at SDN Candi 03 Bandungan. This study uses a quantitative approach and uses a type of experimental method, namely Quasi Experimental Design with the form of Non-Equivalent Control Group Design. The population taken in this research is the third grade students of SDN Candi Bandungan. As for the sample in this study, the third grade students of SDN Candi 02 and SDN Candi 03 Bandungan. Data collection techniques used are questionnaires, observation sheets, unstructured interviews and documentation. The data collection techniques used are Normality Test, Homogeneity Test, Independent Sample T-test and Simple Linear Regression Test. The results of this study indicate that: (1) There are differences in the use of the STAD Type Cooperative learning model assisted by animaker media on the activity. The average activity can be seen from the Independent Sample T-test, it can be obtained the value tcount> ttable (3.611> 2.003) with a sig (2-talent) value of 0.000 < 0.05 then H0 is rejected and Ha is accepted. (2) There are differences in the use of the STAD Type Cooperative learning model assisted by media animaker on social attitudes. The average social attitude can be seen from the Independent Sample T-Test, it can be obtained a value of tcount> ttable (3.611> 2.008) with a sig (2-talent) value of 0.001 < 0.05 then H0 is rejected and Ha is accepted. (3) There are the effect of using the STAD Type Cooperative learning model assisted by animaker media on activity. The average student activity between the control class and the experimental class. It can be seen from the value of sig(2-talent) that is 0.000 < 0.05 then H0 is rejected and Ha is accepted, with a presentation of the R2 value of 0.726 = 72.6%, this variable model can affect participation. (4) There is an effect of using the learning model STAD type cooperative assisted by media animaker towards social readiness. The average student activity between the control class and the experimental class. It can be seen from the value of sig(2-talent) that is 0.000 < 0.05 then H0 is rejected and Ha is accepted, with a presentation of R2 value of 0.686 = 68.6%, this model variable can affect participation. It can be concluded that the STAD cooperative model assisted by the media animaker has a difference and has an effect on the activeness and social attitudes of students at SDN Candi Bandungan.
KEEFEKTIFAN PBL BERBASIS GAMES BERBANTUAN BRAIN MATH PUZZLE TERHADAP KEMAMPUAN BERPIKIR KRITIS SISWA SD Kartika Yuni Purwanti; Zulmi Roestika Rini
ELEMENTARY SCHOOL JOURNAL PGSD FIP UNIMED Vol 12, No 4 (2022): ELEMENTARY SCHOOL JOURNAL PGSD FIP UNIMED
Publisher : FIP Unimed

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24114/esjpgsd.v12i4.39844

Abstract

Penelitian ini bertujuan untuk mengetahui Keefektifan Model PBL berbasis games berbantuan Media Brain Math Puzzle Terhadap Kemampuan Berpikir Kritis Siswa Sekolah Dasar. Metode penelitian ini adalah penelitian kuantitatif eksperimen. Populasi dalam penelitian ini adalah seluruh siswa kelas IV SD di Gugus Gedongsongo Kecamatan Sumowono. Sampel penelitian adalah siswa kelas IV SDN Jubelan 01 dan 02. Hasil penelitian menunjukkan bahwa terdapat perbedaan Penggunaan Model Problem Based Learning Berbasis Games Berbantuan Media Brain Math Puzzle terhadap Kemampuan Berpikir Kritis. Hasil uji paired sampel t-test menunjukkan taraf signifikansi < 0,05 yaitu 0,00 < 0,05, maka ???????? diterima.
Pelatihan Pembuatan Media Pembelajaran Dengan Pendekatan Metakognitif Berbantuan Canva Untuk Meningkatkan Kemampuan Pemecahan Masalah Siswa Sekolah Dasar lisavirdinartiputra; lisa virdinarti putra; Kartika Yuni Purwanti
Dedikasi Nusantara: Jurnal Pengabdian Masyarakat Pendidikan Dasar Vol 2 No 1 (2022): Juni
Publisher : Universitas Nusantara PGRI Kediri

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (533.403 KB) | DOI: 10.29407/dedikasi.v2i1.18113

Abstract

This service aims to determine the effect of Canva-assisted learning media on the problem-solving abilities of fourth grade elementary school students on KPK and FPB materials. The population in this service is students of SD N 2 Ampel and students of SD N 3 Urutsewu who are still in one cluster, then for the samples in this service are 4th grade students of SD N 2 Ampel and 4th grade students of SD N 3 Urutsewu. The results of the service show that there is an effect of using Canva-assisted learning media on the problem-solving abilities of fourth grade students on the KPK and FPB material, as evidenced by a significance level of 0.011 <0.05 using a simple linear regression test. The results of this service can be concluded that the Canva-assisted learning media has an effect on the problem-solving abilities of fourth grade students on the KPK and FPB material
EFEKTIVITAS PENGGUNAAN MEDIA BIG BOOK LITERASI TERHADAP KETERAMPILAN MEMBACA PERMULAAN SISWA KELAS 1 SEKOLAH DASAR Kartika Yuni Purwanti; Elina Intan Apriliani
Jurnal Guru Kita PGSD Vol 3, No 4: September 2019
Publisher : Universitas Negeri Medan

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (514.23 KB) | DOI: 10.24114/jgk.v3i4.15089

Abstract

Abstract: Effectiveness of the Use of Big book Literacy Media on Beginning Reading Skills of Grade 1 Students in Elementary Schools. The purpose of this study is to prove the effectiveness of Big book literacy on the beginning reading skills of grade 1 elementary school students. This type of research is research. Data collection techniques with observation, preliminary reading skills tests, and documentation. Data analysis techniques used consisted of two, namely: descriptive analysis and inferential analysis. Paired sample t-test results showed a significance ???????? was accepted. T test results show the average learning value of the experimental class is higher than the average value of learning control class, then ???????? is accepted. Regression test results indicate that the significance value of reading skills the initial value of 0.090 where this value is more than 0.05, the hypothesis is accepted. The data on the initial reading skills also shows that the mastery learning of the experimental class is greater than the control class.The results of the analysis of the data indicate that the big book literacy media is effective in improving the initial reading skills 1st grade students of elementary school.Keywords: Big book, literacy, read the beginning Abstrak: Efektivitas Penggunaan Media Big book Literasi terhadap Keterampilan Membaca Permulaan Siswa Kelas 1 Sekolah Dasar. Tujuan dari penelitian ini adalah membuktikan keefektifan penggunaan media Big book literasi terhadap keterampilan membaca permulaan siswa kelas 1 SD. Jenis penelitian ini adalah penelitian ekperimen Teknik pengumpulan data dengan observasi, tes keterampilan membaca permulaan, dan dokumentasi. Teknik analisis data yang digunakan dalam penelitian ini terdiri atas dua, yaitu: analisis deskriptif dan analisis inferensial. Hasil uji paired sampel t-test menunjukkan taraf signifikansi ???????? diterima. Hasil uji t menunjukkan bahwa rata-rata nilai pembelajaran kelas eksperimen lebih tinggi daripada rata-rata nilai pembelajaran kelas kontrol, maka ???????? diterima. Hasil uji regresi menunjukkan bahwa nilai signifikansi keterampilan membaca permulaan sebesar 0,090 dimana nilai ini lebih dari 0,05, maka hipotesis diterima. Data nilai keterampilan membaca permulaan juga menunjukkan bahwa ketuntasan belajar kelas eksperimen lebih besar daripada kelas kontrol. Hasil analsisis data tersebut menunjukkan bahwa media big book literasi efektif dalam meningkatkan keterampilan membaca permulaan siswa kelas 1 sekolah dasar.Kata Kunci: Big book, Literasi, Membaca Permulaan
Pendampingan Pembuatan Aplikasi Pembelajaran Untuk Meningkatkan Kreativitas Mahasiswa PGSD Kartika Yuni Purwanti; Hesti Yunitiara Rizqi; Ari Siswati
Jurnal Masyarakat Madani Indonesia Vol. 2 No. 1 (2023): Februari
Publisher : Alesha Media Digital

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (956.691 KB) | DOI: 10.59025/js.v2i1.71

Abstract

Pengabdian ditujukan kepada mahasiswa semester 7 PGSD Universitas Ngudi Waluyo. Masalah yang dihadapi mitra adalah mahasiswa belum memahami jenis-jenis aplikasi pembelajaran, kreativitas mahasiswa dalam membuat aplikasi pembelajaran masih rendah, serta keterampilan mahasiswa dalam penerapan aplikasi pembelajaran masih rendah. Metode yang digunakan adalah sosialisasi, demonstrasi dan praktik pembuatan aplikasi, pendampingan penerapan penggunaan aplikasi dalam pembelajaran, serta monitoring dan evaluasi. Hasil dari pelatihan ini peserta kegiatan telah mengalami peningkatan pengetahuan dan keterampilan dengan rata-rata 93,33%, yaitu pengetahuan tentang jenis-jenis aplikasi pembelajaran 95%, kreativitas mahasiswa dalam membuat aplikasi pembelajaran 87% serta keterampilan mahasiswa dalam menerapkan aplikasi pada pembelajaran 98%.. Oleh karena itu, hasil kegiatan pelatihan pendampingan penggunaan aplikasi kolital ini dapat dikatakan berhasil dalam kategori sangat baik. Program pengabdian berupa pendampingan pembuatan aplikasi perlu terus diupayakan demi menunjang kreativitas mahasiswa serta luaran mahasiswa.
Pengaruh Model Pembelajaran Somatic, Auditory, Visualization, Intellectually (SAVI) Berbantuan Media Ask Puzzle terhadap Kemampuan Berpikir Kritis Siswa Kelas IV SD Isriati Moenadi Maya Mustafidah; Kartika Yuni Purwanti
Jurnal Sekolah Dasar Vol 8 No 1 (2023): Jurnal Sekolah Dasar
Publisher : LPPM Universitas Buana Perjungan Karawang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36805/jurnalsekolahdasar.v8i1.2752

Abstract

This study aims to determine the effect of the Somatic, Auditory, Visualization, Intellectually (SAVI) learning model assisted by the ask puzzle on students’ critical thinking skills. The type of research used is quantitative research using experimental methods in the form of non-equivalent control group design. The population in this study was the fourth grade students of SD Isriati Moenadi, with a sample of grade IV A students as the experimental class and class IV B students as the control class. Data collection techniques used are tests, observations, questionnaires, and documentation. Data were analyzed by normality test, homogeneity test, independent sample t-test, and regression test. The results showed : 1) There were differences from the use of the SAVI learning model assisted by ask puzzle on students’ critical thinking skills, as evidenced by the results of the independent sample t-test which showed that the average of the experimental class was hinger than the control class, namely 77,8 > 73,8 and with a significance value of 0,012 < 0,05. 2) There is an influence from the use of the SAVI learning model assisted by the ask puzzle on students’ critical thinking skills, as evidenced by the results of the regression test showing a significance of 0,00 < 0,05 which means that X has an effect on Y and the value of R square or R2 = 0,799 = 79% (X affects Y by 79%). So it can be concluded that the SAVI learning model assisted by the media ask puzzle has an effect on the critical thinking skills of fourth grade student at SD Isriati Moenadi.
Pemanfaatan Permainan Dakon Bervisi Sets Dalam Menanamkan Karakter Siswa Selama Pembelajaran Jarak Jauh Ela Suryani; Kartika Yuni Purwanti; Fiktina Vifri Ismiriyam
Joong-Ki : Jurnal Pengabdian Masyarakat Vol. 1 No. 2: Mei 2022
Publisher : CV. Ulil Albab Corp

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

Abstract

The SETS vision dakon game is a form of traditional game combined with a learning process by linking science, environment, technology, and society. With the SETS vision dakon game, it is hoped that teachers will be able to instill character values ​​during distance learning because this game can be done at home. The method used is community development through the following stages: 1) preparation; 2) introduction; 3) implementation; 4) monitoring; and 5) evaluation. The results of this PkM show that the character values ​​that have been embedded in the sixth grade students of SDN Susukan are 1) honest as much as 90.9% in the very good category, 2) intelligent as much as 63.6% in the good category, 3) fair as much as 77, 2% in good category, 4) cooperation as much as 86.3% in very good category, 5) firm as much as 68.1% in good category, 6) imagination as much as 59% with good enough category, 7) ambitious as much as 100% with very good category, 8) brave as much as 81.8% with very good category, and 9) attention as much as 86.3% with very good category.