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PEMANFAATAN PROGRAM “BaTa” PADA PEMBELAJARAN SENI MUSIK UNTUK MENINGKATKAN PEMAHAMAN NOTASI BALOK DAN NOTASI ANGKA SISWA Arief, Ardian
Jurnal JPSD (Jurnal Pendidikan Sekolah Dasar) Vol 2, No 1: Desember 2015
Publisher : Universitas Ahmad Dahlan

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (447.959 KB) | DOI: 10.26555/jpsd.v2i1.a4953

Abstract

Perkembangan ilmu pengetahuan dan teknologi memberikan kontribusi positif dalam dunia pendidikan, salah satu bentuk kontribusi tersebut ialah produk-produknya. Penggunaan teknologi sudah merupakan bagian dari pembelajaran dan terintegrasi dalam mata pembelajaran di sekolah. Dengan kemudahan yang diberikan oleh teknologi, maka siswa memiliki kesempatan dalam mengembangkan pembelajaran dengan cara yang lebih menarik dan bervariasi sesuai dengan gaya belajar masing-masing. Seni musik merupakan salah satu bidang keilmuan yang muncul di sekolah, dan salah satu materi yang diajarkan adalah penguasaan notasi balok dan angka. Kehadiran program “BaTa” (Balok to Angka) sebagai salah satu buah teknolgi dapat dimanfaatkan dalam membantu siswa dalam memahami notasi balok dan angka sebagai bahasa musik. Program BaTa merupakan program untuk menterjemahkan bentuk notasi, sehingga siswa memiliki pengalaman pribadi dalam mengenal bentuk, tempat, dan simbol notasi.
Eksperimentasi Kreatif Media Pembelajaran Interaktif Berbasis Blended Learning pada Pembelajaran Tematik Sekolah Dasar Ardian Arief; Hanif Yuda Pratama
Science Tech: Jurnal Ilmu Pengetahuan dan Teknologi Vol 8 No 1 (2022): Februari
Publisher : Universitas Sarjanawiyata Tamansiswa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30738/st.vol8.no1.a11176

Abstract

One of the difficulties for students in understanding the material presented in online is abstract learning. Interactive learning media has advantages, including flexible media that is not limited by space and time, and users can operate according to their needs to solve abstract learning problems. This article describes (1) the process of developing interactive learning media based on blended learning learning theme 8 sub-theme 1 class V SD Negeri Playen III and (2) knowing the feasibility of developing interactive learning media based on blended learning learning theme 8 sub-theme 1 class V SD Negeri Playen III. The design of this article is a design and development research article. This article is carried out with a modified analysis, design, development, implementation, evaluation (ADDIE) development procedure until the implementation stage. The population of this article is the fifth grade students of SD Negeri Playen III. Then samples were taken from the fifth grade teacher and 10 students from 15 students. Data collection techniques using questionnaires, interviews, observations, and documentation. The scores obtained from material experts get an average of 3.75 which is included in the "very good" criteria. The media validation obtained an average of 3.80 which is included in the "very good" criteria. In addition, validation from product user experts (class V teachers) obtained an average of 3.70 which is included in the "very good" criteria. The feasibility of learning media is supported by the student response questionnaire scores conducted at the product trial stage. Based on the results of the student response is 83.67% with the criteria of "very good". The score indicates that blended learning-based interactive learning media is feasible to use.
PENGGUNAANMULTIMEDIA INTERAKTIF UNTUKMENINGKATKANKEMAMPUANMEMBACA AKSARA JAWA PADA SISWA KELAS 5 SDNEGERI BLIMBING 4 Akbar Al Masjid; Ardian Arief
TRIHAYU: Jurnal Pendidikan Ke-SD-an Vol 3 No 1 (2016)
Publisher : Universitas Sarjanawiyata Tamansiswa

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (676.505 KB) | DOI: 10.30738/trihayu.v3i1.816

Abstract

The purpose of this study is to increase student motivation in learning and improving reading skills Javanese script for fifth grade students of Elementary School of Blimbing 4 Sukuharjo using multimedia interactive. This research is a classroom action research. This study uses a system of cycles, ranging from planning, action, observation and reflection than to next cycles. The subjects were the student of fifth grade of SD Negeri Blimbing 4. Data collection techniques used were observation, questionnaires, interview and discussion, review of documents, as well as tests. The technique of data validity checks using triangulation techniques and triangulation methods. For data analysis techniques used comparative descriptive and critical analysis. This research was conducted in two cycles.
PEMBUATAN KUIS PADA MULTIMEDIA PEMBELAJARAN INTERAKTIRF DENGAN FITUR TRIGGERSSOFTWAREPOWERPOINT Ardian Arief
TRIHAYU: Jurnal Pendidikan Ke-SD-an Vol 1 No 3 (2015)
Publisher : Universitas Sarjanawiyata Tamansiswa

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (451.715 KB) | DOI: 10.30738/trihayu.v1i3.846

Abstract

  Abstract: At this time the learning media is one aspect that plays a role in learning. One is the role of media in the form of interactive learning, where students become the center of learning and the teacher as a facilitator and motivator. One aspect that needs to appear on an interactive learning media is the quiz feature. Microsoft Powerpoint is one of the bases that can be used for developing interactive learning media. Through this application the presentation of the evaluation of learning can be realized with interesting, fun, and attract students to focus in evaluation of learning. Techniques or features that can be used are triggers and script macros.
TRI PUSAT PENDIDIKAN SEBAGAI UPAYA MEMPERKUAT PENDIDIKAN KARAKTER SISWA DI TAMAN MUDA IBU PAWIYATAN Akbar Al Masjid; Ardian Arief; Arya Dani Setyawan; Rahayu Retnaningsih
TRIHAYU: Jurnal Pendidikan Ke-SD-an Vol 5 No 2 (2019): TRIHAYU: Jurnal Pendidikan Ke-SD-an
Publisher : Universitas Sarjanawiyata Tamansiswa

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (182.748 KB) | DOI: 10.30738/trihayu.v5i2.4920

Abstract

Ki Hadjar Dewantara's teachings which have accumulated as Tamansiswa's teachings are so prerequisite for noble values of manners. One of the teachings in the form of the concept of education formulated by Ki Hadjar Dewantara is the Three Education Centers as teacher saka strengthening character education for the younger generation. The purpose of this study was to describe the application of the Three Education Centers in Taman Muda Ibu Pawiyatan as an effort to strengthen student character education, and explain the supporting and inhibiting factors and describe the results of the implementation of the Three Education Centers. This research is a descriptive qualitative research with the subject of this study are residents of Pawiyatan Ibu Muda School in Yogyakarta, which is the center of elementary school students' education level. Data collection techniques used are observation of recording techniques, and in depth interview techniques. The data validity checking technique uses source triangulation techniques. This study has the benefit of implementing the concept of the Three Education Centers that become the school culture in Taman Muda Ibu Pawiyatan. In addition, the long-term benefits of this study, namely the concept of three education centers can be cultured and implemented holistically in every educational environment.
SEKOLAH ADIWIYATA DALAM DIMENSI KARAKTER DAN MUTU PENDIDIKAN Rizki Nur Aprilianto; Ardian Arief
TRIHAYU: Jurnal Pendidikan Ke-SD-an Vol 6 No 1 (2019): TRIHAYU: Jurnal Pendidikan Ke-SD-an
Publisher : Universitas Sarjanawiyata Tamansiswa

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (437.587 KB) | DOI: 10.30738/trihayu.v6i1.7879

Abstract

The Adiwiyata Program is an effort to create schools that innovate in science and the environment. Besides, to encourage the creation of knowledge and awareness of school residents to take responsibility for preserving a clean and healthy environment. Schools are also required to provide innovative ideas in their role as educational institutions that care for the environment. Schools must provide examples and benchmarks for creating a clean and healthy environment. The Adiwiyata program is an environmental education program that greatly supports the achievement of graduate standards in schools, with the development of character accustomed to this Adiwiyata school program through its three principles, namely educative, participatory, and sustainable. The Adiwiyata program can bring awareness to all parties about caring for the environment. Much can be done in schools in the context of environmental education.
E-LEARNING SEBAGAI MEDIA IMPLEMENTASI PENDIDIKAN KARAKTER BAGI PESERTA DIDIK Ardian Arief; Pramudya Cahyandaru
Taman Cendekia: Jurnal Pendidikan Ke-SD-an Vol 2 No 1 (2018)
Publisher : Universitas Sarjanawiyata Tamansiswa

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (216.534 KB) | DOI: 10.30738/tc.v2i1.2776

Abstract

Internet-based learning or e-learning is one of today's learning, along with technological advances; e-learning is increasingly easy to be applied in the learning process. Teachers or lecturers can use it to support the learning process; in addition, learners also find it easy to access the learning. E-learning can be used as a way of character education implementation. It is because basically the concept of e-learning can build the character of each learner through the features or characteristics of e-learning. Some of the characteristics that are built from the application of e-learning characteristic are responsibility, discipline, self reliance, communicative, peace-loving, honest, democratic, and loving achievement.
Children Songs as A Learning Media Used in Increasing Motivation and Learning Student in Elementary School Ardian Arief; Faris Isnan
International Journal of Visual and Performing Arts Vol 2, No 1 (2020)
Publisher : ASSOCIATION FOR SCIENTIFIC COMPUTING ELECTRICAL AND ENGINEERING (ASCEE)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31763/viperarts.v2i1.54

Abstract

Motivation can be a driving force within students that gives rise to learning activities, which ensures continuity of learning activities and which gives direction to learning activities so that the desired goals of the learning subject can be achieved. Students who have strong motivation will have much energy to do learning activities. The results of learning activities will also be optimal if there is the right motivation—media in education functions as a means to achieve learning objectives. Therefore, the information contained in the media must be able to engage students, both mentally and in the form of real activities, so that learning can occur. The use of media in learning in elementary schools can affect student motivation, and the findings evidence this. Differences in learning motivation in thematic learning between the experimental class taught using the learning media of children's songs and the control class taught using classical music learning media, which is seen from the average score of the experimental class at 77.35 and the control class 68.00. From these results, the average experimental class was higher than the control class (77, 35 68.00).
PEMANFAATAN PROGRAM PADA PEMBELAJARAN SENI MUSIK UNTUK MENINGKATKAN PEMAHAMAN NOTASI BALOK DAN NOTASI ANGKA SISWA Ardian Arief
Jurnal JPSD (Jurnal Pendidikan Sekolah Dasar) Vol 2, No 2: Agustus 2015
Publisher : Universitas Ahmad Dahlan

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (447.959 KB) | DOI: 10.26555/jpsd.v2i2.4953

Abstract

Perkembangan ilmu pengetahuan dan teknologi memberikan kontribusi positif dalam dunia pendidikan, salah satu bentuk kontribusi tersebut ialah produk-produknya. Penggunaan teknologi sudah merupakan bagian dari pembelajaran dan terintegrasi dalam mata pembelajaran di sekolah. Dengan kemudahan yang diberikan oleh teknologi, maka siswa memiliki kesempatan dalam mengembangkan pembelajaran dengan cara yang lebih menarik dan bervariasi sesuai dengan gaya belajar masing-masing. Seni musik merupakan salah satu bidang keilmuan yang muncul di sekolah, dan salah satu materi yang diajarkan adalah penguasaan notasi balok dan angka. Kehadiran program BaTa (Balok to Angka) sebagai salah satu buah teknolgi dapat dimanfaatkan dalam membantu siswa dalam memahami notasi balok dan angka sebagai bahasa musik. Program BaTa merupakan program untuk menterjemahkan bentuk notasi, sehingga siswa memiliki pengalaman pribadi dalam mengenal bentuk, tempat, dan simbol notasi.
DESIGN OF INTERACTIVE LEARNING MULTIMEDIA MATERIALS OF BATIK JUMPUT ON SBdP SUBJECTS IN ELEMENTARY SCHOOL Ardian Arief; Dwi Susanti
Jurnal JPSD (Jurnal Pendidikan Sekolah Dasar) Vol 8, No 2: Agustus 2021
Publisher : Universitas Ahmad Dahlan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26555/jpsd.v8i2.a21892

Abstract

Designing Interactive Multimedia Learning for Batik Jumput for SBdP Subjects at SD Negeri Gambiran seeks to produce interactive multimedia learning at SD Negeri Gambiran and establish the feasibility of the development's outcomes based on expert opinion and student comments. This research is design and development research. The subjects of this study are students of class V of Gambiran State Elementary School. This development model refers to the ADDIE development model, which consists of five stages: Analyze, Design, Development, Implementation, and Evaluation. Method of data collection with observations, interviews and questionnaires. Eligibility assessments involve experts and learners' responses. The results of this study are; (1) Interactive Multimedia batik jumput SBdP subjects; (2) Interactive multimedia is worth using both in terms of material and visual appearance. The feasibility of interactive multimedia is based on assessments from media experts, material experts, teachers with 87.5%, 92.5%, 97.5%, respectively