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Studi Deskriptif Penerapan Alat Musik Pianika Pada Mata Pelajaran Seni Budaya dan Keterampilan (SBK) Siswa Kelas V SDN 35 Kota Bengkulu Pebrian Tarmizi; Hasnawati Hasnawati; Ingrith Carolina Manurung
Jurnal PGSD Vol 12, No 1 (2019)
Publisher : UNIB Press, Universitas Bengkulu

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (497.018 KB) | DOI: 10.33369/pgsd.12.1.28-40

Abstract

This research aims to describe the application of pianika musical instruments to the learning outcomes of fifth grade students of Elementary School 35 Bengkulu City. This type of research is qualitative research. The research method is descriptive. The research instrument uses observation sheets carried out in the class by describing the results of observations. Besides observation there are also unstructured interviews and documentation. The sample in this study were students of Grade V-A Elementary School 35 Bengkulu City, which was one local or one class through the learning outcomes obtained from both cognitive, affective and psychomotor. Where the presentation of data uses data analysis techniques that include: data reduction, data display, and conclusion drawing / verification. From this research, it was found that the application of pianika musical instruments was very effective in learning Arts and Skills. Of the 30 students, 12 people got good learning outcomes. Where the 12 students understood the pianika playing technique. How to play pianika include how to hold; How to Blow; Runaway; and the Tone / Solmization Region. Furthermore, this study looked at how students play pianika in accordance with the techniques taught, so that the results obtained from 30 people who became the object of this research netted 12 students with grades in the range 12-16. Students who reached this value limit can be said to succeed in 12 people and students who scored below that standard still did not succeed at 18 people.
Studi Deskriptif Permasalahan Pembelajaran PKn dalam Membentuk Karakter Siswa Kelas V SD 12 Kota Bengkulu Resi Andita; Puspa Djuwita; Hasnawati Hasnawati
Jurnal PGSD Vol 11, No 1 (2018)
Publisher : UNIB Press, Universitas Bengkulu

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (254.478 KB) | DOI: 10.33369/pgsd.11.1.26-34

Abstract

This study aims to describe the learning of Civic learning in shaping  the character of  the students of grade V SD 12 Kota Bengkulu. The type of this research is descriptive qualitative naturalistic. The subjects of this research are teachers and  students  of grade V SD 12 Kota Bengkulu. The conclusions of this research are: (1) Teachers have not developed their own curriculum because they do not have time and do not understand the making of syllabus and RPP which is suitable with curriculum development. (2) Students do not understand the material given by the teacher  because the teacher only uses lecture method and does not develop contextual based learning materials, the material only from the students' book makes the students pay less attention to the teacher when the learning takes place. (3) The size of the classroom does not fully support the learningactivities.
Efektivitas Penerapan Aplikasi Edmodo Untuk Meningkatkan Literasi Digital Mahasiswa Hasnawati Hasnawati; Pebrian Tarmizi; Dwi Anggraini
Jurnal PGSD Vol 15, No 1 (2022)
Publisher : UNIB Press, Universitas Bengkulu

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33369/pgsd.15.1.13-22

Abstract

This study aims to describe the effectiveness of implementing the Edmodo application and digital literacy for 5A semester students at the PGSD FKIP Study Program, Bengkulu University, for the Basic Concept of Dance. The research method used is action research conducted in 2 cycles. Data collection techniques are cognitive learning outcomes tests and digital literacy observations. Data analysis is using the classical absorption formula to analyze the effectiveness of learning and percentage techniques to analyze digital literacy. The results in this study were the classical absorption in cycle 1 was 73.75% and increased in cycle 2 by 85%. Digital literacy in cycle 1 is in the moderate category of 14.29%, good 63.64%, and very good 18.18%, increasing in cycle 2, namely 18.18% good category and 81.82% very good. Based on this, it can be concluded that the application of the Edmodo application is effective and can improve students' digital literacy.
EKSTRAKURIKULER PRAMUKA TERINTEGRASI SIAGA BENCANA GEMPA BUMI TERHADAP KETERAMPILAN TANGGAP BENCANA SISWA SD Delvia Puspadiningrum; Endang Widi Winarni; Hasnawati Hasnawati
Jurnal PGSD Vol 10, No 2 (2017)
Publisher : UNIB Press, Universitas Bengkulu

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (340.813 KB) | DOI: 10.33369/pgsd.10.2.73-78

Abstract

This study aims to determine the effect of extracurricular scouting integrated standby earthquake disaster response skill alert for elementary school students in the city of Bengkulu. This research is a quantitative research. The research design used is The Matching Only Pretest-posttest Control Group Design, the population in this study all the scout participants in SD Negeri Kota Bengkulu. The selected research sample is SD Negeri 02 Kota Bengkulu as Experiment and SD Negeri 19 Kota Bengkulu as the control. The research instruments used are observation sheets given through pretest (before activity) and posttest (after activity). Data of this research are analyzed by using descriptive and inferential analysis that is t-test. From the research results it is known that the average value of experimental group posttest is 80 control group equal to 57.2. The result of t-test with tcount is 9,785 and ttabel 2,306. So thitung>ttable, so it can be concluded that there is an extracurricular influence of integrated scouting education on earthquake disaster preparedness to disaster response preparedness skills of elementary school students in BengkuluCity.
MOZAIKSEBAGAI SARANA PENGEMBANGAN KREATIVITAS ANAK DALAM PEMBELAJARAN SENI RUPAMENGGUNAKAN METODE PEMBINAAN KREATIVITAS DAN KETERAMPILAN Hasnawati Hasnawati; Dwi Anggraini
Jurnal PGSD Vol 9, No 2 (2016)
Publisher : UNIB Press, Universitas Bengkulu

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (244.694 KB) | DOI: 10.33369/pgsd.9.2.226-235

Abstract

Tujuan penulisan artikel ini adalah untuk mendiskusikan tentang materi mozaik sebagai sarana pengembangan kreativitas anak dalam pembelajaran seni rupa dengan metode pembinaan kreativitas dan keterampilan. Selain berupa kegiatan menggambar, melukis, mencetak, dalam berkreasi seni rupa bagi anak Sekolah Dasar juga dapat diberikan pengenalan seni aplikasi, seperti seni mozaik atauseni kerajinan mozaik. Mozaik dari bahan limbah selain dapat menunjang kreativitas anak juga sangat  berpengaruh terhadap keterampilan anak dalam mencipta karya seni rupa. Yang sering terjadi dalam pembelajaran seni rupa pada siswa Sekolah Dasar adalah pembelajaran dirasa monoton dan tidak mengacu pada penekanan pengembangan kreativitas, padahal penciptaan karya seni pada pembelajaran seni rupa tingkat Sekolah Dasar bukan hanya menggambar. Kreativitas seni aplikasi berupa mozaik dari bahan limbah dapat mengembangkan kompetensi rasa seni dan keterampilan siswa Sekolah Dasar sejalan dengan perkembangan kreativitasnya. Dengan penggunaan metode pembinaan kreativitas dan keterampilan siswa dapat memiliki pengetahuan dan keterampilan serta pengalaman dalam mencipta karya seni rupa.
Studi Deskriptif Penerapan Pembuatan Karya Kreatif Scrapbook Pada Pembelajaran Seni Budaya Dan Keterampilan Kelas V SD Unggulan Aisyiyah Rejang Lebong Dhinda Dhiandita Kurnia; Hasnawati Hasnawati; Wurdjinem Wurdjinem
JURIDIKDAS Vol 1 No 2 (2018)
Publisher : Universitas Bengkulu

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (585.693 KB) | DOI: 10.33369/juridikdas.1.2.%p

Abstract

This study aimed to describe the process of making and the creativeScrapbook masterpiece of 5th grade students SD Unggulan AisyiyahRejang Lebong on SBK Subject. The type of this research is a qualitativetype with descriptive method and participants observation technique. Thesubject of this research is 5thA students of SD Unggulan Aisyiyah RejangLebong. The research instrument is human instrument, by usingobsevation guidelines and interview guidelines. The results of the researchwere (1) The process of making four creative works of Scrapbook beginswith a discussion determining the theme to be selected in making thework. Followed by ornaments that support the theme. Next, create theornaments with drawing patterns on origami paper, cut the patternsthat have been made and coloring the ornaments using color paint.Then the ornament is affixed to the background paper. (2) Four creativeworks of Scrapbook made by students have contained elements andprinciples of fine arts. Among them, in the creative work of Scrapbook hasincluded elements of lines, colors, shades, textures, space and dark lighton Scrapbook ornaments. Placement of the ornaments on paper that hasmet the principles of art, unity, tone, full and harmony.
Pengaruh Game Online Terhadap Perilaku Siswa Kelas V SDN Kota Bengkulu Efri Rosa; Puspa Djuwita; Hasnawati Hasnawati
JURIDIKDAS Vol 4 No 2 (2021)
Publisher : Universitas Bengkulu

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (356.472 KB) | DOI: 10.33369/juridikdas.4.2.276-283

Abstract

The study aims to determine the effect of online games on the behavior of students in class V SD Negeri Gugus 12 Kota Bengkulu. The research method is survey. The study population is all students of class V SD Negeri Gugus 12 Kota Bengkulu with total sample of 77 students from Class V SD Negeri Gugus 12 Kota Bengkulu taken by using simple random sampling technique. The instrument is a questionnaire with rating scale and likert scale. Data collection techniques uses questionnaires. Technique of data analysis uses simple linear regression analysis. The result of research showed significant level ? = 0,05 significant regression, proved that the value of fcount (32,73) is bigger than ftable (3,97). Thus, the result of the test makes the regression equation expressed with Y = 33,955 + 0,789 can be used to conclude that there is influence of online game to behavior of student in grade V SD Negeri Gugus 12 Kota Bengkulu. Constant of 33.955: means that if the online game value is 0, then the student behavior (Y) positive value is equal to 33.955. Regression coefficient of student behavior variable equal to 0,789: means that if game online increases in score 1, hence student behavior (Y) will increase equal to 0,789. Coefficient is positive means a positive relationship between online game variables (X) and student behavior variables (Y). Increasing online game scores are marked by the lower interest of students towards online games then the better the behavior of students and vice versa.
Studi Deskriptif Hasil Karya Gambar Ekspresi Dua Dimensi Pada Pembelajaran Seni Budaya Dan Keterampilan Siswa Kelas III SD Negeri 48 Kota Bengkulu Hastomo Danu Ryanto; Hasnawati Hasnawati; Dwi Anggraini
JURIDIKDAS Vol 3 No 1 (2020)
Publisher : Universitas Bengkulu

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (413.986 KB) | DOI: 10.33369/juridikdas.3.1.9-16

Abstract

This study aims to describe the work of two-dimensional expression drawings on the learning of cultural arts and skills of third grade students at SD Negeri 48 Bengkulu City. This type of research is a qualitative descriptive study, with participant observation techniques. The subjects of this study were all grade III students of 48 public elementary schools in Bengkulu city, totaling 19 students. The research instrument used was a human instrument, using interview guidelines, observation guidelines, and documentation guidelines. Data collection techniques in the form of observation, interviews, and documentation. Data analysis techniques used are the results of the work that has been done by analyzing the data then reduced, display, and draw conclusions. The results of his research are from 19 works that have been made by students there are 5 styles found. Starting from the Structural Form drawing style that is characterized by the use of geometric shapes, Impressionism that is impressed with the texture interpretation of the colors taken from the effects of light, to the Romantic style of images relating to children's fantasies. Other drawing styles such as Lyrical, and Rhythmical Pattern are also found in the expressions of students' work. The use of striking colors in the Lyrical style signifies the nature of the child who wants to stand out among other friends. This trait is often addressed by girls usually through the colors that are etched into the picture. In addition, in a pattern of images that are repeated or Rhythmical Pattern is a form of emotional growth of a developing child.
PENGEMBANGAN PERANGKAT PEMBELAJARAN TEMATIK DENGAN METODE PERMAINAN SESIKU UNTUK PENGETAHUAN FENOMENA GEMPA BUMI SISWA SD KABUPATEN KEPAHIANG Fairus Sabrina; Hasnawati Hasnawati; Dwi Anggraini
JURIDIKDAS Vol 4 No 3 (2021)
Publisher : Universitas Bengkulu

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (289.75 KB) | DOI: 10.33369/juridikdas.4.3.%p

Abstract

This research aimed to discribe the development procedure and know eligibility of thematic learning tool by the Sesiku game method contained earthquake phenomena for Kepahiang elementary students. This reaseacrh was Reaseach and Development (R&D) which used ADDIE (Analyze, Design, Develop, Implement, and Evaluate) model. Thematic learning syllabus, lesson plan, and teachers’ guideline books validation; the sheet of practicality teachers’ guideline questionnaire and the practicality of  thematic learning tool implementation; and the effectiveness of  implementation thematic learning tool in Sesiku game worksheet were used as the intrument of this research. In this research, 87,5% were the validity of thematic learning syllabus, 86,11% for lesson plan, and 90,63% for teachers’ guideline book in Sesiku game. All the percentages showed that thematic learning tool in Sesiku game was categorized in validity. In examining of teachers’ practically guideline book in Sesiku game, the percentage was 96,43%, and 96,54% for implementation of Sesiku game as learning tool. It was categorized definitely pratical. While the examining in social (IPS) subject about the effectiveness, the researchers found 84,61%, 92,31% for Indonesian subject, and 84,61% for science (IPA) subject. From all percentages, it showed that was very effective. It concluded that thematic learning tool in Sesiku game for earthquake phenomena was eligible.
Pengaruh Metode Mind Mapping Terhadap Kemampuan Menulis Karangan Narasi Ilmi Nazarrotin; Resnani Resnani; Hasnawati Hasnawati
JURIDIKDAS Vol 1 No 1 (2018)
Publisher : Universitas Bengkulu

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (570.316 KB) | DOI: 10.33369/juridikdas.1.1.%p

Abstract

This study aims to determine the effect of Mind Mapping method on the ability to write a narrative essay. This research is a quantitative research. The method in this research is quasi experimental method with The Matching Only Pretest-Posttest Control Group Design. The sample of the research was determined by total sampling technique in class IV elementary school number 51 Bengkulu city. The sample in this research is all the fourth grade students which consist of  IVA and IVB class amount to 49 students. Students of class IVB as experimental class and class IVA as control class. The instrument used is a test sheet provided through pretest and posttest. The data of this research are analyzed by descriptive and inferential statistic that is t-test. From the result of research known result of  t-test (3,148)> t table (2,01174) at 5% significant level. The value of tcount obtained is greater than t table value, it can be concluded that there is influence of  Mind Mapping method to the ability of writing essay writing.