Arita Marini
Program Studi Pendidikan Guru Sekolah Dasar, Fakultas Ilmu Pendidikan, Universitas Negeri Jakarta, Indonesia

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PENGEMBANGAN ELEKTRONIK KOMIK (E-KOMIK) PADA PEMBELAJARAN IPS MATERI PERISTIWA PENTING SEKITAR PROKLAMASI DI KELAS V SD Intan Wibianto Putri; Arita Marini; Rosinar Siregar
JRPD (Jurnal Riset Pendidikan Dasar) Vol 4, No 2 (2021): Oktober 2021
Publisher : Universitas Muhammadiyah Makassar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26618/jrpd.v4i2.5607

Abstract

Penelitian dan Pengembangan ini bertujuan untuk menghasilkan produk berupa Elektronik Komik (E-Komik) “Peristiwa Penting Sekitar Proklamasi” pada pembelajaran Ilmu Pengetahuan Sosial kelas V Sekolah Dasar. Penelitian ini dilakukan di SDN Kramat Pela 07, Jakarta Selatan. Penelitian dan pengembangan ini mengacu pada model pengembangan ADDIE. Responden dalam penelitian dan pengembangan ini meliputi dosen ahli media, dosen ahli materi, dosen ahli bahasa, ahli pemeriksa (guru kelas V SDN Kramat Pela 07) serta peserta didik kelas V SDN Kramat Pela 07. Uji coba pengguna dalam penelitian ini hanya dilakukan hingga tahap small group dikarenakan mewabahnya pandemi Covid-19. Hasil rekapitulasi ahli media sebesar 91.05%, ahli materi sebesar 96.00%, ahli bahasa sebesar 92.85% dan ahli pemeriksa (guru kelas) sebesar 97.33%. Selain itu hasil dari tahap uji coba One to One sebesar 97.22% dan Small Group sebesar 98.89%. Berdasarkan hasil Expert Review dan uji coba yang dilakukan dapat dinyatakan bahwa E-Komik “Peristiwa Penting Sekitar Proklamasi” merupakan produk yang valid dan layak digunakan sebagai alternatif media pembelajaran dalam pembelajaran IPS materi Peristiwa Penting Sekitar Proklamasi di  kelas V Sekolah Dasar.
IMPLEMENTASI NILAI PENDIDIKAN KARAKTER PADA SISWA KELAS 2 SD BERBASIS DIGITAL STORYTELLING: IMPLEMENTASI NILAI PENDIDIKAN KARAKTER PADA SISWA KELAS 2 SD BERBASIS DIGITAL STORYTELLING Alifia Fitri Rosadi; Febi Nurhalizah; Sindy Kusumawardani; Arita Marini
Jurnal Pendidikan Dasar dan Sosial Humaniora Vol. 2 No. 3: Januari 2023
Publisher : Bajang Institute

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Abstract

Pendidikan karakter di Indonesia saat ini menjadi sangat penting, sebab sering sekalikita mendengar berita terkait siswa yang berkata kasar terhadap gurunya atau berkelahi denganteman-temannya, bahkan bersikap buruk terhadap orang yang lebih tua darinya. Oleh karena itu,dalam proses pembelajaran perlu adanya penanaman nilai- nilai karakter untuk siswa, terutama diSekolah Dasar (SD). Salah satu caranya yaitu melalui metode Digital Storytelling/mendongengsecara digital yang dibuat dengan bantuan komputer dengan mengkombinasikan gambar, teks,efek suara, musik, dan suara pengisi guna menceritakan kisah tertentu. Berdasarkan hasilpengamatan di SDS Harapan yang beralamatkan di daerah Kota Bambu Utara, Kec. Palmerah,Jakarta Barat ditemukan permasalahan rendahnya nilai-nilai karakter dan moral pada diri siswa.Subjek atau sasaran penelitian ini adalah siswa kelas 2 di Sekolah Dasar Swasta Harapan. Penelitimenggunakan penelitian kualitatif dengan metode deskriptif. Teknik pengumpulan data yangdigunakan yaitu observasi dan wawancara. Kegiatan ini, dilakukan dengan menggunakan ceritafabel/hewan yang berjudul “Kisah Monyet dan Kura-kura” “Semut dan Belalang” dan “KisahKancil dan Jerapah”. Hasil penelitian ini menunjukan bahwa siswa menjadi lebih antusias dalammelaksanakan proses penanaman nilai karakter. Dapat dilihat dari karakter siswa yang mulaibersikap jujur dalam pembelajaran, bertanggung jawab ketika meminjam barang milik temannya,dan saling menghargai kepada teman yang berbeda agama. Kata Kunci: pendidikan karakter, digital storytelling
PENGEMBANGAN MEDIA FLIPBOOK UNTUK MENINGKATKAN SIKAP TANGGUNG JAWAB DI SEKOLAH DASAR Alfiyani Nurjannah; Lidya Novita Elisabeth Marpaung; Sarah Liviany Fazrin Harahap3; Arita Marini
Jurnal Pendidikan Dasar dan Sosial Humaniora Vol. 2 No. 3: Januari 2023
Publisher : Bajang Institute

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Abstract

This research was motivated by students' inability to recognize the attitude of responsibility that is frequently seen in various cases of students at school, such as a student who cannot complete his assignments properly, cannot care for his own belongings, does not apologize when he makes mistakes, and some children do not want to clean up items or equipment that he has used and return them to where he originally took them. Efforts that can be made to overcome these problems include developing character education in the teaching and learning process, including teaching materials that contain character education material, and developing innovative, creative, effective, and fun learning media innovations. One of the learning media that can be developed is flipbook media. Teachers must be able to develop this technology-based media to increase the attitude of responsibility in students. This study aims to examine more deeply the role of flipbook media in increasing students' responsible attitudes in elementary schools. The method used is a qualitative one using descriptive analysis techniques and literature studies. In this research, there are several stages to describe the data using data collection through various sources such as research articles, books, and other literature relevant to this research..
MENUMBUHKAN KARAKTER CINTA BUDAYA SISWA SD MELALUI VIDEO GAMES MARBEL BUDAYA NUSANTARA Eka Nindes Rezki Burki; Fitriana Anggraini; Maysiska Ruci; Arita Marini
Jurnal Pendidikan Dasar dan Sosial Humaniora Vol. 2 No. 3: Januari 2023
Publisher : Bajang Institute

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Abstract

The character of love for culture is a character that must be grown in children as early as possible. The elementary school level is the right time to cultivate the character of loving culture through character education in learning. By understanding the character of love for culture, it will make a person protect the culture of his own people with awareness from within himself. However, in reality, in order to foster the character of love for culture, elementary school students experience various challenges. One of them is the character of elementary school students who prefer to play rather than study. Because of these problems, this research has the goal of examining the effectiveness of cultivating the character of love for culture in elementary school students through Marbel Budaya Nusantara video games. By introducing the archipelago's cultural heritage, it can be used as a means to foster the character of loving culture. A sense of love for culture will grow along with seeing the diversity of the archipelago's cultural heritage. By applying learning while playing, it is hoped that elementary school students will more easily accept this character education.