Reviewerly/exHarmony huggingface dataset:
Analisis Penerapan Metode Eksploratif pada Pembelajaran Seni Tari untuk Meningkatkan Kreativitas Siswa Kelas 2 di SDN Made 1 Surabaya

This study aims to analyze the application of exploratory methods in learning dance to increase the creativity of grade 2 students at SDN Made 1 Surabaya. The research method used is descriptive qualitative where this research requires data in the form of descriptive information by building a theory based on the data obtained. Sources of data used in this study are primary and secondary data sources. The techniques used in collecting data are observation, interviews, and documentation. The target audience for this study were grade 2 teachers, grade 2 students and the principal of SDN Made 1 Surabaya. The exploratory method applied by the teacher goes through the stages of planning, providing initial material, the exploration process, improvisation, and evaluation. The results obtained are that grade 2 students at SDN Made 1 Surabaya are able to develop imagination, increase creativity, and improve student learning outcomes through exploratory learning.
Analisis Perkembangan Kognitif Down Syndrome Melalui Media Puzzle Anak Usia 5-6 Tahun

The background of this study is that children with Down syndrome aged 5-6 years have an obstacle in cognitive development, especially the thought process seen when children use media, namely puzzle media. The purpose of this study is to explain the extent of cognitive development in children with Down syndrome. This study uses descriptive qualitative to find out data on cognitive development of children with Down syndrome in TK PGRI 64 Semarang. The data of this study were obtained through observation, interviews. The results of the research at PGRI 64 Kindergarten in Semarang showed that children with Down syndrome had the ability in learning process activities related to cognitive development, namely puzzle media, but it took a long time.
Pengaruh Model Pembelajaran Mind Mapping Berbantuan Media Audio Visual Terhadap Minat Belajar IPA Siswa SDN Wirogomo 01

The purpose of this study was to determine the effect of using mind mapping learning models assisted by audio-visual media on interest in learning science in class V SDN Wirogomo 01. This research method was a quasi-experimental design with a non-equivalent design type. Samples were taken by purposive sampling technique. SDN Wirogomo 01 as the experimental class and SDN Wirogomo 02 as the control class. This study uses a questionnaire/questionnaire data collection technique, observation, interviews and documentation. The data analysis technique used was the Normality Test, Homogeneity Test, T-Test and Simple Linear Regression Test. The results of this study indicate: 1. There are differences in the use of mind mapping learning models assisted by audio-visual media on students' interest in learning, this is evidenced by the significance level &lt;0.05, which is 0.000 less than 0.05 and 2. There is an effect of using the mind mapping learning model. assisted by audio-visual media on students' interest in learning, this is evidenced by a significant level of &lt;0.05, which is 0.000 less than 0.05.
Media Pembelajaran KIDAL pada Muatan Pembelajaran Bahasa Indonesia di Sekolah Dasar

The problem that arises in this research is how the development and feasibility of KIDAL (Digital Audiovisual Comics) media in Indonesian subjects at SDN 3 Kota Barat and SD Integral Hidayatullah Kota Barat, Gorontalo City Is. This Study aims to develop KIDAL learning media and The purpose of this research is to develop KIDAL learning media and to determine the feasibilty of the developed media. This is a type of Research and Development study. Data were collected throught interviews and research instruments. The results of research on the development of KIDAL learning media based on media expert validation obtained a feasibility percentage of 93.5% with a very feasible interpertation, material expert validation obtained feasibilty percentage of 86% with a very feasible interpretation, and validation of learning practitioners/teachers obtained a feasibility of 97% with a very feasible interpretation. If the result of the validation of media experts, material expert, and learning practitioners are accumulated,the media developed obtains an average percentage of 92.2% with a very feasible interpretaion. From these results it can be conculded that the development of KIDAL learning media is very feasible to be used in the learning process and is able to improve student learning outcomes.
Keefektifan Model Pembelajaran Inkuri Terbimbing Berbantuan Video Animasi terhadap Hasil Belajar IPA Kelas V

This study aims to describe the differences in science learning outcomes between students who received the guided inquiry learning model assisted by video animation and students who received the guided inquiry learning model on the concept of heat transfer. The type of research used is a quasi-experimental with Nonequivalent Control Group Design. The population of this study are all fifth grade elementary school students in Gugus Pangeran Diponegoro, Warungasem District, for the 2022/2023 academic year. The class that became the research sample was class V at SDN Sawahjoho 01 and SDN Pesaren 01. Data were collected by observation and test techniques and then tested using the Independent Sample T-Test assisted by the SPSS program with a significance level of 0.05 or 5%. The results showed that in the aspect of scientific attitude, the significance value of the t-test was 0.04 &lt;0.05 while in the knowledge aspect the significance value of the t-test was 0.005 &lt;0.05 and in the process skills aspect, the significance value of the t-test was 0.012 &lt; 0.05. This means that there are significant differences in science learning outcomes in terms of scientific attitudes, knowledge, and processing skills between students who receive the guided inquiry learning model assisted by animated videos and students who receive the guided inquiry learning model. It can be concluded that the guided inquiry learning model assisted by video animation is effective for science learning outcomes.
Application of Individual Nursing Care Software for Public Health Nurses at the Indramayu District Health Center

Public Health Nursing (Perkesmas) is one of the health centers' efforts that supports the improvement of public health status by integrating nursing knowledge/practice with public health through the support of active community participation. Perkesmas service activities can be carried out inside and outside the Puskesmas building. Nurses provide nursing care for individuals who come to the puskesmas, provide family nursing care and nursing care for special groups/health-prone groups in the Perkesmas target area (home visits to vulnerable families). The problem for partners who are appointed in this community service program is the Documentation of Individual Nursing Care in the Perkesmas program which is less than optimal. This program offers solutions that are expected to help solve partner problems. The method used is to develop an application system in the documentation of individual nursing care in the health care program. As a result of this community service program, partners have an application system that will make it easier for community health workers in documenting individual nursing care in the community health program. The results of this program will also be published in accredited national or international journals.
Application Of Home Visit Recording And Reporting Systems For Vulnerable Family For Health Nurses In Indramayu Regency Public Health Centre

The partner's problem discussed in the program community service is about less than the maximum recording and reporting of home visit activities for vulnerable families in the area of the Indramayu district health center area.. The problems that always happen are that there is No. enough time that causes no recording and report system effectiveness. In addition, there are not enough human resources. The rapid rotation and shifting of nurses' duties so that nurses' comprehension of health facilities has not been maximized cause an impact on attainment of the target of home visits for vulnerable families under the predetermined target.
Pengembangan Media Rekam Layar Bandicam Tema Diriku untuk Meningkatkan Keterampilan Membaca Permulaan di Kelas I Sekolah Dasar

This research and development was motivated by the low reading skills of the first graders of SDN Sumurbanger 02 based on observations and interviews with classroom teachers. This study aims to produce bandicam screen recording media to improve early reading skills. The type of research used is ADDIE development research (analyze, design, development, implementation, and evaluation). developed by Dick and Carry. The purpose of this development research is to produce video-based learning media products from the bandicam application that are valid, practical, and effective to improve early reading skills in class I SDN Sumurbanger 02. The instruments used in data collection are media expert validation sheets, material expert validation sheets, teacher and student legibility sheets, pre-test and post-test questions. The results of the media expert validity test got an average score of 82 with an interval of X &gt; 79.86 with a very good category. The results of the material expert validity test got an average score of 38.5 with an interval of X &gt; 37.8 with a very good category. The results of the practicality test based on student responses got an average score of 23 with an interval of X &gt; 21 with a very good category. The results of the practicality test based on the teacher's response got an average score of 47.7 with an interval of X &gt; 42.06. The effectiveness of the bandicam screen recording media was tested valid based on the t-test got a sig (2-tailed) of 0.000 so that Ho was rejected, while the average N-Gain was 0.30 in the moderate increase category. It can be concluded that the bandicam screen recording media is proven to be valid and feasible to use in learning.
Pengembangan Media Pembelajaran Blended Learning Berbasis TPACK untuk Meningkatkan Kemampuan Hots Anak Usia 5-6 Tahun

This research aims to determine children's HOTS abilities through TPACK-based balanced learning media for children aged 5-6 at TK Lestari Krengseng. The approach used in this research. The type of research carried out is the development research method or ADDIE (Analysis, design, development, implementation, evaluation. Sugiyono (2015:407) states that research and development methods are methods used to produce certain products, and test effectiveness of the product. To be able to produce a particular product, research is used in the nature of needs analysis and to test the effectiveness of the product so that it can function in the wider community, research is needed to test the effectiveness of the product. The results of this research are 1) Validation results of Blended Learning based learning media TPACK to improve HOTS abilities of early childhood in kindergarten with very valid criteria. 2) The practicality of the TPACK-based Blended Learning media developed can improve early childhood media in kindergartens based on the results of teacher and student response questionnaires, 3) The effectiveness of learning using TPACK-based Blended Learning media can be seen through effectiveness tests with results namely learning media TPACK-based Blended Learning is able to improve HOTS abilities of early childhood in kindergarten, this is shown by the average score of student learning ability assessment of 90. It can be concluded that the effectiveness of TPACK-based Blended Learning media in improving HOTS abilities and interest in learning in early childhood in very good criteria.
Peningkatan Aktivitas dan Hasil Pelajaran Matematika Kompetensi Dasar Sistem Koordinat Kartesius dengan Menggunakan Metode Diskusi Kelompok pada Siswa Kelas VIII A Semester I SMP Negeri 2 Ampelgading Tahun Pelajaran 2022/2023

The problem faced is that student learning outcomes regarding the Cartesian coordinate system are still low, and student learning activities are not good for class VIII A students at SMP Negeri 2 Ampelgading semester I of the 2022/2023 academic year. This PTK is carried out in two cycles, each cycle has 4 stages: planning, action, observation and reflection. The results of classroom action research show an increase in learning outcomes. This is proven by the average pre-cycle test result of 63.59, 37.50% completeness, the average first cycle result of 68.91, 72.50% completeness, increasing to 81.56 with 93.75% completeness in cycle II.
Pengembangan Mathematics Olympiad Digital Book (MODiB) Berdasarkan Strategi Pemecahan Masalah Polya untuk Meningkatkan Kreativitas dan Hasil Belajar Matematika Siswa Sekolah Dasar

Mathematics Olympiad is a prestigious competition that is growing and has many enthusiasts in Indonesia. Thus the need for math olympiad teaching media is getting higher. The purpose of this research is to develop a digital book that is 1) valid, 2) practical and 3) effective for improving learning outcomes and mathematical creativity of elementary school students, which is named MODiB (Mathematics Olympiad Digital Book). MODiB contains Elementary Mathematics Olympiad material according to the OSN syllabus and in solving problems using the Polya Problem Solving Strategy. MODiB development applies the 5 steps of ADDIE (Analysis, Design, Development, Implementation, Evaluation). The subjects of this study were SD DCS Semarang students who had passed the selection for OSN guidance. Starting with analyzing the condition of coaching mathematics Olympiads at SD DCS Semarang and recording the needs needed to foster the OSN team, designing and developing MODiB accompanied by validators who are material experts and media experts, and then implementing MODiB at SD DCS Semarang. Evaluation is carried out at each stage and after implementation is complete. From the research results, data were obtained: 1) the feasibility results of the material on MODiB were 89.09% which were included in the feasible category to be tested on students, and the feasibility results of learning media were 88.57% in the feasible category to be tested on students, 2) practical results MODiB according to students is 80.48% which is included in the practical category, 3) the results of the analysis of increasing learning outcomes with the gain test obtained a score 0,244 that is included in the low category based on the Gain score category according to Hake, and 4) the value of mathematical creativity of 16 respondents (53.3 %) increased, 4 respondents (13.3%) remained and 10 respondents (33.3%) decreased. Overall, the average increase in the value of mathematical.
Pengembangan Media Puzzle untuk Meningkatkan Kemampuan Membaca dalam Pembelajaran Tematik Siswa Kelas 1 Sekolah Dasar

Thematic learning as a teaching and learning approach that involves several subjects in one theme to provide meaningful experiences for students.That thematic learning requires teachers who are creative both in choosing competencies from various lessons and arranging them so that learning becomes more meaningful, interesting, fun and Reading is a process carried out and used by readers to get messages, what the writer wants to convey through the medium of words or written language. This type of research is research and development (Research and Development or R&amp;D). it is necessary to design the development model used in this research is the Research &amp; Development model. This research was conducted in class I SD. The themes presented in the Puzzle learning media were all themes and it was necessary to include KI and KD in the Puzzle learning media that would be developed. The results of the study show that questions can be a tool to clarify students' understanding of the ideas contained in the reading, by providing questions students can remember and be aware of important facts or ideas contained in the reading. Development of puzzle media so as to improve reading skills in thematic learning of first grade elementary school students. Results of testing puzzle media products to improve reading skills in thematic learning of first grade elementary school students. These results explain that the reading ability of grade 1 elementary school students can be improved by using the development of puzzle media.
Pengembangan Papan Make and Match sebagai Media Penguasaan Multi-Literasi Peserta Didik TK

Learning media is one of the important components used in learning activities. Good learning media can help students achieve competence. Based on observations, it is known that the multiliteracy abilities of group B students of TK Masyitoh Karangasem Batang such as: the ability to read, write and count are not maximized, teachers in providing learning still use conventional methods, as a result many students experience boredom and boredom. boredom is a natural thing especially learning that tends to be monotonous. The feeling of boredom and saturation that comes is not good and will greatly affect the learning process of students. If you are bored then someone will be lazy to do it. If the feeling of laziness in learning is left longer, the result is that the achievement and academic value of students will certainly decrease.This study aims to describe the validity of the make and match board which was developed as a medium for mastering multiliteracy for kindergarten students. describe the practicality of the make and match board which was developed as a medium for mastering multiliteracy for kindergarten students.This study uses a 4D development research approach adapted from the Thiagarajan and Semmel development model with 3 steps: 1) Define (defining); (2) Design (design); (3) Develop (development). Data collection techniques were carried out by tests, observations, questionnaires, interviews and documentation. The data analysis technique uses product data analysis, initial data analysis, t test and gain test.The results showed that the make and match board was feasible to use with the results of the validity test using aiken V in the medium and high categories and the reliability test in the strong category. make and match boards are feasible to be effectively used in learning, it is known that based on learning outcomes there is an average difference through the t test of -10.578 and an average increase (gain) of 0.535 which based on the interpretation of the gain index is classified as moderate.The conclusion of this research is that the make and match board is feasible and effective to use in learning, especially in mastering multi-literacy materials to explore new knowledge from the make and match board media. Teachers are expected to be able to develop make and match boards that are similar to different materials, and the school is expected to facilitate.
The Use of Facebook in Learn to Write in the Perspective of Students EFL Class

There is a strong need to investigate English as a foreign language (EFL) learners’ perceptions of Facebook as a language-learning environment, as their perceptions that directly influence their language development and achievement have not been examined within the EFL learning context. Thus, this study aims to investigate EFL learners’ perceptions of Facebook as a language learning environment. The sample group of the study consisted of 17 EFL learners at a Walisongo Islamic State University. After administering a background questionnaire and a survey that assessed their perceptions, the frequencies, mean scores, standard deviations were computed. The results showed that Indonesian EFL students perceive Facebook as an environment for communication, interaction, socialization, language learning and cultural interaction. It was recommended that further research should focus on the variables and determinants that may affect their perceptions to understand the theoretical and practical aspects regarding cultural differences.
Pengembangan E-Modul Interaktif Berbasis Android dengan Pendekatan Etnosains pada Upacara Adat Kenduri Sko di SMA

The purpose of this study was to develop an Android-based interactive e-module with an ethnoscience approach at the Kenduri Sko traditional ceremony for the high school level. The method in this research is qualitative based on ethnography with qualitative descriptive data collection using the Miles and Huberman model. Interviews were conducted on key informants, namely community leaders, depatis, and prostitutes who were considered capable of providing accurate information. Validation is carried out by material experts, media experts and student responses to the e-modules that have been made. The results of validation by validation by material experts are valid with the average score of all aspects is 3.56 with a very good category. Validation by media experts is valid and feasible to use with an average score of all aspects is 3.47 with a very good category. The validation of student responses is also valid or feasible to use with an average score of 3.38 in the very good category.
Pengembangan Media KIncir Pintar dengan Metode Demonstrasi dan Bermain untuk meningkatkan kemampuan Bahasa Ekspresif dan keaksaraan Anak Usia 5-6 Tahun di TK Negeri Pembina Batang

The background of this research is the conditions in the Batang Pembina Batang State Kindergarten, Kalisalak Village, Batang. Researchers also found problems learning expressive language skills and expressive language literacy and low literacy reaching 75%. The approach used in this research is the type of research carried out is the ADDIE development research method including: Analysis, Design, Development or Production, Implementationor Delivery and Evaluations. The ADDIE model was developed by Dick and Carry in 1996 to design learning systems (Mulyaningsih, 2016). This model can be used for various forms of product development in learning activities such as models, learning strategies, learning methods, media and teaching materials. The results of this study are 1. Results of the Smart Wheel (Kintar) media validation using demonstration and play methods to improve expressive language skills and literacy of children aged 5-6 years with very valid criteria. 2. Practicality The validation of the Smart Wheel (Kintar) media with the demonstration and playing method developed can improve expressive language skills and early childhood literacy in kindergarten based on the results of teacher and student response questionnaires. 3. Being able to improve the expressive language skills and literacy of children aged 5-6 years in Kindergarten. The effectiveness of learning using the Smart Wheel (Kintar) media with demonstration and play methods can be seen through the effectiveness test with the result that the Smart Wheel (Kintar) media with Demonstration and play methods can improve expressive language skills and motor literacy in early childhood in kindergarten, this is shown by the average score of students' learning ability assessment of 4.00. it can be concluded that the effectiveness of the Smart Wheel (Kintar) media with demonstration and play methods to improve expressive language skills and early childhood literacy falls within the very good criteria.