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Heru Winarno; Suhaimi Suhaimi; Rosihin Rosihin; M. Bob Anthoni; Delvito Datcha

POTENSI : Jurnal Pengabdian Kepada Masyarakat 2025 Fakultas Ekonomi dan Bisnis UNDARIS

The problem of waste is a global issue that continues to increase and has a significant impact on the environment and public health. In Indonesia, awareness of good waste management still needs to be improved, especially among young people. This study aims to describe the effectiveness of the waste education program and waste management learning implemented by KKM Unsera at SDN 1 Dalung, Serang City. This program is based on a participatory and interactive approach, involving students directly in activities to introduce types of waste, sort waste, and simple recycling efforts. The research method used is descriptive qualitative with data collection through observation, interviews, and documentation. The results of the program show an increase in understanding and awareness of SDN 1 Dalung students regarding the importance of proper waste management. Students appear more enthusiastic in disposing of waste in its place according to its type and show interest in participating in waste reduction activities in the school environment. The success of this program indicates that early education is crucial in forming environmentally conscious behavior. Collaboration between universities and basic education institutions has great potential to create a generation that is more responsible for the environment.

Martha Mardiana Olo; Marsela Luruk Bere; Damian Puling; Yohana Febriana Tabun

Jurnal Pendidikan Dirgantara 2025 Asosiasi Riset Ilmu Pendidikan Indonesia

Analysis of the Role of Teachers in Increasing the Learning Interest of Class IV Students of SDI Betun Kota. Guided by Marsela Luruk Bere and Damian Puling, the formulation of the problem in this study is the Analysis of the Role of Teachers in Increasing the Learning Interest of Class IV Students. Teachers have an important role in conveying knowledge to existing students. Not only playing a role in teaching knowledge, there are many roles of teachers in the learning process. The role of teachers in the learning process is: teachers as educators, teachers as instructors, teachers as guides, teachers as influences, teachers as trainers, teachers as assessors. The purpose of this study is to determine the role of teachers in increasing the learning interest of students at SDI Betun Kota. This research was conducted using qualitative methods. The subjects of this study were the Principal, homeroom teacher IV and Class IV Students of SDI Betun Kota. A person's interest is developed to achieve educational goals, this is because interest is a potential that still requires serious and systematic development and training in order to be realized. However, in reality, many students are less interested in a particular subject because of the minimal role of teachers in developing students' talents and interests. How great is the service of a teacher in developing students' talents and interests, the results of this study show that teachers who are effective in increasing students' interest in learning use innovative learning methods, provide motivation, create a conducive learning environment, and have good relationships with students. This study also found that the use of technology in learning can increase students' interest in learning, thus this study contributes to the understanding of the role of teachers in increasing students' interest in learning and can be a reference for teachers and schools in improving the quality of learning.

Dania Putri Rangkuti; Muhaiminah Jalal

SOSIAL: Jurnal Ilmiah Pendidikan IPS 2025 Asosiasi Peneliti Dan Pengajar Ilmu Sosial Indonesia

This research is a type of Research and Development (R&D) aimed at producing an Electronic Student Worksheet (E-LKPD) based on Liveworksheets on the topic of the human digestive system for fifth-grade students at SDN 114/X Pandan Jaya, Tanjung Jabung Timur Regency. This product was developed to address the lack of interactive teaching materials in IPAS (Science) learning and to align learning with the characteristics of 21st-century learners who are familiar with digital technology. The development model used is ADDIE, which includes five stages: analysis, design, development, implementation, and evaluation. In the analysis stage, it was found that teachers had not yet used student worksheets in the learning process, while students showed high interest in digital learning media. The product was developed in accordance with the curriculum and student characteristics, and then validated by content experts (98.26%), language experts (93.33%), and media experts (84%), all of which fall into the very valid category. The product was then tested on teachers and students. The questionnaire results indicated that the E-LKPD is practical to use, with a practicality score of 98.18% from the teacher and 86% from students. Based on these results, it can be concluded that the Liveworksheets-based E-LKPD is valid, practical, and suitable to be used as an interactive teaching material in IPAS learning for fifth-grade elementary school students.

Suyanti Suyanti

Jurnal Riset Rumpun Ilmu Sosial, Politik dan Humaniora 2025 Lembaga Pengembangan Kinerja Dosen

This study aims to determine the use of flashcard learning media in improving the communication skills of autistic children. Autistic children often experience obstacles in communicating, both verbally and nonverbally, so interactive and visual learning methods are needed. Flashcards were chosen as the media because of their simple, interesting, and easy-to-use nature to convey information visually. This study uses a quantitative approach with an experimental research design. The subjects of the study were autistic children aged 4-6 years who attended Anggrek Mandiri Inclusive Kindergarten. It is hoped that this study will be able to improve the communication skills of autistic children, both in recognizing words and understanding certain concepts.

Amilia, Izza Apri; Dina Kartikawati

Jurnal Inovasi Pendidikan 2025 Lembaga Pengembangan Kinerja Dosen

Vocabulary is an important element in language acquisition. However, currently many students lack vocabulary knowledge and many teachers still have not implemented technology in learning. This research aims to determine the effectiveness of the Memrise application in teaching English vocabulary and the differences in students’ vocabulary mastery before and after treatment. The method used is quantitative with a pre-experimental design. Data were collected through pre-test and post-test on 35 students of class X-TSM 2 SMK Sore Tulungagung in the 2024/2025 academic year. The results showed that the average score increased from 66.14 to 86.71 after using the application. The paired t-test showed a t value of -11.031 with a significance of <0.001, which means there is a significant difference. Cohen's d effect size value of -1.865 and Hedges -1.844 showed a large effect. These results prove that the Memrise application is effective in improving students' vocabulary mastery. The implication is that application-based learning such as Memrise can be an interesting and useful alternative in the English learning process at the vocational school level

Siti Putri Aprilia; Faridah Faridah; Rina Devianty

Jurnal Arjuna : Publikasi Ilmu Pendidikan, Bahasa dan Matematika 2025 Asosiasi Riset Ilmu Pendidikan Indonesia

This research is motivated by the low interest and skills of class X students of SMKS PAB 5 Klambir Lima which is caused by less interesting teaching methods and minimal innovation of learning media utilized during teaching and learning activities in the classroom. This study aims to develop comic learning media on negotiation text material for class X students. The research methodology uses research and development with the ADDIE model consisting of five stages, namely analysis, design, development, implementation, and evaluation. The population in the study were class X students of SMKS PAB 5 Klambir Lima with a sample size of 28 students. Data collection was carried out through observation, interviews, questionnaires, and documentation, then analyzed using a Likert scale, mean, and the N-Gain formula to obtain valid and accurate results. The results of the study indicate that the comics developed were declared very feasible by media experts 96%, language experts 96%, and material experts 92%. The level of practicality of the comics also obtained very practical results with teacher responses of 4.7 and students 3.30. In addition, the results of the effectiveness of comics show an increase in students' writing skills, with an average N-Gain of 81.35% in the effective category. This study shows that comics can be an alternative teaching material that supports the learning process and learning outcomes experience significant development.

Showatul Dini; Irvan Iswandi; Dewi Utami

Realisasi : Ilmu Pendidikan, Seni Rupa dan Desain 2025 Asosiasi Seni Desain dan Komunikasi Visual Indonesia

The use of various instructional media plays a significant role in the teaching process, as it can stimulate students' interest and encourage active participation in learning activities. By utilizing a variety of educational tools, children can enhance the efficiency of their learning in relation to the material delivered by the teacher. Teachers are expected to select the most effective teaching models, instructional media, and strategies to improve students' understanding. The use of instructional aids such as fraction clocks can serve as an innovative resource for teachers in presenting learning materials. Through the implementation of such media, teachers can expand the scope of media utilization in the educational process. The use of fraction clocks aims to inspire and improve students’ learning outcomes in the field of mathematics. The study employs a quantitative approach. This quasi-experimental study applies a Pretest-Posttest Control Group design. 50 students participated in the study. The collected data are analyzed using descriptive statistical techniques to describe the students’ pretest and posttest results. Furthermore, inferential statistics, including normality tests and hypothesis testing, are used to support further interpretation. The findings revealed that for the pretest, students had an average score of 51.92, indicating a moderate level of achievement, with a percentage of 62%. And the students’ postest scores increased to 66.92, indicating a higher level of achievement, with a percentage of 69% based on a sample of 26 students. The Paired Sample T-test showed a Sig. (2-tailed) value of 0.000, which is lower than the predetermined significance level of 5% or 0.05. This indicates the rejection of null hypothesis and acceptance of alternative hypothesis. It can be concluded that the use of fraction clock as an instructional medium has positive effect on students’ learning outcomes and enhances their understanding of fraction concepts.

Joy Ragil Sentana; Eldina Sarah Nababan

Publikasi Hasil Pengabdian dan Kegiatan Masyarakat 2025 Asosiasi Periset Bahasa Sastra Indonesia

The Literacy Care Movement Program is a form of community service by KPPM students implemented in Simanungkalit Village with the aim of increasing interest in reading and literacy culture among the community, especially elementary school children. This activity uses a qualitative research method with a case study approach, which focuses on the planning process, implementation, participation, and results and impacts of the program. The implementation of the program begins with coordination with village officials, site reviews, independent construction of Literacy Cottages, and socialization to partner schools. Various literacy activities are carried out interactively, including reading and writing classes, which are closed with a literacy competition as the peak of the event. The evaluation shows that the activities are effective and receive high enthusiasm from students, teachers, and the community. This program has succeeded in creating an alternative learning space and motivating the community to care more about the importance of literacy. In the future, the sustainability of the program needs to be maintained by involving the local community so that the spirit of literacy continues to grow and develop.

Nur Oktavia, Bella; Sutoyo, Sutoyo; Trisiana, Anita

Jurnal Global Citizen : Jurnal Ilmiah Kajian Pendidikan Kewarganegaraan 2025 Prodi PPKn Universitas Slamet Riyadi

Tujuan penelitian ini: 1) Untuk menganalisis game edukasi "KARISMA" dalam pembentukan karakter Merdeka Belajar pada siswa kelas VIII SMP Negeri 18 Surakarta tahun ajaran 2024 / 2025. 2)  Untuk mendeskripsikan persepsi siswa kelas VIII SMP Negeri 18 Surakarta dalam penggunaan game edukasi "KARISMA" dalam pembelajaran pada tahun ajaran  tahun ajaran 2024 / 2025. Bentuk  penelitian ini menggunakan metode penelitian deskripsi kualitatif. Subjek penelitian ini melibatkan guru PPKn kelas VIII dan siswa kelas VIII. Sumber data yang digunakan sumber primer dan sumber data sekunder. Teknik pengumpulan data yang digunakan adalah observasi, wawancara, dokumentasi. Uji keabsahan dilakukan dengan triangulasi sumber dan triangulasi metode. Data dalam penelitian ini dianalisis menggunakan teknik deskripsif kualitatif dengan model analisis interaktif. Hasil penelitian ini dapat disimpulkan: 1) Game edukasi "KARISMA" memiliki kontribusi positif terhadap pembentukan karakter Merdeka Belajar pada siswa kelas VIII SMP Negeri 18 Surakarta tahun ajaran 2024/2025. Game ini dirancang untuk menerapkan nilai-nilai karakter sesuai dengan Profil Pelajar Pancasila yang sejalan dengan prinsip-prinsip Kurikulum Merdeka Belajar. 2)  Persepsi siswa kelas VIII SMP Negeri 18 Surakarta terhadap penggunaan game edukasi "KARISMA" dalam pembelajaran cenderung positif. Persepsi siswa pada game ini sebagai media pembelajaran yang inovatif, menarik, dan relevan dengan kebutuhan siswa. Game "KARISMA" tidak hanya meningkatkan pemahaman siswa terhadap materi pembelajaran, tetapi juga memotivasi mereka untuk lebih aktif, kreatif, dan mandiri dalam belajar. Kata Kunci : Persepsi, Game Edukasi, “KARISMA”     The objectives of this study were: 1) To analyze the educational game "KARISMA" in the developing Merdeka Belajar characters in class VIII students of SMP Negeri 18 Surakarta in the 2024/2025 academic year. 2) To describe the perceptions of class VIII students of SMP Negeri 18 Surakarta in the use of the educational game "KARISMA" in the 2024/2025 academic year. This research method is qualitative descriptive. The subjects of this study were civics teachers in grade and students in grade VIII. The data sources used are primary sources and secondary data sources. Data collection techniques used were through observation, interviews, documentation. Data validity testing was carried out using source triangulation and methods triangulation. The data in this study were analyzed using qualitative descriptive techniques with an interactive analysis model. The results of this study  could be e concluded: 1) The educational game "KARISMA" has a positive contribution to the development of the Merdeka Belajar character in students in class VIII students of SMP Negeri 18 Surakarta in the 2024/2025 academic year. This game is designed to apply  character values ​​in accordance with the Profil Pelajar Pancasila which was in accordance  with the principles of the Merdeka Belajar Curriculum. 2) The perception of students in class VIII towards the use of the educational game "KARISMA" in tended to be positive. The Students' perceptions of this game as an innovative, interesting, and relevant learning media to students' needs. The "KARISMA" game not only improves students' understanding of the learning material, but also motivates them to be more active, creative, and independent in learning. Keywords: Perception, Educational Game, "KARISMA"

Edwin Prayoga H; Ahmad Nugroho; Edwin Prayoga H; Ahmad Nugroho

JURNAL ILMIAH KOMPUTER GRAFIS 2025 UNIVERSITAS STEKOM

The world of education has undergone major changes since the advent of technology and the internet. Most students prefer new learning methods brought by technology rather than listening and writing in class which are considered outdated. The presence of technology such as Artificial Intelligence (AI) should be able to overcome the weakness of conventional learning methods and make it more interesting for students. Conventional learning activities in class such as writing and taking notes can be replaced by AI which is designed to perform tasks like humans. Therefore, this study was conducted by developing a system for recording and summarizing lectures using AI technology. The system development process uses the waterfall method as a guide, while the system modeling is created using the UML method. The application of AI technology into conventional learning methods can create a more interactive class by setting aside student's tasks like writing and taking notes, creating more interaction with the lecturer, resulting in a higher quality of education.

Maulidya Lailatul Fa'idah; Rizki Afandi; Ahmad Roghibus Sunan; Misbahul Huda

This study is motivated by the low learning interest of students at Madrasah Ibtidaiyah (MI) Manbail Futuh Jenu due to conventional teaching methods that are less engaging. The purpose of this research is to develop and implement hands-on activity-based learning media and to evaluate its effectiveness in increasing students’ learning interest. The method used is qualitative research with data collection techniques including observation, interviews, and documentation. The results show that hands-on activity-based media significantly improve students’ learning interest, conceptual understanding, and critical thinking skills. Students become more enthusiastic, active, and independent in the learning process. Despite challenges such as limited tools and time, this media positively impacts the teaching and learning process. The implications emphasize the importance of developing interactive and practical learning media, along with the need for facility support and teacher training to optimally implement hands-on activities at MI. Thus, hands-on activity-based media can be an effective strategy to enhance the quality of education at the Madrasah Ibtidaiyah level.

Irma Yunita; Hendra Pratama

SOSIAL: Jurnal Ilmiah Pendidikan IPS 2025 Asosiasi Peneliti Dan Pengajar Ilmu Sosial Indonesia

Learning media are physical tools that deliver information or learning materials to students. Educational videos have become one of the aids used in teaching and learning activities. These videos can support the learning process by conveying materials through the use of technology. Therefore, the researcher was interested in developing a medium that can be both heard and seen by students to help them better understand the subject matter. This study employed a Research and Development (R&D) approach using the Borg & Gall development model, which consists of ten development steps. The development process included initial information gathering, planning, initial product development, expert validation tests, initial product revisions, small-scale testing, second product revisions, large-scale field testing, final product refinement, and product dissemination. The results showed that the validity test of the learning media yielded a percentage of 94% from media experts, 96% from subject matter experts, 94% from language experts, and 94% from teachers. Meanwhile, the product effectiveness test using a Paired Sample T-Test showed a significance value of 0.000, which is lower than the threshold of 0.05. This indicates that the alternative hypothesis is accepted, proving a significant difference in student learning outcomes before and after using the educational video. Therefore, it can be concluded that the educational video on "Human Needs and Resource Scarcity" for Grade VII Social Studies is valid according to experts and effective in improving student learning outcomes.

Desi Azelina Sitorus; Imelda Gaindra Daeli; Putri jafriati Ningsih

Jurnal Insan Pendidikan dan Sosial Humaniora 2025 International Forum of Researchers and Lecturers

This study uses a qualitative method to examine the effect of the use of interactive learning media on elementary school students’ learning motivation. The focus of this study is to understand how learning media that involves active interaction can increase students’ interest and enthusiasm in the learning process. Data were collected through observation, in-depth interviews with teachers and students, and documentation of learning activities. The results of the study indicate that interactive learning media can create a more interesting and enjoyable learning atmosphere, thus triggering a significant increase in student learning motivation. In addition, the use of this media also helps students understand the subject matter more easily and effectively. This study provides an overview that the integration of technology in learning can be an effective strategy to improve the quality of education in elementary schools. These findings are expected to be a reference for teachers and curriculum developers in optimizing the use of interactive learning media to improve student motivation and learning achievement.

Nurhalita Diny; Erie Siti Syarah

Jurnal Riset sosial humaniora, dan Pendidikan (Soshumdik) 2025 LPPM Universitas 17 Agustus 1945 Semarang

This study evaluates the effectiveness of the “Aku Senang Belajar Membaca” book, de signed based on the Montessori method, for early childhood learners aged 3–7 years. Em ploying a Systematic Literature Review (SLR), this research synthesizes findings from literature published between 2015 and 2025. The book, structured in four levels with culturally relevant Indonesian vocabulary and supported by Montessori materials like sandpaper letters, fosters reading interest, letter recognition, and confidence in early reading. Results indicate that integrating the book with Montessori media enhances phonological awareness, motivation, and engagement in literacy activities. These find ings underscore the importance of contextual and concrete learning materials for early childhood education, offering insights for educators and curriculum developers to improve literacy interventions in Indonesia.

Ula Na’matul Afifah; Mulis Mulis

Jurnal Riset Rumpun Ilmu Bahasa 2025 Pusat riset dan Inovasi Nasional

Low student interest in learning English remains a challenge in many Islamic senior high schools, particularly in rural areas where teacher-centered instruction is still dominant. One strategy proposed to address this issue is the Jigsaw method, a cooperative learning approach that emphasizes student collaboration, responsibility,p and peer teaching. This classroom action research was conducted at Madrasah Aliyah Al-Khoirot to examine the effectiveness of the Jigsaw method in increasing students’ interest in learning English, specifically in descriptive text material. The participants consisted of 31 eleventh-grade students, and the study was implemented in two cycles following the Kemmis and McTaggart model. Data were collected through observation, questionnaires, interviews, and tests. The findings showed that the Jigsaw method significantly improved student engagement and learning outcomes. The percentage of students who achieved the minimum passing grade (KKM) increased from 35.48% in the pre-cycle to 77.42% in the second cycle. Additionally, 86.4% of students responded positively to the use of the Jigsaw method, citing increased motivation, understanding, and cooperation. Observation results also revealed active participation, especially in peer explanation and group discussions. Based on these findings, the Jigsaw method is considered effective in fostering student interest, promoting active learning, and creating a more interactive classroom environment. It is therefore recommended as an alternative strategy to enhance English learning motivation in Islamic senior high school settings.

Abdul Sakti; Andi Alviadi Nur Risal; Vera Alfiani

POTENSI : Jurnal Pengabdian Kepada Masyarakat 2025 Fakultas Ekonomi dan Bisnis UNDARIS

The development of information technology in the Industrial Revolution 4.0 era requires the younger generation to possess digital literacy skills, one of which is computer programming. Programming is not only a technical skill but also helps in developing logical, systematic, and creative thinking. This study aims to describe the implementation and results of Java-based basic programming literacy training for 30 SMA 3 students. The students were selected based on their interests and recommendations from teachers. The training was held in a computer laboratory, utilizing a learning-by-doing approach with methods that included material delivery, demonstrations, and hands-on practice. Evaluation was conducted through both theory tests and simple programming tasks. The results indicated an average 30% increase in understanding of structured programming concepts compared to before the training. Additionally, 85% of the students were able to successfully complete tasks involving the creation of simple programs using variables, operators, branching, and loops. Beyond the technical skills, the training also had a positive impact on non-technical skills such as self-confidence, teamwork, and critical thinking. In conclusion, this training program successfully met its goal of enhancing students’ basic programming literacy and can serve as a practical learning model that aligns with the needs of the digital era, encouraging active participation in the digital world.

Anugrah Steven Doloksaribu; Din Oloan Sihotang

This study aims to enhance the social skills and learning interest of fourth-grade students through the implementation of the Cooperative Learning Model of the Jigsaw Type in the subject of Catholic Religious Education at Santo Daniel Elementary School in Batu Mbelin. Based on the classroom action research approach, this study was conducted in two cycles involving 13 students as the main subjects. The first cycle involved planning, action, observation, and reflection, followed by evaluation and improvement for the second cycle. The results of the first cycle indicated that the average percentage of students' social skills and learning interest had not yet reached the established success standards. However, after implementing improvements in the second cycle, the results showed a significant increase in students' social skills and learning interest. The average percentage of social skills reached 92.1%, while learning interest reached 94.0%, both categorized as "Very Good." The implications of this study are that the cooperative learning model of the jigsaw type can effectively enhance students' social skills and learning interest, providing a positive contribution to curriculum development and learning strategies at the elementary school level.

Anugrah Steven Doloksaribu; Din Oloan Sihotang

This study aims to enhance the social skills and learning interest of fourth-grade students through the implementation of the Cooperative Learning Model of the Jigsaw Type in the subject of Catholic Religious Education at Santo Daniel Elementary School in Batu Mbelin. Based on the classroom action research approach, this study was conducted in two cycles involving 13 students as the main subjects. The first cycle involved planning, action, observation, and reflection, followed by evaluation and improvement for the second cycle. The results of the first cycle indicated that the average percentage of students' social skills and learning interest had not yet reached the established success standards. However, after implementing improvements in the second cycle, the results showed a significant increase in students' social skills and learning interest. The average percentage of social skills reached 92.1%, while learning interest reached 94.0%, both categorized as "Very Good." The implications of this study are that the cooperative learning model of the jigsaw type can effectively enhance students' social skills and learning interest, providing a positive contribution to curriculum development and learning strategies at the elementary school level.

Hasyim Asy’ari; Dewi Rosita

ARDHI : Jurnal Pengabdian Dalam Negri 2025 Asosiasi Riset Pendidikan Agama dan Filsafat Indonesia

This study aims to develop and validate the feasibility of android-based learning media using smart apps creator on computer hardware material for high school students in grade X. Conventional learning processes are often less interesting and not optimal in conveying hardware concepts that tend to be abstract. Therefore, the development of this interactive media is expected to be an alternative in learning media in class and outside the classroom. This study uses the Research and Development (R&D) method with the PPE model consisting of three stages, namely Planning, Production and Evaluation. The research stages include defining student needs and curriculum, media design, developing smart apps creator learning media products, and distributing and evaluating feasibility. The validation results were tested and assessed by 3 media validation experts, 1 material validation expert. The assessment results from media experts obtained an average value of 64.3 so that it is included in the "Very Eligible" category. The assessment results from material experts obtained an average value of 56 so that it is included in "Very Eligible". The overall assessment results by media experts, material experts obtained an average value of 60.15 with the "Very Eligible" category., Android-based interactive learning media using this smart apps creator is declared very feasible to use in the learning process.

I’anatul Ashriyah; Umi Mahmudah

Algoritma : Jurnal Matematika, Ilmu pengetahuan Alam, Kebumian dan Angkasa 2025 Asosiasi Riset Ilmu Matematika dan Sains Indonesia

This study aims to develop learning media based on the Wordwall application in mathematics learning for grade 3 at MI Salafiyah 1 Kauman. The background of this study is the low interest and motivation of students in participating in mathematics learning, which is caused by less interesting learning methods and the lack of use of interactive media. By utilizing the Wordwall application, it is expected to increase student involvement through fun educational games. The method used in this study is Research and Development (R&D) with the ADDIE model (Analysis, Design, Development, Implementation, Evaluation). The development process begins with needs analysis, learning media design, media development using the Wordwall application, media implementation in learning, and evaluation of the effectiveness of the media developed. The results of the study showed that the Wordwall-based learning media developed had high validity with an average score of 90% from material and media experts. The practicality of the media was also obtained with an average score of 85% from teachers and students. The trial of media implementation in mathematics learning showed an increase in student motivation and learning outcomes. So, students will be more active in participating in learning and show a better understanding of the material being taught. Thus, Wordwall-based learning media has proven effective in increasing the motivation and learning outcomes of grade 3 students at MI Salafiyah 1 Kauman.