Rustam I. Husain
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MENINGKATKAN HASIL BELAJAR SISWA MELALUI MEDIA DIGITAL BLOOKET PADA PEMBELAJARAN DI SEKOLAH DASAR Putri Febriani Dunggio; Rustam I. Husain; Muhammad Sarlin; Nurainun; Candra Cuga
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 02 (2026): Volume 11 Nomor 02, Juni 2026 Public
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v11i02.45365

Abstract

This study aims to improve student learning outcomes in Social Sciences (IPS) through the use of Blooket digital media in class V of SDN 12 Kota Barat, Gorontalo City. This study uses the Classroom Action Research (CAR) method consisting of two cycles, where each cycle includes the planning, implementation, observation, and reflection stages. The research subjects were 8 students consisting of 5 male students and 3 female students. Data were obtained through observations of teacher and student activities and learning outcome tests. The results showed an increase in student learning outcomes after the implementation of Blooket media. In the initial observation, only 25% of students achieved the KKM. In cycle I, learning completeness increased to 50%, and in cycle II it increased significantly to 88% or as many as 7 students achieved a score of ≥ 75. In addition, teacher and student activities also increased in each cycle, indicating that Blooket digital media is able to create more interactive, interesting, and motivating learning for students. Thus, it can be concluded that the Blooket digital media is effective in improving the social studies learning outcomes of fifth grade students. This media can be an innovative learning alternative and support technology-based learning in elementary schools.
PENGEMBANGAN LEMBAR KERJA MATERI MENULIS TEGAK BERSAMBUNG PADA PESERTA DIDIK KELAS II SDN 3 BULANGO UTARA Nadia Alzahra Dondo; Rusmin Husain; Fidyawati Monoarfa; Wiwy T. Pulukadang; Rustam I. Husain
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 02 (2026): Volume 11 Nomor 02, Juni 2026 Public
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v11i02.45370

Abstract

This study aims to develop Student Worksheets (Lembar Kerja Peserta Didik) for the topic of cursive handwriting (connected upright letters) for second-grade students at SDN 3 Bulango Utara. The background of this research is based on the low level of students' cursive writing skills, which is attributed to the limited availability of instructional materials, particularly the absence of specifically designed and systematic worksheets. Additionally, the learning process still heavily relies on standard student textbooks, leading to boredom and decreased learning motivation among students. This study employs a Research and Development (R&D) method using the ADDIE development model, which consists of the stages of Analyze, Design, Development, Implementation, and Evaluation. The subjects of this research are second-grade students at SDN 3 Bulango Utara. Data collection techniques include observation, questionnaires, and documentation, while data analysis is conducted to determine the feasibility, practicality, and effectiveness of the developed worksheets. The results indicate that the developed student worksheets for cursive handwriting are feasible to be used as learning media, practical in their implementation, and effective in improving students’ cursive writing skills. Therefore, the developed worksheets can serve as an alternative instructional material to support Indonesian language learning in elementary schools, particularly in enhancing students’ early writing skills.
PENGEMBANGAN BUKU KOSAKATA BAKU DI KELAS III SDN 2 SUWAWA KABUPATEN BONE BOLANGO Dwi Erninda Puspita; Wiwy T. Pulukadang; Rusmin Husain; Fidyawati Monoarfa; Rustam I. Husain
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 01 (2026): Volume 11 No. 01 Maret 2026 Public
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v11i01.44692

Abstract

This study aims to develop a standard vocabulary book as a learning medium for Grade III students at SDN 2 Suwawa and to assess the level of feasibility and practicality of this medium. The study employed a Research and Development (R&D) model utilizing the ADDIE approach, which encompasses the stages of analysis, design, development, implementation, and evaluation. The results of the analysis showed that students still experienced difficulties in mastering standard vocabulary and lacked attractive learning media; therefore, teaching materials suitable for the characteristics of elementary school students were needed. The developed product was a vocabulary book containing a collection of standard words accompanied by simple illustrations and example sentences. Product validation was conducted by four experts: a media expert, a language and content expert, a subject-matter expert, and a teacher, who served as the user expert. The validation results showed that the media expert provided a feasibility percentage of 75% (Feasible), the language and content expert 90% (Very Feasible), the subject- matter expert 87% (Very Feasible), and the user expert 100% (Very Feasible). Overall, the average feasibility reached 88% and was categorized as Very Feasible. In the practicality test, the researcher used a teacher observation sheet and obtained a percentage of 100%, while the student observation sheet obtained a percentage of 97.5% with the category "very practical." The trial with Grade III students also yielded very positive responses, students felt helped in understanding standard vocabulary and showed increased interest in the learning process. Thus, the developed standard vocabulary book is considered feasible and effective for use as a learning medium to improve the mastery of standard vocabulary among Grade III students at SDN 2 Suwawa.
PENGEMBANGAN BAHAN AJAR SIBUDI (SINERGI BUDAYA INDONESIA) BERBANTUAN KARTU KORSA BHINNEKA BERBASIS GAMIFIKASI PADA PEMBELAJARAN PENDIDIKAN KEWARGANEGARAAN DI SEKOLAH DASAR Rusman Iyonu; Candra Cuga; Aina Nurdiyanti; Nurainun; Reska Putri Ismail; Rustam I. Husain
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 02 (2026): Volume 11 Nomor 02, Juni 2026 Public
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v11i02.45063

Abstract

This research aims to develop SIBUDI (Sinergi Budaya Indonesia) teaching materials assisted by Kartu Korsa Bhinneka based on gamification in Civics Education (PKn) learning on the material of Indonesian cultural diversity in elementary schools as a solution to the limited use of learning media in the classroom. In its implementation, the researcher applied a gamification approach with the expectation of creating an enjoyable learning process and presenting a more lively and meaningful classroom atmosphere. The development of SIBUDI teaching materials assisted by Kartu Korsa Bhinneka uses the ADDIE development model which includes five stages, namely Analyze, Design, Develop, Implement, and Evaluate. However, this research was only carried out up to the implementation stage and limited formative evaluation due to the time limitations possessed by the researcher. The validation results from material experts, media experts, language experts, and user experts show that the SIBUDI (Sinergi Budaya Indonesia) teaching materials assisted by Kartu Korsa Bhinneka based on gamification obtained an average score of 94.7% which is stated to be very feasible to be used by teachers and students in elementary schools. In addition, the results of the limited trial show a student response percentage of 92.4% which is in the very practical category. Thus, this research successfully shows that SIBUDI teaching materials assisted by Kartu Korsa Bhinneka based on gamification can become a relevant solution and provide an alternative learning media that is interesting and interactive in Civics Education learning, especially on the material of Indonesian cultural diversity. The limited trial of this research was conducted at MIM Unggulan Kota Gorontalo as the research location.
PENGEMBANGAN MEDIA KARTU IDEKU UNTUK MENENTUKAN IDE POKOK PARAGRAF PADA SISWA KELAS IV MIM UNGGULAN KOTA GORONTALO Siti Rahmatia Tuki; Wiwy T. Pulukadang; Fidyawati Monoarfa; Rusmin Husain; Rustam I. Husain
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 02 (2026): Volume 11 No. 2, Juni 2026 Publish
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v11i02.51594

Abstract

This study was motivated by the difficulties fourth-grade students at MIM Unggulan Gorontalo City face in determining the main idea of paragraphs, as well as the limited learning media available to them. This study aims to identify the initial conditions of learning media in fourth-grade classes at MIM Unggulan Gorontalo City, examine the development process of Ideku Card media, and assess the feasibility of Ideku Card media in helping students determine the main idea of paragraphs. This study used the Research and Development (R&D) method with the ADDIE model, which includes the stages of analysis, design, development, implementation, and evaluation. The results showed that the Ideku Card learning media was categorized as "highly feasible" based on validity testing, with high feasibility ratings from media (95%). language (90%), and material (90°) experts. Responses from teachers and students also indicated that this media is engaging, supports understanding, and increases students' activeness in determining the main idea of paragraphs. This is reflected in the teacher response reaching 100% and the student response averaging 90.37°. The overall average of 93% falls into the "highly feasible" category. Therefore, it can be concluded that the IdeKu Card media is a subjects on the topic of paragraph main ideas in the fourth grade teachers use this media to create active, interactive learning and t for other topics to make learning more varied.  
MENINGKATKAN KREATIVITAS MURID MELALUI PEMANFAATAN BARANG BEKAS DALAM KARYA SENI RUPA PADA MURID KELAS III SDN 7 TELAGA KABUPATEN GORONTALO Arini Supardi; Mimy A. Pulukadang; Rustam I. Husain; Wiwy T. Pulukadang; La Ode Karlan
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 03 (2026): Volume 11 No. 03, September 2026 Release
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v11i03.59936

Abstract

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