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PENGEMBANGAN MEDIA PEMBELAJARAN INTERAKTIF BERBASIS CANVA PADA MATERI PENCEMARAN LINGKUNGAN UNTUK SISWA KELAS IV SDN SALAMAN MLOYO Amelia, Nabila; Baedowi, Sunan; Arisyanto, Prasena
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 02 (2026): Volume 11 No. 2, Juni 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.v11i02.53774

Abstract

With limited media, teachers still rely on lecture-based and question and answer approaches. Most of the teaching aids used consist of textbooks and images. The objectives of this study are (1) To develop interactive learning media based on Canva on environmental pollution material for fourth grade students of SDN Salaman Mloyo. (2) To determine the level of suitability of interactive learning media based on Canva on environmental pollution material for fourth grade students of SDN Salaman Mloyo. This is a study focused on Reach and Development utilizing the ADDIE framework. The research subjects were 4th grade students at SDN Salaman Mloyo. Methods for gathering data comprised observation, interviews, validation sheests, questionnaires and documentation. This interactive learning resource was created using the Canva application as the primary platform for designing educational materials. It is designed to encourage interaction between the learning resource and the students. The resource also features navigation buttons, animations, educational videos and interactive quizzes, which will enable students to learn actively and grasp the material with ease. Based on media expert validation, it achieved an average score of 96% in the “Highly suitable” category, and subject matter expert validation yielded a score of 93,3% in the “Highly suitable” category. The results of the teacher response questionnaire showed a score of 91,67% with the criterion “Highly suitable”, meanwhile the student response questionnaire yielded a score of 89,10% with the criterion “Highly suitable”. In the conclusion, the interactive media developed by the researcher is valid, facilitates understanding of the learning material, and is accepted as a learning medium for 4th grade.
ANALISIS PENANAMAN NILAI-NILAI PANCASILA DALAM PEMBELAJARAN PKN PADA SISWA KELAS III SD NEGERI LAMPER KIDUL 01 Rizky Safitri, Rafika; Kiswoyo , Kiswoyo; Arisyanto, Prasena
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 03 (2026): Volume 11 Nomor 03, September 2026 Completed
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v11i03.58426

Abstract

This research was motivated by the importance of instilling Pancasila values in Civic Education (PKn) learning as an effort to build character among elementary school students. The study aimed to analyze the implementation of Pancasila values in Civic Education learning for third-grade students at SD Negeri Lamper Kidul 01. This study employed a qualitative approach with a descriptive research design. The research subjects consisted of one third-grade teacher and 26 third-grade students. Data were collected through observation, interviews, questionnaires, and documentation. Data analysis used the Miles, Huberman, and Saldaña model, including data reduction, data display, and conclusion drawing. The findings revealed that the implementation of Pancasila values was carried out through lesson planning, learning implementation, and character habituation activities. Teachers integrated Pancasila values through lecture, question-and-answer, and role-playing methods. Role-playing was found to be an effective strategy in helping students internalize Pancasila values because it increased students’ active participation in the learning process. The internalization of values was reflected in students’ attitudes such as cooperation, discipline, responsibility, helping others, and respecting others’ opinions. The main obstacle in instilling Pancasila values originated from the family environment, which had not fully provided optimal character habituation for studentsKeywords: Pancasila values, Civic Education, character education
ANALISIS PEMBENTUKAN KARAKTER KREATIF SISWA MELALUI PEMBELAJARAN SENI RUPA DI SDN 2 PURWOSARI Rachma Agustin, Della; Baedowi, Sunan; Arisyanto, Prasena
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 03 (2026): Volume 11 Nomor 03, September 2026 Completed
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v11i03.61561

Abstract

The background that prompted this research was the low self confidence and lack of creativity of students in creating works of art in fine arts learning at SDN 2 Purwosari. Creative character is an important aspect in fine arts learning in elementary schools. However, in reality, students still rely on examples and detailed technical directions. This research focuses on 1) How fine arts activities are implemented; 2) How students' creative character is formed; 3) Supporting and inhibiting factors for the formation of creative character through fine arts learning at SDN 2 Purwosari. This research used a descriptive qualitative method with a naturalistic approach to gain an in-depth understanding of the learning phenomena taking place in the classroom. The subjects were teachers and students in grades I, III, and V of SDN 2 Purwosari. Data were collected through observation, interviews, and documentation, then analyzed using data reduction, data presentation, and conclusion drawing. Data validity was tested through source and technique triangulation. The results of the study indicate that fine arts activities were implemented through practical activities tailored to the characteristics of students at each grade level. The process of developing creative character is demonstrated through students' abilities to develop ideas, choose shapes and colors, collaborate, try new techniques, refine their work, and solve problems during the work. Supporting factors include the teacher's role as a facilitator, creative freedom, the use of readily available media, collaboration among students, and student enthusiasm. While inhibiting factors include limited learning time, differences in student abilities, lack of self confidence, limited tools and materials, and technical difficulties in creating works. Based on the results of the study, it can be concluded that fine arts activities play a role in shaping students' creative character through creative experiences that provide opportunities for exploration and development of creativity. Based on these findings, the recommendation is that teachers continue to provide opportunities for students to develop ideas and creativity independently through a variety of fine arts activities.  
INTEGRATION OF AUGMENTED REALITY IN DANCE EDUCATION: DEVELOPMENT OF INTERACTIVE MEDIA FOR ELEMENTARY SCHOOL STUDENTS Arisyanto, Prasena; Sundari, Riris Setyo; Untari, Mei Fita Asri; Bhandari, Rahul; Habibullah, Akhmad
Jurnal Ilmiah Ilmu Terapan Universitas Jambi Vol. 10 No. 4 (2026): Volume 10, Nomor 4, August 2026
Publisher : LPPM Universitas Jambi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22437/jiituj.v10i4.57696

Abstract

The limited availability of instructional media and teachers’ limited competence in teaching dance remain challenges in elementary school dance education. This study aimed to develop and evaluate the feasibility of an augmented reality (AR)-based interactive learning medium for introducing Indonesian traditional dances to fifth-grade elementary school students. The study employed a research and development approach using the ADDIE (Analysis, Design, Development, Implementation, and Evaluation) model. Data were collected through needs analysis, expert validation, observation, and user-response questionnaires. The developed medium was validated by three media experts and three material experts and was subsequently implemented in two elementary schools in Semarang City involving two teachers and 47 fifth-grade students. The validation results indicated that the developed medium achieved a very high level of feasibility based on both media and material assessments. The classroom trial also showed positive user responses, with students and teachers perceiving the medium as attractive, easy to use, and supportive of understanding traditional dance content. The AR medium integrates three-dimensional visualization, audio narration, and interactive features to provide multimodal access to Indonesian traditional dance content. The findings indicate that AR can serve as a complementary pedagogical medium for supporting culturally responsive and interactive dance learning in elementary schools, particularly in contexts where teachers have limited access to dance instructional resources. However, the study did not examine the medium's causal effects on students’ learning outcomes. Future research should employ experimental or longitudinal designs to examine its effects on cognitive, affective, psychomotor, and cultural literacy outcomes.