Claim Missing Document
Check
Articles

Found 22 Documents
Search

PENGARUH PENGGUNAAN MEDIA FLIPBOOK TERHADAP KEMAMPUAN MEMBACA PEMAHAMAN SISWA KELAS III SDN 1 JAMBLANG Rizki Kurnia, Andine; Nurhabibah, Prabawati; Wahyuningsih, Asih
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 03 (2025): Volume 10 No. 03 September 2025 In Press
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v10i03.29231

Abstract

This study was motivated by the low reading comprehension ability of third grade students at SDN 1 Jamblang in understanding reading materials and the lack of variety in the use of media in the learning process of reading skills. This study aims to determine the effect of using flipbook media on reading comprehension skills of third grade students of SDN 1 Jamblang. This type of research is quantitative research with Pre-Experimental Design, the form of design used is One-Group Pretest-Posttest Design. This research was conducted at SDN 1 Jamblang with a sample of 30 students. Sampling using saturated sampling technique. Data collection used, namely test techniques to measure the reading comprehension skills of third grade students. Data analysis technique to test the hypothesis using Paired Sample T-Test obtained Sig. (2-tiled) level of 0.000, where 0.000 < 0.05, it can be concluded that H0 is rejected and Ha is accepted. The result of this study is that there is a significant effect of using flipbook media on the reading comprehension ability of third grade students of SDN 1 Jamblang. In addition, based on the average pretest results of 70.00 and the average posttest results of 85.80.
PENGARUH PENGGUNAAN METODE SUKU KATA TERHADAP KEMAMPUAN MEMBACA PERMULAAN SISWA KELAS I SDN I PLUMBON Febiyolah, Dwi; Nurhabibah, Prabawati; Wahyuningsih, Asih
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 03 (2025): Volume 10 No. 03 September 2025 Build
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v10i03.30564

Abstract

This study aims to determine the effect of the use of the syllable method on the early reading ability of first-grade students of SDN I Plumbon. This study uses a quantitative approach with a pre-experimental design "One Group Pretest - Posttest Design". All first-grade students of SDN I Plumbon, totaling 21 students, were used as samples selected using a purposive sampling technique. Data were collected through oral tests (pretest and posttest) and observations. The pretest results showed an average score of students' early reading ability of 50.24, with most students below the KKTP of 70. The main difficulties faced by students include letter recognition, composing syllables, words, and simple sentences. After the application of the syllable method, the posttest results showed a significant increase with an average score of 76.90. This study has illustrated that the pretest and posttest results in the experimental class have increased and there are significant differences. The results of the study using the Paired Sample T-test and the N-Gain test can be concluded that there is an effect of the use of the syllable method on the early reading ability of first-grade students of SDN I Plumbon.
PENGARUH MODEL PEMBELAJARAN COOPERATIVE TIPE JIGSAW TERHADAP KETERAMPILAN BERBICARA PESERTA DIDIK KELAS V SDN 2 WALAHAR : Penelitian Kuantitatif Dwi Putri, Silvia; Wahyuningsih, Asih; Nurhabibah, Prabawati
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 03 (2025): Volume 10 No. 3 September 2025 In Order
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v10i03.30658

Abstract

Based on observations in Grade V at SD Negeri 2 Walahar, the Indonesian language subject particularly speaking skills is considered difficult and less appealing to students. Many students showed a lack of interest in learning, mainly due to the monotonous and less varied teaching methods that failed to stimulate learning motivation. During the learning process, students' active participation was low, and interaction with the teacher was minimal. This condition led to poor learning outcomes, with an average score of only 60, below the Minimum Mastery Criteria (KKTP) of 70. This study aims to determine the differences in learning outcomes before and after the implementation of the cooperative learning model of the jigsaw type and to examine its effect on the speaking skills of Grade V students. The research used a quantitative method with a pre-experimental approach in the form of a one-group pretest-posttest design. The sample consisted of 28 students. The results showed that the average pretest score of 53.57 increased to 81.25 in the posttest. This indicates a significant improvement in speaking skills after applying the jigsaw model. The hypothesis test produced a significance value of 0.000, indicating a significant effect of the jigsaw cooperative learning model on students’ speaking skills. Therefore, it can be concluded that the jigsaw cooperative learning model contributes significantly to improving the speaking skills of Grade V students at SD Negeri 2 Walahar.
Efektivitas Penggunaan Media Gambar terhadap Kemampuan Membaca Permulaan Siswa Kelas 1 di SDN 1 Lemahabang Bunga Hermalia; wahyuningsih, Asih; Prabawati Nurhabibah
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 03 (2025): Volume 10 No. 03 September 2025 In Press
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v10i03.31042

Abstract

Penelitian ini dilatarbelakangi oleh rendahnya kemampuan membaca permulaan siswa kelas 1 di SDN 1 Lemahabang, penelitian ini bertujuan untuk meningkatkan kemampuan membaca permulaan melalui media gambar terhadap siswa kelas 1 di SDN 1 Lemahabang. Jenis penelitian ini menggunakan pendekatan kuasi eksperimen (quasi-experimental design) dengan rancangan non-aquivalent control group design. Subjek penelitian ini siswa kelas 1 di SDN 1 Lemahabang yang berjumlah 30 siswa.Hasil dari penelitian menunjukkan bahwa hasil pretest sebesar 55%, pada posttest terdapat peningkatan sebesar 72% . Jadi, dapat disimpulkan bahwa penggunaan media gambar terbukti efektif dalam meningkatkan kemampuan membaca permulaan siswa kelas 1 di SDN 1 Lemahabang.
Penerapan Outdoor Learning Untuk Meningkatkan Hasil Belajar Siswa Dalam Materi Tumbuhan Dan Bagian-Bagiannya Di SD Negeri 1 Panembahan Rahman, Ghina Sheina; Wahyuningsih, Asih; Rochmah, Eliya
ULIL ALBAB : Jurnal Ilmiah Multidisiplin Vol. 3 No. 9: Agustus 2024
Publisher : CV. Ulil Albab Corp

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56799/jim.v3i9.5056

Abstract

This research aims to improve student learning outcomes in plant material and its parts through the implementation of Outdoor Learning at SD Negeri 1 Panembahan, Cirebon. This research uses a classroom action research (PTK) design which consists of two cycles, where each cycle includes planning, action, observation and reflection stages. The research results show that outdoor-based learning has great potential to be applied in the context of basic education, especially to improve student learning outcomes. With a significant increase in learning outcomes, it is hoped that this method can be integrated more widely in the school curriculum.
DAMPAK KECANDUAN GAME ONLINE TERHADAP PERUBAHAN PERILAKU SISWA KELAS 3 SDN 2 WANASABA KIDUL Ramadhan, Wisnu; Putra, Nugraha Permana; Wahyuningsih, Asih
Cendikia: Jurnal Pendidikan dan Pengajaran Vol. 2 No. 10 (2024): Cendikia: Jurnal Pendidikan dan Pengajaran
Publisher : Cendikia: Jurnal Pendidikan dan Pengajaran

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

Penelitian ini bertujuan untuk (1) mengetahui penyebaran game online di kalangan siswa kelas 3 SDN 2 Wanasaba Kidul, (2) faktor yang membuat siswa kecanduan game online (3) dampak kecanduan game online dapat merubah perilaku siswa. Metode penelitian yang digunakan pada penelitian ini adalah metode penelitian kualitatif yang bersifat deskriptif, subjek penelitian pada penelitian ini adalah 4 (empat) siswa kelas 3 dengan instrumen wawancara dan dokumentasi. Hasil yang diperoleh dalam penelitian ini adalah 9 dari 11 siswa kelas 3 bermain game online dan 4 dari 9 siswa yang bermain game online merupakan pecandu game online yang factor penyebab mereka bermain game online adalah lingkungan sekitar mereka sehingga mereka mencoba bermain dan menjadi kecanduan dalam bermain game online, perilaku mereka ketika mendapatkan teguran dari orang tua mereka juga tidak semestinya diucapkan seorang anak pada orang tua mereka.
Peningkatan Hasil Belajar Kognitif Peserta Didik pada Pembelajaran IPAS dengan Media Flashcard di Kelas VA SDN 2 Setu Wetan Yustiani, Kharisma Fitria; Wahyuningsih, Asih; Fauziyah, Nita
ARZUSIN Vol 5 No 3 (2025): JUNI
Publisher : Lembaga Yasin AlSys

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58578/arzusin.v5i3.5590

Abstract

This research is motivated by a gap between learning objectives and student learning outcomes based on initial assessment results of IPAS learning in class VB at SDN 2 Setu Wetan, which is caused by the misalignment of teaching methods with students' learning styles. The purpose of this study is to describe the application of flashcard media in IPAS learning through a differentiated learning approach and to improve students' cognitive learning outcomes on the topic of "My Wealthy Indonesia." The research method used is classroom action research (CAR) based on the Kemmis & McTaggart model, which consists of two cycles. The subjects of the study are 35 students in class VB. Data were collected through observation sheets, interviews, documentation, and tests. Data analysis techniques were conducted quantitatively on test results and qualitatively on observation and interview data. The results of the study indicate that the application of flashcard media in differentiated learning can enhance student engagement and cognitive learning outcomes. The percentage of learning completeness increased from 77.14% at the beginning of cycle I to 94.29% at the end of cycle II. In addition, student involvement in group activities also increased, especially among students who were previously passive.
Penerapan Media Pembelajaran Berbasis Digital (Wordwall) untuk Meningkatkan Hasil Belajar Kognitif Peserta Didik Kelas IVA SDN 2 Setu Wetan Zanzabila, Isqi; Wahyuningsih, Asih; Fauziyah, Nita
ARZUSIN Vol 5 No 3 (2025): JUNI
Publisher : Lembaga Yasin AlSys

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58578/arzusin.v5i3.5611

Abstract

Classroom learning should be conducted interactively, inspiratively, challengingly, enjoyably, and in a way that motivates students to learn. Digital-based learning media is necessary to create learning that not only adds knowledge but also increases students' interest in learning. Based on observations in Class IV A, it was found that the use of digital media is still minimal. Teachers often use conventional media, causing students to feel bored and unfocused while learning. This impacts students' learning outcomes, where during the pretest, there were seven students who did not achieve mastery. This study aims to improve students' learning outcomes on the topic of energy sources and their transformations using Wordwall learning media at SD Negeri 2 Setu Wetan in the 2024/2025 academic year. The benefit of this research is to assist students in enhancing their cognitive learning outcomes, which will impact their overall learning results. The classroom action research (CAR) design used is the Kemmis & McTaggart model, viewed as a cycle consisting of planning, action, observation, and reflection. The research cycle can be planned for two cycles or more, depending on the achievement of the planned success criteria. The cycles include pre-action, cycle I, cycle II, and subsequent cycles until the specified success is achieved. The data analysis technique used in this study is quantitative descriptive data analysis, which refers to the results of student evaluation tests. The results of the actions show a significant increase in students' learning outcomes from the pre-cycle, cycle I, to cycle II. The post-test results of cycle II show improvement, with 19 students (90%) achieving mastery, compared to 15 students (71%) in cycle I. The output of this research includes a draft article and the final report of the classroom action research that has been prepared. The next plan is to complete the process of publishing the scientific article. This classroom action research has yielded good results, indicating that the use of digital-based learning media makes it easier for students to understand the material and makes learning more engaging.
Penerapan Pendekatan TaRL Berbantuan Game Edukatif Wordwall untuk Meningkatkan Hasil Belajar Peserta Didik Rahmawati, Irma; Wahyuningsih, Asih; Fauziyah, Nita
ARZUSIN Vol 5 No 3 (2025): JUNI
Publisher : Lembaga Yasin AlSys

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58578/arzusin.v5i3.5710

Abstract

This study is motivated by the low learning outcomes of fourth-grade students at SDN 2 Setu Wetan Cirebon in the subject of Pancasila Education, which is caused by a teacher-centered learning approach and minimal use of interactive media. The purpose of this research is to improve student learning outcomes through the implementation of the Teaching at the Right Level (TaRL) approach assisted by the educational game media Wordwall. The method used is Classroom Action Research (CAR) with the Kemmis & McTaggart model, conducted in two cycles. The subjects of the study are 29 students, with data collection techniques comprising observations of teacher and student activities as well as learning outcome tests. The results show an increase in the students' average score from 62 (pre-cycle) to 74 (cycle I) and 81 (cycle II). The percentage of learning completeness increased from 27.59% in the pre-cycle to 58.62% in cycle I and 82.76% in cycle II. Teacher and student activities also experienced significant improvement. In conclusion, the implementation of the TaRL approach assisted by Wordwall media is effective in significantly improving student learning outcomes.
Analisis Dampak Negatif Kecanduan Game Online Bagi Minat dan Perkembangan Belajar Siswa Kelas VI SDN 2 Dukupuntang Wahyuningsih, Asih; Faiz, Aiman; Dendra, M.; Pramana, Rifki; Tamami, Shokhibul
Jurnal Pendidikan Tambusai Vol. 8 No. 2 (2024)
Publisher : LPPM Universitas Pahlawan Tuanku Tambusai, Riau, Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

Game online merupakan wujud dari kemajuan teknologi. Namun, seiring dengan perkembanganya, keterlibatan dalam permainan menimbulkan dampak yang beragam terhadaap perkembangan beajar siswa dan minat belajar siswa. Tujuan penelitian ini adalah untuk menyelidiki dampak negatif bagi siswa sekolah dasar. Metode ini menggunakan penelitian kualitatif deskriptif. Subjek penelitian yang terlibat yaitu 5 orang siswa dan 1 orang guru kelas VI SDN 2 Dukupuntang. Metode pengumpulan data adalah obervasi, wawancara dan dokumentasi. Hasil penelitian yang dilakukan peneliti mengenai analisis dampak negatif kecanduan game online bagi minat dan perkembangan belajar siswa di kelas VI SDN 2 Dukupuntang: Hasil penelitian menujukan beberapa dampak negatif, 1) Menganggu pola tidur siswa, seringkali siswa bermain game online hinga larut malam, 2) Menyebabkan lupa waktu, mereka asik bermain game sampai mereka melalaikan terhadap waktu, 3) Membahayakan kesehatan siswa,4) Menyebabkan siswa untuk sulit bersosialisasi dengan teman sebayanya, 5) Menggangu konsentrasi siswa saat sesi pembelajaran di sekolah, 6) Menyebabkan penurunan nilai belajar akademik, 7) Menimbulkan sifat pemboros uang. Maka dapat disimpulkannya adalah siswa yang kecanduan game online memiliki dampak negatif yang signifikan terhadap akademik siswa dan holistik siswa kecanduan game online dikalangan anak sekolah dasar dapat menghambat perkembangan,dan minat belajar siswa.