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PENGEMBANGAN MEDIA FLASHCARD BERBASIS KEARIFAN LOKAL UNTUK MENANAMKAN KARAKTER CINTA TANAH AIR PADA SISWA KELAS IV SEKOLAH DASAR Maria, Angel; Roosyanti, Anna; Desiningrum, Noviana
JIPIS Vol. 34 No. 1 (2025): April 2025
Publisher : FKIP, UNIVERSITAS ISLAM SYEKH-YUSUF TANGERANG

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33592/jipis.v34i1.6733

Abstract

Abstrak Penelitian ini bertujuan mengembangkan media pembelajaran flashcard berbasis kearifan lokal untuk menanamkan karakter cinta tanah air pada siswa kelas IV SD. Media dikembangkan menggunakan model ADDIE (Analysis, Design, Development, Implementation, Evaluation) dengan instrumen berupa angket validasi ahli, soal pre-test dan post-test, serta angket respons siswa. Hasil validasi menunjukkan media sangat valid dengan persentase kevalidan 96,43%. Efektivitas diukur melalui Ngain dan menunjukkan hasil yang termasuk kategori tinggi. Respons siswa terhadap penggunaan media yang dikembangkan ini sangat positif, mencapai 92,3% di kelas IV-A dan 96,3% di kelas IV-B. Sehingga dapat disimpulkan bahwa media ini valid dan efektif meningkatkan pemahaman siswa terhadap keragaman budaya serta menanamkan karakter cinta tanah air.Kata Kunci: flashcard; karakter cinta tanah air; kearifan lokal; pengembangan media; siswa kelas IV SD
PENGARUH MEDIA CODING BLOCKLY GAMES TERHADAP KETERAMPILAN PEMECAHAN MASALAH MATEMATIKA SISWA KELAS 3 SDN PAKIS V/372 SURABAYA Puspa Anggraini, Dilla; Roosyanti, Anna; Syehma Bahtiar, Reza
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 03 (2026): Volume 11 Nomor 03, September 2026 Posted
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v11i03.58351

Abstract

This study aims to determine the effect of using Blockly Games media on students' mathematical problem-solving abilities in elementary school. The research employed a quantitative approach with a quasi-experimental design. The population consisted of elementary school students, with samples divided into experimental and control groups. Data were collected using test instruments in the form of problem-solving questions. The results showed that the use of Blockly Games media had a positive effect on students’ mathematical problem-solving abilities. This was indicated by the increase in post-test scores in the experimental group compared to the control group. Statistical analysis using the Mann-Whitney test revealed a significant difference between the two groups. Therefore, Blockly Games media can be used as an alternative learning tool to improve students' problem-solving abilities in mathematics learning.
PENGARUH METODE FUN LEARNING TERHADAP HASIL BELAJAR PADA MATERI PANCAINDRA MANUSIA UNTUK MURID KELAS IV DI MI AT-TAUFIQ SURABAYA Andita Amma Azhara; Setiyawan, Hery; Roosyanti, Anna
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 03 (2026): Volume 11 Nomor 03, September 2026 Verified
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

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

Abstract

This study was motivated by the low science learning outcomes caused by teacher-centered instruction, which limited students' active participation in the learning process. The objective of this study was to determine the effect of the fun learning method on students' science learning outcomes regarding the human sensory organs among fourth-grade students at MI At-Taufiq Surabaya in the 2025/2026 academic year. This research employed a quantitative approach using a quasi-experimental method with a Nonequivalent Control Group Design. The research sample consisted of Class IV-A as the experimental group and Class IV-B as the control group, involving a total of 46 students. Data were collected through observation, tests, and documentation. The research instruments were validated by expert validators and categorized as highly valid. Data analysis was conducted using normality tests, homogeneity tests, and the Independent Samples T-Test with SPSS version 29. The findings indicated that the pre-test and post-test data in both groups were normally distributed. The homogeneity test showed that the pre-test data were homogeneous with a significance value of 0.704, whereas the post-test data were not homogeneous with a significance value of 0.022. Therefore, hypothesis testing was conducted using the Equal Variances Not Assumed row, resulting in a Sig. (2-tailed) value of 0.003 (<0.05). These findings indicate a significant difference in learning outcomes between the experimental and control groups. Therefore, it can be concluded that the implementation of the fun learning method had a significant effect on science learning outcomes regarding the human sensory organs among fourth-grade students at MI At-Taufiq Surabaya.