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Pengembangan Media Pembelajaran Berbasis Aplikasi Sway dalam Pembelajaran Pendidikan Pancasila Pada Kurikulum Merdeka di Kelas II Sekolah Dasar Aladzanna, Edyva; Waldi, Atri; Reinita; Erita, Yeni
Journal of Practice Learning and Educational Development Vol. 5 No. 4 (2025): Journal of Practice Learning and Educational Development (JPLED)
Publisher : Global Action and Education for Society

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58737/jpled.v5i4.771

Abstract

Development of Sway Application-Based Media in Pancasila Education Learning in the Independent Curriculum in Grade II of Elementary School. Thesis. Elementary School Teacher Education. Faculty of Education. State University of Padang. Education plays a very important role in life. With education, one can learn various sciences and technologies. Based on the observations and interviews conducted by the researcher at SD Negeri Percobaan Padang, several pieces of information and problems were obtained. These include the fact that the school has provided teachers with LCD projectors and laptops to support the learning process, but these facilities are not yet fully utilized as learning media. Next, classroom teachers still frequently use the lecture method to deliver learning materials. This research falls into the R&D category, or Research and Development. The ADDIE model is the model used in this research and development. The five stages of developing the ADDIE model are: Analysis, Design, Development, Implementation, and Evaluation. Based on the media validation that has been carried out, the results of the validation by content experts were obtained with a percentage of 98% and categorized as Very Valid. Based on the media validation that has been carried out, the results of the validation by content experts were obtained with a percentage of 98% and categorized as Very Valid. Based on the language validation that has been carried out, the results of the validation by language experts were obtained with a percentage of 81% and categorized as Valid. The results of content validation were 95% with a very valid category, the results of media validation were 98% with a very valid category, and the results of language validation were 81% with a valid category. This provides an indication that the developed learning media is valid. Meanwhile, the results of the students' responses showed a practicality percentage of 96.8% with a "very practical" category. This indicates that the developed learning media can assist the learning process in the classroom.
PENGEMBANGAN MEDIA FLASHCARD BERBASIS DIGITAL PADA MATA PELAJARAN PENDIDIKAN PANCASILA MATERI HAK DAN KEWAJIBAN SISWA KELAS III SEKOLAH DASAR KABUPATEN LIMA PULUH KOTA Rahmadini, Fitria; Reinita; Waldi, Atri; Safitri, Serly
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 01 (2026): Volume 11 No. 01, Maret 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.v11i01.42840

Abstract

This study was motivated by the suboptimal use of digital learning media in Pancasila Education lessons on Rights and Obligations in third grade elementary school. Based on observations and interviews, teachers still predominantly use conventional media in the form of pictures in books and classroom displays, resulting in less varied learning and suboptimal student engagement. This study aims to produce valid, practical, and effective digital flashcard media. The type of research used was Research and Development (R&D) with the ADDIE model, which includes the stages of analysis, design, development, implementation, and evaluation. The data collection instruments were validation sheets (material, language, and media) and questionnaires for teachers and students. The research subjects consisted of 14 third-grade students from UPTD SDN 05 VII Koto Talago (trial), 15 third-grade students from UPTD SDN 06 VII Koto Talago (implementation), and 9 third-grade students from UPTD SDN 09 VII Koto Talago (dissemination). The results of the study show that the developed media obtained a validity score of 94.34% in the highly valid category. Practicality, based on the responses of teachers and students, was in the highly practical category with a percentage ranging from 87.5% to 95.83%. The effectiveness of the media was demonstrated through improved learning outcomes with completion rates of 90.71%, 96%, and 91.11%, as well as an N-Gain calculation in the moderate category. Thus, digital flashcard media is declared valid, practical, and effective for use in teaching Pancasila in third grade elementary school.
PENINGKATAN HASIL BELAJAR PENDIDIKAN PANCASILA MENGGUNAKAN MODEL GAME BASED LEARNING (GBL) BERBANTUAN BAAMBOOZLE DI KELAS V SDS IT LUQMAN KOTA PADANG Fadhilah, Hasnatul; Waldi, Atri; Reinita; Tri Wulandari, Fikhen
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 01 (2026): Volume 11 No. 01 Maret 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.v11i01.43860

Abstract

This study is grounded in the low learning achievements of fifth-grade students at SDS IT Luqman in Padang City in the subject of Pancasila Education, as evidenced by their minimal learning interest, passive participation, and challenges in mastering core concepts—a situation that also impedes the development of critical thinking, problem-solving, and communication skills. The learning process has yet to fully embody the principles of deep learning, thereby positioning the implementation of a Game-Based Learning model assisted by the Baamboozle platform as a viable solution. The objective is to delineate the enhancement of Pancasila Education learning outcomes through this model. Employing a Classroom Action Research (CAR) design with a mixed qualitative-quantitative approach, the implementation comprised two cycles (Cycle I: two meetings; Cycle II: one meeting), adhering to the phases of planning, action, observation, and reflection. Instruments included RPPM observation sheets, teacher-student activity sheets, and rubrics for assessing attitudes, knowledge, and skills, with 21 fifth-grade students as subjects. Findings highlight substantial improvements: RPPM scores rose from 84.3% to 96.8%; teacher activity from 82.1% to 96.4%; student activity from 76.75% to 92.85%; and average learning outcomes advanced from 70.5 to 78.3, culminating at 91.83 by the end of the cycle.
PENINGKATAN HASIL BELAJAR PESERTA DIDIK MENGGUNAKAN MODEL KOOPERATIF TIPE TEAMS GAMES TOURNAMENT (TGT) BERBANTUAN MEDIA PUZZLE PEMBELAJARAN PENDIDIKAN PANCASILA KELAS V SDN 15 ULU GADUT Asmi, Annisa; Waldi, Atri; Safitri, Serly; Reinita
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 01 (2026): Volume 11 No. 01, Maret 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.v11i01.43750

Abstract

This study was motivated by the low learning outcomes of students in Pancasila Education due to the suboptimal use of models and media. This study aims to describe the improvement in student learning outcomes using the Teams Games Tournament (TGT) Cooperative Model assisted by Puzzle Media in Grade V of SDN 15 Ulu Gadut. This research is a Classroom Action Research (CAR) with a qualitative and quantitative approach. This research was conducted in two cycles, each cycle consisting of planning, implementation, observation, and reflection. The research subjects were teachers and students in Grade V of SDN 15 Ulu Gadut, Padang City, consisting of 26 students, comprising 12 male students and 14 female students. The results of the study showed an increase in several aspects, namely: a) lesson plans from 87.49% (Good) in cycle I to 94.44% (Very Good) in cycle II, b) teacher activity from 85.71% (Good) in cycle I to 92.85% (Very Good) in cycle II, c) student activity from 85.71% (Good) in cycle I to 92.85% (Very Good) in cycle II, and d) learning outcomes increased from 81.17% (Good) in cycle I to 91.18% (Very Good) in cycle II. Therefore, the use of the Teams Games Tournament (TGT) cooperative model assisted by puzzle media has been proven to improve learning outcomes in Pancasila Education.
Co-Authors Akmal, Atika Ulya Aladzanna, Edyva Alfatheen, Luthfi Abdurrahman Amsari , Dina Andani, Shafira Anggraeni, Aisyah Arief Muttaqiin Arwin Arwin Asmi, Annisa Aulia Rahmi, Aulia Aulia, Zahra Bagit, Vidya Bayu Wijayanto Bungsu Ladiva, Hasmai Cornelia, Pira Damar, Hanrice Agustina Dedi Supendra Desyandri Desyandri Dina Amsari, Dina Fadhilah, Hasnatul Fara Umaira, Fatika Febryan Putera, Rafhi Fitria, Yanti Hamimah, Hamimah Harmayanti, Yulia Hutapea, Yeni Tria Ibrahim, Risnaldi Indriyani Indriyani Iraqi, Hana Shilfia Irwan Irwan Kasmayulia, Riza Kenedi, Ary Kiswanto Kurnia, Anggun Ladiva, Hasmai Bungsu Luthfi, Zaky Farid Mahdiyah, Atikah Mansurdin Mansurdin, Mansurdin Maria Montessori Masniladevi, Masniladevi Miyato, Miyato Monika, Randa Naftalika, Prilly Nazirwan Nazirwan, Nazirwan Nelly Astimar Ningsih, Yarisda Nisa, Sahrun Nola Fitri, Erlina Novariza, Rika Paulus Robert Tuerah Putra, Ilham Pratama Putri, Ola Kurnia Putri, Silva Rahma Putri, Siti Gahara Putri. L, Sabrina Novita Rafhi Febryan Putera Rahmadini, Fitria Refina, Bunga Reinita Reinita Reinita Rika Febriani, Rika Risda Amini Rivelia, Katherine Putri Rizki, Dwi Romi Mesra Ruth Sriana Umbase S, Farida Sabiruddin, Sabiruddin Safitri, Serly Salsabila, Hanna SARI, DINA PUSPITA Suslianti, Rani Syafri Ahmad, Syafri Syafutri, Rahmi Aulia Tiarani, Siti Dhinda Tin Indrawati Tiok Wijanarko Tri Wulandari, Fikhen Viola, Firdha Okta Wadina, Rahma Wardahtun Aisyah, Silvi Wibi - Wijaya Yelmiwati , Sella Yeni Erita Yenni Melia Yesi Anita Yunia, Khanifa Intan Zuryanty, Zuryanty