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Meningkatkan Wawasan Kebangsaan Siswa melalui Media Permainan Edukasi Kartu Linimasa pada Siswa kelas IV SDN 47 Dumbo Raya Ladju, Amaliya; Cuga, Candra; Ismail, Reska Putri
Cokroaminoto Journal of Primary Education Vol. 8 No. 4 (2025): Oktober - Desember 2025
Publisher : Universitas Cokroaminoto Palopo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30605/cjpe.8.4.2025.6711

Abstract

Urgensi penelitian ini terletak pada upaya menghadirkan pembelajaran yang aktif, menyenangkan, dan bermakna di sekolah dasar, khususnya dalam mata pelajaran Pendidikan Pancasila yang sering dianggap monoton dan teoritis oleh siswa.Tujuan peneilitian ini adalah untuk meningkatkan hasil belajar siswa melalui permainan edukasi kartu linimasa pada pembelajaran pendidikan pancasila dikelas IV SDN 47 Dumbo Raya Kota Gorontalo. Jenis penelitian yang dipakai adalah penelitian tindakan kelas. metode penelitian tindakan kelas ini dilaksanakan melalui empat tahap yakni: tahap persiapan, tahap pelaksanaan, tahap pemantauan dan evaluasi serta tahap analisis dan refleksi, dengan jumlah 21 siswa. Berdasarkan hasil observasi awal yaitu hanya 6 orang siswa yang tuntas atau 28% mendapatkan ketuntasan belajar. Sedangkan 15 orang siswa 72% belum mencapai ketuntasan belajar dengan nilai dibawah 75. Hal ini dapat dilihat pada hasil penelitian yaitu siklus I dengan ketuntasan belajar 11 siswa atau 52% dan siswa yang belum mengalami ketuntasan belajar sebanyak 10 siswa atau 48%. Kemudian pada siklus II peningkatan ketuntasan belajar siswa berjumlah 18 siswa atau 86% dan siswa yang belum mengalami ketuntasan belajar berjumlah 3 siswa atau 14%. Hasil penelitian menunjukkan bahwa penggunaan permainan edukasi kartu linimasa dapat meningkatkan hasil belajar yang signifikan.
A Model for Developing Cultural and Civic Literacy as a Means of Character Habituation Among Students at Public Elementary Schools in Pulubala Subdistrict, Gorontalo Regency Side, Ismail Y; Ngiu, Zulaecha; Cuga, Candra
Journal of Basic Education Research Vol 7 No 3 (2026): on going
Publisher : Cahaya Ilmu Cendekia Publisher

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37251/jber.v7i3.3189

Abstract

Purpose of the study: This study aims to develop a cultural and civic literacy model based on character habituation that is systematically integrated into the learning process, in order to address the dominance of reading–writing and numeracy literacy, and to strengthen the sustained internalization of values in the character development of elementary school students Methodology: This study employed a Research and Development (R&D) method using the ADDIE model (Analysis, Design, Development, Implementation, and Evaluation). The research subjects included students and teachers from three public elementary schools in Pulubala Subdistrict, Gorontalo Regency. Data were collected through observation, interviews, questionnaires, and documentation, and analyzed using descriptive qualitative and quantitative techniques, with effectiveness tested using the N-Gain score Main Findings: The results indicate that the implementation of cultural and civic literacy in elementary schools remains fragmented and is not yet supported by systematic instructional design. Based on needs analysis, students require contextual, simple, visually-based learning that is integrated with local culture. The developed model, LITBUD-KAR, has a very high level of validity (>92%), practicality, and user acceptance (>96%), and is effective in increasing student engagement, understanding of cultural and civic values, and character development, with an N-Gain value of 0.75 (high category) Novelty/Originality of this study: The novelty of this study lies in the development of a cultural and civic literacy model based on character habituation, which is systematically integrated across intracurricular, co-curricular, extracurricular, and school culture dimensions.
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 Media Dadura terhadap Peningkatan Hasil Belajar Siswa pada Mata Pelajaran Pendidikan Kewarganegaraan di Sekolah Dasar Yulianti Karim; Candra Cuga; Reska Putri Ismail; Nurainun Nurainun; Muhammad Sarlin
Cokroaminoto Journal of Primary Education Vol. 9 No. 2 (2026): April - Juni 2026
Publisher : Universitas Cokroaminoto Palopo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30605/cjpe.9.2.2026.8579

Abstract

Urgensi penelitian ini adalah rendahnya hasil belajar siswa pada mata pelajaran Pendidikan Kewarganegaraan di sekolah dasar sehingga diperlukan pengembangan media Dadura sebagai inovasi pembelajaran yang menarik, interaktif, dan efektif dalam meningkatkan pemahaman siswa. Penelitian ini bertujuan mengembangkan media Dadura (Dadu Edukatif Responsibilitas dan Akses) serta menguji kelayakan, kepraktisan, dan keefektifannya dalam pembelajaran Pendidikan Kewarganegaraan (PKn) materi hak dan kewajiban di kelas III sekolah dasar. Latar belakang penelitian ini adalah dominannya metode pembelajaran berpusat pada guru dan terbatasnya penggunaan media interaktif, sehingga berdampak pada rendahnya partisipasi murid yang berada pada tahap operasional konkret. belarPenelitian menggunakan pendekatan Research and Development (R&D) dengan model ADDIE (Analyze, Design, Development, Implementation, Evaluation), dilaksanakan di SDN 80 Kota Tengah Kota Gorontalo dengan subjek murid kelas III. Data dikumpulkan melalui lembar validasi ahli materi, media, bahasa, dan pengguna, lembar observasi, serta pre-test dan post-test. Analisis data menggunakan perhitungan persentase skor untuk menentukan tingkat kelayakan dan kepraktisan, serta N-Gain untuk mengukur keefektifan. Hasil penelitian menunjukkan media Dadura memperoleh skor kelayakan 92,7% (sangat layak) dan kepraktisan 100% (sangat praktis). Dari sisi keefektifan, nilai rata-rata meningkat dari 48,00 pada pre-test menjadi 86,67 pada post-test, dengan N-Gain sebesar 0,76 (kategori tinggi) dan tingkat keefektifan 76,11% (efektif). Temuan ini menegaskan bahwa media berbasis permainan konkret mampu menjembatani kesenjangan antara karakteristik berpikir operasional konkret murid dengan tuntutan pemahaman konsep abstrak, sekaligus memperkuat keterlibatan kognitif dan emosional secara bermakna.
Pengembangan Media Diorama Minikultur pada Pembelajaran PKn di Sekolah Dasar Nuraini Nuraini; Candra Cuga; Reska Putri Ismail; Muhammad Sarlin; Nurainun Nurainun
Cokroaminoto Journal of Primary Education Vol. 9 No. 2 (2026): April - Juni 2026
Publisher : Universitas Cokroaminoto Palopo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30605/cjpe.9.2.2026.8588

Abstract

Urgensi penelitian ini terletak pada kebutuhan akan media pembelajaran inovatif, interaktif, dan kontekstual untuk mendukung keterlibatan aktif siswa sekolah dasar dalam pembelajaran Pendidikan Kewarganegaraan (PKn), khususnya pada materi keberagaman budaya. Penelitian ini dilatarbelakangi oleh rendahnya pemahaman siswa terhadap konsep keberagaman yang bersifat abstrak, serta kurangnya penggunaan media pembelajaran yang konkret dan interaktif dalam proses pembelajaran PKn di kelas II sekolah dasar, sehingga berdampak pada rendahnya partisipasi siswa dalam proses pembelajaran. Kondisi tersebut menunjukkan bahwa pembelajaran PKn belum sepenuhnya mengakomodasi karakteristik siswa yang berada pada tahap operasional konkret. Penelitian ini bertujuan untuk mengembangkan media Diorama Minikultur pada materi “Kita Beragam Tetapi Tetap Satu” serta menguji tingkat kelayakan, kepraktisan, dan keefektifannya dalam mendukung pembelajaran PKn yang lebih aktif dan bermakna. Jenis penelitian yang digunakan adalah Research and Development (R&D) dengan model pengembangan ADDIE yang meliputi tahap Analysis, Design, Development, Implementation, dan Evaluation. Penelitian dilaksanakan di SDN 2 Tabongo dengan subjek penelitian siswa kelas II. Instrumen pengumpulan data meliputi lembar validasi ahli media, ahli materi, ahli bahasa, dan ahli pengguna, serta tes hasil belajar berupa pre-test dan post-test. Teknik analisis data menggunakan skala Likert untuk mengukur kelayakan dan kepraktisan, serta analisis N-Gain untuk mengukur keefektifan media. Hasil penelitian menunjukkan bahwa media Diorama Minikultur memperoleh tingkat kelayakan sebesar 94,5% dengan kategori sangat layak, serta tingkat kepraktisan sebesar 100% dengan kategori sangat praktis. Media Diorama Minikultur juga terbukti efektif meningkatkan hasil belajar siswa, ditunjukkan oleh peningkatan hasil belajar sebesar 69,38% dengan skor N-Gain sebesar 0,92 berkategori tinggi dan tafsiran efektivitas 91,74% berkategori efektif. Dengan demikian, media Diorama Minikultur layak digunakan sebagai alternatif media pembelajaran inovatif dan interaktif dalam pembelajaran PKn di sekolah dasar.
A Model for Developing Cultural and Civic Literacy as a Means of Character Habituation Among Students at Public Elementary Schools in Pulubala Subdistrict, Gorontalo Regency Ismail Y Side; Zulaecha Ngiu; Candra Cuga
Journal of Basic Education Research Vol 7 No 3 (2026): May
Publisher : Cahaya Ilmu Cendekia Publisher

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37251/jber.v7i3.3189

Abstract

Purpose of the study: This study aims to develop a cultural and civic literacy model based on character habituation that is systematically integrated into the learning process, in order to address the dominance of reading–writing and numeracy literacy, and to strengthen the sustained internalization of values in the character development of elementary school students Methodology: This study employed a Research and Development (R&D) method using the ADDIE model (Analysis, Design, Development, Implementation, and Evaluation). The research subjects included students and teachers from three public elementary schools in Pulubala Subdistrict, Gorontalo Regency. Data were collected through observation, interviews, questionnaires, and documentation, and analyzed using descriptive qualitative and quantitative techniques, with effectiveness tested using the N-Gain score Main Findings: The results indicate that the implementation of cultural and civic literacy in elementary schools remains fragmented and is not yet supported by systematic instructional design. Based on needs analysis, students require contextual, simple, visually-based learning that is integrated with local culture. The developed model, LITBUD-KAR, has a very high level of validity (>92%), practicality, and user acceptance (>96%), and is effective in increasing student engagement, understanding of cultural and civic values, and character development, with an N-Gain value of 0.75 (high category) Novelty/Originality of this study: The novelty of this study lies in the development of a cultural and civic literacy model based on character habituation, which is systematically integrated across intracurricular, co-curricular, extracurricular, and school culture dimensions.
MENINGKATKAN HASIL BELAJAR SISWA MELALUI PENDEKATAN PAKEM BERBANTUAN MEDIA PEMBELAJARAN BERBASIS PERMAINAN EDUKASI MONOPOLI PADA PEMBELAJARAN IPS DI KELAS IV SEKOLAH DASAR Fandaria Abdurrahman; Muhammad Sarlin; Nurainun; Candra Cuga; Samsi Pomalingo
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 2 (2026): Volume 11 No. 02, Juni 2026.
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v11i2.47795

Abstract

The research problem addressed in this study is: “Can the implementation of the PAKEM approach assisted by Monopoly-based educational game media improve students’ learning outcomes in Social Studies for fourth-grade students at SDN No. 11 Kota Barat, Gorontalo City?” This study employed a Classroom Action Research (CAR) design using data collection techniques consisting of observation, interviews, tests, and documentation. The research subjects were fourth-grade students of SDN No. 11 Kota Barat, Gorontalo City. The findings revealed that students’ learning outcomes improved in each cycle of the study. In the first meeting of Cycle I, out of 11 students, only 5 students achieved the minimum mastery criterion (KKM), representing 45% of the class. In the second meeting of Cycle I, the number of students who achieved mastery increased to 7 students, or 64%. However, the performance indicators and achievement targets had not yet been fulfilled; therefore, the research was continued to Cycle II to further examine the effectiveness of the PAKEM approach and the educational game media employed. In the first meeting of Cycle II, 9 students achieved mastery learning with a percentage of 82%, exceeding the predetermined performance indicator target of 80%. These results indicate a significant improvement in students’ learning outcomes. Therefore, it can be concluded that the implementation of the PAKEM approach assisted by Monopoly-based educational game media effectively improved the Social Studies learning outcomes of fourth-grade students at SDN No. 11 Kota Barat, Gorontalo City.