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Pengembangan Perangkat Pembelajaran Abad 21 Berbasis Pendekatan Pendidikan Karakter di Sekolah Dasar Kota Gorontalo Sri Handayani Sambuhak; Candra Cuga; Wiwy T. Pulukadang; Krisna S. Latip
JAMBURA Elementary Education Journal Vol 6 No 2 (2025): VOLUME 6 NOMOR 2, DESEMBER TAHUN 2025
Publisher : JURUSAN PENDIDIKAN GURU SEKOLAH DASAR

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37411/jeej.v6i2.4455

Abstract

Penelitian ini bertujuan untuk mengetahui bagaimana pengembangan perangkat pembelajaran abad 21 berbasis pendidikan karakter, mengetahui kelayakan dan proses penggunaan perangkat pembelajaran di kelas V sekolah dasar Kota Gorontalo yang diharapkan mampu menyiapkan peserta didik yang good and smart citizen di masa depan. Adapun metode penelitian yang digunakan adalah metode penelitian pengembangan (Research and Development) dengan menggunakan model penelitian pengembangan Thiagarajan yaitu define, design, development, dan dessimination, namun penelitian ini hanya dilakukan sampai pada tahap development. Pengembangan perangkat pembelajaran dilakukan dengan memperhatikan prinsip-prinsip pembelajaran abad 21 sehingga dipercaya mampu meningkatkan keterampilan-keterampilan peserta didik yang dibutuhkan di abad 21. Berdasarkan hasil validasi oleh para ahli dan pengguna yakni, memperoleh hasil rekapitulasi nilai rata-rata persentase 98,10% dan dinyatakan sangat layak digunakan oleh guru dan peserta didik di sekolah dasar. Adapun hasil uji coba terbatas (uji proses) yang dilaksanakan di kelas V SD Laboratorium UNG memperoleh hasil sangat bagus dari guru maupun peserta didik. Dengan demikian, hasil pengembangan perangkat pembelajaran berbasis pendidikan karakter di sekolah dasar dinyatakan sangat layak digunakan dalam proses pembelajaran tema 6 subtema 1 pembelajaran 3 kelas V yang dipercaya mampu menumbuhkembangkan peserta didik yang mampu berpikir kritis, kreatif, dan berkolaborasi sehingga bermuara pada good and smart citizen.
PENGEMBANGAN BAHAN AJAR SIBUDI (SINERGI BUDAYA INDONESIA) BERBANTUAN KARTU KORSA BHINNEKA BERBASIS GAMIFIKASI PADA PEMBELAJARAN PENDIDIKAN KEWARGANEGARAAN DI SEKOLAH DASAR Rusman Iyonu; Candra Cuga; Aina Nurdiyanti; Nurainun; Reska Putri Ismail; Rustam I. Husain
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.v11i02.45063

Abstract

This research aims to develop SIBUDI (Sinergi Budaya Indonesia) teaching materials assisted by Kartu Korsa Bhinneka based on gamification in Civics Education (PKn) learning on the material of Indonesian cultural diversity in elementary schools as a solution to the limited use of learning media in the classroom. In its implementation, the researcher applied a gamification approach with the expectation of creating an enjoyable learning process and presenting a more lively and meaningful classroom atmosphere. The development of SIBUDI teaching materials assisted by Kartu Korsa Bhinneka uses the ADDIE development model which includes five stages, namely Analyze, Design, Develop, Implement, and Evaluate. However, this research was only carried out up to the implementation stage and limited formative evaluation due to the time limitations possessed by the researcher. The validation results from material experts, media experts, language experts, and user experts show that the SIBUDI (Sinergi Budaya Indonesia) teaching materials assisted by Kartu Korsa Bhinneka based on gamification obtained an average score of 94.7% which is stated to be very feasible to be used by teachers and students in elementary schools. In addition, the results of the limited trial show a student response percentage of 92.4% which is in the very practical category. Thus, this research successfully shows that SIBUDI teaching materials assisted by Kartu Korsa Bhinneka based on gamification can become a relevant solution and provide an alternative learning media that is interesting and interactive in Civics Education learning, especially on the material of Indonesian cultural diversity. The limited trial of this research was conducted at MIM Unggulan Kota Gorontalo as the research location.
MENINGKATKAN HASIL BELAJAR SISWA MELALUI PENDEKATAN PAKEM BERBANTUAN MEDIA PEMBELAJARAN BERBASIS PERMAINAN EDUKASI MONOPOLI PADA PEMBELAJARAN IPS DI KELAS IV SEKOLAH DASAR Abdurrahman, Fandaria; 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.