p-Index From 2021 - 2026
5.907
P-Index
This Author published in this journals
All Journal Jurnal Penelitian dan Pengembangan Pendidikan Journal of Education and Learning (EduLearn) Penggunaan Media Sains Flipbook dalam Pembelajaran IPA di Sekolah Dasar Erudio: Journal of Educational Innovation JPsd ( Jurnal Pendidikan Sekolah Dasar ) Jurnal Pendidikan Usia Dini Journal of Research and Advances in Mathematics Education MODELING: Jurnal Program Studi PGMI Syntax Literate: Jurnal Ilmiah Indonesia Jurnal Administrasi Pendidikan Indonesia ELSE (Elementary School Education Journal) : Jurnal Pendidikan dan Pembelajaran Sekolah Dasar Pendas : Jurnah Ilmiah Pendidikan Dasar Diksa : Jurnal Pendidikan Bahasa dan Sastra Indonesia Cetta: Jurnal Ilmu Pendidikan Perspektif Ilmu Pendidikan Jurnal Basicedu BIA': Jurnal Teologi dan Pendidikan Kristen Kontekstual JTP - Jurnal Teknologi Pendidikan JPGMI (Jurnal Pendidikan Guru Madrasah Ibtidaiyah Al-Multazam) Jurnal Pengabdian kepada Masyarakat Nusantara ABSYARA: Jurnal Pengabdian Pada Masyarakat Cokroaminoto Journal of Primary Education Basica Jurnal Impresi Indonesia Journal of General Education and Humanities Journal of Educational Sciences Jurnal Basicedu Jurnal Pendidikan Dasar Educational Technology Journal JURNAL MUARA PENDIDIKAN INCOME: Indonesian Journal of Community Service and Engagement JRAMathEdu (Journal of Research and Advances in Mathematics Education) EduBase: Journal of Basic Education Jurnal Papeda: Jurnal Publikasi Pendidikan Dasar JURNAL PENDIDIKAN DAN KEBUDAYAAN MISSIO Prosiding Seminar Nasional Keguruan dan Pendidikan (SNKP) Indonesian Journal of Community Service in Education
Claim Missing Document
Check
Articles

Pendekatan Deep Learning Pada Pembelajaran Di Sekolah Dasar Usman, Herlina; Yunus, Mahmud; Yarmi, Gusti; Fajri, Hardian Mei; Sinyanyuri, Sonya; Siregar, Yulia Elfrida Yanty
Indonesian Journal of Community Service in Education Vol. 1 No. 1 (2025): Indonesian Journal of Community Service in Education (IJCSE)
Publisher : PT. Intelektiva Global Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.64421/ijcse.v1i2.8

Abstract

Deep learning didefinisikan sebagai suatu pendekatan yang menekankan pada pemahaman konseptual dan penerapan pengetahuan secara kritis. Studi ini bertujuan untuk memberikan bantuan secara teoretis maupun fungsional dalam mengembangkan pendekatan deep learning yang sesuai dengan konteks sekolah dasar, khususnya di SD Utung Jawa 01, Kepulauan Seribu. Metode yang digunakan adalah kualitatif deskriptif dengan bentuk kegiatan pendampingan berupa pelatihan dan lokakarya. Program pelatihan ini dilaksanakan melalui lima tahap: Perencanaan, Pengorganisasian, Penggerakan, Pengendalian, dan Evaluasi (POACE) dengan melibatkan masyarakat sebagai mitra yang turut serta dan berpartisipasi aktif dalam seluruh kegiatan pengabdian kepada masyarakat. Hasil menunjukkan bahwa penerapan deep learning memberikan dampak positif terhadap pemahaman guru. Pendekatan ini mendorong keterlibatan aktif siswa melalui berbagai aktivitas interaktif seperti simulasi dan eksperimen, sehingga proses pembelajaran menjadi lebih bermakna dan menyenangkan. Namun, penerapan metode ini juga menghadapi beberapa tantangan, seperti keterbatasan waktu untuk menyelesaikan kurikulum serta akses teknologi yang tidak merata di kalangan siswa.
PENGEMBANGAN GAME EDUKASI PETUALANGAN SI WUNDA UNTUK MENINGKATKAN KEMAMPUAN BERPIKIR KOMPUTASIONAL (COMPUTATIONAL THINKING) SISWA KELAS IV SD Irfan, Ahmad; Yarmi, Gusti; Ramdhani, Sendi
Jurnal Muara Pendidikan Vol. 10 No. 2 (2025): Jurnal Muara Pendidikan, Vol 10 Issue 2, Desember 2025
Publisher : LPPM Universitas Muhammadiyah Muara Bungo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52060/mp.v10i2.3756

Abstract

Computational thinking is an essential 21st-century skill that remains low among elementary school students, particularly in Science and Social Studies (IPAS) learning on the topic of changes in the state of matter. This study aims to develop and evaluate the feasibility, practicality, and effectiveness of an educational game entitled The Adventure of Wunda as an interactive learning medium. The research employed a Research and Development (R&D) approach using the ADDIE model, consisting of analysis, design, development, implementation, and evaluation stages. The instruments included expert validation sheets, student response questionnaires, and pre-test and post-test assessments of computational thinking skills. The results showed that the game was valid according to experts, received “practical–very practical” responses from students, and effectively improved computational thinking skills, as indicated by a high N-Gain score and a significant difference based on the Wilcoxon test. Therefore, The Adventure of Wunda is feasible and effective for IPAS learning in elementary schools.
Analisis Pengaruh Media Pembelajaran Edpuzzle dan Nearpod terhadap Hasil Belajar IPAS Siswa Kelas IV di SDN Kelurahan Tanah Tinggi Hasanah, Rizki; Yarmi, Gusti; Suhandoko, Astri Dwi Jayanti
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.8.4.2025.7316

Abstract

Penelitian ini dilaksanakan untuk mengatasi permasalahan rendahnya capaian belajar peserta didik dalam mata pelajaran IPAS, yang disebabkan oleh karakteristik materi yang bersifat abstrak dan kompleks serta pelaksanaan pembelajaran yang belum sepenuhnya mengakomodasi kebutuhan dan peran aktif peserta didik. Penelitian ini bertujuan untuk menganalisis pengaruh media pembelajaran Edpuzzle dan Nearpod terhadap hasil belajar siswa pada mata pelajaran IPAS. Menggunakan pendekatan kuantitatif melalui desain quasi-eksperimental dengan sampel 114 siswa kelas IV dari populasi 1.095 siswa SDN Kecamatan Johar Baru yang dipilih secara simple random sampling. Instrumen yang digunakan seperti; tes tertulis, kuesioner, observasi, dan wawancara. Analisis data dilakukan melalui SPSS versi 26 dengan uji kualitas data, asumsi klasik, regresi linear berganda, serta uji t dan F. Hasil analisis menunjukkan bahwa di kelas eksperimen (Edpuzzle) memberikan perbedaan yang signifikan terhadap peningkatan hasil belajar siswa dari pretest ke posttest, dengan rata-rata peningkatan 54,38 dengan N-Gain 76%. Sebaliknya, di kelas kontrol (Nearpod) menunjukkan peningkatan yang lebih kecil, yaitu 39,49 dengan N-gain 52%. Teknik analisis yang digunakan adalah uji keabsahan data, uji asumsi klasik, dan uji hipotesis berupa uji t. Penelitian ini menunjukkan bahwa Edpuzzle lebih efektif dalam menciptakan pembelajaran yang terstruktur dan memberikan feedback langsung yang dapat memperkuat pemahaman siswa terhadap materi. Temuan ini memberikan wawasan penting bagi pengembangan media pembelajaran digital yang lebih adaptif dan efektif, terutama dalam pembelajaran materi IPAS di sekolah dasar.
PENGEMBANGAN MULTIMEDIA WORDWALL UNTUK MENINGKATKAN KETERAMPILAN MENYIMAK KALIMAT SPOK SISWA KELAS III SD Santika, Dina; Marini, Arita; Yarmi, Gusti
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 3 (2025): Volume 10 No3 September, 2025
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v10i04.29659

Abstract

This study aims to develop and evaluate the effectiveness of Wordwall-based interactive multimedia in enhancing listening skills for Subject–Predicate–Object–Description (SPOK) sentence patterns among grade III elementary school students. The research employed a Research and Development (R&D) method using the ADDIE model, which includes the stages of Analysis, Design, Development, Implementation, and Evaluation. The participants consisted of 20 third-grade students from SDN Teluk Pucung I. Data were collected through pretest and posttest assessments, student response questionnaires, and expert validation sheets. Validation results indicated that the Wordwall media was classified as “very valid,” with scores of 95% from the material expert, 93.3% from the language expert, and 88.6% from the media expert. The media was implemented in classroom learning supported by a projector and involved quizzes and audio-based interactive listening activities. The N-Gain analysis showed an improvement of 0.46 (medium category). The paired sample t-test revealed a t-value of -10 with a p-value of 0.000 (<0.05), indicating a significant difference between the pretest and posttest scores. These findings demonstrate that the Wordwall media is effective in improving students’ listening skills, particularly in understanding SPOK sentence structures. This study recommends integrating interactive digital media into Indonesian language learning to create a more engaging, contextual, and meaningful learning experience.
Enhancing Elementary Students’ Procedural Writing through a Hybrid Approach of Problem-Based Learning and Differentiated Instruction Yulia, Yulia; Yarmi, Gusti; Zakiah, Linda
EduBase : Journal of Basic Education Vol. 7 No. 1 (2026): EduBase : Journal of Basic Education
Publisher : LJPI UI Bunga Bangsa Cirebon

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

Abstract

Objective: This study aims to examine the effectiveness of a hybrid instructional model integrating Problem-Based Learning (PBL) and Differentiated Instruction (DI) to improve procedural writing skills among fifth-grade elementary students in Indonesia. Novelty: The study introduces a combined PBL–DI framework within a Classroom Action Research (CAR) design, specifically applied to genre-based procedural writing instruction in diverse elementary classrooms. Methods: The research employed a two-cycle Classroom Action Research (CAR) design involving 31 students. Learners engaged in real-world writing tasks tailored to their readiness levels, interests, and learning profiles. Data were collected through writing assessments, observation sheets, reflection journals, field notes, and interviews, and analyzed using descriptive statistics and thematic analysis. Results: Student writing mastery improved significantly from 32% in the pre-action stage to 84% at the end of Cycle II. Qualitative findings indicated increased engagement, greater autonomy in writing, and enhanced self-efficacy. Contextual problem-solving tasks, scaffolded support, and iterative teacher reflection contributed to both cognitive and affective development. Conclusions: Integrating PBL and DI provides an effective, student-centered framework for enhancing procedural writing skills and offers a promising approach for genre-based writing instruction in diverse elementary school settings.
Analysis of Needs and Basic Assessment of Fifth Grade Students’ Narrative Writing Skills as a Basis for Instructional Media Development Putri, Salta Virgaria; Yarmi, Gusti; Zakiah, Linda
BASICA Vol. 5 No. 2 (2025)
Publisher : Program Studi Pendidikan Guru Madrasah Ibtidaiyah INSURI Ponorogo

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

Abstract

This study aims to describe the profile of fifth-grade elementary students’ narrative writing skills, analyze their learning needs in narrative writing, and formulate the characteristics of instructional media responsive to students’ actual conditions. A mixed-methods approach with a sequential exploratory design was employed, involving 31 fifth-grade students from SDN Kayu Putih 08 Pagi as participants. Quantitative data were obtained through an assessment of narrative writing skills using a four-dimensional rubric (ideas, organization, diction, spelling and punctuation) and analyzed descriptively. Qualitative data were collected through a needs analysis questionnaire and analyzed thematically. The results indicate that 70.97% of students are in the low category, with an average score of 47.98 out of 100. The main difficulty encountered is generating writing ideas (83.87%), with story writing identified as the most challenging material (64.52%). Students prefer interactive learning activities such as role-playing (35.48%) and the use of digital media (45.16%). The characteristics of responsive instructional media include being interactive and digital-based, providing systematic support at every writing stage, fostering imagination through visual stimuli, offering diverse narrative content, delivering constructive feedback, user-friendly interfaces, support for differentiated learning, and facilitating collaboration. The findings underscore the urgency of developing innovative digital media to adaptively and contextually enhance elementary students’ narrative writing skills.
The Effectiveness of a Character Education-Based Daily Mutaba'ah Journal Book on the Independence of Elementary School Students Nugraha, Irwan; Yarmi, Gusti; Suhandoko, Astri Dwi Jayanti
Syntax Literate Jurnal Ilmiah Indonesia
Publisher : Syntax Corporation

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36418/syntax-literate.v11i3.64134

Abstract

The background of this study is based on the weakness of students’ independent character, which is caused by learning practices that remain oriented toward cognitive aspects and the lack of systematic and collaborative character habituation media between schools and parents. This study aims to examine the effectiveness of the Mutaba‘ah Yaumiyah Book based on character education in improving elementary school students’ independence. The study employed a Research and Development (R&D) approach using a modified Borg and Gall model, focusing on the product effectiveness testing stage. The research subjects were upper-grade students at SDIT Ulil Albab Batam. The research instrument used was an observation rubric for independent character development, and data analysis was conducted using a one-sample t-test. The results showed that the calculated t-value was 22.91, which was higher than the t-table value of 1.895, with a significance level of p < 0.05. These findings indicate that the Mutaba‘ah Yaumiyah Book based on character education is effective in improving elementary school students’ independence. This book can serve as an applicable and sustainable medium for character development in integrated Islamic elementary schools.
Analysis of Students' Learning Ability in Education Innovation Assisted in Learning Media Neo Snake and Ladder Game in the Society 5.0 Era Oktaviani, Anna Maria; M. S, Zulela; Edwita, Edwita; Yarmi, Gusti; Fadliansyah, Fauzi
Teknodika Vol 20, No 2 (2022): Teknodika
Publisher : Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/teknodika.v20i2.65917

Abstract

Educational innovation in the era of society 5.0 is important. However, social studies lessons are still low. Therefore, one way to improve the results of social studies lessons that are lacking is by means of learning media. One of them is the snake and ladder neo game media. The purpose of this study was to determine the effectiveness of Neo Snake and Ladder Game media in improving students' social studies skills in the era of society 5.0. The population in this study were fourth grade students of SD Negeri Cipocok Jaya, Serang, Banten, for the 2022/2023 academic year. The researcher used simple random sampling. Collecting data using social studies test questions and observations. The results showed that (1) the classical completeness test of social studies ability reached a minimum limit of 70, (2) social studies skill skills on Neo Snake and Ladder Game media had reached 75% classical completeness and (3) an increase in the average social studies skill using Neo media. Snakes and Ladders. The game is better than the average social studies ability of students without using Neo Snake and Ladder Games media. Based on the results above, it can be said that the Neo Snake and Ladder Games media is effective in improving students' social studies skills