Claim Missing Document
Check
Articles

Pelatihan dan Pendampingan Pembuatan Media Pembelajaran Interaktif Lectora Inspire Bagi Guru SD Ria Fajrin Rizqy Ana; Leny Suryaning Astutik; Dya Ayu Agustina Putri; Putri Rachmadyanti; Zuni Eka Tiyas Rifayanti
Jurnal Pengabdian Masyarakat (ABDIRA) Vol 6, No 2 (2026): Abdira, April
Publisher : Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/abdira.v6i2.1948

Abstract

Advances in science and technology require teachers to creatively use interactive learning media. In reality, teachers rarely use interactive learning media during classroom instruction, resulting in low student motivation. To address this issue, a training program on creating technology-based learning media using Lectora Inspire was conducted. The objective of this training is to enhance teachers’ competencies in creating, developing, and implementing technology-based learning media. This training program consists of the following stages: 1) field survey (partners); 2) Coordination with school principals and teachers; 3) Program Socialization; 4) Program Implementation; and 5) Activity Evaluation. The results of the activities showed an increase in teachers’ knowledge and skills in designing innovative learning media. Additionally, teachers were able to produce learning media products that can be used in the classroom learning process. This program is expected to support more interactive learning, increase student motivation, and encourage the use of technology in elementary school education.
PENGARUH MEDIA GAME EDUKATIF QUIZ TERHADAP HASIL DAN MINAT BELAJAR SISWA PADA MATERI BANGUN DATAR KELAS III SEKOLAH DASAR KABUPATEN TULUNGAGUNG cahyani, Tiara; Ana, Ria Fajrin Rizqy
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 02 (2026): Volume 11 No. 02 Juni 2026 Press
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v11i02.56552

Abstract

This study aimed to analyze the effect of educational quiz game media on students’ learning outcomes and learning interest in plane geometry material for third-grade elementary school students in Tulungagung Regency. A quantitative approach with a pre-experimental method and a One Group Pretest-Posttest Design was employed in this study. The sample consisted of 15 third-grade students of SDN 1 Karangtalun selected using total sampling. Data were collected through learning outcome tests, learning interest questionnaires, and interviews as supporting data. Data analysis was conducted using descriptive and inferential statistics through multivariate normality testing and Multivariate Analysis of Variance. The findings revealed that the use of educational quiz game media had a significant effect on students’ learning outcomes and learning interest. Learning activities supported by game-based media created a more interactive and enjoyable learning environment, which encouraged students’ active participation during the learning process. The improvement in learning outcomes and learning interest indicates that educational quiz game media can serve as an effective alternative to support mathematics learning on plane geometry material in elementary schools.
PENGEMBANGAN MEDIA PEMBELAJARAN FRACTION FUN BOX (FFB) REALISTIC MATHEMATIC PADA MATA PELAJARAN MATEMATIKA MURID KELAS II SDN 1 BUKUR KABUPATEN TULUNGAGUNG Prasetyani, Silvia Febriana; Ana, Ria Fajrin Rizqy
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 02 (2026): Volume 11 No. 02 Juni 2026 Press
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v11i02.56565

Abstract

Mathematics is an abstract subject; therefore, elementary school students need concrete and interesting learning media to help them understand learning concepts more easily, especially on simple fraction material. This study aimed to develop Fraction Fun Box (FFB) learning media based on Realistic Mathematics for simple fraction material in the second grade of elementary school. The research method used was Research and Development (R&D) with the ADDIE model consisting of five stages, namely Analysis, Design, Development, Implementation, and Evaluation. The subjects of this study were 15 second grade students of SD Negeri II Bukur. The results of the study showed that the first material expert validator obtained a percentage score of 98% with a very valid category, while the second material expert validator obtained a percentage score of 96% with a very valid category. The media expert validation obtained a percentage score of 96% with a very valid category. Based on the teacher response questionnaire, the percentage score obtained was 95% with a very good category, while the students’ response questionnaire obtained a percentage score of 92% with a very good category. Based on these results, it can be concluded that the Fraction Fun Box (FFB) learning media based on Realistic Mathematics in mathematics subject for second grade students is highly valid to be implemented for second grade students at SDN 1 Bukur.
PENANAMAN NILAI KARAKTER TANGGUNG JAWAB DAN KEDISIPLINAN MELALUI KEGIATAN PIKET KELAS PADA KELAS III DI SDN 2 NGRAYUNG KECAMATAN GANDUSARI KABUPATEN TRENGGALEK Yuliana, Yesika Dwi; Ana, Ria Fajrin Rizqy
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 03 (2026): Volume 11 No. 03, September 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.v11i03.58779

Abstract

  This study was motivated by the importance of instilling the character values of responsibility and discipline in elementary school students as the foundation for developing positive behavior from an early age. Based on the results of initial observations in the third grade at SDN 2 Ngrayung, Gandusari Subdistrict, Trenggalek, it was found that some students had not yet demonstrated an attitude of responsibility and discipline optimally, as evidenced by a lack of awareness in carrying out classroom duty tasks, dependence on peers, and non-compliance with the predetermined duty schedule. This study aims to describe the process of instilling the character values of responsibility and discipline through classroom duty activities. The method used was qualitative with a descriptive approach. The subjects of this study consisted of third-grade homeroom teachers and 8 third-grade students, with data collection techniques including observation, semi-structured interviews, and documentation. Data analysis was conducted through the stages of data reduction, data presentation, and drawing conclusions. The results of the study indicate that the instillation of character values is carried out through the regular practice of scheduled class duty activities, clear task assignments, and guidance from teachers. Students began to demonstrate behavioral changes in the form of increased responsibility in completing tasks and discipline toward rules. Therefore, class duty activities serve as an effective means of instilling the character values of responsibility and discipline in students. Keywords: Character, Responsibility, Discipline, Class Duty ABSTRAK Penelitian ini dilatarbelakangi oleh pentingnya penanaman nilai karakter tanggung jawab dan kedisiplinan pada siswa sekolah dasar sebagai dasar pembentukan perilaku positif sejak dini. Berdasarkan hasil observasi awal di kelas III SDN 2 Ngrayung Kecamatan Gandusari Kabupaten Trenggalek, ditemukan bahwa sebagian siswa belum menunjukkan sikap tanggung jawab dan kedisiplinan secara optimal, terlihat dari kurangnya kesadaran dalam menjalankan tugas piket kelas, ketergantungan pada teman dan ketidak patuhan terhadap jadwal piket yang telah ditentukan. Penelitian ini bertujuan untuk mendeskripsikan proses penanaman nilai karakter tanggung jawab dan kedisiplinan melalui kegiatan piket kelas. Metode yang digunakan adalah  kualitatif dengan pendekatan deskriptif. Subjek penelitian ini terdiri dari guru wali kelas III dan siswa kelas III sebanyak 8 siswa, dengan teknik pengumpulan data melalui observasi, wawancara semi terstruktur dan dokumentasi. Analisis data dilakukan melalui tahap reduksi data, penyajian data dan penarikan kesimpulan. Hasil penelitian menunjukkan bahwa penanaman nilai karakter dilakukan melalui pembiasaan kegiatan piket kelas yang terjadwal, pembagian tugas yang jelas, dan bimbingan oleh guru. Siswa mulai menunjukkan perubahan perilaku berupa meningkatnya sikap tanggung jawab dalam menyelesaikan tugas dan kedisiplinan terhadap aturan. Maka dari itu, kegiatan piket kelas menjadi sarana yang efektif dalam menanamkan nilai karakter tanggung jawab dan kedisiplinan siswa. Kata Kunci: Karakter, Tanggung Jawab, Kedisiplinan, Piket Kelas
PENGARUH GAME EDUKATIF BAAMBOOZLE TERHADAP MINAT DAN HASIL BELAJAR PANCASILASISWA KELAS V DI MADRASAH IBTIDA’IYAH KECAMATAN POGALAN TAHUN PELAJARAN 2026/2027 Agustin, Musvita; Ana, Ria Fajrin Rizqy
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 03 (2026): Volume 11 No. 03, September 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.v11i03.58798

Abstract

  This research was motivated by the low interest and learning outcomes of students in Pancasila. Based on initial observations, students tended to be less active in learning, less enthusiastic about participating in learning activities, and many still did not meet the Minimum Completion Criteria (KKM). This study aimed to simultaneously determine the effect of the Baamboozle educational game on the interest and learning outcomes of fifth-grade students.  This study uses a quantitative approach with a pre-experimental design and a One Group Pretest-Posttest Design. The sample of the study was 20 fifth-grade students of MI Ngadirejo who were selected using a purposive sampling technique. Data were collected through observation, questionnaires, and tests, then analyzed using univariate and multivariate tests. The results showed that the use of the Baamboozle educational game had a significant effect on students' interest and learning outcomes. The average learning interest increased from 62.3 to 94.3. The results of the hypothesis test showed a significance value of p <0.001 in both univariate and multivariate tests, which indicated a significant effect of the use of the Baamboozle educational game on interest and learning outcomes. Based on the results of the study, it can be concluded that the Baamboozle educational game had a significant effect on increasing the interest and learning outcomes of fifth-grade students of MI Ngadirejo in the Pancasila subject. Keywords: Baamboozle, Educational Game, Learning Outcomes, Learning Interest, Pancasila Education   ABSTRAK Penelitian ini dilatarbelakangi oleh rendahnya minat belajar dan hasil belajar siswa pada mata pelajaran Pancasila. Berdasarkan hasil observasi awal siswa cenderung kurang aktif dalam pembelajaran, kurang antusias mengikuti kegiatan belajar serta masih banyak yang belum mencapai Kriteria Ketuntasan Minimal (KKM). Penelitian ini bertujuan untuk mengetahui pengaruh penggunaan game edukatif Baamboozle terhadap minat dan hasil belajar siswa kelas V secara simultan. Penelitian ini menggunakan pendekatan kuantitatif dengan jenis pre-experimental design dan rancangan One Group Pretest-Posttest Design. Sampel penelitian berjumlah 20 siswa kelas V MI Ngadirejo yang dipilih menggunakan teknik purposive sampling. data dikumpulkan melalui observasi, angket dan tes, kemudian dianalisis menggunakan uji univariate dan uji multivariate. Hasil penelitian menunjukkan bahwa penggunaan game edukatif Baamboozle berpengaruh signifikan terhadap minat dan hasil belajar siswa. Rata-rata minat belajar meningkat dari 62,3 menjadi 94,3. Hasil uji hipotesis menunjukkan nilai signifikansi p < 0,001 pada uji univariate maupun multivariate, yang menunjukkan adanya pengaruh signifikan penggunaan game edukatif Baamboozle terhadap minat dan hasil belajar. Berdasarkan hasil penelitian, dapat disimpulkan bahwa game edukatif Baamboozle berpengaruh signifikan terhadap peningkatan minat dan hasil belajar siswa kelas V MI Ngadirejo pada mata pelajaran Pancasila. Kata Kunci: Baamboozle, Game Edukatif, Hasil Belajar, Minat Belajar, Pendidikan Pancasila
ANALISIS MINAT BELAJAR SISWA DENGAN MENGGUNAKAN MEDIA PEMBELAJARAN FLIPBOOK PADA MATA PELAJARAN IPAS KELAS 5 SDN 1 BANGUNJAYA KABUPATEN TULUNGAGUNG Utami, Indah Puji; Hartanto, Setyo; Ria Fajrin Rizqy Ana
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 03 (2026): Volume 11 No. 03, September 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.v11i03.59973

Abstract

  Learning interest is an important factor influencing students' learning success, yet preliminary observations indicated that the learning interest of fifth-grade students in the IPAS subject at SDN 1 Bangunjaya, Pakel District, Tulungagung Regency, was relatively low. This study aims to describe and analyze the learning interest of fifth-grade students during IPAS learning using flipbook learning media. This study employed a qualitative approach with a descriptive research design. The subjects were 24 fifth-grade students, consisting of 12 male and 12 female students. Data were collected through observation, interviews, and documentation, then analyzed using the Miles and Huberman interactive model, comprising data reduction, data display, and conclusion drawing. The results showed that students' overall learning interest fell into the very good category, with a total score of 1574 (82.00%). The indicator of willingness to participate in learning obtained the highest percentage (86.46%), while the attention indicator obtained the lowest percentage (75.26%), although it remained in the good category. Interview and documentation results further reinforced these findings, showing that students exhibited enthusiasm, comfort, and active engagement during learning. This study concludes that flipbook learning media is effective in fostering elementary students' learning interest in the IPAS subject. Keywords: Elemenary school, Flipbook, IPAS, Learning interest, Learning media ABSTRAK Minat belajar merupakan faktor penting yang memengaruhi keberhasilan pembelajaran siswa, namun observasi awal menunjukkan minat belajar siswa kelas 5 pada mata pelajaran IPAS di SDN 1 Bangunjaya Kecamatan Pakel Kabupaten Tulungagung masih tergolong rendah. Penelitian ini bertujuan untuk mendeskripsikan dan menganalisis minat belajar siswa kelas 5 selama pembelajaran IPAS menggunakan media pembelajaran flipbook. Penelitian ini menggunakan pendekatan kualitatif dengan jenis penelitian deskriptif. Subjek penelitian adalah 24 siswa kelas 5, terdiri atas 12 siswa laki-laki dan 12 siswa perempuan. Data dikumpulkan melalui observasi, wawancara, dan dokumentasi, kemudian dianalisis menggunakan model interaktif Miles dan Huberman, meliputi reduksi data, penyajian data, dan penarikan kesimpulan. Hasil penelitian menunjukkan bahwa minat belajar siswa secara keseluruhan berada pada kategori sangat baik dengan perolehan skor 1574 (82,00%). Indikator keinginan mengikuti pembelajaran memperoleh persentase tertinggi (86,46%), sedangkan indikator perhatian memperoleh persentase terendah (75,26%) meskipun tetap berada pada kategori baik. Hasil wawancara dan dokumentasi turut memperkuat temuan tersebut, di mana siswa menunjukkan antusiasme, kenyamanan belajar, dan keterlibatan aktif selama pembelajaran berlangsung. Penelitian ini menyimpulkan bahwa media pembelajaran flipbook efektif dalam menumbuhkan minat belajar siswa sekolah dasar pada mata pelajaran IPAS. Kata Kunci: Flipbook, IPAS, Media Pembelajaran, Minat belajar, Sekolah dasar