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INTEGRASI PENDIDIKAN KARAKTER DALAM PEMBELAJARAN PENDIDIKAN PANCASILA UNTUK MENGEMBANGKAN KARAKTER SISWA SEKOLAH DASAR Maulidia Dwi Wahyu Hayati; Iqnatia Alfiansyah
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 02 (2025): Volume 10, Nomor 02 Juni 2025 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.v10i02.27874

Abstract

The phenomenon of deviant behavior among Indonesian teenagers such as violence and bullying shows that character education is needed from an early age. This character education can be instilled through various subjects, one of which is Pancasila education whose values are the main foundation of the nation. This study aims to examine the implementation of character education integration in Pancasila education subjects and identify the obstacles faced at SDN Plabuhanrejo Lamongan. The results of the study show that in order to integrate character education in Pancasila education learning, teachers must prepare lesson plans that are in accordance with the syllabus and determine the characters instilled according to class level, then teach students using various media. In the process, teachers face several obstacles, such as the diversity of students' abilities in understanding the material and the influence of the external environment that cannot be controlled by the teacher. Therefore, an adaptive learning approach, family support, and synergy with the community are needed so that character education in Pancasila education subjects runs well and sustainably.
PENGEMBANGAN MEDIA UTAPIN (ULAR TANGGA PINTAR) PADA MATA PELAJARAN IPS MATERI KEGIATAN EKONOMI UNTUK KELAS IV SD Kurnia Rahma Dina , Nina; Setya Nugroho, Arya; Alfiansyah, Iqnatia
JIP: Jurnal Ilmu Pendidikan Vol. 2 No. 1 (2024): Januari
Publisher : CV. Adiba Aisha Amira

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Abstract

This development research aims to produce learning media in the form of UTAPIN (Smart Snakes and Ladders) media because the existing media is still limited and less interesting, only using objects available at school. The research method used is the 4-D model but only consists of 3 stages, namely definition, design and development. The data analysis techniques used are analysis of media validation results, analysis of material validation results, and analysis of student response questionnaire results. The average final validation result from media experts obtained a score of 82.05%, which is in the quite valid category, however there was a slight revision from media expert I, who then re-validated and obtained an average final result of 91.25%. which falls into the very category. valid, then the average final result of material expert validation obtained a score of 95.83% which is included in the very valid category, while the student response questionnaire results were 95.41% which is included in the very good category. category. In conclusion, UTAPIN (Smart Snakes and Ladders) media can be used in the learning process. Departing from this research is that the media developed can be used for learning in elementary schools.
PENGEMBANGAN MEDIA PEMBELAJARAN CARD SORT BERBASIS MIND MAPPING KELAS IV SEKOLAH DASAR Nur Fadilah , Muflichatus; Setya Nugroho, Arya; Alfiansyah, Iqnatia
JIP: Jurnal Ilmu Pendidikan Vol. 2 No. 1 (2024): Januari
Publisher : CV. Adiba Aisha Amira

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Abstract

The background to which this research was conducted was the lack of variety in the application of learning media at the elementary school level and students' lack of understanding of the broad range of social studies material. This research is a development research or Research and Development (R&D) using the 4D model but the researchers only reached 3 stages, namely Definition, Design and Development. The aim of this research is to develop Card Sort learning media based on Mind Mapping regarding material on types of work producing goods and services in elementary school social studies subjects. This research was tested on class IV students at UPT SD Negeri 84 Gresik as many as 16 students. The research results showed that the percentage of media validation results was 92.5% (very valid) and the percentage of material validation results was 93.75% (very valid) and the overall response percentage of class IV students at UPT SD Negeri 84 Gresik was 98.75% (Very Good). The conclusion of the results of this research shows that the development of Card Sort media based on Mind Mapping is feasible and effective in implementing fourth grade elementary school learning regarding types of work producing goods and services.
Pengaruh Media Pembelajaran Permainan Monopoli terhadap Hasil Belajar Peserta Didik Materi Kekayaan Budaya Indonesia Lutfiah Fairuz Zahro; Iqnatia Alfiansyah; Nataria Wahyuning Subayani
Journal Innovation In Education Vol. 3 No. 3 (2025): Journal Innovation in Education (INOVED)
Publisher : STIKes Ibnu Sina Ajibarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59841/inoved.v3i3.3242

Abstract

This study aims to describe the effect of the use of monopoly game-based learning media on students' learning outcomes on Indonesian cultural richness materials. The background of this research is based on the need for learning media innovations that can increase students' motivation, involvement, and understanding of the material taught. The research method used is an experiment with a quasi-experimental approach. The research design applied is a non-equivalent control group design, which involves two classes as research subjects. Class IV A is designated as an experimental class that uses monopoly game learning media, while class IV C is designated as a control class that carries out learning without monopoly game media. The number of research samples was 58 students consisting of students in grades IV A and IV C at UPT SD Negeri 57 Gresik. The data collection technique uses a learning outcome test in the form of questions that are adjusted to the indicators of achievement of competence in Indonesian cultural richness materials. Data analysis was carried out using the Independent Sample T-test to determine the difference in learning outcomes between the experimental group and the control group. The results showed that the Sig. (2-tailed) value was 0.000 ≤ 0.05, which means that there was a significant difference between the two groups. Thus, the null hypothesis (H0) is rejected and the alternative hypothesis (Ha) is accepted. This indicates that the use of monopoly game learning media has a positive influence on student learning outcomes. In conclusion, monopoly games as a learning medium can be used as an innovative alternative to improve student learning outcomes, especially in understanding Indonesia's rich cultural material. This media not only makes it easier for students to receive material, but also creates a more interactive, fun, and meaningful learning atmosphere.
PENGARUH PEMBELAJARAH KOOPERATIF TIPE JIGSAW TERHADAP HASIL BELAJAR SISWA MI AL HAKIM Dian Nurlaila; Iqnatia Alfiansyah; Nataria Wahyuning Subayani
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 04 (2025): Volume 10 No. 04 Desember 2025 Terbit
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v10i04.36719

Abstract

Education is a process used to develop students' potential in improving knowledge and skills. MI Al Hakim is a school under the auspices of the Al Hakim foundation. The problems at MI Al Hakim include a relatively low level of learning completeness and low student motivation. Therefore, this study aims to apply the jigsaw type cooperative learning model to students' learning outcomes. This research uses experimental research with a pretest-posttest design. The results of the study show that the jigsaw type cooperative learning has a significant effect on the learning outcomes of MI Al Hakim students. Students' scores increased significantly and reached learning completeness. From the results of the study, it is concluded that the jigsaw type cooperative learning is effective for students' learning outcomes.