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PENERAPAN PEMBELAJARAN PROJECT BASED LEARNING (PJBL) MENGGUNAKAN DOMINO KEANEKARAGAMAN HAYATI INDONESIA (DOMINOKHAI) UNTUK MENINGKATKAN KEMAMPUAN COMPUTATIONAL THINKING PESERTA DIDIK PADA MATA PELAJARAN IPAS KELAS V SD N PENGKOL 01 Yusehadi, Dahestin; Veronika Unun Pratiwi; Agus Sri Antana
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 02 (2025): Volume 10 No. 02 Juni 2025 In Progres
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v10i02.23888

Abstract

This research is motivated by the low computational thinking ability of the science subject of biodiversity material in grade V students of SD N Pengkol 01. This study aims to determine the application of the Project Based Learning (PjBL) model in improving the computational thinking ability of science in grade V students of SD N Pengkol 01. This study uses a Classroom Action Research (PTK) design with the Kemmis & Taggart model consisting of 4 stages, namely: (1) Planning stage, (2) Implementation stage, (3) Observation stage, and (4) Reflection stage carried out in two cycles. The subjects used in this study were 25 grade V students of SD N Pengkol 01. The types of data used are quantitative and qualitative data. The results of the study showed an increase in computational thinking ability. The average class value in cycle I reached a percentage completion of 72% and increased in cycle II by 88%. So, it can be concluded that the application of the Project Based Learning learning model can improve the computational thinking skills of class V students of SD N Pengkol 01.
PENERAPAN PENILAIAN KINERJA PADA MATERI TRANSFORMASI ENERGI DI SEKITAR KITA DENGAN MODEL PROJECT BASED LEARNING (PJBL) UNTUK MENINGKATKAN HASIL BELAJAR SISWA KELAS IV DI SDN PENGKOL 01 Andres Alam Dewangga; Veronika Unun Pratiwi; Agus Sri Antana
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 02 (2025): Volume 10 No. 02 Juni 2025 In Progres
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v10i02.24234

Abstract

This study aims to determine the application of performance assessment on the material of energy transformation around us with the Project Based Learning (PjBL) model to improve the learning outcomes of grade IV students of SD N Pengkol 01. This study uses a Classroom Action Research design with the Kemmis & Taggart model consisting of 4 stages, namely: (1) Planning stage, (2) Implementation stage, (3) Observation stage, and (4) Reflection stage carried out in two cycles. The subjects used in this study were 24 grade IV students of SD N Pengkol 01. The types of data used are quantitative and qualitative data. The results of the study showed an increase in learning outcomes. The average class value in cycle I reached a completion percentage of 46% and increased in cycle II by 83%. So, it can be concluded that the application of performance assessment on the material of energy transformation around us with the Project Based Learning model can improve the learning outcomes of fourth grade students at SDN Pengkol 01
Aktualisasi Permainan Edukatif Digital Pada Anak Usia di Igtk Tasikmadu Karangnyar Nasrudin Chandra Pramana; Mukti Widayati; Veronika Unun Pratiwi
JURNAL PENGABDIAN TEKNOLOGI TEPAT GUNA Vol 6 No 3 (2025): Teknologi Tepat Guna (TTG)
Publisher : Universitas Sahid Surakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47942/jpttg.v6i3.2078

Abstract

The urgency of this service lies in the development of digital technology that has changed children's learning patterns, including in early childhood. Many educators have not fully utilized technology in the learning process. This Community Service is focused on the role of teachers and teachers' understanding in the application and use of digital media in learning in kindergartens in the IGTKI Tasikmasdu Karanganyar environment. The method used is in the form of qualitative descriptive with systematic stages starting from socialization to several kindergarten schools, training on the actualization of digital educational games, the application of technology in the use of digital educational games, mentoring and evaluation, ending with the sustainability of the ABC Kids digital educational game actualization training program at IGTKI Tasikmadu Karanganyar. The implementation of Community Service consists of several stages, namely observation, socialization; Training; and evaluation. Data was obtained by observation techniques and questionnaire distribution. Strengthening literacy skills at an early age through an interesting and innovative approach based on the actualization of ABC Kids digital educational games is very important to prepare children to face global challenges through improving reading and numeracy skills. This training aims to provide understanding and skills to educators at IGTKI Tasikmadu Karangnyar regarding the use of ABC Kids digital educational games as a fun and effective learning medium in improving literacy culture in early childhood. The results of the service showed a positive impact on learning for both teachers and children with the following survey results 82% of teachers understood, 90% of teachers were skilled in operationalizing, 87 teachers had implemented, and 88% of the results of the presentation met the KKM.
Aktualisasi Permainan Edukatif Digital Pada Anak Usia di Igtk Tasikmadu Karangnyar Nasrudin Chandra Pramana; Mukti Widayati; Veronika Unun Pratiwi
JURNAL PENGABDIAN TEKNOLOGI TEPAT GUNA Vol 6 No 3 (2025): Teknologi Tepat Guna (TTG)
Publisher : Universitas Sahid Surakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47942/jpttg.v6i3.2078

Abstract

The urgency of this service lies in the development of digital technology that has changed children's learning patterns, including in early childhood. Many educators have not fully utilized technology in the learning process. This Community Service is focused on the role of teachers and teachers' understanding in the application and use of digital media in learning in kindergartens in the IGTKI Tasikmasdu Karanganyar environment. The method used is in the form of qualitative descriptive with systematic stages starting from socialization to several kindergarten schools, training on the actualization of digital educational games, the application of technology in the use of digital educational games, mentoring and evaluation, ending with the sustainability of the ABC Kids digital educational game actualization training program at IGTKI Tasikmadu Karanganyar. The implementation of Community Service consists of several stages, namely observation, socialization; Training; and evaluation. Data was obtained by observation techniques and questionnaire distribution. Strengthening literacy skills at an early age through an interesting and innovative approach based on the actualization of ABC Kids digital educational games is very important to prepare children to face global challenges through improving reading and numeracy skills. This training aims to provide understanding and skills to educators at IGTKI Tasikmadu Karangnyar regarding the use of ABC Kids digital educational games as a fun and effective learning medium in improving literacy culture in early childhood. The results of the service showed a positive impact on learning for both teachers and children with the following survey results 82% of teachers understood, 90% of teachers were skilled in operationalizing, 87 teachers had implemented, and 88% of the results of the presentation met the KKM.