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Green Behavior Approach Through Ecopedagogy In Social Studies Learning In Elementary School In Jakarta Area Wardatussa’idah, Indah; Suntari, Yustia; Sarkadi, Sarkadi
Jurnal Pendidikan Tambusai Vol. 8 No. 1 (2024): April 2024
Publisher : LPPM Universitas Pahlawan Tuanku Tambusai, Riau, Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/jptam.v8i1.12403

Abstract

Penelitian ini didasarkan pada penelitian tentang perilaku sadar lingkungan atau green behavior siswa sekolah dasar dalam pembelajaran IPS dengan pendekatan ecopedagogy. Tujuan penelitian ini adalah untuk melihat hasil pendidikan karakter mengenai lingkungan hidup. Karakter ini diperlukan untuk menghadapi permasalahan global mengenai kerusakan lingkungan dan mendukung pembangunan berkelanjutan. Penelitian dilakukan di salah satu sekolah dasar di ibu kota DKI Jakarta, sebagai salah satu kota yang sangat padat penduduknya, mempunyai kemacetan lalu lintas, polusi udara yang sudah sangat tinggi. Dengan menggunakan jenis penelitian deskriptif kualitatif, penelitian ini dilakukan secara kolaboratif antara dosen peneliti pada program studi pendidikan guru sekolah dasar dan merangkap dosen pendidikan ilmu sosial universitas jakarta, serta mahasiswa dan guru pamong praja di salah satu sekolah dasar di Jakarta. Subyek penelitiannya adalah siswa sekolah dasar pada pembelajaran IPS dengan fokus pada permasalahan lingkungan hidup yang dekat dengan kehidupan mereka. Berdasarkan hasil penelitian yang dilakukan dapat dilihat hasilnya sebagai berikut, (1) mampu menempatkan sampah pada tempatnya, (2) memilah dan memilih mana sampah organik dan anorganik, (3) mengurangi penggunaan sampah. barang berbahan dasar plastik, dan (4) dan yang paling penting memahami bagaimana menjadi pelanggan di bumi yang sadar lingkungan. Dengan adanya pendekatan perilaku hijau melalui ekopedagogi dalam pembelajaran IPS di sekolah dasar wilayah Jakarta diharapkan dapat menjadi angin segar bagi bidang keilmuan dan khususnya bagi siswa itu sendiri.
Analisis Literatur: Penerapan Model Kooperatif Tipe Teams Games Tournamet Terhadap Hasil Belajar IPS Di Sekolah Dasar Asshiba, Dita Amelia; Suntari, Yustia; Yudha, Chrisnaji Banindra
Irsyaduna: Jurnal Studi Kemahasiswaaan Vol. 5 No. 1 (2025): April
Publisher : LP3M STIT Al Urwatul Wutsqo Jombang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54437/irsyaduna.v5i1.2102

Abstract

Social Studies learning at the elementary school level plays an important role in shaping students’ cognitive and social skills. This article presents a descriptive analytical literature review to assess the effect of the Teams Games Tournament (TGT) learning model on elementary school students’ social studies learning outcomes. This study collected and processed secondary data from various articles, journals, and research reports that discussed the implementation of TGT in elementary schools. Most of the findings indicate that the implementation of TGT consistently increases the average IPS score, improves material absorption, and increases the percentage of learning completion. The effectiveness of this model is triggered by a combination of educational game elements, teamwork, and healthy competition that motivate students to be actively involved. Although variations in results arise due to differences in teacher readiness, content suitability, and classroom management, overall evidence supports TGT as a viable alternative strategy to improve the quality of IPS learning. This study also encourages further research to explore the long-term effects of TGT on students’ critical thinking skills and character development
Efektivitas Game Based Learning dalam Meningkatkan Minat Belajar Siswa Sekolah Dasar Fiqriah, Azizah; Suntari, Yustia; Yudha, Chrisnaji Banindra
Invention: Journal Research and Education Studies Volume 6 Nomor 1 Maret 2025
Publisher : CV. PUSDIKRA MITRA JAYA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51178/invention.v6i1.2466

Abstract

Game Based Learning merupakan salah satu model yang memiliki dampak positif dalam meningkatkan minat belajar siswa sekolah dasar, adapun salah satu komponen penting dalam proses pembelajaran harus ada minat belajar dalam diri tiap siswa, dengan adanya minat siswa dapat memunculkan rasa semangat belajar yang akan membuat siswa menunjukkan kemudahan dalam menerima arahan lalu mampu menyelesaikan tugas dengan baik dan cenderung memiliki rasa ingin tahu yang tinggi. Penelitian ini bertujuan untuk mengetahui apakah model Game- Based Learning dapat meningkatkan minat belajar siswa SD dengan metode penilitian yang dipilih yaitu studi liteatur. Berdasarkan artikel yang pilih dibatasi terbitan tahun 2021 sampai dengan 2025  sebagai sumber utama yang akan dianalisis. Hasil penelitian yang didapat yaitu menunjukkan bahwa Game-Based Learning memiliki kemampuan besar untuk digunakan sebagai strategi pembelajaran alternatif yang efektif dalam meningkatkan minat belajar siswa sekolah dasar.
Pengembangan Game Visual Novel Berbasis Gamifikasi pada Pembelajaran PPKn Kelas IV Sekolah Dasar Hidayat, Otib Satibi; Suntari, Yustia; Nabilah, Libna
DIDAKTIKA: Jurnal Pendidikan Sekolah Dasar Vol. 7 No. 1 (2024): VOLUME 7, NUMBER 1, 2024
Publisher : Program Studi PGSD, Fakultas Ilmu Pendidikan, Universitas Negeri Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21831/didaktika.v7i1.65053

Abstract

Pembelajaran PPKn sebagai salah satu mata pelajaran yang penting, karena berguna sebagai pembentukan peserta didik menjadi warga negara yang baik. Penyampaian materi kepada peserta didik akan lebih menarik dengan bantuan produk seperti media pembelajaran yang membangun motivasi dan kesenangannya. Tujuan penelitian ini untuk mengembangkan serta mengetahui kelayakan dari sebuah produk berupa game visual novel berbasis gamifikasi pada pembelajaran PPKn kelas IV sekolah dasar. Penelitian ini menggunakan metode Research and Development (R&D) dengan prosedur tahap pengembangan ADDIE. Penelitian ini melibatkan 30 peserta didik kelas IV SDN Perigi 01. Data diperoleh dari observasi, wawancara, serta angket ahli dan angket respon peserta didik. Analisis data deskriptif digunakan untuk mengukur keberhasilan pengembangan. Menurut para ahli hasil validasi mnyatakan bahwa game visual novel berbasis gamifikasi sangat layak untuk diuji coba kepada peserta didik. Para peserta didik dibagi ke dalam 3 tahap uji coba, dan hasil rekapitulasi angket respon peserta didik menunjukkan hasil sangat layak untuk dipergunakan dalam pembelajaran PPKn kelas IV sekolah dasar. Dapat disimpulkan bahwasannya pengembangan game visual novel berbasis gamifikasi berhasil dan sangat layak sebagai media pembelajaran PPKn kelas IV sekolah dasar.
Need Analysis of Mobile Learning Based on Problem Based Learning for Elementary School Student Yarmi, Gusti; Suntari, Yustia; Usman, Herlina; Yesi, Yesi
JTP - Jurnal Teknologi Pendidikan Vol. 26 No. 2 (2024): Jurnal Teknologi Pendidikan
Publisher : Lembaga Penelitian dan Pengabdian kepada Masyarakat, Universitas Negeri Jakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21009/jtp.v26i2.47170

Abstract

Critical thinking skills of elementary school students still need to be considered again, especially in learning Social Studies. One way to improve students' critical thinking skills is by using Mobile Learning Social Studies learning media. This study aims to determine the needs analysis in developing Mobile Learning based on Problem-Based Learning in learning Social Studies in Elementary Schools where the products developed are expected to be able to improve students' critical thinking skills. The research was conducted at East Jakarta Elementary School with 30 students as research subjects. The research method used is Research and Development using the ADDIE approach including Analysis, Design, Development, implementation and evaluation. However, the implementation in this research only conducts the analysis stage to determine the analysis of student and teacher needs to develop mobile learning social studies products according to field needs. Data collection techniques used are observation, interviews and questionnaires. The results of this study are that the learning media used during learning still do not pay attention to the characteristics of students and the development of 21st century learning and learning models that are still fixated on classical learning models so that the development of PBL-based mobile learning media is needed.
ANALISIS KEMAMPUAN LITERASI NUMERASI BERDASARKAN KECERDASAN LOGIS-MATEMATIS PADA PEMBELAJARAN MATEMATIKA Pertiwi, Hana; Suntari, Yustia; Dallion EW, Engga
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 9 No. 2 (2024): Volume 09 No. 2 Juni 2024
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v9i2.14136

Abstract

This scientific work discusses numeracy literacy abilities based on logical-mathematical intelligence in elementary school students' mathematics learning. This research was motivated by a lack of understanding of numeracy literacy in Mathematics learning and differences in levels of logical-mathematical intelligence in elementary school students. Based on international studies, namely the Program for International Student Assessment (PISA), Indonesia was ranked 68th out of 74 countries that participated in the program in 2009. Apart from that, in 2012, Indonesia was ranked 64th out of 65 countries. Then in 2015, Indonesia was ranked 63rd out of 72 countries that participated in the program. Most recently, in 2018, Indonesia's ranking was at level 68 out of 74 countries. This data shows that the literacy culture of students in Indonesia is still low. Therefore, this research aims to analyze the relationship between logical-mathematical intelligence and numeracy literacy in elementary school students' mathematics learning. The method used in this research is literature study, namely finding ideas and facts through library research or tracing sources of previous scientific writing. From the research results, it was found that the numeracy literacy abilities of students in elementary schools were still relatively low and there were differences between the numeracy literacy abilities of students with high and low logical-mathematical intelligence.
STUDI LITERATUR: PENGARUH MODEL PROJECT BASED LEARNING (PjBL) TERHADAP KEMAMPUAN BERPIKIR KREATIF SISWA SEKOLAH DASAR Aska Fuadiyah, Laila; Suntari, Yustia; Dallion, Engga
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 9 No. 2 (2024): Volume 09 No. 2 Juni 2024
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v9i2.14518

Abstract

This research aims to determine the influence of the Project Based Learning (PjBL) learning model on students' creative thinking abilities. The research method used is literature review. The data obtained is collected, analyzed and concluded to obtain conclusions regarding the literature study. Data collection techniques are obtained through notes and previous research, in the form of books, scientific reports, journals. The research results show that the learning model used greatly influences student development. The reason why students are less able to have creative thinking skills is because the learning model used by teachers when teaching is too monotonous so that students are bored and less motivated in learning. The proposed solution to overcome this is to use an interactive and interesting learning model, one of which is using the Project Based Learning (PjBL) model. Using the Project Based Learning (PjBL) model makes students more motivated to learn to make projects, makes students more creative and innovative, able to solve problems, and able to increase collaboration between students.
PENGEMBANGAN MEDIA PEMBELAJARAN KEBERAGAMAN BUDAYA MENGGUNAKAN GLIDE APPS BERBASIS KONTEKSTUAL DALAM MEMBANGUN SIKAP TOLERANSI SISWA KELAS V SEKOLAH DASAR Abilia Putri, Narinda; Suntari, Yustia; M. Kurniati, Endang
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 03 (2026): Volume 11 Nomor 03, September 2026 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.v11i03.55563

Abstract

Tolerance is one of the essential character traits that should be developed in elementary school students to foster mutual respect within cultural diversity. However, learning about cultural diversity still requires interactive and contextual learning media to help students better understand the material and apply the values of tolerance in their daily lives. This study aimed to develop a contextual-based cultural diversity learning media using Glide Apps to foster tolerance among fifth-grade elementary school students. This research employed the Research and Development (R&D) method using the ADDIE model. Data were collected through expert validation questionnaires, user response questionnaires, and a tolerance attitude instrument. The results of the study produced a digital learning media based on Glide Apps called “Edu Fun.” The validation results from media experts, material experts, and language experts obtained percentages of 88.33%, 95%, and 82,5%, respectively, which were categorized as very good. The trial results showed positive responses from students, while the N-Gain score of 0.32 indicated an improvement in students’ tolerance attitudes in the moderate category. Based on these findings, the developed learning media can be used to support the development of tolerance among fifth-grade elementary school students.