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Development of E-modules Based on Mbojo Tribe's Ethnomathematics on the Material of Spatial Buildings on the Learning Outcomes of Class V Students Fadillah, Uun; Nurul Kemala Dewi; Hikmah Ramadhani Putri
Insights: Journal of Primary Education Research Vol. 2 No. 1 (2025): Insights: Journal of Primary Education Research
Publisher : Yayasan Insan Mulia Bima

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59923/insights.v2i1.525

Abstract

The subpar mathematics learning outcomes of fifth-grade students at SDN Sangiang, particularly in spatial geometry, with the scarcity of contextual and interactive teaching tools to facilitate the learning process. Students require educational resources that connect mathematical principles with local culture to enhance the significance and relevance of learning. Consequently, the creation of an e-module grounded on the ethnomathematics of the Mbojo tribe is crucial for enhancing the quality of education and student performance among fifth-grade pupils at SDN Sangiang. This work aims to Develop an e-module grounded on the ethnomathematics of the Mbojo tribe, utilising spatial geometry. This study employs a Research and Development (R&D) Design utilising a 4-D Development model, comprising the steps of Define, Design, Develop, and Disseminate, to address the learning requirements in the sector. This Design was selected to create a product in the format of a legitimate, practical, and effective e-module. The research findings indicate that the e-module is highly legitimate, achieving 78% from material experts and 96% from media professionals. The e-module's practicality and efficacy were assessed by student and instructor response surveys, along with pretests and posttests. The media practice was commendable, with a student response rate of 91% and a faculty response rate of 94%. The efficacy test yielded an N-Gain score of 0.72, categorising it as high. The findings demonstrate that the e-module grounded on the ethnomathematics of the Mbojo tribe is very viable, practical, and efficacious in enhancing students' mathematics learning outcomes, particularly with spatial figures.
PENGARUH MEDIA DIORAMA MATERI ORGAN PENCERNAAN MANUSIA TERHADAP HASIL BELAJAR SISWA KELAS V DI SD NEGERI SERENGAT Hidayah Aprilia; Nurul Kemala Dewi; Prayogi Dwina Angga
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

Abstract

Keterbatasan media pembelajaran yang digunakan dalam proses pembelajaran di SD Negeri Serengat berdampak pada rendahnya hasil belajar siswa. Penelitian ini bertujuan untuk mengetahui pengaruh penggunaan media diorama terhadap hasil belajar siswa kelas VB, karena media tersebut dinilai mampu meningkatkan pemahaman abstrak melalui ilustrasi nyata visual dua dimensi dalam bentuk papan bergambar dengan beberapa elemen gambar yang saling mendukung. Penelitian ini menggunakan metode kuantitatif dengan desain pre-experimental one group pretest-posttest. Sampel terdiri atas 21 siswa kelas VB yang dipilih menggunakan teknik purposive sampling. Pengujian hipotesis menggunakan Wilcoxon Signed-Rank Test pada SPSS-25 menunjukkan nilai signifikansi sebesar 0.001. Nilai signifikansi tersebut ≤ 0.05, maka Ha diterima dan H0 ditolak. Hasil ini menunjukkan bahwa penggunaan media diorama berpengaruh signifikan terhadap peningkatan hasil belajar siswa kelas VB SD Negeri Serengat pada materi organ pencernaan manusia.
PENGEMBANGAN MEDIA PEMBELAJARAN INTERAKTIF BERBASIS POWERPOINT DENGAN GAMIFIKASI PADA MATA PELAJARAN IPAS KELAS IV SDN 1 TEMPOS Mukpi, Mona Febriyanti; Nurul Kemala Dewi; Setiani Novitasari
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 02 (2025): Volume 10, Nomor 02 Juni 2025 t
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v10i02.25711

Abstract

This study aims to develop an interactive learning media based on PowerPoint with gamification elements and to determine the validity and practicality levels of the developed media. Gamification is implemented through game elements such as challenge levels, points, and game rules designed to enhance students' motivation and engagement in the learning process. This research employs the Research and Development (R&D) method using the ADDIE development model (Analysis, Design, Development, Implementation, Evaluation). Validation was carried out by two experts: a media validator and a material validator. Practicality testing was conducted through a small-group trial involving 6 fourth-grade students and a large-group trial involving 20 fourth-grade students and their homeroom teacher at SDN 1 Tempos. The results showed that the learning media achieved a validity level of 90,6% from the media validator and 92% from the material validator, both categorized as "very valid." The homeroom teacher’s response to the interactive PowerPoint-based learning media reached a percentage of 91,6%. Additionally, the practicality test with students indicated a practicality level of 91,6%, which also falls into the "very practical" category. Therefore, the interactive PowerPoint-based learning media with gamification is considered feasible and effective to be used as a supporting tool in the learning process to increase students’ participation and learning motivation.
PENGARUH MEDIA TOTEBAG TERHADAP HASIL BELAJAR SENI RUPA DALAM MEMBUAT STEMPEL DARI KENTANG DAN KETELA KELAS IV SDN 02 TANJUNG Wiwin Dwi Putri; Muhammad Tahir; Nurul Kemala Dewi; Husniati
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 02 (2025): Volume 10 No. 02 Juni 2025 In 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.v10i02.26140

Abstract

Masalah penelitian ini adalah rendahnya hasil belajar siswa pada mata pelajaran seni rupa membuat prangko dari bahan kentang dan singkong di kelas IV SDN 02 Tanjung. Penelitian ini bertujuan untuk mengetahui pengaruh media totebag terhadap hasil belajar seni rupa. Metode yang digunakan adalah quasi eksperimen design dengan jenis nonequivalent control group design dengan melibatkan 58 siswa yang terdiri dari 30 siswa kelas eksperimen IV A dan 28 siswa kelas kontrol IV B. Metode pengumpulan data menggunakan lembar observasi dan non observasi. Metode pengumpulan data menggunakan lembar observasi dan non tes berupa unjuk kerja. Data yang diperoleh dianalisis dengan uji prasyarat yaitu normalitas dan homogenitas. Selanjutnya uji hipotesis menggunakan Independent Sample t-test. Berdasarkan hasil analisis data diketahui nilai signifikansi sebesar 0,001 < 0,05 artinya terdapat pengaruh yang signifikan. Kemudian, dilihat dari uji effect size sebesar 0,90 berada pada klasifikasi ≥ 0,8 dimana pengaruh media totebag terhadap hasil belajar tergolong dalam kategori besar. Ho ditolak dan Ha diterima yang menunjukkan bahwa terdapat pengaruh media totebag terhadap hasil belajar seni rupa pembuatan prangko dari kentang dan singkong pada kelas IV SDN 02 Tanjung.
PENGARUH MEDIA PEMBELAJARAN WORDWALL TERHADAP PEMAHAMAN KONSEP PERUBAHAN BENTUK ENERGI PADA PESERTA DIDIK KELAS IV SDN 34 MATARAM Alpiana Puji Astuti; Nurul Kemala Dewi; Muhammad Sobri
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 03 (2025): Volume 10 No. 3 September 2025 In Order
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v10i03.33599

Abstract

Penelitian ini di latar belakangi oleh rendahnya kemampuan pemahaman konsep peserta didik pada mata pelajaran IPAS. Media pembelajaran interaktif diperlukan untuk membantu peserta didik memahami konsep materi dengan lebih mudah, salah satunya menggunakan media wordwall. Tujuan penelitian ini adalah untuk mengetahui pengaruh media pembelajaran wordwall terhadap pemahaman konsep perubahan bentuk energi pada peserta didik kelas IV SDN 34 Mataram. Jenis penelitian eksperimen dengan desain Quasi experiment tipe Nonequivalent Control Grup dengan 10 soal pemahaman konsep IPAS dan lembar observasi keterlaksanaan pembelajaran media wordwall sebagai instrumen penelitian. Data dianalisis menggunakan uji Analysis of Covariance (ANCOVA). Hasil penelitian menunjukkan bahwa terdapat perbedaan signifikan perlakuan kelompok terhadap pemahaman konsep perubahan bentuk energi setelah mengontrol hasil pre-test. Hal ini ditunjukkan dengan nilai Fhitung (9,417) > Ftabel (4,080) dan nilai Sig. 0,004 (< 0,05), serta besar pengaruh media wordwall (ηp²) = 0,187 (18,7%), dengan kriteria pengaruh besar. Dengan demikian, dapat disimpulkan bahwa media pembelajaran wordwall berpengaruh secara signifikan terhadap pemahaman konsep perubahan bentuk energi pada peserta didik kelas IV SDN 34 Mataram.
PENGARUH MODEL PEMBELAJARAN PROJECT BASED LEARNING TERHADAP HASIL BELAJAR SISWA PADA MATERI EKOSISTEM DI KELAS V SDN 8 CAKRANEGARA Safoan, Ahmad; Nurul Kemala Dewi; Nurwahidah
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.v10i04.35827

Abstract

This study aims to determine the effect of the Project Based Learning learning model on student learning outcomes on ecosystem material in class V of SDN 8 Cakranegara. This study is a quasi-experimental study with a nonequivalent pre-test and post-test control group design. Data collection techniques use multiple-choice test techniques and observation sheets for the implementation of the Project Based Learning learning model. The research sample used in this study were all fifth-grade students of SDN 8 Cakranegara with a total of 41 students. The data analysis technique uses SPSS version 25 with the results of the hypothesis using an independent sample t-test with a significance of 0.05, the sig. (2-tailed) is 0.002 smaller than 0.05. So that the decision making used is Ho is rejected and Ha is accepted, which means there is an influence of the Project Based Learning learning model on student learning outcomes on ecosystem material in class V of SDN 8 Cakranegara.
ANALISIS STRATEGI GURU DALAM MEMBENTUK KARAKTER ABAD 21 SISWA PADA PROFIL LULUSAN DI SD NEGERI 23 AMPENAN Salsabila Putri Ramdani; Asrin; Syarifuddin; Nurul Kemala Dewi
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 01 (2026): Volume 11 No. 01 Maret 2026 Public
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v11i01.42939

Abstract

This study aims to analyze teacher strategies in shaping 21st-century character in students' graduate profiles at SD Negeri 23 Ampenan. This study uses a descriptive qualitative approach. The subjects of the study were fourth and fifth-grade teachers at SD Negeri 23 Ampenan. Data collection techniques were conducted through interviews, observation, and documentation. Data analysis used the Miles and Huberman model. The results showed that teacher strategies in shaping 21st-century character were carried out through project-based learning, collaborative learning through discussion and group work, role models and character value habits, and character assessment through attitude reports. The implementation of these strategies is reflected in the graduate profiles, including the dimensions of faith and devotion to God Almighty, independence, collaboration, and communication. Supporting factors in shaping 21st-century character include the use of digital media, group work habits, the use of attitude reports, and school environmental support. The inhibiting factors faced by teachers include the lack of character habits in the family environment, differences in student character and independence, and the negative influence of gadget use.