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PENGARUH PENERAPAN METODE HYPNOTEACHING TERHADAP HASIL BELAJAR SISWA PADA KELAS IV DALAM PEMBELAJARAN IPS DI SDN 133 PALEMBANG Dian Merissa; Murjainah; Hermansyah
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 03 (2025): Volume 10 No. 03 September 2025
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v10i03.29054

Abstract

This study is motivated by the low academic achievement of students in Social Studies (IPS) at SDN 133 Palembang, highlighting the need for an innovative and effective teaching method. The purpose of this research is to determine the effect of the hypnoteaching method on improving the learning outcomes of fourth-grade students. This study employed an experimental approach using a one-group pretest-posttest design. The sample consisted of 30 fourth-grade students who received instruction through the hypnoteaching method. Data were collected using pretest and posttest scores and analyzed using the Paired Samples t-test, as the data were normally distributed. The results revealed a significant difference between the pretest and posttest scores, with t = -35.184, df = 29, and a significance level of p = 0.000 (p < 0.05). All students showed improved scores after the intervention. Therefore, it can be concluded that the hypnoteaching method has a significant effect on enhancing students’ learning outcomes in Social Studies. This method is a promising alternative for creating a more effective and engaging learning environment at the elementary school level
PENGARUH PENGGUNAAN MEDIA BERBASIS ASSEMBLR EDU TERHADAP HASIL BELAJAR SISWA PADA MATERI IPAS KELAS IV SD NEGERI 195 PALEMBANG Nia Dilpiani; Murjainah; Maharani Oktavia
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 03 (2025): Volume 10 No. 03 September 2025
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v10i03.31544

Abstract

The formulation of the problem in this study &quot;is there an effect of using AssemblrEdu-based media on student learning outcomes in the science material of gradeIV of State Elementary School 195 Palembang. The purpose of this study was todetermine the effect of using Assemblr Edu media on student learning outcomes inthe science material of State Elementary School 195 Palembang. The researchmethod used quantitative research true experimental design with posttest onlycontrol design. The population of this study was grade IV of State ElementarySchool 195 Palembang with research samples, namely class IV. A as theexperimental class and class IV. B as the control class. The results of thenormality test with a sig. level ≥ 0.05, the data in the experimental class obtained aresult of 0.151 ≥ 0.05 and the control class obtained a result of 0.131 ≥ 0.05 withan average value of the experimental class of 78.53 while the average value of thecontrol class was 65.56. Based on the results of the independent sample t-testassisted by the SPSS version 26 application, sig. (2-tailed) of 0.000 < 0.025 wasobtained. Based on the decision criteria, Ho is rejected and Ha is accepted, so it isproven that the use of Assemblr Edu-based media has an effect on studentlearning outcomes.
PENGARUH PENGGUNAAN ROBLOX GAME SEBAGAI MEDIA PEMBELAJARAN INTERAKTIF TERHADAP INTERAKSI SOSIAL SISWA KELAS IV DI SD NEGERI 68 PALEMBANG Fatimah Azzahra, Cindy; Murjainah; Suriadi, Aan
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 02 (2025): Volume 10 No. 02 Juni 2025 In Build
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v10i02.25651

Abstract

This study aims to determine whether the use of Roblox Game as an interactive learning medium can improve the social interaction of fourth-grade students at SD Negeri 68 Palembang. Interactive learning media is considered one of the interesting ways to encourage students to be more actively involved in the learning process, especially in building cooperation and communication among peers. This research used a pre-experimental method with a one-group pretest-posttest design. The research subjects consisted of 21 students. Before the treatment was given, students were asked to complete a pretest questionnaire to measure their initial level of social interaction. The learning process was carried out in three meetings. The first meeting used conventional methods without any game. In the second and third meetings, students learned using Roblox games that were adjusted to the learning material. The games used were Roblox Brookhaven and Work at a Pizza Place. Students worked in small groups, and each of them took an active role during the gameplay. The researcher also provided student worksheets (LKPD) and observed their behavior while playing. After all the learning activities were completed, students filled out the posttest questionnaire. The results showed an increase in students’ social interaction after participating in the game-based learning. Students became more active in communicating, helping each other, and working together during the lessons. Therefore, Roblox Game can be used as a fun and effective alternative learning medium to develop students’ social skills.
PENGARUH PENGGUNAAN PLATFORM SEESAW TERHADAP LITERASI DIGITAL SISWA KELAS IV SD Yani Setiyawati; Murjainah; Aan Suriadi
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.v10i02.26048

Abstract

This study aims to determine the effect of using the Seesaw platform on the digital literacy of fourth-grade students at SD Negeri 34 Palembang. The research was motivated by the low level of students' digital literacy and the suboptimal use of technology in the learning process. The Seesaw platform was chosen because it offers a digital portfolio-based learning environment that fosters active engagement among teachers, students, and parents. The method used in this study was an experimental design with a pretest-posttest control group approach. The research subjects consisted of two classes, class IVA as the experimental group and class IVB as the control group, with 29 students in each. The experimental group received instruction using Seesaw, while the control group was taught using conventional methods. Data were collected through multiple-choice tests to assess students' digital literacy levels before and after the treatment. The analysis results showed an increase in the average digital literacy score in the experimental class from 58.97 to 76.55, while the control class improved from 53.45 to 65.52. A hypothesis test using the Independent Sample t-Test yielded a t-value of 7.588 with a significance level of 0.000 (< 0.05), indicating that H₀ was rejected and Hₐ was accepted. This confirms a significant effect of using Seesaw on enhancing students' digital literacy. Furthermore, Seesaw-based learning was found to be more engaging and interactive, thereby improving students’ participation and understanding of the lesson content.
PENGARUH MEDIA EDUGAME BAAMBOOZLE TERHADAP HASIL BELAJAR IPAS KELAS V DI SD NEGERI 195 PALEMBANG Chamelia, Nadia; Murjainah; Oktavia, Maharani
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.v10i02.27931

Abstract

This study aims to determine the effect of bamboozle edugame media on the learning outcomes of science subjects on diversity and cultural heritage of class V of SD Negeri 195 Palembang. The problems found were caused by the use of learning media that were less interesting and interactive, resulting in low science subjects learning outcomes of class V of SD Negeri 195. This study used a quantitative experimental method with the True-Experimental Design technique in the form of Pretest-Posttest Control Group Design. The sample used in this study was class V.A students as the experimental class totaling 30 students, and class V.B students as the control class totaling 30 students. Data collection techniques used tests and documentation. Data analysis used normality, homogeneity, and hypothesis tests. Based on the results of the study showed that the results of the final test (posttest) in the experimental class that was given treatment using the baamboozle edugame media obtained an average value of 82.33 and the control class obtained an average value of 68.33. In addition, based on the results of hypothesis testing using the t-test (Independent Sample T-Test) the results obtained were that the t-count value > t-table, namely 5.709 > 2.001 or the significance value of t-count 0.000 < t-table 0.05, which means Ha is accepted and Ho is rejected, it can be concluded that there is an influence of the use of baamboozle edugame media on the learning outcomes.
Training on Digital Module Creation and Implementation in the Independent Curriculum: Pelatihan Pembuatan Modul Digital dan Implementasinya Dalam Kurikulum Merdeka Putri Dewi Nurhasana; Susanti Faipri Selegi; Ema Agustina; Murjainah; Dian Maharani Putri; Meliana Siregar
Dinamisia : Jurnal Pengabdian Kepada Masyarakat Vol. 7 No. 6 (2023): Dinamisia: Jurnal Pengabdian Kepada Masyarakat
Publisher : Universitas Lancang Kuning

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31849/dinamisia.v7i6.16075

Abstract

Dedication to the community is focused on mentoring and training to improve the skills of teachers in SDN 22 Talang Kelapa in developing digital teaching modules and implementing in the independent curriculum. This mentoring and training is motivated by teachers' difficulties in developing teaching modules that suit students' needs and implementing them in the independent curriculum. In the independent curriculum, the module is an important component in implementing classroom learning. Through PKM activities it is hoped that partners will improve their skills in producing modules that suit the learning needs of students. Thus, the creation of a conducive learning environment also influences student achievement. Therefore, this PKM aims to produce modules that suit the needs of students so that the modules become valid, practical, and effective teaching materials to use; create modules by utilizing applications/programs that are easy to use; implement digital modules according to the needs of students in class; To what extent is the effectiveness of digital modules used in classroom learning into the independent curriculum. The method used to achieve PKM goals is through lecture methods, mentoring, and training. Materials related to training are delivered using the lecture method, then the creation of modules and the implementation of the modules are carried out directly in practice and with mentoring. This PKM activity as a whole got good and satisfying results.
Local Wisdom-Based Comic Creation Workshop Assisted by Pixton Application for Elementary School Teachers: Workshop Pembuatan Komik Berbasis Kearifan Lokal Berbantuan Aplikasi Pixton Bagi Guru SD Lia, Linda; Rahmawati; Suryani, Ida; Murjainah
Dinamisia : Jurnal Pengabdian Kepada Masyarakat Vol. 9 No. 2 (2025): Dinamisia: Jurnal Pengabdian Kepada Masyarakat
Publisher : Universitas Lancang Kuning

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31849/dinamisia.v9i2.23673

Abstract

Pengabdian kepada masyarakat ini bertujuan untuk melatih guru dalam membuat komik berbasis kearifan lokal berbantuan aplikasi Pixton. Metode pelaksanaan kegiatan pengabdian yang digunakan yaitu persiapan dan sosialisasi, pelatihan, refleksi dan evaluasi. Instrumen evaluasi kegiatan menggunakan angket yang dianalisis secara deskriptif kuantitatif. Hasil dari kegiatan pengabdian ini yaitu sebanyak 93% guru dapat merancang materi bermuatan karifan lokal, menyusun naskah cerita komik berkaitan dengan kearifan lokal, dan membuat komik berbasis kearifan lokal menggunakan aplikasi Pixton. Berdasarkan hasil angket yang disebar dapat disimpulkan bahwa rata-rata keterampilan guru dalam membuat komik berbasis kearifan lokal berbantuan aplikasi Pixton sebesar 4,23 yang berada pada kategori sangat tinggi (ST).
Understanding Pre-Service Elementary Teachers’ Expectations for a Culture-Integrated Learning Management System Ardiansyah, Amalia Rizki; Joronavalona, Rasamimanana; Rashid, Salman; Murjainah; Ame, Ibrahim Pandu
Jurnal Prima Edukasia Vol. 13 No. 3 (2025): September 2025
Publisher : Asosiasi Dosen PGSD dan Dikdas Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21831/jpe.v13i3.90290

Abstract

The increasing demand for learning platforms that effectively integrate local wisdom and cultural content necessitates an understanding of user expectations, especially among pre-service elementary teachers (PSETs) who will utilize these tools. This study aims to identify the expectations of PSET students regarding the design and implementation of a culture-integrated Learning Management System (LMS), and to explore the challenges they encounter in its use. This study employs a mixed-methods approach, collecting data through a survey administered to 30 PSETs and in-depth interviews with four participants (two male and two female) from the Elementary School Teacher Education Study Program at Yogyakarta State University. The findings reveal seven main aspects that affect the LMS user experience: ease of access, clarity of navigation, material management, speed of assignment collection, technical problems, timely notification, and discussion features. The survey and interview results indicate that technical issues and accessibility remain the primary challenges, while aspects of material management and speed of assignment submission receive positive ratings. Students emphasize the importance of interactive features, culturally relevant content, and an improved LMS interface design. This study concludes that continuous improvements in accessibility, technical support, and the strategic integration of culturally relevant content are crucial for enhancing the learning experience of PSETs. These findings contribute to the body of knowledge by providing specific, empirically-driven design and implementation recommendations for developers and educators seeking to create culturally sensitive and effective digital learning environments for future elementary school teachers.
ANALISIS FAKTOR KESULITAN SISWA KELAS 3 SD 17 PALEMBANG DALAM KEMAMPUAN LITERASI MEMBACA DAN DAMPAKNYA TERHADAP HASIL BELAJAR Widyastuti, Putri; Amelia Ramadhanti; Nurhasannah; Yuli Fitriani; Murjainah
Jurnal Ilmiah Pendidikan Dasar (JIPDAS) Vol 5 No 4 (2025): Vol. 5 No. 4 Edisi November 2025
Publisher : Program Studi Pendidikan Guru Sekolah Dasar Fakultas Pendidikan Ilmu Pengetahuan Sosial dan Bahasa Institut Pendidikan Tapanuli Selatan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37081/jipdas.v5i4.3282

Abstract

Tujuan dari penelitian ini adalah untuk menganalisis faktor-faktor yang berkontribusi terhadap kesulitan membaca dan menulis siswa kelas tiga SD Negeri 17 Palembang serta dampak dari faktor-faktor tersebut terhadap hasil belajar siswa. Berdasarkan observasi awal, disimpulkan bahwa sebagian besar siswa menunjukkan tingkat kesulitan yang tinggi dalam memahami huruf, memahami makna bacaan, dan membaca lancar. Metodologi penelitian yang digunakan adalah pendekatan kualitatif dengan menggunakan teknik observasi, observasi guru, dan dokumentasi hasil belajar siswa. Temuan penelitian menunjukkan bahwa faktor internal seperti kurangnya kemampuan membaca, gangguan perkembangan (seperti kebutuhan khusus anak), dan keterbatasan kosakata menjadi penyebab utama kesulitan membaca. Sebaliknya, faktor eksternal meliputi lingkungan rumah yang tidak terlalu kondusif untuk belajar, metode pengajaran yang tidak terlalu fleksibel, dan rendahnya akses terhadap bahan bacaan.  
PENGEMBANGAN DIGITAL SCRAPBOOK BERBASIS KEARIFAN LOKAL PADA PEMBELAJARAN IPS KELAS IV SEKOLAH DASAR Delfi Septia; Murjainah; Puji Ayurachmawati
Primary: Jurnal Pendidikan Guru Sekolah Dasar Vol. 11 No. 4 (2022): August
Publisher : Laboratorium Program Studi Pendidikan Guru Sekolah Dasar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33578/10.33578/jpfkip.v11i4.9061

Abstract

This article provides an overview of how to produce a learning media in the form of a Digital Scrapbook based on local wisdom on social science learning subjects for students ‘ learning activity at grade IV that is valid, practical, and effective. The research and development in this article use ASSURE development procedures, they are to (1) analyze learners, (2) state standards and objectives, (3) select strategies, technology, media and materials, (4) utilize strategies, technology, media and materials, (5) participant, and (6) evaluate and revise. The subjects of the one-to-one trial were 3 students, the small group trial subjects were 10 students, and the required participant subjects were 22 students. Data collection techniques in this study are observation, walkthrough, questionnaire, test and documentation. The results showed that the local wisdom-based digital scrapbook media was feasible with an average expert score of 89% in the feasible category. The average score of student responses showed that students were contented to use local wisdom-based digital scrapbook media in the learning process with a percentage of 93.4 %. Based on the results of the pre-test and post-test, it was found that the digital scrapbook media developed had increased the learning outcomes of fourth-grade students at SD Negeri 15 Semende Darat Laut by 0.60, thus, the product could be stated to be effective.