Claim Missing Document
Check
Articles

Found 26 Documents
Search

PENERAPAN MODEL PEMBELAJARAN STEAM BERBANTUAN MEDIA VIDEO ANIMASI DALAM MENINGKATKAN HASIL BELAJAR IPAS SISWA DI KELAS IV SDN 1 BAJUGAN: penelitian tindakan kelas (PTK) Sinta; Nasriani; Moh.Rudini
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 04 (2025): Volume 10 No. 04 Desember 2025 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.v10i04.34080

Abstract

Sinta. 2025. Implementation of the STEAM Learning Model Assisted by Animated Video Media to Improve Science Learning Outcomes of Fourth-Grade Students at SDN 1 Bajugan. Thesis, Elementary School Teacher Education Study Program, Faculty of Teacher Training and Education, Madako University, Tolitoli. Supervisor: Nasriani, S.Pd., M.Pd., Supervisor: Muh Rudini, S.Pd., M.Pd. This study aims to improve the science learning outcomes of fourth-grade students at SDN 1 Bajugan through the implementation of the STEAM learning model assisted by animated video media. This classroom action research was conducted in two cycles, each encompassing planning, action, observation, and reflection. The research subjects were 15 students. Data collection techniques used were observation, achievement tests, interviews, and documentation. The results of the study showed an increase in student learning outcomes, from an average of 64.6% in cycle I with a completion rate of 46.67% to an average of 85% in cycle II with a completion rate of 86.62%. Teacher and student activity also increased, with teacher activity reaching 89.5% and student activity reaching 91.66%. The implementation of the STEAM learning model was able to create a fun, interactive, and collaborative learning environment. These findings indicate that this learning model is effective in improving students' understanding of the material on the State of Matter and its Changes and can be used as an alternative learning strategy in elementary schools
Developing Board Game Media Based on Egrang Batok to Support Aksara Sunda Learning in PGSD Widiastuti, Hesti; Cep; Sinta; Anggy; Yulistina
IJORER : International Journal of Recent Educational Research Vol. 6 No. 3 (2025): May
Publisher : Faculty of Teacher Training and Education Muhammadiyah University of Makassar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.46245/ijorer.v6i3.865

Abstract

The objective of this study is to design and develop learning media in the form of a game board inspired by the traditional egrang batok game. The utilization of Egrang Batok media has been the subject of prior research; however, no studies have been conducted on Sundanese language content. The objective of this media is to facilitate the acquisition of Sundanese script by PGSD students. Following the observation that students encountered difficulties in comprehending and acquiring proficiency in Sundanese script through the utilization of visual media exclusively, the author endeavored to conceptualize a board game employing the principles of batok egrang as a medium for Sundanese script instruction. The present study employed the ADDIE development model, which comprises five stages: The following sequence of steps is imperative: analysis, design, development, implementation, and evaluation. The findings of the research suggest that: The batok engrang board game medium has been determined to have a high level of validity, with an average score of 0.90 for content, 0.80 for media, and 0.8 for language, classified as sufficiently high. In terms of practicality, questionnaire results from teachers and students indicate that this medium is highly practical to use, with an average score of 95%. On the whole, the Egrang Batok-based board game is regarded as suitable and effective for use in learning activities at PGSD.
Government Policies In Preventing Early Marriage In Sinjai Selatan District Sinjai Regency RISKA; Zulkifli Arifin; Rahmawati; Sinta
Jurnal Ilmiah Administrasita' Vol. 16 No. 2 (2025): EDISI DESEMBER 2025
Publisher : Program Studi Administrasi Publik

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47030/administrasita.v16i2.553

Abstract

This study aims to determine the government's prevention in dealing with early marriage in South Sinjai District, Sinjai Regency. The type of research used is qualitative research, the data sources used are primary and secondary, the number of informants is 3 people. From the results of previous research, it shows that the government's prevention in dealing with early marriage in Sinjai Selatan sub-district, Sinjai district, is classified as optimal and not optimal. society. related to the regulation on early marriage has been going well, but not optimal because of the government's lack of firmness towards people who do early marriage. Internal factors that influence this research are on the basis of their own volition while external factors are influenced by several factors such as the economy, education, or community traditions.
EFEKTIFITAS MODEL FLIPPED CLASSROOM DALAM MENINGKATKAN KEMANDIRIAN BELAJAR SISWA PADA PEMBELAJARAN DARING/HIBRIDA Rahayu Rahmadani; Efna Yulita; Sinta; Ena Suma Indrawati
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 04 (2025): Volume 10 No. 04 Desember 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.v10i04.40830

Abstract

The development of online and hybrid learning requires students to have a high level of learning independence to be able to manage the learning process effectively and sustainably. However, various studies show that student learning independence in Indonesia is still relatively low, mainly due to online learning which tends to be oneway and less student-centered. One learning model deemed relevant to address this challenge is the flipped classroom, as it provides a structured, independent learning space through pre-class activities and synchronous learning oriented towards deepening concepts. This study aims to comprehensively examine the effectiveness of the flipped classroom model in improving student learning independence in online and hybrid learning. This study used a qualitative approach with a literature review method of various relevant primary and secondary literature sources, including articles from accredited national journals, scientific proceedings, reference books, and education policy documents. Data analysis was conducted using content analysis techniques combined with thematic synthesis to identify patterns of findings, indicators of learning independence, and supporting and inhibiting factors in the implementation of the flipped classroom. The results show that the flipped classroom is consistently able to improve student learning independence, as reflected in increased learning initiative, academic responsibility, time management, self-regulation, and self-reflection and self-evaluation skills. Compared to conventional online learning, flipped classrooms are more effective in encouraging active student engagement and reducing reliance on teachers. With careful pedagogical planning and adequate technological support, flipped classrooms have the potential to be an adaptive and sustainable learning strategy for strengthening independent learning in the digital education era.
ANALISIS GAYA BELAJAR SISWA BERBAKAT SD IT PERGURUAN BAITI JANNATI Sinta; Dara Fitrah Dwi; Abdul Mujib; Arrini Shabrina Anshor
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 01 (2026): Volume 11 No. 01 Maret 2026 Published
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v11i01.42367

Abstract

This research was conducted at SD IT Perguruan Baiti Jannati on students in grade IV consisting of 7 students with 5 academically gifted students and 2 non-academic gifted students. In grade V students also consisted of 7 students with 5 academically gifted students, 1 non-academic gifted student and 1 academically and non-academic gifted student at SD IT Baiti Jannati with the aim of analyzing the learning styles of gifted students both in academic and non-academic fields. Data were obtained through questionnaires, observations, and interviews with students and teachers. Data were analyzed using a qualitative approach with a data reduction model, data presentation, and conclusion drawing. The results of the research conducted at SD IT Perguruan Baiti Jannati showed that the dominant learning style in grade IV is visual, because students prefer to learn by reading, writing, and viewing displays such as in games. The most dominant learning style in grade V is visual and kinesthetic, because students find it easier to understand material through direct activities, practice, play, and using aids. In addition, it was found that gifted students both academically and non-academically show uniqueness in the way they absorb information
PENERAPAN GAME BASED LEARNING TERHADAP KEMAMPUAN BERPIKIR KREATIF SISWA PADA MATERI CERITA ANAK SDN KUTA PASIE Sinta; Syarfuni; Teuku Mahmud
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 02 (2026): Volume 11 Nomor 02, Juni 2026 Published
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v11i02.46454

Abstract

This study aims to determine the implementation of the Game Based Learning (GBL) model in improving students' creative thinking skills in children's story material at SDN Kuta Pasie. The background of this study is based on the low level of student engagement and creative thinking skills in Indonesian language learning, which is still dominated by conventional methods. This condition causes students to be less active, less enthusiastic, and have difficulty understanding and developing ideas creatively. This research uses a qualitative approach with a descriptive method. The subjects of this study were third-grade students of SDN Kuta Pasie. Data collection techniques were carried out through observation, interviews, and documentation. The focus of the study includes the implementation process of GBL, student activities during learning, and students' creative thinking abilities after participating in the learning process. The results show that the implementation of Game Based Learning can create a more engaging, interactive, and enjoyable learning atmosphere. Students become more active in learning, more confident in expressing opinions, and able to develop creative ideas in composing children's stories. In addition, creative thinking indicators such as fluency, flexibility, originality, and elaboration have improved. Supporting factors include interesting learning media and active student participation, while inhibiting factors include limited time and student readiness. In conclusion, the implementation of Game Based Learning is effective in improving students' creative thinking skills in children's story material in elementary schools