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Implementasi Pembelajaran Daring dalam Mata Pelajaran Matematika Materi Pengukuran Sudut Muhlis; Isroul Mahmudah, Umi; Sukriadi
Jurnal Ilmu Pendidikan Dasar Indonesia Vol 1 No 1 (2021): DESEMBER
Publisher : Pusat Pengembangan Pendidikan dan Bakat Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51574/judikdas.v1i1.161

Abstract

This research is motivated by the mathematics learning of angle measurement material which is carried out online due to the covid-19 pandemic so that mathematics learning which should be studied intensively with face-to-face learning so that students more easily understand this material cannot be carried out due to the covid-19 pandemic which resulted in learning mathematics is not optimal. This study aims to determine the preparation of teachers in implementing online learning, to determine the implementation of online learning on angle measurement material, and to determine the supporting and inhibiting factors in applying online learning to angle measurement material in class IV SDN 007 Sungai Kunjang. The results showed that the teacher had carried out online learning of angle measurement material with good preparation. The application of online learning of angle measurement material went well with obstacles that the teacher could overcome. The supporting factors for online learning are devices and adequate internet quotas and the inhibiting factor for online learning is not having a device and internet quota. Based on the results of the research above, it can be concluded that teacher preparation in carrying out online learning plays a major role in achieving learning objectives and adequate learning facilities will make it easier for students to carry out online learning of this angle measurement material.
Upaya Guru Memanfaatkan Pojok Baca Dalam Menumbuhkan Minat Baca Siswa Sukriadi; Rehana Emilia Maulida; Muhlis; Arafah, Andi Asrafiani
Al-Qalam: Jurnal Kajian Islam dan Pendidikan Vol 14 No 2 (2022): Volume 14 Nomor 2 Desember 2022
Publisher : LP2M Universitas Islam Ahmad Dahlan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47435/al-qalam.v14i2.1330

Abstract

Penelitian dilakukan berdasarkan oleh beberapa siswa kelas II yang masih memiliki kesulitan dalam membaca. Salah satu fasilitas yang mendukung kegiatan membaca adalah pojok baca. Tujuan penelitian untuk mengetahui upaya guru mengelola dan memanfaatkan pojok baca dalam menumbuhkan minat baca siswa dan mengetahui minat baca siswa setelah memanfaatkan pojok baca. Jenis penelitian ini menggunakan metode kualitatif. Pengumpulan data peneltiian berupa wawancara, observasi, dan dokumentasi. Subjek penelitian yaitu guru kelas II SD Negeri 021 Sungai Kunjang Samarinda, siswa kelas II SD Negeri 021 Sungai Kunjang, dan kepala sekolah SD Negeri 021 dan objek dari penelitian ini adalah pojok baca kelas II. Berdasarkan hasil penelitian dapat ditarik kesimpulan bahwa: (1) Upaya guru dalam mengelola pojok baca dengan menjalankan asas manajemen meliputi perencanaan pojok baca, pengorganisasian pojok baca, pelaksanaan pojok baca. (2) Upaya guru dalam memanfaatkan pojok baca untuk menumbuhkan minat baca siswa kelas II dengan beberapa cara yaitu guru membaca nyaring, siswa membaca berkelompok, mendiskusikan bacaan, siswa membaca nyaring, memberikan hadiah, dan menyediakan waktu membaca. (3) Dampak pojok baca pada minat baca siswa kelas II SD Negeri 021 Sungai Kunjang ialah memberikan kontribusi dalam meningkatkan minat baca siswa.
PENGARUH MODEL PEMBELAJARAN PROJECT BASED LEARNING TERHADAP HASIL BELAJAR MATA PELAJARAN SBDP MATERI MEMBUAT SOUVENIR DENGAN TEKNIK ANYAMAN SISWA KELAS V SDN 013 MARANGKAYU Muhammad Ari Sulianto; Muhlis; Usfandi; M.Ramli; Sukriadi
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 9 No. 04 (2024): Volume 09 No. 04, Desember 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.v9i04.19485

Abstract

This research is motivated by the decline in learning outcomes of 5th-grade students at SD Negeri 013 Marangkayu in SBdP learning. Based on the problem formulation above, the objective of this research is "to determine the effect of the project-based learning model on students' learning outcomes in the SBdP subject, specifically in making souvenirs using weaving techniques for 5th-grade students at SDN 013 Marangkayu." This type of research is descriptive with a quantitative approach. The subjects of the research consist of 40 students from classes V-A and V-B at SDN 013 Marangkayu. Data collection techniques include observation, interviews, tests, and documentation. The research instruments include a test sheet to measure students' knowledge and an interview sheet. Instrument testing includes validity and reliability tests. Data analysis techniques include normality tests, homogeneity tests, and hypothesis tests. The results of this research include: (1) The pretest was conducted over 2 days at SDN 013 Marangkayu, (2) The posttest was conducted in 1 day in both the experimental and conventional classes, (3) The pretest and posttest results in the control and experimental classes showed that the average score was higher in the experimental class, which was 57-60 compared to the control class, which was 51-75.
IMPLEMENTASI QUIZIZZ PADA PEMBELAJARAN SBdP MATERI UNSUR DAN PRINSIP SENI RUPA KELAS V SD NEGERI 011 SAMARINDA KOTA Muhlis; Nur Aliyah; Usfandi Haryaka; Muh. Ramli Buhari; Sukriadi
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 9 No. 04 (2024): Volume 09 No. 04, Desember 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.v9i04.20774

Abstract

This study is driven by the usage of technology-based learning resources, such as Quizizz, that are beneficial to the field of education. More engaging and dynamic learning has been made possible with the Quizizz app, which also makes an intriguing assessment tool. This study aims to: (1) explain how SBdP learning was planned using Quizizz on the elements and principles of fine arts material; (2) explain how SBdP learning was implemented using Quizizz on the elements and principles of fine arts material; and (3) explain how SBdP learning was evaluated using Quizizz on the elements and principles of fine arts material. Descriptive study using a qualitative approach is the methodology used. Homeroom instructors and students from class V-A SDN 011 Samarinda City served as the study's subjects. The research included documentation, interviews, and observation as data collecting methods. Data gathering, data reduction, data presentation, and conclusion drawing were the methods of data analysis that were used. The following are the study's findings: (1) planning for arts and crafts learning using quizizz was carried out in class V-A by creating teaching modules, preparing teaching materials on quizizz media adjusted to learning resources, creating quiz questions on quizizz media and evaluation questions, preparing other learning support tools, (2) implementation of arts and crafts learning using quizizz was carried out one day in class, educators delivered teaching materials by displaying slides on quizizz, educators provided quiz codes to students to join the game, (3) evaluation of arts and crafts learning, educators provided formative assessments in the form of observations/observations of students' understanding, skills and attitudes during the implementation of learning using quizizz, then educators gave a written test consisting of 10 questions consisting of 5 multiple choice questions and 5 essay questions.
PENGEMBANGAN ASDAHIWA SEBAGAI MEDIA PEMBELAJARAN BERBASIS ARTICULATE STORYLINE MATERI DAUR HIDUP HEWAN DI KELAS IV SEKOLAH DASAR Amir, Zalsadillah Alifiah; Makmun; Iksam; Sukriadi
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 03 (2025): Volume 10 No. 03 September 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.v10i03.29308

Abstract

The development of information technology drives innovation in learning media capable of enhancing the effectiveness of distance learning processes. Science learning on the topic of animal life cycles in elementary schools still relies on conventional media such as textbooks and basic platforms, resulting in students experiencing difficulties in understanding the material and feelings of boredom during learning. This study aims to develop the interactive learning media ASDAHIWA (Articulate Storyline Animal Life Cycle) and to evaluate its feasibility as a valid, practical, and effective learning medium for fourth-grade elementary school students. The research employs a Research and Development (R&D) approach using the ADDIE model, which includes the stages of Analysis, Design, Development, Implementation, and Evaluation. The research subjects consisted of 30 fourth-grade elementary school students and one classroom teacher. Research instruments utilized validation questionnaires with a Likert scale for media experts, material experts, teachers, and students. Data were analyzed using descriptive percentage formulas. The ASDAHIWA media was successfully developed, with material expert validation at 88.89% (highly feasible), media expert validation at 87.50% (highly feasible), teacher response at 87.50% (very good), and student response at 93.56% (very good). This media integrates interactive multimedia in the form of text, images, audio, video, and animation in an HTML5 format that is accessible cross-platform. The ASDAHIWA learning media has been proven feasible and effective in increasing interactivity in science learning on the topic of animal life cycles. It is recommended that schools integrate this media into the curriculum and conduct teacher training to optimize the use of Articulate Storyline technology in learning.
PENGARUH PENGGUNAAN MEDIA GAME INTERAKTIF BERBASIS WORDWALL TERHADAP HASIL BELAJAR MATA PELAJARAN SBDP SISWA KELAS V SD NEGERI 004 SAMBUTAN TAHUN PEMBELAJARAN 2024/2025 Rabiatul Adawiyah; Muhlis; Muhammad Ramli Buhari; Yudo Dwiyono; Sukriadi; Hety Diana Septika
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 03 (2025): Volume 10 No. 03 September 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.v10i03.29740

Abstract

Instructional media plays a vital role in helping students understand learning materials in a more enjoyable and meaningful way. The use of interactive game-based media such as Wordwall is one innovation that can increase students' motivation and learning outcomes. This study was motivated by the low learning achievement of fifth-grade students at SD Negeri 004 Sambutan in the SBdP (Art and Culture) subject. The aim of this study is to determine the effect of using interactive game-based media with Wordwall on students’ learning outcomes in the topic of recognizing various decorative patterns from different regions of Indonesia. This research employed a quantitative approach using a Quasi-Experimental method with a Nonequivalent Control Group Design. The population consisted of all fifth-grade students, totaling 73, with class V B as the control group and class V C as the experimental group. Data collection techniques included observation, testing, and documentation, using instruments such as pretest and posttest sheets and documentation guidelines. Data analysis techniques involved normality tests, homogeneity tests, N-Gain tests, and hypothesis testing using a T-Test. The results of the hypothesis testing showed an Asymp.Sig. (2-tailed) value of 0.000, which is less than 0.05. Based on the decision rule of the T-Test, this result indicates a statistically significant difference between the experimental and control groups. Therefore, it can be concluded that the use of interactive game-based media using Wordwall has a significant effect on improving the learning outcomes of fifth-grade students at SD Negeri 004 Sambutan in the 2024/2025 academic year.
PENGARUH PENGGUNAAN MEDIA PEMBELAJARAN WORDWALL TERHADAP HASIL BELAJAR PENDIDIKAN PANCASILA SISWA KELAS IV SDN 004 SAMARINDA ULU TAHUN AJARAN 2024/2025 Desmita, Helma; Dwiyono, Yudo; Sukriadi; Wahyuningsih, Tri
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 3 (2025): Volume 10 No3 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.v10i3.30021

Abstract

This study aims to determine the influence of the use of Wordwall learning media on the learning outcomes of Pancasila Education students in grade IV of SD Negeri 004 Samarinda Ulu. The background of this research is the low learning outcomes of students in the subject of Pancasila Education where the learning outcomes of class IV A students are below the Learning Objective Skill Criteria (KKTP) of 70, students who score below KKTP reach 67%. and the lack of use of interactive and fun learning media in the classroom. The research was carried out in the odd semester of the 2024/2025 school year. This type of research is quantitative with a Pre-Experimental approach using a one group pretest-posttest design. This research was carried out at SD Negeri 004 Samarinda Ulu, Samarinda City. The population in this study is all grade IV students, and the research sample was taken by purposive sampling, namely 28 students in grades IV-A. The instrument used was a multiple-choice test to measure learning outcomes before and after treatment. The results of the study showed that there was a significant difference between the pretest and posttest scores where the average pretest score was 42.81 and the average posttest score was 67.33. The hypothesis test using a paired sample t-test yielded a significance value of 0.000, indicating that Ha was accepted and H0 was rejected. This indicates that Wordwall media has succeeded in improving students' understanding of the concept of angles better than conventional learning methods. This research is expected to contribute to the development of learning media that is more effective and relevant to the needs of students
Peningkatan Hasil Belajar Pendidikan Pancasila Materi Negaraku Indonesia Melalui Model Pembelajaran Kooperatif Tipe Make a Match Pada Siswa Kelas IV SDN 016 Sungai Kunjang Tahun Pembelajaran 2024/2025 Muhie Ma'riefat Kuncahyo; Iksam; Tri Wahyuningsih; Sukriadi; Muhlis
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.v10i03.32756

Abstract

ABSTRAK Penelitian ini adalah Penelitian Tindakan Kelas (PTK) yang dirancang untuk mengatasi rendahnya hasil belajar Pendidikan Pancasila materi Negaraku Indonesia pada siswa kelas IV SD Negeri 016 Sungai Kunjang, Dengan menggunakan model pembelajaran Kooperatif tipe Make a Match. Penelitian ini dilaksanakan dengan dua siklus setiap siklus terdiri dari dua pertemeuan, dan masing-masing terdiri dari empat tahap, yaitu: perencanaan, pelaksanaan, observasi, serta refleksi. Subjek penelitian adalah 27 siswa. Data dikumpulkan melalui observasi, tes, dan dokumentasi untuk melihat peningkatan hasil belajar siswa. Hasilnya menunjukkan efektivitas model ini. Nilai rata-rata pra-siklus yang awalnya 46,66 dengan ketuntasan 18,51% berhasil meningkat menjadi 89,59 dengan ketuntasan 92,59% pada akhir siklus II. Peningkatan ini membuktikan bahwa proses pembelajaran dengan metode Make a Match berhasil diterapkan selain meningkatkan hasil belajar juga meningkatkan pemahaman siswa.
PENINGKATAN HASIL BELAJAR MATEMATIKA MENGGUNAKAN MODEL PEMBELAJARAN KOOPERATIF TIPE TEAM GAMES TOURNAMENT (TGT) BERBANTU MEDIA PEMBELAJARAN PERMAINAN TRADISIONAL CUBLAK CUBLAK SUWENG KELAS V SD NEGERI 005 SAMARINDA SEBERANG Abel, Abel; Muhlis; Diana Septika, Hety; Sukriadi; Sainal
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 03 (2025): Volume 10 No. 03 September 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.v10i03.33866

Abstract

This research was motivated by the low learning outcomes of fifth-grade students at SD Negeri 005 Samarinda Seberang, particularly in Mathematics. The research problem addressed in this study is how to improve students’ learning outcomes in Mathematics by using the Cooperative Learning Model of the Team Games Tournament (TGT) type assisted by the traditional game Cublak-Cublak Suweng as a learning medium in the fifth grade of SD Negeri 005 Samarinda Seberang. The purpose of this study is to determine how students’ Mathematics learning outcomes can be improved through the Cooperative Learning Model of the Team Games Tournament (TGT) type assisted by the traditional game Cublak-Cublak Suweng as a learning medium. This research is a Classroom Action Research (CAR) conducted in two cycles, with each cycle consisting of two meetings. The research procedure consists of four stages: planning, implementation, observation, and reflection. The subjects of this study were 25 fifth-grade students of SD Negeri 005 Samarinda Seberang, while the object of the study was to examine Mathematics learning outcomes and improvements in each cycle using the Cooperative Learning Model of the Team Games Tournament (TGT) type. Data collection techniques included observation, tests, and documentation. Data analysis techniques used averages, percentages, and graphs. The results of the study show that the average learning outcome in the initial data was 51.2, with 40% of students achieving mastery. In Cycle I, the average score increased to 61.80, with an improvement percentage of 20.70% and 64% of students achieving mastery. In Cycle II, the average score increased to 72, with an overall improvement of 41.18% from the initial data and 84% of students achieving mastery. Based on these findings, it can be concluded that Mathematics learning outcomes improved through the Cooperative Learning Model of the Team Games Tournament (TGT) type assisted by the traditional game Cublak-Cublak Suweng as a learning medium in the fifth grade of SD Negeri 005 Samarinda Seberang.
PENINGKATAN HASIL BELAJAR PENDIDIKAN PANCASILA MENGGUNAKAN MODEL COOPERATIVE LEARNING TIPE STAD (STUDENT TEAMS ACIEVEMENT DIVISION) UNTUK SISWA KELAS V SDN 007 SAMARINDA ULU TAHUN PEMBELAJARAN 2024/2025 Anggun Amalia Arsanti; Iksam; Yudo Dwiyono; Sukriadi
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 03 (2025): Volume 10 No. 03 September 2025 Build
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

The background of this research is the low learning outcomes of fifth-grade students at SDN 007 Samarinda Ulu, especially in the Pancasila Education subject. This research aims to determine the improvement in student learning outcomes through the STAD type Cooperative Learning model in fifth-grade students of SDN 007 Samarinda Ulu in the 2024/2025 Academic Year. The type of research used is Classroom Action Research (CAR) which consists of 2 cycles and each cycle consists of 2 meetings. The subjects in this study were 18 fifth grade students consisting of 8 male students and 10 female students. And the object of this research is the learning outcomes of Pancasila Education and the improvement of each cycle using the Cooperative Learning model. Data collection techniques in this study used observation, tests and documentation. The instruments in this study used teacher activity observation sheets, student activity observation sheets and evaluation tests. The data analysis techniques in this study used averages, percentages and diagrams. The research results showed that the increase was indicated by the learning outcomes of students in the pre-cycle obtaining an average of 54.6 with a completion percentage of 22%. The learning outcomes of students in cycle I experienced an increase of 16% from the pre-cycle baseline value, with an average class value of 63.33 with a completion percentage of 44%. The learning outcomes of cycle II experienced an increase of 37.86% from the pre-cycle baseline value, with an average class value of 75.27 with a completion percentage of 83% with 15 students completing and 3 students not completing, and achieving more than the expected success indicator of 70%. Based on the research results, it can be concluded that there was an increase in the learning outcomes of Pancasila Education on the material of Gotong Royong, Characteristics of My Nation through the Cooperative Learning model in grade V students of SDN 007 Samarinda Ulu in the 2024/2025 academic year.