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PENGEMBANGAN MEDIA FLASHCARD BERBASIS DIGITAL PADA MATA PELAJARAN PENDIDIKAN PANCASILA MATERI HAK DAN KEWAJIBAN SISWA KELAS III SEKOLAH DASAR KABUPATEN LIMA PULUH KOTA Rahmadini, Fitria; Reinita; Waldi, Atri; Safitri, Serly
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 01 (2026): Volume 11 No. 01, Maret 2026 Release
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v11i01.42840

Abstract

This study was motivated by the suboptimal use of digital learning media in Pancasila Education lessons on Rights and Obligations in third grade elementary school. Based on observations and interviews, teachers still predominantly use conventional media in the form of pictures in books and classroom displays, resulting in less varied learning and suboptimal student engagement. This study aims to produce valid, practical, and effective digital flashcard media. The type of research used was Research and Development (R&D) with the ADDIE model, which includes the stages of analysis, design, development, implementation, and evaluation. The data collection instruments were validation sheets (material, language, and media) and questionnaires for teachers and students. The research subjects consisted of 14 third-grade students from UPTD SDN 05 VII Koto Talago (trial), 15 third-grade students from UPTD SDN 06 VII Koto Talago (implementation), and 9 third-grade students from UPTD SDN 09 VII Koto Talago (dissemination). The results of the study show that the developed media obtained a validity score of 94.34% in the highly valid category. Practicality, based on the responses of teachers and students, was in the highly practical category with a percentage ranging from 87.5% to 95.83%. The effectiveness of the media was demonstrated through improved learning outcomes with completion rates of 90.71%, 96%, and 91.11%, as well as an N-Gain calculation in the moderate category. Thus, digital flashcard media is declared valid, practical, and effective for use in teaching Pancasila in third grade elementary school.
PENINGKATAN HASIL BELAJAR PENDIDIKAN PANCASILA MENGGUNAKAN MODEL GAME BASED LEARNING (GBL) BERBANTUAN BAAMBOOZLE DI KELAS V SDS IT LUQMAN KOTA PADANG Fadhilah, Hasnatul; Waldi, Atri; Reinita; Tri Wulandari, Fikhen
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 01 (2026): Volume 11 No. 01 Maret 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.v11i01.43860

Abstract

This study is grounded in the low learning achievements of fifth-grade students at SDS IT Luqman in Padang City in the subject of Pancasila Education, as evidenced by their minimal learning interest, passive participation, and challenges in mastering core concepts—a situation that also impedes the development of critical thinking, problem-solving, and communication skills. The learning process has yet to fully embody the principles of deep learning, thereby positioning the implementation of a Game-Based Learning model assisted by the Baamboozle platform as a viable solution. The objective is to delineate the enhancement of Pancasila Education learning outcomes through this model. Employing a Classroom Action Research (CAR) design with a mixed qualitative-quantitative approach, the implementation comprised two cycles (Cycle I: two meetings; Cycle II: one meeting), adhering to the phases of planning, action, observation, and reflection. Instruments included RPPM observation sheets, teacher-student activity sheets, and rubrics for assessing attitudes, knowledge, and skills, with 21 fifth-grade students as subjects. Findings highlight substantial improvements: RPPM scores rose from 84.3% to 96.8%; teacher activity from 82.1% to 96.4%; student activity from 76.75% to 92.85%; and average learning outcomes advanced from 70.5 to 78.3, culminating at 91.83 by the end of the cycle.
TRANSFORMING ELEMENTARY SCHOOL TEACHERS’ COMPETENCE THROUGH DEEP LEARNING TRAINING IN THE MERDEKA CURRICULUM Wijanarko, Tiok; Reinita; Masniladevi; Mansurdin; Dina Amsari; Leni Zahara; Fitri, Ummiatul; Zulkarnaini, Aissy Putri
Jurnal Pengabdian Masyarakat Sabangka Vol 5 No 02 (2026): Jurnal Pengabdian Masyarakat Sabangka
Publisher : Pusat Studi Ekonomi, Publikasi Ilmiah dan Pengembangan SDM

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62668/sabangka.v5i02.2236

Abstract

This community service program supported the implementation of a deep learning approach in the Merdeka Curriculum to develop eight graduate profiles characterized by critical, creative, and adaptive thinking. Many elementary school teachers in Kecamatan V Koto Kampung Dalam, Pariaman City, still lacked a solid understanding of deep learning concepts and implementation strategies, including limited digital literacy, which affected learning quality. The program aimed to strengthen teachers’ competencies in designing and applying deep learning-based instruction aligned with the eight graduate profiles. Participatory Action Research (PAR) was used through stages of problem identification, planning, training, observation, and reflection. Participants were sixth-grade teachers from 31 public elementary schools in the target area. Results showed a significant improvement in teachers’ understanding, indicated by higher post-test scores compared to pre-test scores. In the post-test, 65% of participants achieved perfect scores and the rest obtained very good results. Follow-up mentoring further enhanced teachers’ skills in developing deep learning-based teaching modules. Overall, the training effectively improved teacher professionalism and contributed to better learning quality in elementary schools.
PENINGKATAN HASIL BELAJAR PESERTA DIDIK MENGGUNAKAN MODEL KOOPERATIF TIPE TEAMS GAMES TOURNAMENT (TGT) BERBANTUAN MEDIA PUZZLE PEMBELAJARAN PENDIDIKAN PANCASILA KELAS V SDN 15 ULU GADUT Asmi, Annisa; Waldi, Atri; Safitri, Serly; Reinita
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 01 (2026): Volume 11 No. 01, Maret 2026 Release
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v11i01.43750

Abstract

This study was motivated by the low learning outcomes of students in Pancasila Education due to the suboptimal use of models and media. This study aims to describe the improvement in student learning outcomes using the Teams Games Tournament (TGT) Cooperative Model assisted by Puzzle Media in Grade V of SDN 15 Ulu Gadut. This research is a Classroom Action Research (CAR) with a qualitative and quantitative approach. This research was conducted in two cycles, each cycle consisting of planning, implementation, observation, and reflection. The research subjects were teachers and students in Grade V of SDN 15 Ulu Gadut, Padang City, consisting of 26 students, comprising 12 male students and 14 female students. The results of the study showed an increase in several aspects, namely: a) lesson plans from 87.49% (Good) in cycle I to 94.44% (Very Good) in cycle II, b) teacher activity from 85.71% (Good) in cycle I to 92.85% (Very Good) in cycle II, c) student activity from 85.71% (Good) in cycle I to 92.85% (Very Good) in cycle II, and d) learning outcomes increased from 81.17% (Good) in cycle I to 91.18% (Very Good) in cycle II. Therefore, the use of the Teams Games Tournament (TGT) cooperative model assisted by puzzle media has been proven to improve learning outcomes in Pancasila Education.
EFEKTIVITAS MEDIA INTERAKTIF BERBASIS WORDWALL PADA PEMBELAJARAN PENDIDIKAN PANCASILA ELEMEN KEBHINEKAAN DI KELAS III SEKOLAH DASAR. Hasna Sabita, Alya; Reinita; Mansurdin; Waldi, Atri
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 02 (2026): Volume 11 No. 2, Juni 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.v11i02.45923

Abstract

This study aims to analyze the effectiveness of Wordwall-based interactive media in Pancasila Education learning on the diversity element for Grade III students of elementary school in Padang City. This research uses a Research and Development (R&D) approach with the ADDIE model (Analysis, Design, Development, Implementation, and Evaluation). The subjects of this study were Grade III students from three elementary schools: SDN 11 Pauh, SDN 02 Cupak Tangah, and SDN 13 Kapalo Koto. The effectiveness of the media was measured using pretest and posttest results analyzed through the N-Gain formula. The findings showed that the Wordwall-based interactive media was effective in improving student learning outcomes. At SDN 11 Pauh (pilot school), the average pretest score was 57.5, which increased to 84.5 in the posttest, with an N-Gain score of 0.59 (moderate/effective category). At SDN 02 Cupak Tangah (research school), the average pretest score was 60, rising to 88.70 in the posttest, with an N-Gain score of 0.734 (high/highly effective category). At SDN 13 Kapalo Koto (implementation school), the average pretest was 66.36, which increased to 89.09 in the posttest, yielding an N-Gain score of 0.637 (moderate/effective category). These results indicate that Wordwall interactive media successfully enhances students' learning achievement on the topic of ethnic and cultural diversity in Indonesia.
EFEKTIVITAS MEDIA POWERPOINT INTERAKTIF BERBASIS CANVA PADA PEMBELAJARAN PENDIDIKAN PANCASILA ELEMEN KEBHINEKAAN DI KELAS IV SEKOLAH DASAR KOTA PADANG Putri Fauziah, Anestra; Reinita; Wahyuni, Etri; Anita, Yesi
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 02 (2026): Volume 11 No. 2, Juni 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.v11i02.45929

Abstract

his study aims to analyze the effectiveness of interactive PowerPoint media based on Canva in Pancasila Education learning on the diversity (Bhinneka Tunggal Ika) element for fourth-grade elementary school students in Padang City. The research employed a Research and Development method using the ADDIE model, which encompasses five stages: analysis, design, development, implementation, and evaluation. The research subjects were students of SDN 13 Kapalo Koto, SDN 02 Cupak Tangah, and SDN 20 Binuang Kampung Dalam. Effectiveness was measured through pretest and posttest instruments using N-Gain score analysis. The findings indicated that: (1) SDN 13 Kapalo Koto achieved an average pretest score of 68 and posttest score of 89.6, yielding an N-Gain of 0.675, corresponding to an effectiveness percentage of 67.5% (effective category); (2) SDN 02 Cupak Tangah achieved an average pretest of 63.2 and posttest of 86.8, with N-Gain 0.64, corresponding to 64% (effective category); (3) SDN 20 Binuang Kampung Dalam achieved an average pretest of 64.09 and posttest of 87.73, with N-Gain 0.66, corresponding to 66% (effective category). These findings demonstrate that interactive PowerPoint media based on Canva is effective in improving student learning outcomes in Pancasila Education, particularly on the diversity element, in fourth-grade elementary school.
PENGEMBANGAN MEDIA PEMBELAJARAN ARTICULATE STORYLINE 3 BERBASIS MODEL PROBLEM BASED LEARNING PADA TOPIK GOTONG ROYONG KELAS IV SEKOLAH DASAR Selvi; Reinita; Anita, Yesi; Desyandri
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 02 (2026): Volume 11 Nomor 02, Juni 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.v11i02.46596

Abstract

A preliminary study at three elementary schools in District 1 of Lubuk Kilangan revealed that Pancasila education lessons remain insufficiently interactive, and teachers rarely utilize digital media in the learning process. This situation has the potential to dampen students’ enthusiasm and engagement in learning. Therefore, this study aims to develop Articulate Storyline 3-based learning media using the Problem-Based Learning model for the fourth-grade elementary school curriculum on the topic of gotong royong that meets the criteria of validity, practicality, and effectiveness. This study employs a Research and Development (R&D) approach using the ADDIE model, which comprises five stages: analysis, design, development, implementation, and evaluation. The research subjects include subject matter experts, fourth-grade teachers, and fourth-grade students from three elementary schools in District 1 of Lubuk Kilangan. Research instruments include a validation sheet, a practicality questionnaire, and learning outcome evaluation questions. The results of the study indicate that the developed learning media falls into the “highly valid” category with an average of 95.3%, comprising subject matter expert validation at 94%, language expert validation at 98%, and media expert validation at 94%. The practicality test yielded an average score of 85.33%, falling into the “highly practical” category, which included teacher ratings of 85.33% and student ratings of 91.23%. In addition, this medium has proven effective in improving student learning outcomes on the topic of reciprocal cooperation. Based on these findings, it can be concluded that Articulate Storyline 3-based learning media is suitable for use as an innovative alternative in teaching Civic Education to fourth-grade elementary school students.
PENGARUH PENERAPAN MIND MAPPING BERBANTUAN CANVA TERHADAP HASIL BELAJAR MURID KELAS V PADA MATA PELAJARAN PENDIDIKAN PANCASILA GUGUS I LEMBAH SEGAR KOTA SAWAHLUNTO Tiara Amelia; Reinita; Atri Waldi; Mansurdin
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 02 (2026): Volume 11 No. 2, Juni 2026 Release
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v11i02.46698

Abstract

This study aims to determine the effect of Canva-assisted mind mapping media on the learning outcomes of fifth-grade students in Pancasila Education at Cluster I Lembah Segar, Sawahlunto City. The background of this research is the low learning outcomes of students caused by the monotonous use of instructional media, resulting in passive students who struggle to organize learning concepts independently. This study used a quantitative approach with quasi-experimental design (nonequivalent control group design). The sample consisted of 21 students from SDN 03 Aur Tajungkang as the experimental class and 20 students from SDN 05 Kubang Sirakuk Bawah as the control class, selected through purposive sampling. The research instrument was a 15-item multiple-choice test administered as pretest and posttest. Data were analyzed using N-Gain and Independent Sample T-Test via IBM SPSS Statistics 21. Results showed that the experimental class posttest mean (76.19) was higher than the control class (65.90). The experimental class N-Gain (0.53, moderate category) exceeded the control class (0.19, low category). Hypothesis testing yielded a significance value of 0.044 < 0.05, so H₀ was rejected and H₁ was accepted. Therefore, there is a significant effect of Canva-assisted mind mapping media on the Pancasila Education learning outcomes of fifth-grade students at Cluster I Lembah Segar, Sawahlunto City.
Pendidikan PENGEMBANGAN MEDIA PEMBELAJARAN BERBASIS ARTICULATE STORYLINE 3 PADA MATERI GOTONG ROYONG DI KELAS IV SEKOLAH DASAR Ferdiantara, Diego; Atri Waldi; Reinita; Sahrun Nisa
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 02 (2026): Volume 11 No. 2, Juni 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.v11i02.46779

Abstract

This study was motivated by the implementation of Pancasila Education in elementary schools, which is still dominated by conventional methods with limited media use, resulting in less interactive learning that does not accommodate students’ characteristics, who tend to be active and interested in technology-based media. This study aimed to develop an Articulate Storyline 3-based learning media on the topic of mutual cooperation for fourth-grade elementary students that is valid, practical, and effective. This research employed a Research and Development (R&D) approach using the ADDIE model, which consists of Analysis, Design, Development, Implementation, and Evaluation stages. The research subjects included expert validators, teachers, and fourth-grade students from three elementary schools, totaling 75 students. The instruments used were validation sheets, practicality questionnaires, and learning outcome tests. The results showed that the developed media had a very high level of validity, with material validation at 97.1%, language validation at 90.6%, and media validation at 93%. The practicality results based on teacher responses were 95.83% at SDN 13 Batu Gadang, 100% at SD Semen Padang, and 95.83% at SDN 20 Indarung. Student responses were 91.30%, 93.67%, and 95% respectively. The effectiveness of the media was indicated by N-Gain scores of 0.797877847 at SDN 13 Batu Gadang, 0.847663139 at SD Semen Padang, and 0.80152381 at SDN 20 Indarung, all categorized as high. Therefore, the Articulate Storyline 3-based learning media is considered feasible for use in Pancasila Education on the topic of mutual cooperation in fourth-grade elementary schools
PENINGKATAN HASIL BELAJAR SISWA PADA PEMBELAJARAN PENDIDIKAN PANCASILA ELEMEN BHINNEKA TUNGGAL IKA MENGGUNAKAN MODEL TEAM GAMES TOURNAMENT DI KELAS V SD SEMEN PADANG Nadifa, Efrilia; Anita, Yesi; Reinita; Zahara, Leni
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 02 (2026): Volume 11 Nomor 02, Juni 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.v11i02.47035

Abstract

This research is motivated by the low learning outcomes of students in Pancasila Education learning in grade V of Semen Padang Elementary School, which is caused by the lack of use of innovative learning models, low student involvement, and suboptimal learning planning. This research aims to improve student learning outcomes in the elements of Bhinneka Tunggal Ika through the application of the Team Games Tournament learning model. The type of research used is Classroom Action Research (CAR) which is carried out in two cycles, including the planning, implementation, observation, and reflection stages. The research subjects are teachers (researchers) and 22 students consisting of 12 male students and 10 female students. Data were collected through observation, tests, non-tests, and documentation, then analyzed descriptively quantitatively and qualitatively. The results of the study showed an increase in each cycle: 1) RPPM cycle I averaged 89.55% with a grade of B (Good) increasing in cycle II to 95.83% with a grade of SB (Very Good), 2) Implementation of teacher activities cycle I 87.49% with a grade of B (Good) increasing in cycle II to 96.42% with a grade of SB (Very Good), then, implementation of student activities cycle I averaged 87.49% with a grade of B (Good) increasing in cycle II to 96.42% with a grade of SB (Very Good), 3) Assessment of students in improving learning outcomes in cycle I averaged 76.04% with a grade of K (Less) increasing in cycle II to 89.64% with a grade of B (Good).