Claim Missing Document
Check
Articles

Found 14 Documents
Search

PENGARUH MEDIA SOSIAL PANDAWARA GROUP TERHADAP SIKAP PEDULI LINGKUNGAN SISWA KELAS V SDN 18 BANYUASIN 1 miftachuljannah; Masnunah; Sylvia Lara Syaflin
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 03 (2025): Volume 10 No. 03 September 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.v10i03.28767

Abstract

Salah satu konten media sosial yang sangat relevan untuk menumbuhkan sikap peduli lingkungan adalah konten edukatif dari Pandawara Group, yaitu sekelompok anak muda yang aktif melakukan aksi bersih-bersih lingkungan dan membagikannya melalui TikTok Penelitian ini menggunakan metode kuantitatif dengan desain eksperimen semu (quasi experiment) berupa posttest-only design. Desain ini digunakan untuk melihat perbedaan sikap peduli lingkungan siswa setelah diberikan perlakuan berupa tayangan video Pandawara Group melalui media sosial. Hasil penelitian ini menunjukkan bahwa penggunaan pembelajaran berbasis media sosial Pandawara Group mampu meningkatkan Sikap Peduli Lingkungan siswa. Hal ini ditunjukkan dengan nilai data angket kelas Eksperimen sebesar 80,50 lebih besar dari nilai data angket kelas kontrol dengan nilai sebesar 63,42 dan observasi dengan hasil kelas kontrol 63,73 dan kelas eksperimen mendapat hasil 89,1. Hal tersebut menunjukkan media sosial pandawara group berpengaruh besar terhadap sikap peduli lingkungan siswa, pada Tema 8 Subtema 1 kelas V di SDN 18 Banyuasin 1.
PENGARUH PROJECT BASED LEARNING DALAM PROYEK PENGUATAN PROFIL PELAJAR PANCASILA TERHADAP KREATIVITAS SISWA KELAS V DI SDN 176 PALEMBANG Nadia Zahirah; Kabib Sholeh; Sylvia Lara Syaflin
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.v10i03.31536

Abstract

This study is motivated by the problem of low student creativity and lack ofmotivation to actively participate in learning, especially in the subject of thePancasila Learner Profile Strengthening Project (P5) at Public Elementary School176 Palembang. The purpose of this study is to examine the effect of ProjectBased Learning in the Pancasila Learner Profile Strengthening Project onstudents’ creativity in entrepreneurship-themed material with the project topic“learning to become an entrepreneur” (making handicrafts from recycledmaterials). The research subjects were fifth-grade students at Public ElementarySchool 176 Palembang. This quantitative study used a True Experimental Designwith a Posttest-Only Control Group Design. Data collection techniques includedobservation, interviews, questionnaires, creativity product assessment sheets, anddocumentation. Data analysis involved normality tests, homogeneity tests, andhypothesis testing. The results of the Kolmogorov-Smirnov and Shapiro-Wilk testsshowed a significance value (Sig.) > 0.05, indicating normal data distribution. Thehomogeneity test showed a significance value of 0.249, meaning the data werehomogeneous. The creativity questionnaire data were then analyzed using anIndependent Sample T-test, which showed a significance value (2-tailed) of 0.000< 0.05, meaning the null hypothesis was rejected and the alternative hypothesiswas accepted. Thus, it can be concluded that Project Based Learning in thePancasila Learner Profile Strengthening Project has a significant effect on thecreativity of fifth-grade students at Public Elementary School 176 Palembang.
PENGARUH PENGGUNAAN MEDIA PEMBELAJARAN GAME EDUKASI WORDWALL TERHADAP HASIL BELAJAR BAHASA INDONESIA KELAS V SDN 142 PALEMBANG Masnunah; Try Kurnianingsih; Sylvia Lara Syaflin
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.v10i03.28913

Abstract

The Effect of Using the Educational Game Media Wordwall on Student Learning Outcomes in Indonesian Language Subjects for Grade V Students at SDN 142 Palembang.The educational game Wordwall is an interactive online game that can be accessed via browser and utilized as a learning resource for students. Wordwall serves as an engaging learning medium that can help improve student learning outcomes, especially in the subject of Indonesian language. In Indonesian language learning at the elementary school level, there are four core language skills: listening, speaking, reading, and writing. Every lesson delivered to students results in measurable learning outcomes. Therefore, this study aims to determine the effect of using Wordwall educational game media on the learning outcomes of Grade V students in Indonesian language subjects at SDN 142 Palembang. This research employed a quantitative method with a percentage approach. After collecting the required data, it was classified according to the predetermined formulation. The results of the study show that the use of Wordwall educational game media in Indonesian language learning positively affects student learning outcomes, particularly in fostering environmental awareness among Grade V students at SDN 142 Palembang. This is evidenced by the statistical result where the t value of 7.901 is greater than the t table value of 2.024. This indicates that the use of Wordwall educational game media significantly influences the Indonesian language learning outcomes of Grade V students.
PENGEMBANGAN MEDIA PEMBELAJARAN GAME EDUKASI BERBASIS KEARIFAN LOKAL KELAS V SDN 118 PALEMBANG Rohman Fauzi; Neta Dian Lestari; Sylvia Lara Syaflin
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 03 (2026): Volume 11 Nomor 03, September 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.v11i03.57340

Abstract

Technological development demands innovation in elementary school learning so that the learning process becomes more effective, efficient, and attractive. This study aims to develop educational game learning media based on local wisdom for Grade V students of SD Negeri 118 Palembang that is valid and practical. The study used the Research and Development method with the ADDIE model, which includes the stages of Analysis, Design, Development, Implementation, and Evaluation. The trial subjects consisted of 4 students for the one-to-one test and 10 students for the small group test. Data were collected through interviews, observation, expert validation questionnaires, and student response questionnaires. Validation was carried out by media experts, material experts, and language experts, while practicality was measured from students' responses after using the product. The validation results showed that the media was declared "Very Valid" with an average of 89.44%, consisting of from media validators 85%, material experts 93.33%, and language validators 90%. The practicality test results at the one-to-one stage were 91%, small group 87.2%, and large group test 89.29%, thus included in the “Very Practical” category. During the trials, students appeared enthusiastic, active, and spirited. Keywords: Educational game, local wisdom, ADDIE, validity, practicality.