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STRATEGI KEPEMIMPINAN KEPALA SEKOLAH DALAM MENINGKATKAN KEDISIPLINAN SISWA DI SDN 11 SA’DAN Lamba, Muriani; Padallingan, Yohanis; Salu, Benyamin
Al-mujahidah Vol 6 No 1 (2025): April
Publisher : Institut Agma Islam Hamzanwadi NW Lombok TImur

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51806/al-mujahidah.v6i1.269

Abstract

This study aims to examine the leadership strategies of the school principal in improving student discipline at SDN 11 Sa'dan. The issues faced include student characteristics that make it difficult for them to focus during lessons, as well as external factors such as the distance from students' homes to the school. This research uses a qualitative approach with a descriptive method, involving in-depth interviews, observations, and documentation. The results indicate that the principal applies several key strategies, including the development of school rules involving all school elements, regular supervision of students, a discipline development program that includes rewards and sanctions, and role modeling by the principal and teachers. Furthermore, extracurricular activities are also part of the strategy to build a culture of discipline. Despite challenges such as internal and external factors affecting student discipline, the policies implemented have had a positive impact on the discipline culture at SDN 11 Sa'dan
PENINGKATAN KEMAMPUAN MEMBACA PERMULAAN MELALUI MODEL PEMBELAJARAN KOOPERATIF DENGAN PENDEKATAN PERMAINAN LINGKARAN BACA PADA SISWA KELAS I UPT SDN 11 MAKALE Apriani; Salu Situru, Roberto; Salu, Benyamin
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.v11i01.42257

Abstract

This study aims to enhance the early reading skills of first-grade students at UPT SDN 11 Makale through the application of cooperative learning models combined with the reading circle game approach. Early reading skills are fundamental to academic success, yet many students face challenges in mastering these skills, which impacts their overall learning motivation. This research employs a Classroom Action Research (CAR) method, involving two cycles of planning, action, observation, and reflection. Data were collected through observations, tests, and interviews with both students and teachers. The results show a significant improvement in students' reading skills from the first cycle to the second cycle. The average score of students increased from 73.95% in the first cycle to 83.3% in the second cycle, with the completion rate rising from 74.10% to 90.27%. The implementation of the cooperative learning model with the reading circle approach not only improved reading fluency but also enhanced student engagement and motivation. This research demonstrates the effectiveness of interactive and collaborative learning methods in improving early reading abilities in young learners
PENERAPAN MODEL GAME BASED LEARNING BERBANTUAN MEDIA EDPUZZLE UNTUK MENINGKATKAN HASIL BELAJAR IPAS SISWA KELAS V SDN 1 SOPAI Tasik, Yeni; Salu, Benyamin; Salu Situru, Roberto
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 1 (2026): Volume 11 No.1, Maret 2026.
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v11i1.42256

Abstract

Studies for fifth-grade students at SDN 1 Sopai through the implementation of a Game Based Learning model assisted by Edpuzzle media. The research employed Classroom Action Research (CAR) using the Kemmis and McTaggart model, which consists of planning, action, observation, and reflection stages. The study was conducted in two cycles involving 15 students as research subjects. Data collection techniques included learning outcome tests, observations of teacher and student activities, and documentation. Data were analyzed using both quantitative and qualitative approaches. The results showed that the implementation of the Game-Based Learning model assisted by Edpuzzle media effectively improved students’ IPAS learning outcomes. This improvement was indicated by an increase in the mastery learning percentage from 40% in the pre-cycle to 46.67% in Cycle I and further increased to 80% in Cycle II. In addition, students’ learning motivation and active participation during the learning process also improved. Therefore, it can be concluded that the Game-Based Learning model assisted by Edpuzzle media is effective in improving IPAS learning outcomes for elementary school students.
IMPLEMENTASI MODEL CTL BERBASIS PENDEKATAN ETNOMATEMATIKA UNTUK MENINGKATKAN HASIL BELAJAR SISWA KELAS III DI UPT SDN 10 MAKALE Idang, Rut; Salu Situru, Roberto; Salu, Benyamin
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.v11i01.42258

Abstract

This study aims to improve the learning outcomes of third-grade students at UPT SDN 10 Makale through the implementation of the Contextual Teaching and Learning (CTL) model based on an ethnomathematics approach. The identified problem was the low learning outcomes in mathematics, caused by the lack of connection between the material and students' real-life experiences and local culture. The research method used was Classroom Action Research (CAR) with two cycles. Each cycle consisted of planning, implementation, observation, and reflection. Data were collected through observation, formative tests, interviews, and documentation. The results showed significant improvements in students' learning outcomes, both in terms of mathematical concept understanding and learning motivation. In the first cycle, 60% of students met the Minimum Competency Criteria (KKTP), while in the second cycle, the completion rate reached 85%. The application of the CTL model based on ethnomathematics had a positive impact on improving students' understanding of mathematical concepts by linking the material to local culture, particularly the Toraja carving motifs. This study recommends the implementation of similar models to enhance the quality of mathematics teaching in primary schools.
INTEGRATING STEAM AND EDUPRENEURSHIP IN PRIMARY EDUCATION TO IMPROVE SCIENCE LITERACY AND STUDENT CREATIVITY Trivena; Benyamin Salu; Grifit Markus
Jurnal Cakrawala Pendas Vol. 11 No. 3 (2025)
Publisher : Universitas Majalengka

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31949/jcp.v11i3.13980

Abstract

21st-century learning demands the early integration of critical thinking, creativity, and entrepreneurial skills. The STEAM approach offers interdisciplinary and contextual learning, yet it still requires a stronger connection to students’ real-life experiences. Integrating STEAM with edupreneurship presents an innovative solution to enhance scientific literacy and creativity among elementary school students. This study aims to examine the effectiveness of integrating the STEAM (Science, Technology, Engineering, Arts, and Mathematics) approach with edupreneurship in improving scientific literacy and creativity in elementary school students. The study was conducted at SDN 6 Saluputti using a descriptive qualitative approach, involving students from grades IV to VI as research subjects. Data were collected through observation, documentation, and interviews. Thematic analysis was employed to identify the impact of the integration on students’ development of scientific literacy and creativity. The applied method was project-based learning, where students were guided to create tangible products such as herbal soap, artwork from recycled materials, and digital educational posters. The findings reveal that the integration of STEAM and edupreneurship positively influences students’ scientific literacy. Students were able to understand scientific concepts contextually, conduct simple experiments, and communicate their findings logically and creatively. In terms of creativity, there was a significant improvement in four key indicators: fluency of ideas, flexibility of thought, originality, and elaboration. The products created reflected interdisciplinary thinking skills and an innovative spirit. Furthermore, students demonstrated high enthusiasm and engagement throughout the learning process. They actively participated in discussions, collaborated in groups, and expressed pride in their work. Learning became more meaningful, enjoyable, and fostered character values such as independence, responsibility, and collaboration. The integration of STEAM and edupreneurship has proven to be an effective innovative learning approach that enhances the quality of primary education, particularly in shaping a generation that is creative, scientifically literate, and entrepreneurially minded.