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PENGARUH MEDIA PEMBELAJARAN ANIMASI POWTOON TERHADAP HASIL BELAJAR IPAS KELAS IV SD NEGERI 165 PALEMBANG Wulandari; Rury Rizhardi; Ida Suryani
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 2 (2025): Volume 10 Nomor2, Juni 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.v10i2.27388

Abstract

This study aims to determine the effect of using Powtoon animated video media on students’ learning outcomes in the topic of local cultural diversity in Grade IV at SDN 165 Palembang. This research employed a quantitative approach with a quasi-experimental method and a pretest-posttest control group design. The sample consisted of 49 students divided into an experimental class and a control class, selected using total sampling technique. Data collection was conducted using an essay test consisting of five validated questions. The data collection techniques included administering pretests and posttests, as well as documentation of learning activities. Data analysis techniques included the Kolmogorov-Smirnov normality test, variance homogeneity test, and independent sample t-test with a significance level of 0.05. The results showed a significant difference between the posttest scores of the experimental class and the control class. The average posttest score of the experimental class was higher than that of the control class. Therefore, it can be concluded that the use of Powtoon animated video media has a positive effect on students’ learning outcomes.
PENGARUH GAME EDUKASI MATH BINGO PADA MATERI PERKALIAN SISWA KELAS V SD NEGERI 02 PAYARAMAN Yuniar Tati; Jayanti; Ida Suryani
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 02 (2025): Volume 10, Nomor 02 Juni 2025 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.v10i02.30374

Abstract

This study aims to determine the effect of the math bingo educational game on themultiplication material of grade V students of SD Negeri 02 Payaraman. This studywas conducted using a quantitative experimental method, the research designused was a quasi-experiment in the form of a nonequivalent control group design.The test consisted of 10 essay questions. The population of this study was allgrade V students of SD Negeri 02 Payaraman. The sample in this study was classV.A as the experimental class and class V.B as the control class. The sample inthis study used a purposive sampling technique. Data collection techniques usedwere observation, test methods, and documentation. Data analysis used normalitytests, homogeneity tests, and hypothesis tests. The software used is SPSS 26.From the results of the data processing, the researcher obtained a sig value (2-tailed) = 0.000 < 0.05, and a calculated t value = 4.354 > t table = 1.683. Inaccordance with the requirements of the hypothesis test, Ho is rejected and Ha isaccepted. This shows that there is an influence of the math bingo educationalgame on the multiplication material of grade V students of SD Nelgelri 02Payaraman.
PENGARUH KUALITAS PRODUK, CITRA MEREK DAN HARGA TERHADAP KEPUTUSAN PEMBELIAN MOBIL HONDA BRIO Dasmansyah Adyas; Ida Suryani
Economicus : Jurnal Ekonomi dan Manajemen Vol. 12 No. 1 (2021): Desember: Economicus : Jurnal Ekonomi dan Manajemen
Publisher : Institut Teknologi dan Bisnis Dewantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47860/economicus.v12i1.80

Abstract

This research aims to determine the effect of Product Quality, Brand Image and Price partially and simultaneously on Purchase Decision and the factor which has the most dominant effect on Purchase Decision of Honda Brio Car in Honda Internusa Cibinong. This populations are consumers who buy and have ever bought a Honda Brio car with samples of 100 people. In this research the technique used is questionnaire method by questionnaire or distributing list of questions to respondents. The analysis method used multiple regression analysis with the help of SPSS v23 application program. From the research results it is obtained that the formed regression equation is Y = 6,780+0,120X1+0,427X2+0,228X3. Partially each variable (Product Quality, Brand Image and Price) has an effect on the purchase decision because the t count > t table and the significance value is < 0,1. Whereas simultaneously variable (Product Quality, Brand Image and Price) has an effect on the purchase decision because the F count is 14,962 > F table 2,14 and the significance score is 0,000. From the determination coefficient test results the Adjusted R square value obtained is 0,297 (29%), where the rest 71% is affected by other factors not examined in this research.
Training on Vegetable Cultivation Using the Hydroponic Method to Increase Household Income in Timbuseng Village Andi Nursiah; Sulfiana; Ida Suryani; Musdalipa
Masterpiace Journal Society Service Insight Vol. 1 No. 1 (2025): February 2025
Publisher : www.amertainstitute.com

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.65246/tmrpcs85

Abstract

The limited availability of land, low financial capacity, and minimal agricultural investment are significant challenges faced by young farmers. In response, hydroponic vegetable cultivation presents an innovative and efficient solution, allowing crops to be grown without requiring large areas of land or substantial capital. This method is particularly advantageous for urban and semi-urban communities where space constraints limit traditional farming practices. This community service program aims to enhance household income by promoting simple hydroponic vegetable farming as a sustainable agricultural practice. The implementation method consists of structured training and practical application, where participants learn fundamental hydroponic concepts, including seed sowing, nutrient management, and plant maintenance. Through hands-on experience, participants gain the necessary skills to establish and manage small-scale hydroponic systems in their home environments. The results of the program show a positive response from the community, with many participants successfully applying their newly acquired knowledge to start home-based hydroponic vegetable cultivation. This initiative contributes to household food security while also creating opportunities for additional income generation. By efficiently utilizing available space, community members can produce fresh vegetables for both personal consumption and local markets, supporting economic resilience and sustainable agricultural development.
Pengaruh Penggunaan Media Blooket terhadap Hasil Belajar Siswa Kelas III pada Materi Jenis-Jenis Pekerjaan Mata Pelajaran IPS Dwi Ayu Lestari; Rury Rizhardi; Ida Suryani
DIAJAR: Jurnal Pendidikan dan Pembelajaran Vol. 4 No. 4 (2025): Oktober 2025
Publisher : Yayasan Pendidikan Penelitian Pengabdian Algero

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54259/diajar.v4i4.5064

Abstract

This study aims to determine the effect of using Blooket media on the learning outcomes of third-grade students on the subject of types of work in Social Sciences (IPS) at SDN 06 Rambang Kuang. This study uses a quantitative approach with experimental research in the form of quasi-experiments and Pretest-Posttest Control Group Design. The subjects of the study were third-grade students, with class III A consisting of 19 students as the control class and class III B consisting of 16 students as the experimental class. The instrument used was a multiple-choice test of 10 questions to measure learning outcomes before and after treatment. The experimental class was given learning using Blooket media, while the control class used conventional methods. Based on the results of statistical tests showing a t-count value of 1.749 < t-table 2.035 and a sig. 2-tailed value of 0.090 > 0.05. Thus, it can be concluded that there is no effect of using Blooket media on the learning outcomes of third-grade students on the subject of types of work in Social Sciences.
PENGEMBANGAN MEDIA INTERAKTIF BERBASIS SMART APPS CREATOR (SAC) PADA MATA PELAJARAN IPAS KELAS IV SD Tri Yowanda Sari; Ida Suryani; Jayanti
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 9 No. 3 (2024): Volume 09 No. 03 September 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.v9i3.15846

Abstract

Based on the problem at SD Negeri 23 Palembang, there has been no use of interactive media based on Smart Apps Creator (SAC) and learning is still monotonous because it still uses media that is only pasted which results in less interesting learning so that students feel bored. This research aims to produce interactive media products based on Smart Apps Creator (SAC) in science subjects in grade IV elementary school that are valid and practical. The type of research used is Research and Development (R&D) using the ADDIE model. This development resulted in a product in the form of an application that can be installed through android. The results of the interactive media research based on Smart Apps Creator (SAC) there are 3 validation experts, a) media experts obtained a score of 94.6% with the description "Very Valid", b) material experts obtained a score of 94% with the description "Very Valid", c) linguists obtained a score of 91.6% with the description "Very Valid", and the total of the total validation by experts obtained a score of 93.4% with the description "Very Valid". And there are 2 stages of trial on students, at the small group trial stage there are 8 students and 17 students at the ui stage of the large group trial, a) the small group trial obtained a score of 89.75% with the description "Very Practical", b) the large group trial obtained a score of 96.35% with the description "Very Practical", and the total of the entire trial obtained a score of 93.05% with the description "Very Practical". So it can be concluded that Smart Apps Creator (SAC) Interactive Media in the Science and Technology Subject Class IV Elementary School is declared very valid and practical.   Keywords: development,  IPAS learning, smart apps creator
IMPLEMENTASI PENGGUNAAN EDPUZZLE DALAM MENINGKATKAN HASIL BELAJAR SISWA PADA PEMBELAJARAN IPAS MENGGUNAKAN MODEL PERSONALIZED LEARNING Sugiarto, Silvia Rani Nazua; Magdad Hatim; Ida Suryani
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.v10i03.27618

Abstract

This study aimed to investigate the implementation of Edpuzzle as a learning media to improve students learning outcomes in Sciences and Social Studies (IPAS) through the use of a personalized learning model. This reserch employed a qualitative approach with a descriptive method. The subjects of the study were elementary school students whose data were collected through observation, interviews, and documentation. The finding revealed that the use of Edpuzzle effectively enhanced student engagement, facilitated better understanding of the material, and provided a learning experiences tailored to each student’s need and pace. The personalized learning model applied in this study supported students-centered learning and had a positive impact on improving learning outcomes.
PENGEMBANGAN MEDIA KARTU BILANGAN BERBASIS MATH GAMES DENGAN PENDEKATAN PMRI PADA MATERI PENJUMLAHAN BERSUSUN KELAS II SD Rino Wijayanti; Jayanti; Ida Suryani
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 02 (2025): Volume 10, Nomor 02 Juni 2025 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.v10i02.27830

Abstract

  This study aims to develop valid and practical math games-based number card media with the PMRI approach on compound addition material for grade II of SD Negeri Ringin Agung. This study uses the R&D method found in the ADDIE development model consisting of Analysis, Design, Development, Implementation, and Evaluation. The instruments in this study used questionnaires and documentation. The questionnaire was presented to validators of material, media, language, teachers and students while the results of one to one were 4 students and small groups of 15 students of grade II of SD Negeri Ringin Agung. The results of validation by material experts on number card media based on math games obtained a score with a percentage of 94%, including the "very valid" criteria. The results of validation by media were obtained by a score with a percentage of 80% included in the "Very Valid" criteria. The results of validation by language were obtained by a score with a percentage of 83% included in the "Very Valid" criteria. The results of three validations of number card media based on math games obtained a score with an overall of 80%, included in the "Very Valid" criteria. While the results from the teacher were 90%, included in the "Very Eligible" criteria. The results of one to one were 88.12% and small group were 88.33% included in the "Very Eligible" criteria.  
PENGEMBANGAN MEDIA PEMBELAJARAN INTERAKTIF BERBASIS CANVA DENGAN PENDEKATAN PROBLEM BASED LEARNING PADA MATERI BANGUN RUANG KELAS V SD Abellia, Julika; Jayanti; Ida Suryani
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.v10i03.27848

Abstract

This study aims to develop interactive learning media based on canva with a problembased learning approach on valid, practical and effective fifth grade elementary school spatial construction material. This study uses the R&D (Research and Development) method or development research, in this study the model used is ADDIE which consists of five stages, namely Analysis, Design, Development, Implementation, and Evaluation. The subjects in this study were fifth grade students of Elementary School 205 Palembang. Data collection techniques used were interviews, questionnaires and documentation. Data analysis techniques used were validity analysis, practicality analysis and effectiveness analysis. This validation analysis process was validated by three experts, namely media experts, material experts and language experts with an average of 83% categorized as valid. The practicality analysis process with the results of the teacher questionnaire and testing on students at the individual test stage (one to one) using 6 students, and the small group trial stage (small group) using 8 students, after being tested, an average score of 89% was categorized as very practical. The effectiveness analysis process with the results of the student quiz scores getting an average score of 87.31%. Thus it can be concluded that interactive learning media based on canva with a problem-based learning approach on the material of spatial figures of grade V SD is categorized as valid, practical and effective.
PENGARUH VIDEO PEMBELAJARAN TERHADAP HASIL BELAJAR IPAS MATERI INDONESIAKU KAYA BUDAYA SISWA KELAS IV SD NEGERI 230 PALEMBANG Sri Hartati; Rury Rizhardi; Ida Suryani
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.v10i3.28331

Abstract

This study aims to determine whether there is an effect of using video learning media on the results of learning science on the material of Indonesiaku Kaya Budaya of grade IV students of SD Negeri 230 Palembang. The approach used is quantitative experiment. The research design uses Quasi Experimental Design with the Nonequivalent Control Group Design model. Data collection techniques in this study are observation, tests (pretest and posttest), and documentation. The results of data processing show the average value of the posttest test in the experimental class is 77.19, while in the control class it is 66.21. Based on the normality test, it was obtained that the sample came from a normally distributed population. The homogeneity test shows that the sample came from a homogeneous population. The results of the t-test calculation using the independent sample t-test significant 2-tailed ≤ 0.025 then Ho is rejected, if significant (2-tailed) ˃ 0.025 Ha is accepted. Based on the results of the analysis and discussion of the data, it can be concluded that the use of video learning media has a significant effect on improving the results of learning science on the material of Indonesiaku Kaya Budaya of grade IV students of SD Negeri 230 Palembang.