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The PENGEMBANGAN MEDIA PEMBELAJARAN ULAR TANGGA PADA MATA PELAJARAN IPAS MATERI RAGAM BENTANG ALAM DI INDONESIA KELAS 3 SEKOLAH DASAR: Pendahuluan, Metode Penelitian, Hasil Penelitian dan Pembahasan (Analisis, Desain, Pengembangan, Implementasi, Evaluasi), Kesimpulan, Daftar Pustaka Sekar Apriliani; M. Yusuf Setya Wardana; Henry Januar Saputra
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.v10i03.31245

Abstract

Penelitian ini dilatar belakangi oleh rendahnya minat belajar siswa akibat kurangnya variasi media pembelajaran yang digunakan guru di kelas. Hal ini disebabkan oleh kurangnya penggunaan media yang menarik, sehingga siswa menjadi kurang aktif dalam pembelajaran. Oleh karena itu diperlukan media pembelajaran yang menarik dan menyenangkan bagi siswa. Penelitian ini bertujuan untuk mengembangkan media pembelajaran berupa permainan ular tangga pada mata pelajaran IPAS dengan materi Ragam Bentang Alam di Indonesia untuk siswa kelas 3 Sekolah Dasar. Penelitian ini menggunakan metode Research and Development (R&D) dengan model pengembangan ADDIE (Analysis, Design, Development, Implementation, dan Evaluation). Subjek uji coba adalah peserta didik kelas 3 SDN 02 Srinahan yang berjumlah 18 siswa. Teknik pengumpulan data meliputi observasi, wawancara guru kelas 3, serta angket yang diberikan kepada guru, siswa, dan ahli untuk menilai kebutuhan, validitas, dan respon terhadap media yang dikembangkan. Hasil penelitian menunjukkan bahwa media pembelajaran ular tangga yang dikembangkan memenuhi kriteria valid. Hasil validasi oleh ahli materi memperoleh skor 95% dan hasil validasi oleh ahli media mencapai 92%, keduanya berada dalam kategori “sangat baik”. Selain itu, hasil uji coba menunjukkan bahwa media ini memperoleh respon positif dari siswa sebesar 92% yang termasuk kategori “sangat baik”, dan respon guru sebesar 98% yang juga dikategorikan “sangat baik”. Dapat disimpulkan bahwa media pembelajaran ular tangga terbukti valid dan membuat proses pembelajaran lebih menyenangkan dan mudah dipahami bagi siswa.
PKM PELATIHAN PENANGANAN PADA TSR UNTUK    GURU-GURU DI SDN TAMBAKREJO 01 SEMARANG Ikha Listyarini; Listyarini, Ikha; Henry Januar Saputra; Listyarini, Moh Aniq Khairul Basyar
Kanigara Vol 6 No 1 (2026): Kanigara
Publisher : Universitas PGRI Adi Buana Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36456/hr4gb410

Abstract

Anak-anak usia sekolah dasar belum mampu sepenuhnya memahami bahaya dan cara menjaga diri sendiri, sehingga memerlukan perhatian yang lebih mendalam oleh pihak sekolah, adanya penanganan terhadap kondisi-kondisi darurat dan SOP penanganan situasi tersebut. Pelatihan bagi TSR di sekolah dasar bukan sekadar pelengkap, melainkan kebutuhan penting untuk memastikan bahwa sekolah menjadi ruang aman bagi tumbuh kembang anak. Tujuan pengabdian ini adalah untuk mendapatkan keterampilan agar TSR bisa menjadi garda depan dalam memberikan pertolongan pertama atau membantu evakuasi secara cepat dan aman. Fokus program pengabdian pada guru-guru di lingkungan SDN Tambakrejo 01 Kota Semarang. Target luaran kegiatan ini berupa kegiatan pelatihan penanganan pada tenaga sukarela dalam memberikan pertolongan pertaman di sekolah dasar. Tugas tenaga sukarela di sekolah dalam penanganan pertama adalah memberikan bantuan awal yang cepat, tepat, dan aman ketika terjadi luka atau cedera ringan pada siswa. Tugas yang diberikan yaitu bertanggung jawab membersihkan luka dengan cara yang higienis, menghentikan perdarahan ringan, serta memasang plester atau perban sesuai kebutuhan. Selain itu, tenaga sukarela juga harus mampu menilai tingkat keparahan luka untuk menentukan apakah siswa perlu dirujuk kepada guru, petugas UKS, atau fasilitas kesehatan.
KEEFEKTIFAN MODEL PROBLEM BASED LEARNING (PBL) BERBANTUAN VIDEO ANIMASI DALAM MENINGKATKAN HASI BELAJAR IPAS PADA SISWA KELAS IV SD NEGERI 1 PELEM BLORA Evi Nurul Hidayati; Choirul Huda; Henry Januar Saputra
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 01 (2026): Volume 11 No. 01 Maret 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.v11i01.43563

Abstract

Learning Natural and Social Sciences (IPAS) in elementary schools still faces various obstacles, especially in mastering abstract concepts and learning that tends to be teacher-centered. These conditions have an impact on low learning outcomes and a lack of student activity. This study aims to determine the differences in students' IPAS learning outcomes before and after the implementation of the Problem Based Learning (PBL) model assisted by animated videos, and to analyze the effectiveness of the model in improving the learning outcomes of fourth-grade students at SD Negeri 1 Pelem Blora. This study uses a quantitative approach with an experimental research type, a pre-experimental design in the form of a one-group pretest–posttest design. The subjects of the study were all fourth-grade students of SD Negeri 1 Pelem Blora. Data collection techniques used learning outcome tests, observation, and documentation. Data were analyzed using paired sample t-tests. The results of the study showed a significant difference between students' IPAS learning outcomes before and after the implementation of the PBL model assisted by animated videos. Thus, it can be concluded that the research related to the Problem Based Learning (PBL) learning model assisted by animated videos is effective in improving the science learning outcomes of fourth-grade students at Elementary School 1 Pelem Blora has been successful. This is because students are required to be active as the main actors in learning, the use of animation as a learning medium, the structure of the learning process that helps students construct knowledge and increases student motivation and activeness through animation. This model can be used as an innovative learning alternative to create active, contextual, and meaningful learning in accordance with the demands of the Independent Curriculum.
PENGEMBANGAN PUZZLE SEGITIGA UNTUK MEMFASILITASI KEMAMPUAN REPRESENTASI MATEMATIS SISWA Cantika Dhany Rahmania, Sekar; Saputro, Bagus Ardi; Januar Saputra, Henry
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.v11i1.42722

Abstract

This research was developed to create a Triangle Geometry Puzzle learning media to support the mathematical representation abilities of fourth-grade elementary school students, especially in recognizing, analyzing, composing, and breaking down various types of triangles according to Phase B Learning Outcomes of the Independent Curriculum. From the findings of interviews with teachers of SDN 3 Tlogotirto which showed a lack of concrete media in mathematics lessons, so that students were less enthusiastic, tended to be passive especially at the back of the class, and had difficulty representing triangles concretely because they depended on KUMER/LKS books and simple lecture/discussion methods. The main objectives included an assessment of the feasibility and description of the practicality of the media. The ADDIE model Research and Development approach was applied through the stages of needs/curriculum/material analysis, design using GeoGebra/CorelDRAW, development of a fourteen by fourteen centimeter black-and-white acrylic puzzle with seven types of triangles plus a QR code containing an explanation of the triangle material including properties/characteristics/types, explanatory animated videos and Wordwall quizzes. Based on the analysis, an average percentage was obtained with very practical criteria, indicating that the puzzle media meets the needs and characteristics of elementary school students. The black and white triangle puzzle display is accompanied by various concrete shapes of triangle types so that it attracts attention and increases learning focus.
PENGARUH PENGGUNAAN MEDIA MYSTERY BOX TEMA BAGIAN TUBUH TUMBUHAN TERHADAP HASIL BELAJAR SISWA KELAS IV SD Taufiq Adi Lindarko; Henry Januar Saputra; Bagus Ardi Saputro
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.v11i02.45241

Abstract

Pembelajaran IPA di Sekolah Dasar memiliki tantangan dalam meningkatkan motivasi dan pemahaman siswa terhadap konsep pembelajaran berkonsep saintifik. Pembelajaran konvensional yang berorientasi pada ceramah seringkali membuat siswa kurang termotivasi sehingga sulit mencapai kompetensi yang diharapkan. Mystery Box adalah media pembelajaran inovatif yang memanfaatkan unsur kejutan untuk meningkatkan rasa ingin tahu, keterlibatan siswa, dan pemahaman konsep IPA secara konkret. Penelitian ini bertujuan menganalisis pengaruh penggunaan Mystery Box terhadap hasil belajar IPA siswa kelas IV SD. Desain penelitian yang digunakan adalah kuantitatif dengan pendekatan pre-experimental One Group Pretest–Posttest pada 27 siswa kelas IV SD Negeri Lamper Tengah 01. Instrumen penelitian berupa tes hasil belajar IPA yang meliputi aspek kognitif, afektif, dan psikomotorik. Hasil penelitian menunjukkan peningkatan nilai rata-rata skor antara pretest dan posttest dengan nilai statistik t hitung = 9,76 > t tabel = 2,06 pada tingkat signifikansi 0,05, yang berarti terdapat pengaruh signifikan penggunaan Mystery Box terhadap hasil belajar IPA siswa. Selain itu, peningkatan keterlibatan afektif sebesar 93 % dan psikomotorik sebesar 85 % menunjukkan bahwa media Mystery Box tidak hanya efektif meningkatkan kompetensi kognitif, tetapi juga berkontribusi terhadap peningkatan motivasi dan keterampilan praktik siswa. Temuan ini konsisten dengan penelitian sebelumnya yang menunjukkan bahwa penggunaan media Mystery Box dapat meningkatkan minat belajar dan hasil belajar IPA siswa (Syaira & Meilana, 2025; Hidayat & Lestari, 2025). Kesimpulannya, penerapan Mystery Box dalam pembelajaran IPA memberikan dampak positif secara signifikan terhadap hasil belajar siswa kelas IV dan layak dipertimbangkan sebagai alternatif media pembelajaran IPA yang efektif.
PENGARUH MODEL PEMBELAJARAN KOOPERATIF TIPE TGT BERMANTUAN MEDIA BAAMBOOZLE TERHADAP HASIL BELAJAR IPAS KELAS V SD Khakim, Lutfil; Januar Saputra, Henry; Patonah, Siti
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 02 (2026): Volume 11 Nomor 02, Juni 2026 Published
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v11i02.53044

Abstract

This study aims to determine the effect of the cooperative learning model of the Teams Games Tournament (TGT) type assisted by Baamboozlemedia on the science and social science (IPAS) learning outcomes of fifth-grade students at SDN Lamper Tengah 01. This research used a pre-experimental method with a one-group pretest-posttest design. The subjects were 28 fifth-grade students for the 2025/2026 academic year. Data were collected through pretest and posttest instruments in the form of 20 multiple-choice questions on the topic "IndonesiakuKaya Alamnya" which had been tested for validity (20 valid items), reliability (r11 = 0.890, very high category), and item analysis. The results showed that the average pretest score was 52.32 and the posttest score increased significantly to 85.54. Data normality tests using the Lilliefors test showed that both pretest and posttest data were normally distributed. Hypothesis testing using the paired t-test showed that tcount > ttable at a significance level of 5%, indicating that the application of the TGT cooperative learning model assisted by Baamboozle media had a significant effect on IPAS learning outcomes. These findings confirm that game-based cooperative learning integrated with digital technology can effectively improve student learning outcomes in elementary school.
EFEKTIFITAS LKPD TEKA-TEKI SILANG MELALUI MODEL PROBLEM BASED LEARNING UNTUK MENINGKATKAN HASIL BELAJAR SISWA KELAS V SDN LAMPER TENGAH 01 Nur Novita Sari, Dian; Januar Saputra, Henry; Baedowi, Sunan
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 02 (2026): Volume 11 No. 2, Juni 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.v11i02.53997

Abstract

This study aims to determine the effectiveness of Student Worksheets (LKPD) crossword puzzles through the Problem Based Learning (PBL) model in improving the learning outcomes of fifth-grade students of SDN Lamper Tengah 01. This study uses a quantitative approach with a pre-experimental One Group Pretest-Posttest Design. The subjects of the study were all 28 fifth-grade students in the 2025/2026 academic year. Data collection techniques include observation, interviews, and tests (pretest posttest). The research instrument is multiple choice questions. Data analysis uses the Lilliefors normality test, N-Gain score, learning mastery test, and Paired Sample T-Test. The results showed an average pretest score of 58.92 increasing to 83.92 in the posttest. The N-Gain score obtained was 0.63 in the "moderate" category, and the N-Gain percentage of 63.96% in the "quite effective" category. Thus, the crossword puzzle worksheet using the PBL model is effective in improving fifth-grade students' learning outcomes in the science subject, What is My Regional Culture Like in the Independent Curriculum.
PEMBELAJARAN MATEMATIKA BERMAKNA MELALUI TABEL DAN DIAGRAM BATANG: BEST PRACTICE DI KELAS III DI SEKOLAH MITRA Jumaria, Siti; Prayogo , Tito; Anggriani, Vivi; Januar Saputra, Henry; Dhinar Putra , Eka
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 03 (2026): Volume 11 No. 03, September 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.v11i03.59504

Abstract

This study aimed to describe the best practice of mathematics learning on table and bar chart materials to strengthen numeracy literacy skills of third grade students. The background of this study was the low understanding of students in reading, interpreting, and presenting data in table and bar chart forms. The learning process used an active learning approach through observation activities, group discussions, worksheets, and contextual problem solving. This study employed a descriptive qualitative method with quantitative data support. The subjects were 22 third grade students of partner school in the 2025/2026 academic year. Data collection techniques included observation, tests, documentation, and field notes. The results showed that the implementation of meaningful and interactive learning could improve students’ understanding of data presentation concepts. The average student learning outcome increased from 67.4 in the initial assessment to 86.8 in the final assessment. The learning mastery percentage also increased from 45% to 91%. Students became more active, enthusiastic, and able to present data in the form of tables and bar charts correctly. Therefore, learning mathematics through contextual and student-centered activities can strengthen students’ numeracy literacy skills in elementary school.
PENGARUH AKTIVITAS BELAJAR SISWA MELALUI PENERAPAN MODEL PROBLEM BASED LEARNING BERBANTU MEDIA EDUCAPLAY TERHADAP HASIL BELAJAR SISWA Nisa Lathiva, Kayla; Januar Saputra, Henry; Sulianto, Joko
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 03 (2026): Volume 11 Nomer 03, September 2026 Publication
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v11i03.61249

Abstract

This study aims to determine the effect of students’ learning activity through the implementation of the Problem Based Learning (PBL) model assisted by Educaplay media on the learning outcomes of sixth-grade students at SDN 04 Kluwut Brebes. The study was motivated by the low learning outcomes of students in the Ilmu Pengetahuan Alam dan Sosial (IPAS) subject, where only 40% of students reached the minimum mastery criteria (KKM), allegedly caused by monotonous, teacher-centered learning that made students passive. This research used a quantitative method with an associative approach through simple linear regression analysis. The population and sample consisted of all 34 sixth-grade students (21 male and 13 female) of SDN 04 Kluwut, determined through saturated sampling. Data were collected through observation, interviews, a cognitive posttest, and documentation. The prerequisite tests showed that the data were normally distributed and linear. The simple linear regression analysis produced the equation Y = 1.106 + 1.012X with a significance value of 0.000 (p < 0.05) and a standardized coefficient (Beta) of 0.998, indicating a very strong and significant positive effect. It is concluded that the PBL model assisted by Educaplay media significantly improves students’ learning activity and learning outcomes.
Smart Box Media Development for Teaching Food Chains and Webs in Grade 5 Linnda Sabilla Cahya Anggraini; Henry Januar Saputra; Mudzanatun
Mimbar Sekolah Dasar Vol. 13 No. 1 (2026)
Publisher : Universitas Pendidikan Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17509/mimbar-sd.v13i1.15

Abstract

Challenges in delivering instructional materials—particularly on the topics of food chains and webs in science—and limited media variation, as well as low participation and activity among fifth-grade students at SDN X Semarang City, motivated this research. The study focuses on developing the "Doraemon Smart Box," an innovative learning medium tailored to food chain and web concepts in science subjects. This research aims to enhance student participation, offer a more diverse range of educational tools, and facilitate conceptual understanding, creativity, and active engagement in the learning process. The research adopts the Research and Development (RnD) methodology, utilizing the ADDIE development model, which comprises analysis, design, development, implementation, and evaluation stages. Validity tests demonstrated excellent feasibility, with material experts awarding a score of 97.33% and media experts 94.66%. The material is presented in a clear, systematic manner, with new concepts delivered engagingly through visually appealing features, high-quality images, balanced color composition, and user-friendly operation—all contributing to increased student interest and motivation. Feedback from teacher and student response questionnaires further supports the effectiveness of the media, with scores of 100% and 88.5% respectively, both classified as very good.