Romia Hari Susanti
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PENGARUH MEDIA PEMBELAJARAN STORY BOX KONTEKSTUAL TERHADAP MINAT DAN HASIL BELAJAR PESERTA DIDIK DI KELAS II Mela Sari Sadeli; Yulianti; Romia Hari Susanti
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.v10i2.26977

Abstract

The contextual story box is considered an effective medium to improve students' interest and learning outcomes. This medium combines visual and narrative elements that capture students’ attention and enhance understanding of the material. This study aims to determine the effect of using the story box on the interest and learning outcomes of second-grade students in Pancasila Education. The research employed a quantitative approach using a quasi-experimental design with a non-equivalent control group. The sample consisted of class 2A (control) and class 2B (experimental). Data were collected through pretests, posttests, and learning interest questionnaires. The results showed an increase in students’ learning outcomes by 7.778 points and in learning interest from 64.75% to 92.88% in the experimental class. The t-test revealed a significance value of 0.02 < 0.05, indicating that the story box had a significant effect on students' interest and learning outcomes at SDN Gadang 3 Malang.
PENGARUH PENGGUNAAN MEDIA JIGSAW PUZZLE PADA MATERI SILA-SILA DALAM PANCASILA TERHADAP KEMAMPUAN GOTONG-ROYONG SISWA KELAS II DI SDN SUKUN 2 MALANG Oktaviana Juita; Romia Hari Susanti; Yulianti
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 01 (2026): Volume 11 No. 01 Maret 2026 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.v11i01.41060

Abstract

This study was motivated by the decline in mutual cooperation values among ele- mentary school students as a result of increasingly individualistic attitudes in the digital era. The purpose of this study was to examine the effect of using jigsaw puz- zle media on Pancasila principles material on the mutual cooperation ability of sec- ond-grade students at SDN Sukun 2 Malang. This research employed a quantitative approach with a quasi-experimental design using a One Group Pretest–Posttest Design. The participants consisted of 28 second-grade students selected through saturated sampling. Data were collected through observation using an attitude as- sessment instrument that had been validated and tested for reliability, with a Cronbach’s Alpha coefficient of 0.870. Data analysis techniques included normality testing, homogeneity testing, and the Wilcoxon Signed Rank Test using SPSS Sta- tistics. The results showed that both pretest and posttest data were not normally distributed, with significance values of 0.039 and 0.017, respectively, and the data were not homogeneous, with a significance value of 0.030. The Wilcoxon Signed Rank Test produced a Z value of −4.630 with a significance level of 0.000 (p < 0.05), indicating that the null hypothesis was rejected. These findings demonstrate that the use of jigsaw puzzle media has a significant effect on students’ mutual cooperation ability, particularly in the indicators of helping each other, respecting cooperation, solidarity, and voluntariness. The jigsaw puzzle media provides meaningful collab- orative learning experiences that encourage students to actively practice mutual co- operation values through structured group activities.
PENINGKATAN MINAT BELAJAR PESERTA DIDIK KELAS V PADA MATERI MASA PUBERTAS MELALUI PENGGUNAAN MEDIA KARTU EDUKASI (PUBERTY CARD) DI SDN PISANGCANDI 4 Sevina Dwi Permata Putri; Romia Hari Susanti
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.v11i02.53496

Abstract

This study aims to improve the learning interest of fifth-grade students on puberty material through the use of Educational Card media (Puberty Card) at SDN Pisangcandi 4. Low learning interest was identified from initial observations, indicated by lack of enthusiasm, limited verbal participation, and minimal interaction during learning. This classroom action research was conducted in two cycles using the Kemmis and McTaggart model, involving 24 fifth-grade students. In Cycle I, the Puberty Card was used in its basic form combined with a mystery box. In Cycle II, improvements were made by laminating the cards, adding a 3m×3m giant snakes and ladders game, and integrating Wordwall digital media. Data were collected through learning interest questionnaires, teacher and student response questionnaires, and documentation. Results showed that average learning interest increased significantly from 61.46% (low category) in Cycle I to 90.20% (very high category) in Cycle II, surpassing the success indicator of ≥75%. Media practicality also improved from 76.12% (practical) to 94.21% (very practical). The use of Puberty Card media combined with interactive and digital learning tools is concluded to effectively enhance student learning interest on puberty material at the elementary school level. Penelitian ini bertujuan meningkatkan minat belajar peserta didik kelas V pada materi masa pubertas melalui penggunaan media Kartu Edukasi (Puberty Card) di SDN Pisangcandi 4. Rendahnya minat belajar teridentifikasi dari pengamatan awal, ditunjukkan dengan kurangnya antusiasme, minimnya keberanian berbicara, dan rendahnya interaksi selama pembelajaran. Penelitian Tindakan Kelas ini dilaksanakan dalam dua siklus menggunakan model Kemmis dan McTaggart, dengan subjek 24 peserta didik kelas V. Pada Siklus I, Puberty Card digunakan dalam bentuk sederhana dikombinasikan dengan misteri box. Pada Siklus II, dilakukan perbaikan berupa laminasi kartu, penambahan ular tangga raksasa berukuran 3m×3m, dan integrasi media digital Wordwall. Data dikumpulkan melalui angket minat belajar, angket respon guru dan siswa, serta dokumentasi. Hasil penelitian menunjukkan rata-rata minat belajar meningkat dari 61,46% (kategori rendah) pada Siklus I menjadi 90,20% (kategori sangat tinggi) pada Siklus II, melampaui indikator keberhasilan ≥75%. Kepraktisan media juga meningkat dari 76,12% (praktis) menjadi 94,21% (sangat praktis). Disimpulkan bahwa penggunaan media Puberty Card yang dikombinasikan dengan media interaktif dan digital efektif meningkatkan minat belajar peserta didik pada materi pubertas di sekolah dasar.
PENINGKATAN KEMAMPUAN PEMAHAMAN BACAAN CERITA MELALUI MEDIA KOMIK DIGITAL BERBASIS CANVA PADA SISWA KELAS II SEKOLAH DASAR Yuliana Putri, Rossa Selfi; Romia Hari Susanti
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.v11i02.53800

Abstract

ABSTRACT In the ever-evolving digital era, the use of technology-based learning media has become an urgent necessity to improve the effectiveness of Indonesian language learning in elementary schools. The low reading comprehension ability of Class II students at SD Negeri Pisangcandi 4 Malang became the background of this study, where only 46.15% of students achieved mastery in the pre-cycle with an average score of 58.5. The most dominant weaknesses were found in the retelling and moral message aspects, averaging 48.3 and 51.2 respectively. This study aims to describe the improvement of students' reading comprehension ability through the application of Canva-based digital comics media with the Discovery Learning model in Class II students of SD Negeri Pisangcandi 4 Malang. The method used was Classroom Action Research (CAR) with the Kemmis and McTaggart model conducted in two cycles, involving 26 students. Each cycle included planning, implementation, observation, and reflection stages. Research instruments included evaluation test sheets, student activity observation sheets, and teacher/observer questionnaire sheets. The results showed that the average score increased from 58.5 (pre-cycle) to 72.3 (Cycle I) and 81.7 (Cycle II), with classical completeness increasing from 46.15% to 65.38% and 84.62%, exceeding the success indicator of ≥80%. Student activity improved from 71.4% to 82.1%, positive student responses increased from 78.6% to 89.2%, and the teacher/observer questionnaire score increased from 3.1 to 3.6 in the Very Good category. It can be concluded that Canva-based digital comics media combined with the Discovery Learning model, rotating role-play, and scaffolding is effective in improving reading comprehension ability and feasible to implement in Indonesian language learning in elementary schools. Keywords: Reading Comprehension, Digital Comics, Canva ABSTRAK Di era digital yang terus berkembang, penggunaan media pembelajaran berbasis teknologi menjadi kebutuhan mendesak untuk meningkatkan efektivitas pembelajaran Bahasa Indonesia di sekolah dasar. Rendahnya kemampuan pemahaman bacaan cerita siswa kelas II SD Negeri Pisangcandi 4 Malang menjadi latar belakang penelitian ini, di mana hanya 46,15% siswa mencapai ketuntasan pada prasiklus dengan nilai rata-rata 58,5. Kelemahan paling dominan ditemukan pada aspek retelling dan pesan moral dengan rata-rata masing-masing 48,3 dan 51,2. Penelitian ini bertujuan mendeskripsikan peningkatan kemampuan pemahaman bacaan cerita melalui penerapan media komik digital berbasis Canva dengan model Discovery Learning pada siswa kelas II SD Negeri Pisangcandi 4 Malang. Metode yang digunakan adalah Penelitian Tindakan Kelas (PTK) model Kemmis dan McTaggart dua siklus, melibatkan 26 siswa. Setiap siklus mencakup tahapan perencanaan, pelaksanaan, observasi, dan refleksi. Instrumen penelitian meliputi lembar tes evaluasi, lembar observasi aktivitas siswa, dan lembar angket guru/observer. Hasil penelitian menunjukkan nilai rata-rata meningkat dari 58,5 (prasiklus) menjadi 72,3 (Siklus I) dan 81,7 (Siklus II), dengan ketuntasan klasikal meningkat dari 46,15% menjadi 65,38% dan 84,62%, melampaui indikator keberhasilan ≥80%. Aktivitas siswa meningkat dari 71,4% menjadi 82,1%, respons positif siswa meningkat dari 78,6% menjadi 89,2%, dan skor angket guru/observer meningkat dari 3,1 menjadi 3,6 dengan kategori Sangat Baik. Dapat disimpulkan bahwa media komik digital berbasis Canva yang dikombinasikan dengan model Discovery Learning, role-play bergilir, dan scaffolding efektif meningkatkan kemampuan pemahaman bacaan cerita dan layak diimplementasikan dalam pembelajaran Bahasa Indonesia di sekolah dasar. Kata Kunci: Pemahaman Bacaan Cerita, Komik Digital, Canva
PENERAPAN MODEL NUMBERED HEAD TOGETHER (NHT) UNTUK MENINGKATKAN PARTISIPASI DISKUSI SISWA KELAS IV SD PADA PEMBELAJARAN BAHASA INDONESIA Roheni, Viona Salma; Romia Hari Susanti
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 2 (2026): Volume 11 No. 02, 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.v11i2.57446

Abstract

This research was motivated by the low participation of students in group discussions in Indonesian Language learning for Grade IV elementary school students. Based on observations during PPG teaching activities, it was found that most students were inactive in groups and relied only on one or two dominant individuals. This study aims to improve students' discussion participation through the application of the Numbered Head Together (NHT) cooperative learning model. This research uses Classroom Action Research (CAR) method conducted in two cycles with 22 fourth-grade students SDN Pisangcandi 4 Malang as subjects. Data collection instruments used student and teacher response questionnaires. Results showed that NHT significantly improved discussion participation from Cycle I to Cycle II after improvements including a group point system, warning cards, and ability-based regrouping. The conclusion is that NHT is effective in increasing students' active involvement in group discussions in Indonesian Language learning.