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Penerapan Model Pembelajaran Berbasis Game Menggunakan Media Kartu Angka Untuk Meningkatkan Pemahaman Perkalian Siswa Kelas 3 UPT SDN 241 Labose Kamriah Kamriah; Erwin Nurdiansyah; Mulyadi Mulyadi; Abdul Wahid
Science and Education Journal (SICEDU) Vol 5 No 3 (2026): Science and Education Journal 2026
Publisher : LPPM Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/sicedu.v5i3.1219

Abstract

Penelitian ini bertujuan untuk meningkatkan pemahaman perkalian siswa kelas III UPT SDN 241 Labose melalui penerapan model pembelajaran berbasis game menggunakan media kartu angka. Permasalahan yang ditemukan dalam pembelajaran matematika adalah rendahnya pemahaman siswa terhadap konsep perkalian karena pembelajaran masih didominasi metode ceramah dan latihan soal yang kurang menarik. Penelitian ini merupakan Penelitian Tindakan Kelas (PTK) yang dilaksanakan dalam dua siklus, dimana setiap siklus terdiri atas tahap perencanaan, pelaksanaan tindakan, observasi, dan refleksi. Subjek penelitian adalah siswa kelas III UPT SDN 241 Labose Tahun Pelajaran 2025/2026. Teknik pengumpulan data dilakukan melalui tes, observasi, dan dokumentasi. Hasil penelitian menunjukkan bahwa penerapan model pembelajaran berbasis game menggunakan media kartu angka mampu meningkatkan pemahaman perkalian siswa. Siswa menjadi lebih aktif, antusias, dan termotivasi dalam mengikuti pembelajaran karena kegiatan belajar dikemas dalam bentuk permainan yang menyenangkan. Peningkatan pemahaman siswa terlihat dari meningkatnya nilai rata-rata dan persentase ketuntasan belajar pada setiap siklus. Dengan demikian, model pembelajaran berbasis game menggunakan media kartu angka efektif digunakan untuk meningkatkan pemahaman perkalian siswa kelas III UPT SDN 241 Labose.
PENERAPAN MODEL PEMBELAJARAN KOOPERATIF TIPE QUESTION STUDENT HAVE BERBANTUAN MEDIA GAMBAR TUNGGAL DALAM MENINGKATKAN HASIL BELAJAR IPAS SISWA KELAS V SDN DURI SANGGE Hardayanti, Indira; Supriadi; Nurdiansyah, Erwin; Mulyadi; Jumrah, Abrina Maulidnawati
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.v11i03.59230

Abstract

This study aimed to: (1) describe the implementation of the Question Student Have (QSH) cooperative learning model assisted by single-image media in science and social studies (IPAS) learning for fifth-grade students at SDN Duri Sangge; and (2) determine the improvement in students' IPAS learning outcomes after the implementation of the learning model. This study employed Classroom Action Research (CAR), conducted in two cycles, each consisting of the stages of planning, action, observation, and reflection. The participants were all 28 fifth-grade students of SDN Duri Sangge. The research instruments included observation sheets for teacher and student activities, learning achievement tests, and documentation. Data were collected through observation, tests, and documentation. The data were analyzed using descriptive qualitative analysis for teacher and student activities, while students' learning outcomes were analyzed using descriptive quantitative analysis based on the percentage of learning mastery with a Minimum Learning Achievement Criterion (KKTP) of 75. The results indicated that the implementation of the Question Student Have (QSH) cooperative learning model assisted by single-image media improved the quality of the IPAS learning process. Teacher activity increased from 77% in Cycle I to 97.77% in Cycle II, while student activity improved from 64% to 98.33%. Furthermore, students' learning outcomes showed a significant improvement, as reflected in the increase in the average score from 75.54 in Cycle I to 90.36 in Cycle II, with the percentage of learning mastery rising from 67.86% to 100%. Therefore, the Question Student Have (QSH) cooperative learning model assisted by single-image media is effective in improving both student participation and learning outcomes in IPAS at the elementary school level.
MENINGKATKAN KEAKTIFAN DAN KEMAMPUAN BERHITUNG MELALUI PEMBELAJARAN MAKE A MATCH SISWA KELAS 1 SDN 053 LARA III KECAMATAN BAEBUNTA SELATAN KABUPATEN LUWU UTARA Rosa Delima; Maulidnawati Jumrah, Abrina; Erwin Nurdiansyah
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.v11i03.64641

Abstract

This study aims to improve the activeness and numeracy skills of grade 1 students at SDN 053 Lara III through the application of the Make a Match learning model. This type of research is Classroom Action Research (CAR) conducted in two cycles. The research subjects were 22 grade 1 students, consisting of 7 male students and 15 female students. Data collection techniques used observation, tests, and documentation. The results showed an increase in student activeness and numeracy skills in each cycle. In cycle I, the percentage of student activeness reached 63.6% (quite active category) and numeracy skills obtained an average of 65.9 with classical completeness of 54.5%. In cycle II, student activeness increased to 86.4% (active category) and numeracy skills obtained an average of 80.5 with classical completeness of 86.4%. Thus, it can be concluded that the application of the Make a Match learning model can improve the activeness and numeracy skills of grade 1 students at SDN 053 Lara III.
PENERAPAN MODEL PEMBELAJARAN KOOPERATIF TIPE JIGSAW UNTUK MENINGKATKAN HASIL BELAJAR LOMPAT TINGGI PADA SISWA KELAS V SDN 188 MANUNGGAL Debora Panimba; Nur Afni; Erwin Nurdiansyah; Mulyadi
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 03 (2026): Volume 11 Nomor 03, September 2026 Now Available
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v11i03.64646

Abstract

This study aimed to improve high jump learning outcomes among fifth-grade students at SDN 188 Manunggal by implementing the Jigsaw cooperative learning model. The study employed Classroom Action Research (CAR) based on the Kemmis and McTaggart model, conducted in two cycles consisting of planning, action, observation, and reflection. The participants were 31 fifth-grade students. Data were collected using performance tests, written tests, and classroom observations and were analyzed using descriptive quantitative and qualitative techniques. The findings indicated that the implementation of the Jigsaw cooperative learning model gradually improved students' learning outcomes. The mean score increased from 60 in the pre-cycle to 71 in Cycle I and 78 in Cycle II. Likewise, the learning mastery level improved from 39% in the pre-cycle to 71% in Cycle I and reached 81% in Cycle II, exceeding the predetermined success criterion. In addition to improving learning outcomes, the Jigsaw model enhanced students' active participation, collaboration, responsibility, and self-confidence throughout the learning process. Therefore, the Jigsaw cooperative learning model can be considered an effective instructional strategy for improving high jump learning outcomes in elementary school physical education.
OPTIMALISASI PENGGUNAAN KESEPAKATAN KELAS UNTUK MENINGKATKAN KEDISIPLINAN SISWA KELAS III SDN 220 CEREKANG LUWU TIMUR Samsul Buhari; Badruddin Kaddas; Erwin Nurdiansyah
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 03 (2026): Volume 11 Nomor 03, September 2026 Now Available
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v11i03.64909

Abstract

Discipline is a fundamental foundation for developing students' character from the elementary school level, particularly during transitional stages such as Grade III, when students move from the lower grades to the upper grades. This study aimed to investigate how the optimization of classroom agreements could improve the discipline of third-grade students at SDN 220 Cerekang, East Luwu Regency. The study employed a Classroom Action Research (CAR) approach using the Kemmis and McTaggart model, which was conducted in two cycles. Each cycle consisted of four stages: planning, implementation, observation, and reflection. The research subjects were all third-grade students of SDN 220 Cerekang. Data were collected through observations, field notes, and documentation, and were analyzed using both qualitative descriptive and quantitative descriptive methods with percentage analysis. The findings revealed that the average achievement of students' discipline indicators in Cycle II reached 86.2%, exceeding the predetermined success criterion of 80%. Therefore, the research was concluded at the end of Cycle II because the expected target had been successfully achieved.
PENGGUNAAN POJOK BACA DALAM MENINGKATKAN MINAT BACA SISWA KELAS 3 SDN 040 SALULEMO KABUPATEN LUWU UTARA Irsan; Erwin Nurdiansyah; Supriadi
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 03 (2026): Volume 11 Nomor 03, September 2026 Now Available
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v11i03.65266

Abstract

This classroom action research was motivated by the low reading interest of third-grade students at SDN 040 Salulemo, North Luwu Regency. The purpose of this study was to improve students' reading interest through the use of a reading corner (pojok baca). The research method used was Classroom Action Research (CAR) with the Kemmis and McTaggart model design which was carried out in two cycles. The subjects of this study were 25 third-grade students. Data collection techniques used observation, questionnaires, and documentation. Data analysis was carried out descriptively quantitatively and qualitatively. The results showed that in cycle 1 the percentage of students' reading interest reached 62% in the sufficient category, then increased in cycle 2 to 84% in the good category. Based on the research results, it can be concluded that the use of the reading corner can improve the reading interest of third-grade students at SDN 040 Salulemo, North Luwu Regency.
Penerapan Metode Bermain Untuk Meningkatkan Minat Belajar Matematika Pada Kelas III SD Aksan Aksan; Erwin Nurdiansyah; Mulyadi Mulyadi
Science and Education Journal (SICEDU) Vol 5 No 3 (2026): Science and Education Journal 2026
Publisher : LPPM Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/sicedu.v5i3.1216

Abstract

Model pembelajaran Penelitian ini bertujuan untuk meningkatkan minat belajar matematika siswa kelas III UPT SD Negeri 161 Rawamangun 1 melalui penerapan metode bermain dalam proses pembelajaran. Penelitian ini merupakan Penelitian Tindakan Kelas (PTK) yang dilaksanakan dalam dua siklus. Setiap siklus terdiri atas tahap perencanaan, pelaksanaan tindakan, observasi, dan refleksi. Subjek penelitian berjumlah 20 siswa kelas III. Teknik pengumpulan data dilakukan melalui observasi, angket minat belajar, dokumentasi, dan catatan lapangan. Hasil penelitian menunjukkan bahwa penerapan metode bermain mampu meningkatkan minat belajar matematika siswa. Pada tahap prasiklus, persentase minat belajar siswa mencapai 50%. Setelah tindakan pada siklus I meningkat menjadi 72%, dan pada siklus II meningkat menjadi 90%. Siswa terlihat lebih aktif, antusias, dan berpartisipasi dalam kegiatan pembelajaran. Dengan demikian, metode bermain efektif digunakan untuk meningkatkan minat belajar matematika siswa kelas III UPT SD Negeri 161 Rawamangun 1.
Peningkatan Hasil Belajar Murid Menggunakan Media Pembelajaran Interaktif Berbasis Canva pada Murid Kelas V SDN 025 Tandung Citrawanti Citrawanti; Sri Hastati; Erwin Nurdiansyah; Supriadi Supriadi
Science and Education Journal (SICEDU) Vol 5 No 3 (2026): Science and Education Journal 2026
Publisher : LPPM Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/sicedu.v5i3.1372

Abstract

Rendahnya hasil belajar murid pada materi sistem bilangan desimal dan bilangan bulat merupakansalah satu permasalahan pembelajaran di kelas V SDN 025 Tandung. Penelitian ini bertujuan untukmeningkatkan hasil belajar murid melalui penggunaan media pembelajaran interaktif berbasisCanva. Penelitian ini menggunakan metode Penelitian Tindakan Kelas (PTK) model Kurt Lewinyang dilaksanakan dalam dua siklus dengan subjek penelitian sebanyak 10 murid kelas V SDN 025Tandung. Teknik pengumpulan data meliputi observasi, tes hasil belajar, dan dokumentasi. Datadianalisis secara deskriptif kuantitatif melalui perhitungan nilai hasil belajar dan persentaseketuntasan klasikal. Hasil penelitian menunjukkan adanya peningkatan hasil belajar murid padasetiap siklus. Persentase ketuntasan belajar meningkat dari 40% pada prasiklus menjadi 70% padasiklus I dan mencapai 90% pada siklus II, dengan nilai rata-rata hasil belajar sebesar 87,0. Hasiltersebut telah melampaui indikator ketuntasan klasikal yang ditetapkan. Dengan demikian, dapatdisimpulkan bahwa penggunaan media pembelajaran interaktif berbasis Canva efektif dalammeningkatkan hasil belajar murid kelas V SDN 025 Tandung.
OPTIMALISASI MEDIA DIGITAL DAN MODEL PEMBELAJARAN DALAM MENINGKATKAN MOTIVASI BELAJAR MATEMATIKA PADA SISWA SD: SYSTEMATIC LITERATURE REVIEW Muhammadiyah Muhammadiyah; Mulyadi Mulyadi; Erwin Nurdiansyah; Supriadi Supriadi
TEACHING : Jurnal Inovasi Keguruan dan Ilmu Pendidikan Vol. 6 No. 3 (2026)
Publisher : Pusat Pengembangan Pendidikan dan Penelitian Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51878/teaching.v6i3.14801

Abstract

Learning motivation significantly influences the success of elementary school mathematics education. However, keeping students motivated remains challenging, as mathematics is often perceived as difficult and abstract. This study aims to analyze the effect of digital media and learning models on elementary students' mathematics learning motivation and identify the effectiveness of their integration using a Systematic Literature Review (SLR) guided by PRISMA. Data were retrieved from Google Scholar, Scopus, and ScienceDirect (2021–2026). Through screening and inclusion criteria, 15 articles were selected and analyzed via content analysis with a narrative synthesis approach. Findings show that digital media (interactive apps, gamification, Augmented Reality) enhance attention, engagement, and motivation. Additionally, student-centered learning models, particularly Problem-Based Learning (PBL) and Project-Based Learning (PjBL), boost intrinsic motivation through problem-solving activities. Furthermore, integrating digital media with student-centered models is more effective in increasing learning motivation than applying either strategy separately, offering a promising approach for elementary mathematics instruction ABSTRAK Motivasi belajar merupakan salah satu faktor yang memengaruhi keberhasilan pembelajaran matematika di sekolah dasar. Namun, motivasi belajar matematika masih menjadi tantangan karena mata pelajaran ini sering dianggap sulit dan abstrak. Penelitian ini bertujuan menganalisis penggunaan media digital dan model pembelajaran terhadap motivasi belajar matematika siswa sekolah dasar serta mengidentifikasi efektivitas integrasi keduanya melalui Systematic Literature Review (SLR). Penelitian menggunakan pedoman Preferred Reporting Items for Systematic Reviews and Meta-Analyses (PRISMA). Data diperoleh dari Google Scholar, Scopus, dan ScienceDirect dengan rentang publikasi 2021–2026. Berdasarkan proses identifikasi, penyaringan, dan seleksi sesuai kriteria inklusi, diperoleh 15 artikel yang dianalisis menggunakan content analysis dengan pendekatan sintesis naratif. Hasil penelitian menunjukkan bahwa media digital, seperti aplikasi pembelajaran interaktif, gamifikasi, dan Augmented Reality, mampu meningkatkan perhatian, keterlibatan, dan motivasi belajar siswa. Selain itu, model pembelajaran yang berpusat pada siswa, khususnya Problem-Based Learning (PBL) dan Project-Based Learning (PjBL), berkontribusi terhadap peningkatan motivasi intrinsik melalui aktivitas pemecahan masalah. Hasil sintesis juga menunjukkan bahwa integrasi media digital dengan model pembelajaran berpusat pada siswa lebih efektif dalam meningkatkan motivasi belajar dibandingkan dengan penerapan masing-masing secara terpisah. Dengan demikian, integrasi keduanya dapat menjadi alternatif strategi pembelajaran untuk meningkatkan motivasi belajar matematika siswa sekolah dasar.
Penerapan Permainan Ular Tangga untuk Meningkatkan Kemampuan Berhitung Siswa Kelas 1 Sekolah Dasar Jihadiah Jihadiah; Erwin Nurdiansyah; Nur Afni; Mulyadi Mulyadi
Journal of Social and Scientific Education Vol. 3 No. 2 (2026): Journal of Social and Scientific Education
Publisher : South Sulawesi Education Development

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58230/josse.v3i2.677

Abstract

Penelitian ini bertujuan untuk meningkatkan kemampuan berhitung siswa kelas I SDN 030 Sabbangloang melalui penerapan permainan ular tangga. Penelitian menggunakan metode Penelitian Tindakan Kelas (PTK) yang dilaksanakan dalam dua siklus, dengan tahapan perencanaan, pelaksanaan tindakan, observasi, dan refleksi. Subjek penelitian berjumlah 20 siswa kelas I. Data dikumpulkan melalui tes kemampuan berhitung dan observasi aktivitas siswa, kemudian dianalisis secara deskriptif kuantitatif dan kualitatif. Hasil penelitian menunjukkan bahwa nilai rata-rata siswa meningkat dari 43 pada pra-siklus menjadi 70 pada siklus I dan 87 pada siklus II. Persentase ketuntasan belajar meningkat dari 20% pada pra-siklus menjadi 50% pada siklus I dan 85% pada siklus II. Pada siklus II, sebanyak 17 dari 20 siswa memperoleh nilai minimal 70 sehingga indikator keberhasilan sebesar 75% telah tercapai. Dengan demikian, penerapan permainan ular tangga dapat meningkatkan kemampuan berhitung siswa kelas I SDN 030 Sabbangloang.
Co-Authors A. Erni Ratna Dewi A.A. Ketut Agung Cahyawan W Abd. Hakim Naba Abdul Malik Abdul Mu’thy Abdul Wahid Abdul Wahid Abrina Maulidnawati Abrina Maulidnawati J Abu Bakar Tumpu Afni, Nur' Aksan Aksan Al Husnah Mutmainah Aldina Ismail Alya Dillah Amalia Putri, Indah Amelia Hardiwa ANASTA, ST. VANEZHA Andi Alim Syahri Andi Besse Marda Andi Herul Andi Indah Angraeni Andi Intan Nuraeni Andi Putri Sari Andi Rezky Nurhidayah Arif Hukmi Arismunandar Arismunandar Arita s Ashar Ashar Asmah, St Asmaul Husna Kasim Asriani Asriani Ayu Saputri, Itha Badruddin Kaddas Badruddin Kaddas Cahya Rahmadhani Citrawanti Citrawanti Debora Panimba Dwi Syukriady Ekiani Ekiani Elistiana Erni Ekafitria Bahar Erniati Erniati Erniati Erniati Fadilah Fahrul Donumo Faisal Sattar Farah Fathiyah Ramadhani Sultan Fat Aristia Fitria Fitria Gusti Handayana Hamzah Upu Hardayanti, Indira Hasrawati Ramli Hastati, Sri Herawati Arief S Herlina Herlina Hijrah Hijrah Husniar Yusuf Ince Prabu Setiawan Bakar Irmayanti, leni Irmayanti Irsan irviana, ira Itasari Itasari Jihadiah Jihadiah Jumrah, Abrina Maulidnawati Jumriati, Jumriati Jumrita Jumrita Jusmaniar N Jusmaniar, Jusmaniar Kaddas, Badruddin Kamal Kamal Kamriah Kamriah Khusnul Khatima Kurniawan Afendi Kurniawan Efendi Maharani, Trisna Indah Marthen Sinangke Mu'thy, Abdul Muhammad Chairil Imran Muhammadiyah Muhammadiyah Mulyadi MULYADI Mulyadi Mulyadi Mulyadi Mulyadi Munirah H Musbaing, Musbaing Musdalifah Ali Mutiah Abd. Rasyid mutiara mutiara Nasaruddin Nasaruddin Nedi Tombang Nirwana, Nirwana Nur Afni Nur Afni Nur Afni Nur Syam Nur, Zahra Nuraeni, Andi Intan Nurekawati Nurfadillah Rahman Nurhalinda, Nurhalinda Nurhalisah, Nurhalisah Nurul Aulia Nurul Ilmi Hairullah Pelita Koyange Prabu Setiawan, Ince Putri Putri R, Nasaruddin Rahmawati Rahmawati Rahmawati Rahmawati, Rahmawati Ramlah Muh. Idris. T Resky Purnama RIADDIN, DINAR Risma Anisa Room, Rusdi Rosa Delima Sadaruddin, Sadaruddin Sadrianti Sadrianti Safira, Dian Samsul Buhari Sartika Sartika Sidrah Afriani Rachman, Sidrah Afriani Siti Nuratnaaiko Sri Devianti Sri Hastati Sri Rahmawati Supriadi Supriadi Supriadi Syahrul Ramadhan S Syamsiah, Syamsiah Syastiawan, Andi Syukriadi, Dwi Trisna Jumriati Ulil Inaya Wahyullah Alannasir Wahyullah Alannasir Wati, Harmila Wildani Salsabila Rahim Zakia Uliyah Fadillah