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PENGEMBANGAN MEDIA PEMBELAJARAN POUBASA UNTUK MENINGKATKAN KETERAMPILAN MEMBACA PERMULAAN PADA SISWA KELAS II SD N SURYODININGRATAN 2 Ilham Nugroho; Bahtiyar Heru Susanto
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.v10i03.29835

Abstract

  This investigation was implemented with the goal of exploring: (1) the process of developing the POUBASA learning platform to develop students' early literacy skills, (2) the attainability of POUBASA learning tool, and (3) the efficacy of POUBASA media to advance basic reading skills of level II students of SD Negeri Suryodiningratan 2. This research uses a study and creation method (Research and Development) by a 4-D pattern (Establish, Plan, Build, and Spread). The investigation was undertaken at SD Negeri Suryodiningratan 2, Mantrijeron District, Yogyakarta City in the 2024/2025 academic year. The research findings indicate that: (1) the POUBASA platform was developed for Indonesian language lessons with a focus on early reading, using attractive visual displays and pop-up elements, (2) the media was declared feasible with the results of the media validator validation showing 80% (good category) and the substance validator showing 100% (very good category); the reaction of the teaching staff was 100% and the students were 92.12% (very feasible category), (3) the POUBASA media was proven to be effective based on the paired sample t-test which demonstrated a significance score (Sig. 2-tailed) of 0.000 < 0.05, indicating that this signifies one existed in existence significant increase inside this initial reading achievement of students after using the media. Thus, POUBASA is declared valid, feasible, and effective as an educational tool.
UPAYA MENINGKATKAN KEMAMPUAN MEMBACA NYARING MENGGUNAKAN MEDIA PUZZLE DALAM MODEL PEMBELAJARAN PROBLEM BASED LEARNING SISWA KELAS III SDN PULUHAN Denya Pradhesta Narakundi; Bahtiyar Heru Susanto
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 04 (2025): Volume 10 No. 04 Desember 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.v10i04.35236

Abstract

The purpose of this study is to determine how well grade III students at Puluhan State Elementary School can read aloud when employing puzzles in the Problem-Based Learning (PBL) model. This study is a Classroom Action Research (CAR). The subjects consisted of 23 grade III students, including 11 male and 12 female students. Data were collected through observation and oral tests. The data analysis technique used was quantitative. Quantitative techniques were employed to manage the quantitative data in the form of student test results and observations of the implementation of learning. The results of the pre-cycle study showed 48% mastery and 52% non-mastery among the students. In Cycle I, there was an increase, with 70% mastery and 30% non-mastery. In Cycle II, a significant improvement was observed, with 87% mastery and only 13% non-mastery. Therefore, using puzzle media in the PBL model can improve the reading aloud skills of third-grade students at SDN Puluhan.
PENERAPAN MEDIA ALAT PERAGA KONKRET ULAR TANGGA JARIMATIKA UNTUK MENINGKATKAN PEMAHAMAN HITUNG DASAR MATEMATIKA SISWA KELAS IV SDN BHAKTIKARYA Bayu Putra Winata; Bahtiyar Heru Susanto
Didaktik : Jurnal Ilmiah PGSD STKIP Subang Vol. 12 No. 01 (2026): Volume 12 No. 01, Maret 2026 Release
Publisher : STKIP Subang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36989/didaktik.v12i01.12088

Abstract

This study aims to improve students’ understanding of basic arithmetic operations in mathematics through the application of concrete teaching aids in the form of the Jarimatika Snake and Ladder game for fourth-grade students at SDN Bhaktikarya. The research method used was Classroom Action Research (CAR) conducted in two cycles, each consisting of planning, action, observation, and reflection stages. The subjects of this study were 21 fourth-grade students of SDN Bhaktikarya. Data were collected through observations of students’ understanding and learning evaluation tests. The data were analyzed using descriptive quantitative analysis by calculating the class average score, the percentage of learning mastery, and the percentage of students’ understanding in each cycle. The results showed that the implementation of the Jarimatika Snake and Ladder concrete teaching aid improved students’ understanding of basic arithmetic operations. The average score increased from 54 in the pre-cycle to 70.19 in Cycle I, and further increased to 83.67 in Cycle II. In Cycle II, 86% of students achieved scores ≥80, while 14% of students obtained scores between 75–79, indicating that all students had reached the minimum mastery criterion. In addition, the percentage of students’ understanding based on observation increased from 65.08% in Cycle I to 82.94% in Cycle II. These results indicate that the use of educational game-based learning media such as the Jarimatika Snake and Ladder is effective in improving elementary school students’ understanding of basic arithmetic operations in mathematics. Keywords: Learning Media, Jarimatika Snake and Ladder, Basic Arithmetic Understanding, Mathematics
PENERAPAN MEDIA PEMBELAJARAN KONKRET SMART BOX UNTUK MENINGKATKAN MINAT BELAJAR MATEMATIKA SISWA KELAS III SDN BHAKTIKARYA Yunita Lestari; Bahtiyar Heru Susanto
Didaktik : Jurnal Ilmiah PGSD STKIP Subang Vol. 12 No. 01 (2026): Volume 12 No. 01, Maret 2026 Release
Publisher : STKIP Subang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36989/didaktik.v12i01.12101

Abstract

This study aims to improve students’ understanding of basic arithmetic operations in mathematics through the application of concrete teaching aids in the form of the Jarimatika Snake and Ladder game for fourth-grade students at SDN Bhaktikarya. The research method used was Classroom Action Research (CAR) conducted in two cycles, each consisting of planning, action, observation, and reflection stages. The subjects of this study were 21 fourth-grade students of SDN Bhaktikarya. Data were collected through observations of students’ understanding and learning evaluation tests. The data were analyzed using descriptive quantitative analysis by calculating the class average score, the percentage of learning mastery, and the percentage of students’ understanding in each cycle. The results showed that the implementation of the Jarimatika Snake and Ladder concrete teaching aid improved students’ understanding of basic arithmetic operations. The average score increased from 54 in the pre-cycle to 70.19 in Cycle I, and further increased to 83.67 in Cycle II. In Cycle II, 86% of students achieved scores ≥80, while 14% of students obtained scores between 75–79, indicating that all students had reached the minimum mastery criterion. In addition, the percentage of students’ understanding based on observation increased from 65.08% in Cycle I to 82.94% in Cycle II. These results indicate that the use of educational game-based learning media such as the Jarimatika Snake and Ladder is effective in improving elementary school students’ understanding of basic arithmetic operations in mathematics. Keywords: Learning Media, Jarimatika Snake and Ladder, Basic Arithmetic Understanding, Mathematics
PENGARUH PEMBERIAN REWARD DAN ICE BREAKING TERHADAP MINAT BELAJAR MATEMATIKA SISWA KELAS III MIS AL-HADI II KECAMATAN KASIHAN Cahyasetiaji, Ardi; Bahtiyar Heru Susanto
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.v11i03.63172

Abstract

Interest in learning is the entry point of any meaningful instructional process, yet third-grade mathematics classrooms are frequently dominated by one-way lecturing that leaves pupils drowsy and disengaged. This study examines the effect of giving rewards and ice breaking on students' interest in learning mathematics at MIS AlHadi II, Kasihan District. A quantitative approach with a quasi-experimental design of the intact-group comparison type was applied. Through purposive sampling, 46 third graders were involved: class III-A (23 pupils) as the experimental group and class III-B (23 pupils) as the control group. Data were gathered through observation, interviews with the homeroom teachers, and a four-point Likert scale questionnaire of 26 valid items (Cronbach's Alpha 0.883). Analysis proceeded through instrument testing, prerequisite testing (normality, homogeneity, linearity), and hypothesis testing using simple and multiple linear regression with SPSS Statistics 23. The findings show that rewards significantly affect interest in learning mathematics (Sig. 0.000; R square 0.275 or 27.5%), ice breaking exerts a stronger effect (Sig. 0.000; R square 0.571 or 57.1%), and both variables jointly explain 58.6% of the variance in learning interest (Sig. 0.000; R square 0.586). The mean score of the experimental class rose from 85 to 88 across two meetings, while the control class moved from 78 to 80. The marginal contribution of rewards once ice breaking is present turns out to be small, suggesting that physical and emotional reengagement matters more than material appreciation for young learners.