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TANGGAPAN PENGGUNA TERHADAP KONTRIBUSI BAHAN AJAR IPAS V SD BEBASIS STREAM SEBAGAI CAPAIAN PROFIL PELAJAR PANCASILA P3 Fanani, Achmad; Kusmaharti, Dian; Fanny, Arif Mahya; Maulidha, Zahra; Ilmia, Fifi Hidayatul; Utari, Meinda Samudra
Jurnal Penelitian Pendidikan IPA Vol 11 No 2 (2025): February
Publisher : Postgraduate, University of Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/jppipa.v11i2.10128

Abstract

Pancasila Student Profile (P3) is designed to improve the quality of education in Indonesia. This study inserts the R (Religion) element in the STEAM approach into the STREAM approach in the teaching materials of IPAS V SD.  Said that this study aims to describe the responses of users (teachers and prospective teachers) to the contribution of STREAM-based IPAS V SD teaching materials as a support for P3 achievements. The research method used is descriptive quantitative, using user responses as data collection. The content and competencies of students in this teaching material are packaged and presented in the form of activities related to aspects of Science, Technology, Religion, Engineering, Art and Mathematics.  Which is integrated in learning. With the light of knowledge and wisdom of learning as well as a short comic of gratitude for Allah's blessings and greatness on each topic related to the content of the chapter as a form of strengthening the character education of students. The results of the study concluded that user responses to STREAM-based IPAS V SD teaching materials can contribute as a support for P3 achievement with a score of 82.97%, the predicate is very feasible.
EFEKTIVITAS MEDIA GAME ULAR TANGGA BERBASIS CANVA PADA MATERI PECAHAN TERHADAP HASIL BELAJAR MATEMATIKA SISWA SEKOLAH DASAR Nur Lia Slamet Hidayah; Dian Kusmaharti
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 01 (2026): Volume 11 No. 01, Maret 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.v11i01.43432

Abstract

This study aims to determine the effectiveness of using Canva-based snakes and ladders game media in improving the learning outcomes of fourth-grade elementary school students on the topic of fractions. This research was conducted because of low student learning outcomes, caused by a lack of diverse and interactive learning media. This situation makes students feel uninterested and struggle to understand concepts that feel difficult. Data collection techniques included observations, questionnaires, and tests. This study employs a descriptive approach with a one-group pretest-posttest experimental design, involving 28 participants. The digital snakes and ladders game serves as an engaging and interactive tool that helps enhance students' understanding. The results of the study indicate that the average learning outcome scores increased from the pre-test to the post-test. The data analysis process utilized the N-Gain test. Therefore, it can be concluded that using Canva-based snakes and ladders game media is highly effective, clear, and makes learning enjoyable, making it a viable alternative in learning media to improve students' mathematics learning outcomes.