Articles
Pengembangan Media Pebelajaran Powerpoint Interaktif pada Mata Pelajaran IPA: Indonesia
I Komang Edo Brelian Paradigma;
Muhammad Nurwahidin
JURNAL PENDIDIKAN MIPA Vol. 14 No. 4 (2024): JURNAL PENDIDIKAN MIPA
Publisher : Pusat Publikasi Ilmiah, STKIP Taman Siswa Bima
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DOI: 10.37630/jpm.v14i4.1999
Kurangnya keberagaman dalam pembelajaran dapat mengakibatkan siswa kehilangan minat untuk belajar. Oleh karena itu, pengembangan berbagai media pembelajaran, termasuk yang berbasis teknologi, sangat diperlukan. Penelitian ini bertujuan untuk menciptakan media pembelajaran IPA menggunakan PowerPoint interaktif. Jenis penelitian yang digunakan adalah penelitian dan pengembangan dengan model 4D (define, design, development, disseminate). Metode analisis data yang diterapkan adalah analisis deskriptif kuantitatif. Instrumen penelitian mencakup lembar validasi dan angket respons peserta didik. Subjek penelitian ini adalah 25 siswa kelas VII SMP Negeri 2 Bandar Surabaya. Data yang diperoleh adalah data kuantitatif. Hasil penelitian menunjukkan bahwa media yang dikembangkan valid, dengan persentase penilaian dari dua validator ahli mencapai 86,08%, dan hasil angket respon peserta didik yang menunjukkan kategori praktis sebesar 82,9%. Dengan demikian, media ini layak digunakan sebagai media pembelajaran di kelas untuk meningkatkan minat belajar siswa.
Pemanfaatan Media Pembelajaran Video Berbantuan Inshot di Bidang MIPA (A Systematic Literature Review): Indonesia
Nur Iman Putri Kertamuda;
Dwi Yulianti;
Muhammad Nurwahidin
JURNAL PENDIDIKAN MIPA Vol. 14 No. 4 (2024): JURNAL PENDIDIKAN MIPA
Publisher : Pusat Publikasi Ilmiah, STKIP Taman Siswa Bima
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DOI: 10.37630/jpm.v14i4.2125
Media pembelajaran adalah alat atau perantara yang mendukung pembelajaran berbasis teknologi antara pendidik dan pelajar. Salah satu contoh media tersebut yakni media audio visual, yang merupakan istilah lain untuk media yang dapat dilihat dan didengar sekaligus. Menonton video setelah atau sebelum membaca buku dapat membantu siswa memahami pelajaran. Tujuan pembuatan artikel adalah untuk memaparkan manfaat dari media video dalam pembelajaran dengan bantuan aplikasi edit Inshot di bidang MIPA. Hasilnya menggunakan deskriptif analisis dan menggunakan Sistematika Literature Review (SLR) untuk meninjau beberapa artikel dan jurnal dari penelitian sebelumnya. Data awal yang diperoleh ada 23 artikel mengenai media pembelajaran Inshot pada tahun 2021-2024. Setelah diakukan screening melalui proses penyaringan berdasarkan kriteria, yang mana terdapat 7 artikel yang digugurkan karena tidak berhubungan dengan pelajaran di bidang MIPA dan tidak memiliki basis data. Dari hasil screening, didapatkan 16 jurnal yang dilakukan analisis. Hasilnya menunjukkan bahwa media video yang digunakan oleh aplikasi Inshot membantu siswa belajar dan meningkatkan hasil belajar mereka. Oleh karena itu, pendidik yang mengampu pelajaran di bidang MIPA disarankan untuk menggunakan aplikasi Inshot dalam mengedit dan membuat media pembelajaran.
PENGARUH KECERDASAN EMOSIONAL DAN IKLIM BELAJAR TERHADAP MOTIVASI BELAJAR PESERTA DIDIK KELAS V DI SD NEGERI 06 TANJUNG AMAN
Fara Diba Kofa;
Muhammad Nurwahidin;
Miranda Abung;
Sowiyah
Didaktik : Jurnal Ilmiah PGSD STKIP Subang Vol. 12 No. 03 (2026): Volume 12 No. 3, September 2026 Released
Publisher : STKIP Subang
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DOI: 10.36989/didaktik.v12i03.17974
The problem addressed in this study was the low learning motivation of fifth-grade students at SD Negeri 06 Tanjung Aman. This study aimed to analyze the influence of emotional intelligence and the learning climate on students' learning motivation at the school. The study employed a quantitative approach using an ex post facto method. The data were collected by administering a Likert-scale questionnaire to all fifth-grade students as the respondents. The data was analyzed using multiple linear regression analysis. The results showed that, partially, emotional intelligence did not have a significant effect on learning motivation, whereas the learning climate had a significant effect on learning motivation. Simultaneously, emotional intelligence and the learning climate were found to have a significant effect on students' learning motivation, with the learning climate being the most dominant factor influencing learning motivation.
PENGARUH KEPEMIMPINAN KOLABORATIF KEPALA SEKOLAH DAN KOMPETENSI PEDAGOGIK TERHADAP KINERJA GURU SEKOLAH DASAR
Utami, Luluk;
Riswandi;
Perdana, Ryzal;
Nurwahidin, Muhammad
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
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DOI: 10.23969/jp.v11i02.44783
The research problem of this study is the low perfomance of teachers in East Mesuji Sub-district. This study aims to analyze and determine the significant corelation between the colaborative leadership of school principals and the pedagogical competence on the performance of elementary school teachers. This research employed an ex-post facto design. The sample consist of 179 participants, including school participals and the teachers, who also represented the population of this research. The data were collected using a questionnaire based on a Likert-scale, which had been tested for the reliability and validity.The data analysis technique used in this study was multiple linear regression, calculated using SPSS program. The results showed that colaborative leadership of the school principals had a significant and negative effect om the performance of elementary school teaches. This indicated that the higher the teachers perception of colaborative leadership, the lower their performance. Meanwhile, the pedagogical competence did not have a significant effect of teachers' perfomance However, simultaneously, the collaborative leadership of school principals and pedagogical competence had a significant effect on the performance of elementary school teachers.
PENGARUH MODEL COOPERATIVE LEARNING TIPE JIGSAW DAN TEAMS GAMES TOURNAMENT TERHADAP PENINGKATAN BERPIKIR KRITIS PENDIDIKAN PANCASILA KELAS IV SEKOLAH DASAR
Indriyani, Mae Lisa;
Khairani, Fadhilah;
Handoko;
Nurwahidin, Muhammad
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 02 (2026): Volume 11 No. 2, Juni 2026 Publish
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan
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DOI: 10.23969/jp.v11i02.44867
The problem in this research is the low critical thinking ability of fourth-grade students at SD Negeri 1 Metro Utara. The objective of this research is to describe and analyze the influence of the cooperative learning model types Jigsaw and Teams Games Tournament on the improvement of critical thinking among fourth-grade elementary school students, and to determine the difference in the improvement of critical thinking using the Jigsaw model and the Teams Games Tournament model. This research is quantitative in type, using a quasi-experimental method. The research design used is a non-equivalent control group. The sampling technique employed is non-probability sampling with purposive sampling. The population used in this research is all fourth-grade classes at SD Negeri 1 Metro Utara. The research samples are: IVA class as the experimental class, IVB class as the control class, and IVC class as the instrument testing class. The total sample for IVA and IVB classes is 58 students. The data collection technique uses test and non-test methods. The data analysis technique uses simple linear regression testing and independent sample T-test. The research results show a significant influence on the cooperative learning model type Jigsaw, with a calculated F-value of 243,498 > F-table of 4.19, while for the Teams Games Tournament model, the calculated F-value is 55,709 > F-table of 4.19. There is a significant difference between the models, as indicated by a calculated t-value of 0.010 < t-table of 0.05.
PENGARUH MODEL VALUE CLARIFICATION TECHNIQUE (VCT) BERBANTUAN WORDWALL DAN CANVA TERHADAP HASIL BELAJAR PENDIDIKAN PANCASILA PESERTA DIDIK KELAS IV SEKOLAH DASAR
Puteri, Annisa Nurul;
Herpratiwi;
Hariyanto;
Nurwahidin, Muhammad
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
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DOI: 10.23969/jp.v11i02.45004
The problem in this study is the low learning outcomes of Pancasila education of grade IV students of UPTD SD Negeri 1 Sumber Hadi. This study aims to determine (1) the effect of the application of the VCT learning model assisted by wordwall on the learning outcomes of Pancasila education of grade IV elementary school students (2) the effect of the application of the VCT learning model assisted by canva on the learning outcomes of Pancasila education of grade IV elementary school students (3) the difference in the effect of the application of the VCT learning model assisted by wordwall and canva on the learning outcomes of Pancasila education of grade IV elementary school students. The method used in this study is quantitative with a quasi-experimental design type, namely non-equivalent control group design. The population is 34 students, by determining the research sample using probability sampling techniques in the form of cluster random sampling. Data collection techniques in this study use tests and non-tests. Hypothesis testing uses paired sample t-test and independent sample t-test. The results of the study (1) there is an influence of the application of the VCT learning model assisted by wordwall on the learning outcomes of Pancasila education with a significance of 0.000 (2) there is an influence of the application of the VCT learning model assisted by canva on the learning outcomes of Pancasila education with a significance of 0.000 (3) there is a difference in the influence of the application of the VCT learning model assisted by wordwall and canva on the learning outcomes of Pancasila education with a significance of 0.045.
Manajemen Pembelajaran Anak Berkebutuhan Khusus Pada Sekolah Dasar Penyelenggara Inklusi
Nurdianti, Maya;
Sowiyah;
Nuraini, Siti;
Nurwahidin, Muhammad
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
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DOI: 10.23969/jp.v11i02.45121
The problem addressed in this study is that the learning management for students with special needs at SD Negeri 5 Metro Timur has not been optimal due to the absence of a Special Education Teacher, resulting in all learning processes being handled directly by classroom teachers. This study aims to describe the learning management for students with special needs in an inclusive elementary school, covering planning, organizing, implementation, and evaluation of learning. This research employed a qualitative method with a case study approach, using interviews, observations, and documentation techniques. The study was conducted at SD Negeri 5 Metro Timur, with the principal and teachers who handle students with special needs as the research subjects. The results indicate that learning planning is carried out through initial identification of the abilities and characteristics of students with special needs; learning organization is implemented by assigning classroom teachers as companions for these students; learning implementation is conducted flexibly through simplified instructional materials; and learning evaluation is carried out in a simple manner through daily observations, adapted assignments, and follow-up actions such as repetition of materials or additional tasks.
PENGARUH MODEL PROBLEM BASED LEARNING BERBANTUAN MEDIA AUDIO VISUAL TERHADAP HASIL BELAJAR IPAS PESERTA DIDIK KELAS IV SD.
Arisna, Putri;
Herpratiwi;
Dian Putra, Agung;
Nurwahidin, Muhammad
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
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DOI: 10.23969/jp.v11i02.49781
The problem in this study was the low learning outcomes in IPAS of fourth-grade students at SD Negeri 3 Perumnas Way Kandis. This study aimed to determine the effect of the implementation of the Problem Based Learning (PBL) model assisted by audio-visual media in the form of animated videos on IPAS learning outcomes, the effect of the implementation of the PBL model assisted by audio-visual media in the form of sound slides on IPAS learning outcomes, and the difference in effects between the implementation of the PBL model assisted by animated videos and sound slides on the IPAS learning outcomes of fourth grade elementary school students. This study employed a quantitative approach with a quasi-experimental design, namely a non-equivalent control group design. The population in this study consisted of all fourth-grade students, and the sampling technique used was non-probability sampling. Data were collected through learning outcome tests, while data analysis was conducted using paired sample t-tests and independent sample t-tests. The results showed that the implementation of the PBL model assisted by audio-visual media in the form of animated videos had an effect on IPAS learning outcomes. The implementation of the PBL model assisted by audio-visual media in the form of sound slides also had an effect on IPAS learning outcomes. In addition, there was a difference in the effects between the use of the PBL model assisted by animated videos and sound slides on students IPAS learning outcomes.
PENGARUH PENDEKATAN GAMIFICATION BERBASIS EDUCAPLAY TERHADAP HASIL BELAJAR IPAS PESERTA DIDIK KELAS V SEKOLAH DASAR
Melvinosa, Cheza;
Nurwahidin, Muhammad;
Herpratiwi;
Dian Putra, Agung
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 02 (2026): Volume 11 No. 2, Juni 2026 Publish
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan
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DOI: 10.23969/jp.v11i02.49783
The problem of this research is the low learning outcomes of fifth-grade students of SD Negeri 2 Reno Basuki in science. The research aims to, first, determine the effect of the educaplay-based gamification approach in science learning on student learning outcomes. Second, determine the effect of the quizizz-based gamification approach in science learning on student learning outcomes. Third, determine the difference in the improvement of science learning outcomes in the experimental class and the control class in students. The research method uses a quasi-experimental design with a nonequivalent control group design. The research population is all fifth-grade students totaling 47 students. The research sample was determined by cluster random sampling technique. Data collection techniques use tests and non-tests. Hypothesis testing uses paired sample t-tests and independent samples t-tests. The results of the study, first, there is an effect on the application of the educaplay-based gamification approach on science learning outcomes with a significance value of p = 0.000 or 0.000 < 0.05. Second, there is an influence on the application of the quizizz-based gamification approach on the results of learning science with a significance value of p = 0.000 or 0.000 < 0.05. Third, there is a difference in the increase in the results of learning science in the experimental class that uses the educaplay-based gamification approach with the control class that uses the quizizz-based gamification approach in grade V elementary school students with a significance value of p = 0.028 or 0.028 < 0.05.
Efektivitas Penggunaan Wordwall dalam Model Game Based Learning terhadap Minat Belajar IPAS Siswa Sekolah Dasar
Fahria Zahra, Aprita;
Muhisom;
Wahyudi, Apri;
Nurwahidin, Muhammad
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 03 (2026): Volume 11 Nomor 03, September 2026 Public
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan
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DOI: 10.23969/jp.v11i03.58030
This research is motivated by the low learning interest of fourth-grade students at SD Negeri 1 Labuhan Dalam. This study aims to determine the effect of using a game-based learning model based on a wordwall game on fourth-grade students' learning interest in science subjects at SD Negeri 1 Labuhan Dalam. The research method used is a quasi-experimental study with a nonequivalent control group design. The study population consisted of 89 students, and the sample was determined using a cluster random sampling technique. Data collection in this study involved observation, testing, and documentation. Data analysis prerequisite tests used normality and homogeneity tests. Hypothesis testing used simple linear regression. The results showed that the use of a game-based learning model based on a wordwall game had an effect on fourth-grade students' learning interest in science subjects at SD Negeri 1 Labuhan Dalam in the 2025/2026 academic year.