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Implementasi Smart Presence Berbasis QR Code sebagai Solusi Transformasi Administrasi Kehadiran Siswa di Sekolah Dasar Andika Gutama; Ferdiana Wella Anggraeni; Prihatin Sulistyowati; Nury Yuniasih; Dyah Triwahyuningtyas; ⁠Dwi Cahyo Pangestu
Jurnal Pengabdian Kepada Masyarakat Vol. 6 No. 2 (2026): Volume 6 Nomor 2 Tahun 2026
Publisher : Actual Insight

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56393/jpkm.v6i2.4149

Abstract

Pencatatan kehadiran siswa secara manual di Sekolah Dasar Negeri Pisangcandi 1 Kota Malang berpotensi menimbulkan ketidakefisienan dan keterlambatan rekapitulasi yang menghambat administrasi sekolah. Kegiatan pengabdian ini bertujuan meningkatkan efisiensi dan akurasi sistem kehadiran siswa melalui sosialisasi dan pelatihan absensi digital berbasis QR Code menggunakan aplikasi Smart Presence. Kegiatan dilaksanakan pada Juli 2024 selama dua hari dengan melibatkan tiga tenaga pendidik (dua guru dan satu kepala sekolah) serta 28 siswa kelas IV. Metode pelaksanaan mencakup sosialisasi, pelatihan teknis, implementasi terbatas, dan refleksi. Evaluasi dilakukan menggunakan lembar observasi terstruktur untuk mengukur waktu pencatatan kehadiran sebelum dan sesudah implementasi, serta diskusi reflektif untuk menggali respons pengguna. Hasil implementasi menunjukkan bahwa proses pemindaian QR Code berlangsung efisien dengan waktu deteksi 4–5 detik per siswa, sehingga keseluruhan 28 siswa dapat terabsensi dalam waktu kurang dari 3 menit pada rentang waktu 06.30–07.00. Perbandingan waktu pencatatan sebelum dan sesudah implementasi menunjukkan peningkatan efisiensi administrasi sebesar 80% dibandingkan metode manual. Meskipun terdapat kendala teknis awal berupa keterbatasan konektivitas, pendampingan lanjutan efektif membantu guru dan siswa beradaptasi.
ANALISIS NILAI GOTONG ROYONG PADA SISWA SEKOLAH DASAR MELALUI SENI RITUAL LARUNGAN Charina Dwi Yuliastuti; Cicilia Ika Rahayu Nita; Andika Gutama
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.v11i2.41104

Abstract

This study aims to analyze the implementation of the Larungan ritual art as a learning medium in instilling the value of mutual cooperation (gotong royong) among fifth-grade elementary school students. This research employed a qualitative descriptive method, with data collected through observation, interviews, and documentation, and analyzed using the Miles and Huberman model consisting of data collection, data reduction, data display, and conclusion drawing, while data validity was ensured through technique and source triangulation. The results show that the integration of the Larungan ritual art in learning activities under the theme of Cultural Diversity creates contextual and meaningful learning experiences. Students demonstrated positive changes, including increased enthusiasm, improved cooperation in group activities, and the development of social concern and solidarity as reflections of the value of mutual cooperation. Supporting factors include school support for the use of local culture as a learning resource, students’ enthusiasm, and a coastal cultural environment that continues to preserve the Larungan tradition, while the main obstacles are limited instructional time and teachers’ readiness to integrate cultural values into learning. Overall, the implementation of the Larungan ritual art contributes positively to character education, particularly in strengthening the value of mutual cooperation.
PENGEMBANGAN LKPD BERBASIS GERMAG PADA PEMBELAJARAN IPAS UNTUK MENINGKATKAN HASIL BELAJAR SISWA SEKOLAH DASAR Putri Pratama, Winda; Ika Rahayu Nita, Cicilia; Gutama, Andika
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.v11i2.45633

Abstract

Science learning at SDN Bandungrejosari 1 Malang still faces challenges in improving student engagement and meaningful understanding, especially on magnetic properties. This study aims to determine the feasibility, practicality, and effectiveness of developing GERMAG-based LKPD to improve students’ learning outcomes. This research used a Research and Development (R&D) method with the ADDIE model, consisting of analysis, design, development, implementation, and evaluation. The subjects involved teachers and fifth-grade students through limited and wider trials. Data were collected using validation sheets, questionnaires, and pre-test and post-test.The results showed that the LKPD obtained a material expert validation score of 94% (very feasible) and a language expert score of 60% (quite feasible). The practicality test showed 93% from teachers and 94% from students (very practical). The effectiveness was indicated by an increase in learning outcomes from a mean pre-test score of 45.00 to 93.39 in the post-test, with an N-Gain of 0.90 (very effective), supported by a paired sample t-test with a t-value of 19.10 and significance < 0.05. In conclusion, the GERMAG-based LKPD is feasible, practical, and effective for elementary science learning.
UPAYA MENINGKATKAN HASIL BELAJAR SISWA PADA MATERI MENGENAL PANCASILA MELALUI MEDIA MOPARIA (MONOPOLY PENDIDIKAN PANCASILA CERIA) PADA SISWA KELAS III SDN SUKUN 2 KOTA MALANG Astrini, Endah; Gutama, Andika; Hidayat, Ahmad
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 02 (2026): Volume 11 No. 02, Juni 2026 Produce
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v11i02.49130

Abstract

The decline in nationalism and moral degradation among the younger generation has underscored the urgency of Pancasila Education in elementary schools. However, conventional teacher-centered learning methods have founded in low student engagement and poor learning outcomes. Initial observations at class III SDN Sukun 2 Malang showed that learning was dominated by lecture-based methods with limited media use, leading to low student activity and comprehension. This research purposes to describe the implementation of MOPARIA (Monopoly Pendidikan Pancasila Ceria) media and to examine its effect on improving student learning outcomes on the topic of recognizing Pancasila. This study used a Classroom Action Research (CAR) design using the Kemmis and McTaggart spiral model, conducted in two cycles with 26 third-grade students as subjects. Data was gathered using multiple-choice evaluation tests and non-test instruments including observation sheets and documentation. Instruments were validated by the classroom teacher and supervising lecturer prior to use. Data were analyzed quantitatively and qualitatively. Results showed consistent improvement across cycles: the class average increased from 70.38 (Cycle I, Meeting 1) to 76.15 (Cycle I, Meeting 2) and 87.69 (Cycle II, Meeting 2), while classical learning completeness rose from 30.77% to 65.38% and finally 96.15%, exceeding the 85% success indicator. MOPARIA proved effective by aligning with students’ concrete operational developmental stage, applying game-based learning principles, and fostering collaborative learning through structured group play.
PENINGKATAN HASIL BELAJAR MATEMATIKA MATERI MENGUKUR PANJANG BENDA MENGGUNAKAN MEDIA DETEKTIF UKUR BERBASIS PROBLEM BASED LEARNING (PBL) PADA SISWA KELAS I SDN SUKUN 2 KOTA MALANG Saidatulloh, Hanny; Gutama, Andika; Rifki Hidayat, Ahmad
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 02 (2026): Volume 11 Nomor 02, Juni 2026 Public
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v11i02.49404

Abstract

This classroom action research aimed to improve students’ mathematics learning outcomes on the topic of measuring object length through the implementation of Detective Measurement Media integrated with the Problem Based Learning (PBL) model in first grade students of SDN Sukun 2 Malang. The study applied the Kemmis and McTaggart model consisting of four stages planning, action, observation, and reflection. The research was conducted in two cycles involving 28 first grade students, consisting of 16 boys and 12 girls. Data were collected through tests, observations, and documentation, while the data analysis employed quantitative and qualitative approaches.The findings revealed that the use of Detective Measurement Media based on PBL was able to improve students’ mathematics learning outcomes. In Cycle I, the class average score reached 72.10 with a classical learning mastery percentage of 71.43%. After improvements were made in Cycle II, the average score increased to 86.40 and the classical mastery percentage reached 92.86%. In addition, students became more active, enthusiastic, and cooperative during the learning process.Based on these findings, it can be concluded that the implementation of Detective Measurement Media integrated with the Problem Based Learning (PBL) model is effective in improving mathematics learning outcomes on measuring object length for first grade students of SDN Sukun 2 Malang.
UPAYA PENINGKATAN HASIL BELAJAR MATEMATIKA MATERI PENYAJIAN DATA MELALUI “DATAQUEST GAMES” KELAS 3 SDN SUKUN 2 KOTA MALANG Fitrah, Adinda; Andika Gutama; Ahmad Rifky Hidayat
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.v11i02.49689

Abstract

The study aims to improve mathematics learning outcomes in the material of data presentation in tables through Dataquest Games activities in the form of data adventure missions based on a cooperative learning model of the team quiz type. This study uses the Classroom Action Research (CAR) method which is implemented in two cycles, each cycle consisting of planning, implementation, observation, and reflection stages. The research subjects were 28 students in class III-A at SDN Sukun 2 Malang City. Data collection techniques were carried out through interviews, observation, documentation, and learning outcome tests and data were analyzed using quantitative and qualitative descriptive techniques. The implementation of learning with the concept of learning posts in groups. Each post contains different data presentation challenges, such as reading tables, grouping data, making simple diagrams and solving data presentation problems. The results of the study showed an increase in student learning outcomes in each cycle. In cycle I, the average student learning outcomes reached 82.1 with a completion percentage of 78% and was in the sufficient category. In cycle II, the average learning outcomes increased to 91.8 with a completion percentage of 93% and was in the very good category. Dataquest Games activities can increase student engagement, cooperation, self-confidence, and enthusiasm during the learning process. Therefore, this game can be used as an innovative learning alternative for data presentation in elementary schools.
UPAYA MENINGKATKATKAN HASIL BELAJAR MATA PELAJARAN BAHASA INDONESIA MATERI BIJAK MEMAKAI UANG MELALUI MODEL ROLE PLAYING PADA MURID KELAS II SD NEGERI SUKUN 2 KOTA MALANG Firdani Arifianda, Erizka; Andika Gutama; Ahmad Rifki Hidayat
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

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v11i02.50642

Abstract

This Classroom Action Research (CAR) aims to improve the learning outcomes of second-grade students of Sukun 2 Elementary School, Malang City, in the Indonesian Language subject "Wise Use of Money" through the application of the Role Playing learning model. The main problems in this study are the low focus on learning, the activities of male students who tend to be less conducive, and classical cognitive learning outcomes that have not met the Minimum Completion Criteria (KKM). The research approach used is descriptive quantitative to measure the improvement in student learning outcomes. The study was conducted in two cycles using the Kemmis & McTaggart model which includes the planning, implementation, observation, and reflection stages. The research subjects were 29 second-grade students of Sukun 2 Elementary School, Malang City, consisting of 12 male students and 17 female students. Data collection instruments were learning outcome tests (cognitive evaluation) and student activity observation sheets. The results of the study showed a significant increase in classical learning outcomes. In the pre-cycle conditions, students' classical completion was 34.48%. After the interventions in Cycle I, the classical completion rate increased to 62.07%, and at the end of Cycle II, it jumped dramatically to 89.65%, with a class average score of 79.31. Thus, the implementation of the Role-Playing learning model has been quantitatively proven to be effective in improving learning outcomes in financial literacy in elementary schools.
PENGEMBANGAN LAGU DAERAH SEBAGAI MEDIA PEMBELAJARAN PENDIDIKAN PANCASILA UNTUK MENUMBUHKAN MOTIVASI BELAJAR SISWA Ferdisa Remalya Putri; Cicilia Ika Rahayu Nita; Andika Gutama
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

Abstract

This study aimed to develop a regional song-based learning media using the song “Lir-Ilir” for Pancasila Education in Grade III students at SDN Semen 04, especially in Chapter 4 “Let’s Get to Know Pancasila”. The research applied the Research and Development (R&D) method using the ADDIE model, consisting of analysis, design, development, implementation, and evaluation stages. The developed product was validated by media experts, material experts, and language experts to determine its feasibility. Practicality was measured through teacher responses, while effectiveness was evaluated using student motivation questionnaires administered before (pre-test) and after (post-test) the implementation. The results showed that the media feasibility was categorized as very feasible, with validation scores from media experts at 95%, material experts at 87.5%, and language experts at 91.67%. The practicality test also indicated a very practical category with a teacher response score of 99.23%. Furthermore, student motivation increased significantly after using the media, as shown by improvements in indicators of interest, learning enthusiasm, concentration, activeness, and learning responses. Therefore, the “Lir-Ilir” regional song-based learning media is considered feasible, practical, and effective in improving students’ learning motivation in Pancasila Education.
PENGEMBANGAN MEDIA EDUKATIF PADA PEMBELAJARAN SENI MUSIK MELALUI LAGU “MANUK DADALI” UNTUK MENINGKATKAN NASIONALISME SISWA KELAS IV SD SUNAN GIRI Najwa May Maharani, Aqilah; Andika Gutama; Aqilah Najwa May Maharani
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.v11i2.57410

Abstract

Music learning in elementary schools is still predominantly conducted through conventionalsinging activities without the support of interactive and concrete learning media, resulting in students’limited understanding of the meaning of traditional songs and the values of nationalism contained in them. This study aims to develop and examine the feasibility, practicality, and effectiveness of aneducational puzzle media based on the song Manuk Dadali to enhance elementary school students’nationalism. This research employed theResearch and Development (R&D) method using the ADDIE model, which includes analysis, design, development, implementation, and evaluation stages. Theresearch subjects consisted of material experts, media experts, language experts, fourth-gradeteachers, and fourth-grade elementary school students. Data were collected through observation, interviews, questionnaires, pretest–posttest assessments, and documentation. Data analysis was conducted using descriptive quantitative and qualitative techniques and N-Gain analysis. The resultsindicate that the educational puzzle media based on the song Manuk Dadali is feasible according to expert validation results, practical based on teacher and student responses, and effective in improvingstudents’ nationalism. This effectiveness is demonstrated by an increase in the average score from38.97 in the pretest to 85.52 in the posttest, with an N-Gain value of 0.76 categorized as high. Therefore, the song "Manuk Dadali" can be used as an educational puzzle medium to teach music and foster a sense of nationalism among elementary school students.
PENGARUH MEDIA VIRTUAL REALITY TARI DOLANAN PADA MINAT BELAJAR EKSTRAKULIKULER TARI SISWA SEKOLAH DASAR Gutama, Andika; Marliana, Desi; Ika Rahayu Nita, Cicilia
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 03 (2026): Volume 11 Nomor 03, September 2026 Completed
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v11i03.60418

Abstract

Traditional dance instruction in elementary schools plays an essential role in preserving cultural heritage while supporting students’ character development. However, participation in dance extracurricular activities remains relatively low because learning resources are limited and instructional approaches are often less engaging. This study examined the effect of Virtual Reality (VR)-assisted dolanan dance learning media on elementary school students’ interest in joining dance extracurricular activities. A quantitative approach with a quasi-experimental posttest-only control group design was employed. The participants were 30 elementary school students from SDN Kebonsari 2 who joined dance extracurricular activities and were equally divided into an experimental group and a control group (15 students each). Data were collected using a 20-item Likert-scale questionnaire measuring learning interest across five dimensions: enjoyment, curiosity, attention, active participation, and motivation. Instrument testing confirmed that all items were valid, with a Cronbach’s Alpha of 0.933, indicating excellent reliability. Data were analyzed using an independent-samples t-test. The results showed that VR-assisted learning media significantly increased students’ interest in dance extracurricular participation (p < 0.05). The experimental group achieved a higher mean score (67.67) than the control group (55.07), demonstrating the positive impact of the intervention. These findings suggest that integrating VR into dolanan dance instruction provides a more engaging learning experience and effectively enhances elementary school students’ interest in participating in dance extracurricular activities while supporting efforts to preserve traditional culture.