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PENGEMBANGAN MEDIA SOFCAR (SOLAR SYSTEM FLASHCARD AUGMENTED REALITY) UNTUK MENINGKATKAN HASIL BELAJAR SISWA PADA MATERI SISTEM TATA SURYA KELAS VI SEKOLAH DASAR Tiana; Wendri Wiratsiwi
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 02 (2025): Volume 10, Nomor 02 Juni 2025 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.v10i02.31134

Abstract

Science learning at UPT SDN Tambakboyo 1 has not been optimally implemented. Students' science learning outcomes are still below the Kriteria Ketercapaian Tujuan Pembelajaran (KKTP). This study aims to develop augmented reality-based flashcard learning media called SOFCAR (Solar System Flashcard Augmented Reality) to improve student learning outcomes. Research data were collected from sixth-grade students at UPT SDN Tambakboyo 1, Tambakboyo District, Tuban Regency, East Java. The research method used was Research and Development (R&D), employing the ADDIE (Analyze, Design, Development, Implementation, Evaluation) development model. The results of the learning media development were found to be highly valid and capable of improving student learning outcomes. Validity testing showed a percentage of 85% from subject matter experts, 82.85% from media experts, and 85% from language experts. Practicality testing showed a percentage of 94% from teacher response questionnaires and 96% from student response questionnaires, indicating that the achieved percentages fall within the criteria for highly practical. The effectiveness test of the product through N-Gain analysis showed that 100% of the students achieved mastery on the post-test sheets from 27 students. Student learning outcomes showed significant improvement compared to the pre-test, where only 12 students achieved mastery of the KKTP. Therefore, the use of SOFCAR or augmented reality-based flashcards is effective for use in the learning process.
PENINGKATAN HASIL BELAJAR SISWA KELAS 3 PADA MATA PELAJARAN BAHASA INDONESIA MELALUI METODE BERMAIN PERAN nurul diana Kamelia; Wendri Wiratsiwi
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.v10i03.29007

Abstract

Bahasa Indonesia sering kali dianggap sebagai mata pelajaran yang menantang dan kurang menarik bagi siswa, terutama di tingkat Sekolah Dasar. Rendahnya minat siswa ini berdampak pada pencapaian hasil belajar yang kurang optimal. Oleh sebab itu, diperlukan pendekatan pembelajaran yang mampu menciptakan suasana yang menyenangkan dan mendorong partisipasi aktif siswa. Penelitian ini bertujuan untuk meningkatkan hasil belajar siswa kelas III SD Negeri Sumurgung 1 Tuban dalam mata pelajaran Bahasa Indonesia melalui penerapan metode bermain peran. Penelitian ini menggunakan pendekatan Penelitian Tindakan Kelas (PTK). Hasil penelitian menunjukkan bahwa metode bermain peran secara signifikan meningkatkan hasil belajar siswa. Pada siklus I, hanya 2 siswa atau 22,2% yang mencapai Kriteria Ketuntasan Minimal (KKM), sementara pada siklus II jumlahnya meningkat menjadi 7 siswa atau 77,8%. Selain itu, metode ini juga berhasil menciptakan lingkungan belajar yang lebih interaktif dan menyenangkan, sehingga siswa menjadi lebih fokus, aktif, serta termotivasi dalam mengikuti pelajaran. Dengan demikian, bermain peran dapat menjadi metode yang efektif untuk meningkatkan mutu pembelajaran Bahasa Indonesia di jenjang Sekolah Dasar.
Implementation of Sports Habits through Healthy Gymnastics to Create Great Indonesian Children at UPT SDN Sidorejo 1 Badri Atul Fikriyah; Lilis Sintiya Ningsih; Sayid Husen Des San Wardani; Wendri Wiratsiwi
International Journal of Studies in International Education Vol. 2 No. 1 (2025): International Journal of Studies in International Education
Publisher : Asosiasi Riset Ilmu Pendidikan Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62951/ijsie.v2i1.135

Abstract

This article is created as an effort to publish information about the habits implemented by students to form a great Indonesian generation in sports through healthy gymnastics on Tuesday, Wednesday, Thursday, Friday, and Saturday. Additionally, this article discusses the importance of cultivating sports habits from elementary school age to create a healthy and active lifestyle. The method used in this research is a qualitative approach with data collection techniques using library research, where the authors collect various references through journals, articles, and other sources. Gymnastics itself is a type of sport performed en masse, ranging from elementary to high school levels and the general public. In the past, gymnastics was highly cultural, proven by the lack of differences across almost all societal groups - gymnastics was done both in groups and collectively, with young and old, males and females exercising together. This program was also implemented at UPT SDN Sidorejo 1 every day before class, and its results are evident in the emergence of student self-confidence, creative attitudes, and a healthy lifestyle.
PENGEMBANGAN MEDIA PEMBELAJARAN AUGMENTED REALITY SIPINTARCERMAT PADA MATERI SISTEM PENCERNAAN MANUSIA UNTUK MENINGKATKAN HASIL BELAJAR SISWA KELAS V UPT SDN DOROMUKTI Achmad Firmansyah Putra; Wendri Wiratsiwi
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 9 No. 03 (2024): Volume 09, Nomor 03, September 2024 In Progres
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v9i03.18817

Abstract

Penelitian ini bertujuan untuk mengembangkan media pembelajaran augmented reality berbasis aplikasi android yang disebut SIPINTARCERMAT, dengan tujuan meningkatkan hasil belajar peserta didik. Data penelitian diperoleh dari kelas V UPT SDN Doromukti, Kecamatan Tuban, Kabupaten Tuban, Jawa Timur. Metode penelitian yang digunakan adalah Research and Development (R&D), dengan model pengembangan ADDIE (Analyze, Design, Development, Implementation, Evaluation). Hasil pengembangan aplikasi ini dinyatakan sangat layak dan mampu meningkatkan hasil belajar siswa. Uji kevalidan menunjukkan persentase 98,33% dari ahli media, 81,66% dari ahli materi, dan 91,42% dari ahli bahasa. Hasil angket respon guru dan siswa menunjukkan persentase 100% dengan kriteria sangat praktis. Uji keefektifan produk melalui analisis N-Gain menunjukkan persentase skor siswa dengan kategori tinggi sebesar 30,8%, kategori sedang sebesar 65,4%, dan kategori rendah sebesar 3,8%. Rata-rata N-Gain adalah 63,7645 yang termasuk dalam kriteria efektif. Dengan demikian, aplikasi media pembelajaran SIPINTARCERMAT dapat dianggap sebagai solusi efektif untuk meningkatkan hasil belajar siswa melalui penerapan teknologi inovatif.
IMPLEMENTASI PENDEKATAN BERBASIS MASALAH (Problem Base Learning) UNTUK MENINGKATKAN HASIL BELAJR BAHASA INDONESIA SISWA KELAS II UPT SD NEGERI SUMURGUNG I TUBAN Delita Sri Arianti Putri Hendika; Wendri Wiratsiwi
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 3 (2025): Volume 10 No3 September, 2025
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v10i3.29059

Abstract

The purpose of this research is to help improve the achievement of Indonesian language learning outcomes of grade II UPT SD Negeri Sumurgung I students using a problem-based learning approach. Indonesian language is one of the subjects that students are required to learn. Although this subject is compulsory, the learning outcomes of some students have not yet reached the KKTP. The PTK method or classroom action research is the method used in this research and is carried out in 2 cycles. The stages of the PTK method for each cycle are planning, acting, observing and reflecting. Data collection tools in this research with observation sheets, interview guidelines and test sheets. In the pre-action, students who achieved classical completeness were 44.4% of 9 students in class II. There was an increase after the action in cycle I, namely 66.7% classical completeness, then in cycle II there was an increase again to 88.9%. The conclusion of this research can be stated that the implementation of a problem-based approach can help improve the achievement of Indonesian language learning outcomes of grade II UPT SD Negeri Sumurgung I students on the topic of active and passive verbs.
UPAYA MENINGKATAN HASIL BELAJAR MELALUI MODEL PEMBELAJARAN TEAM GAME TOURNAMENT (TGT) PADA PENDIDIKAN PANCASILA SISWA KELAS IV SDN SUMURGUNG 1 TUBAN Icha Arofatin Kusnia; Wendri Wiratsiwi
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 3 (2025): Volume 10 No3 September, 2025
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v10i3.29069

Abstract

This study began with the low achievement of student learning outcomes, which was caused by the lack of innovative learning models implemented by teachers and the dominance of teacher-centered learning approaches. This situation leads to reduced student engagement during the learning process.This study aims to improve student learning achievement in the Pancasila Education subject by implementing the Team Games Tournament (TGT) learning model for fourth grade students at SDN Sumurgung 1 Tuban in the 2024/2025 academic year. The research employs the Classroom Action Research (CAR) approach. In the implementation of cycle I, the average student score was 71.4, with a learning completion rate of 42.8%. After improvements were made in cycle II, the average student score increased to 98.5, and the classical learning completion rate reached 98.5%. Based on the results of data analysis, it can be concluded that the application of the Team Games Tournament (TGT) learning model is effective in improving student learning outcomes in the Pancasila Education subject in fourth grade at SDN Sumurgung 1 Tuban.
UPAYA MENINGKATKAN HASIL BELAJAR PADA MATA PELAJARAN BAHASA INDONESIA MATERI WAWANCARA MELALUI MODEL PROBLEM BASED LEARNING KELAS V UPT SDN SUMURGUNG 1 TUBAN Mamluatul Fashihah; Wendri Wiratsiwi
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 3 (2025): Volume 10 No3 September, 2025
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v10i3.29213

Abstract

This study is intended to improve students' academic achievement in learning Indonesian interview material by applying a problem-based learning model or Problem Based Learning (PBL) in grade V students of SDN Sumurgung 1 Tuban. The research method used is Class Action Research (PTK) which is carried out in 2 cycles. Each cycle includes 1) planning, 2) implementation, 3) observation, and 4) reflection. The subject of the study was 18 students of class VT UPT SDN SDN Sumurgung 1 Tuban. Data collection was carried out through learning outcome tests and observations. Observation data shows that most students face obstacles when studying the field of Indonesian study, especially in interview materials that can have an impact on their learning outcomes. The results of the study show that the implementation of the problem-based learning model can improve students' learning outcomes and show positive responses to learning by using the problem-based learning method. This can be observed from the percentage of students in the first and second stages. The percentage of students in the first phase was 55.5% while the percentage of students in the second stage increased to 94.4%. This shows that the implementation of the problem-based learning model can improve learning outcomes and can be applied as one of the other options for learning methods in elementary schools.
PENERAPAN MODEL PROBLEM BASED LEARNING UNTUK MENINGKATKAN HASIL BELAJAR MATEMATIKA MATERI BANGUN DATAR KELAS II UPT SD NEGERI DOROMUKTI Ayunda Dewi Puspita; Wendri Wiratsiwi
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 3 (2025): Volume 10 No3 September, 2025
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v10i3.29221

Abstract

The purpose of this research is to determine the implementation of the Problem-Based Learning model to improve math learning outcomes on the topic of flat shapes for second-grade students at UPT SD Negeri Doromukti. The applied approach is Classroom Action Research (CAR) using the Kemmis and McTaggart model implemented in 2 cycles. Each cycle involves four main stages: planning, action, observation, and reflection. The research targets include second-grade students at UPT SD Negeri Doromukti, and the information collection process is carried out using observation and test techniques. Based on preliminary observations, it is known that the teacher still predominantly uses the lecture method. The data obtained show that the implementation of the Problem-Based Learning model can improve learning outcomes. This is evidenced in cycle 1, where 8 students reached the Minimum Passing Criteria (KKTP) with an average score of 70, followed by cycle 2, where there was an increase with 10 students meeting the KKTP with an average score of 80, thus it can be concluded that the desired target has been achieved, which is a minimum average score of 75.
UPAYA MENINGKATKAN HASIL BELAJAR PENDIDIKAN PANCASILA PADA MATERI GOTONG ROYONG MENGGUNAKAN MODEL PBL SISWA KELAS IV UPT SD NEGERI DOROMUKTI TUBAN Jihan, Alfin; Wendri Wiratsiwi
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 3 (2025): Volume 10 No3 September, 2025
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v10i3.29483

Abstract

 This study aims to improve student learning outcomes in Pancasila education subjects, especially in the material of mutual cooperation, by using the problem based learning (PBL) model. The research method used is classroom action research (PTK) with a quantitative and qualitative approach. The subjects of this study were students in one of the elementary/middle schools UPT SD Negeri Doromukti Tuban who had difficulty in understanding the concept of mutual cooperation in depth. In this learning process, two cycles were carried out, namely cycle 1 and cycle 2. Each cycle includes 4 stages, namely planning, implementation, observation, and reflection. The subjects of this study were teachers and 11 students of class IV UPT SD Negeri Doromukti Tuban. Data collection techniques used written tests. The results of the increase showed an increase from cycle 1 to cycle 2. In cycle 1, the results of the study were obtained from 5 students 45.5% were said to be incomplete while 6 students 54.5% were said to be complete were the average learning outcomes of class IV students. The results of this study indicate an increase in learning outcomes in students and efforts to improve the quality and quality of Indonesian education. connecting lesson materials with daily social interactions can improve understanding of the material more optimally in students.
PENGEMBANGAN MEDIA PEMBELAJARAN SMARTBOX UNTUK MENINGKATKAN RESILIENCE BELAJAR MATEMATIKS PESERTA DIDIK PADA MATERI PENJUMLAHAN DAN PENGURANGAN KELAS 1 SDN SENDANGHARJO 3 Siti Oktavia Etik Candrawati; Wendri Wiratsiwi
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 3 (2025): Volume 10 No3 September, 2025
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v10i3.29514

Abstract

This study aims to develop innovative game-based learning media called smartbox, to improve the resilience of learning mathematics in grade 1 elementary school students on addition and subtraction materials. Using a research approach and the ADDIE model (Analysis, Design, Development, Implementation, Evaluation), the product is tested for validity, practicality, and effectiveness. The results show that the smart box media is valid in terms of content and design, practical in use in the classroom, and effective in improving resilience indicators such as self-confidence, perseverance, and the ability to face difficulties in learning mathematics.