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PENINGKATAN HASIL BELAJAR SISWA KELAS V MELALUI PENDEKATAN PROJECT BASED LEARNING PADA PEMBELAJARAN MAKRAME DI UPT SD NEGERI SUMURGUNG 1 TUBAN Anggraeni, Dhea Wilud; 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.v10i3.29841

Abstract

The objective of this study is to enhance students' learning outcomes in the area of culture, arts lessons, particularly on the topic of macramé. One of the main causes of low achievement is the teacher-centered approach in teaching strategies, which limits students’ active participation. To address this issue, This Classroom Action Research (CAR) was undertaken with the aim of enhancing students' learning outcomes by implementing the Project Based Learning (PjBL) model. The research was executed in two cycles, each consisting of the phases of planning, implementation, observation, and reflection, with one meeting held in each cycle. Before the implementation of this method, students’ learning achievements were considered low following the completion of the first cycle, the average score attained was 72.22, accompanied by a classical completeness rate of 66.6%. Following evaluation and improvements in the second cycle, the results increased to an average score of 84.44 with a classical completeness rate of 88.8%. These results indicate that the PBL model has the potential to positively impact learning outcomes, enabling students to participate actively, creatively, and directly in the macramé project, ultimately leading to optimal improvement in their learning achievement.
PENINGKATAN HASIL BELAJAR MATEMATIKA MATERI PENGURANGAN PADA SISWA KELAS 1 MELALUI MEDIA VISUAL JARIMATIKA DI UPT SD NEGERI SUMURGUNG 1 TUBAN Arisa Nurfaidah; 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.v10i3.32989

Abstract

This research was conducted because the use of learning media by teachers has not been varied enough in teaching and learning activities. This scientific study aims to optimise mathematics learning achievement on subtraction material for grade 1 students at UPT SD Negeri Sumurgung 1 Tuban through the use of visual jarimatika media. The scope of this study covers the improvement of understanding of the concept of subtraction and the effectiveness of jarimatika media in helping students solve subtraction problems more easily and quickly. The subjects studied were students of grade 1 UPT SD Negeri Sumurgung 1 Tuban with a total of 12 people. The method applied in the research was classroom action research (PTK) using a cyclical model consisting of planning, implementation, observation, and reflection. Data was obtained through learning outcome tests. The research shows that the use of visual media jarimatika in subtraction material in grade 1 can significantly optimise student learning achievement. This can be observed based on the achievement of student completeness in the first cycle and the second cycle. The average student score in the first cycle was 65, then the average student score in the second cycle reached 77.5. Based on this, the use of jarimatika visual media in grade 1 subtraction material can be used as a solution to improve student learning performance.
PENGEMBANGAN MEDIA ULAR TANGGA NUMERASI (ULTRASI) BERBASIS CANVA UNTUK MENINGKATKAN HASIL BELAJAR DI UPT SD NEGERI DOROMUKTI Anandifa, Fetty Nabila; 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.v10i3.33059

Abstract

The main objective of this study is to develop a canva-based snake and ladder numeracy learning media (ultrasi) to improve the learning outcomes of elementary school students, especially in mathematics. This study applies the research and development method (R&D) through the ADDIE development model. The target is class V of UPT SD Negeri Doromukti. Initial data was obtained through pre-test results which showed that only 38.88% or 7 students scored above the Minimum Completion Criteria (KKTP), while 61.11% of other students were still below the KKTP. The canva-based snake and ladder numeracy media (ultrasi) developed by the researcher was validated by 3 validators, with validation results, namely: media experts 92%, material experts 94%, and language experts 98%. Meanwhile, the effectiveness test of the canva-based snake and ladder numeracy media (ultrasi) was measured using the N-Gain formula and experienced an increase of 60% which is included in the fairly effective category. In addition, the results of the practicality test through a questionnaire showed that the canva-based snake and ladder numeracy (ultrasi) media is very feasible to be implemented in the learning process, with the results of the teacher response percentage value of 95.5% and the student response of 96.6%. Based on the results of the percentage, the canva-based snake and ladder numeracy (ultrasi) media can be declared feasible, effective, and practical to be used as an alternative learning media in improving the learning outcomes of Elementary School (SD) students.
Analisis Kebutuhan Media Pembelajaran Berbasis Augmented Reality Materi Indonesiaku Kaya Budaya Di Kelas IV Sekolah Dasar Rizky Oktavian; Wendri Wiratsiwi
IJPSE Indonesian Journal of Primary Science Education Vol 6 No 2 (2026): IJPSE
Publisher : Prodi Pendidikan Guru Sekolah Dasar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33752/ijpse.v6i2.11675

Abstract

The use of learning media is still very limited in the practice of implementing learning. Teachers only focus on lectures and assignments. There is no interactive media used in the learning process. This study uses a qualitative research approach with a qualitative descriptive research type. The subjects of this study were 1 fourth grade teacher and 28 students. The data collection methods used were observation, interviews and documentation. The results of observations were carried out by researchers to obtain direct data regarding field conditions in grade IV Elementary School, Learning still uses conventional methods. The learning process is still filled with lectures from a teacher, and assignments are only sourced from 2D printed books. The results of interviews with fourth grade homeroom teachers show that the learning process on the material Indonesia is Rich in Culture still encounters several obstacles, especially in terms of delivering abstract material. The results of the analysis of learning media needs in grade IV Elementary School require learning media that are concrete, visual and interactive. Because it is in accordance with the characteristics of elementary school students who are still in the concrete operational stage. They find it easier to understand material through direct visualization. Augmented reality is a relevant solution because it can present learning objects in interactive and engaging three-dimensional visuals. Therefore, this augmented reality-based learning medium can increase student interest and learning outcomes, engagement, and understanding of the material.
Analisis Kebutuhan Media Pembelajaran E-LKPD pada Materi Indonesiaku Kaya Budaya Kelas IV Sekolah Dasar Livianto, Jenny; Sri Cacik; Wendri Wiratsiwi
Walada: Journal of Primary Education Vol. 5 No. 1 (2026): Walada: Journal of Primary Education
Publisher : cendekia citra gemilang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61798/wjpe.v5i1.486

Abstract

Penelitian ini bertujuan menganalisis kebutuhan media pembelajaran Elektronik Lembar Kerja Peserta Didik (E-LKPD) pada materi Indonesiaku Kaya Budaya di kelas IV sekolah dasar. Proses pembelajaran pada materi keberagaman budaya Indonesia di sekolah dasar masih didominasi penggunaan media konvensional yang bersifat statis, sehingga kurang mampu membangkitkan keaktifan dan motivasi belajar peserta didik. Penelitian menggunakan pendekatan deskriptif kualitatif. Subjek penelitian adalah satu orang guru kelas IV dan 16 peserta didik, dengan teknik pengumpulan data berupa wawancara semi-terstruktur dan observasi partisipatif. Temuan menunjukkan bahwa media pembelajaran yang tersedia masih terbatas pada buku teks dan LKPD cetak, peserta didik cenderung pasif dalam pembelajaran, serta E-LKPD khusus materi Indonesiaku Kaya Budaya belum tersedia di sekolah tersebut. Temuan analisis ini menjadi pijakan empiris dalam merancang E-LKPD yang adaptif dan berbasis teknologi, serta memberikan sumbangsih terhadap pengembangan ilmu teknologi pendidikan, terutama dalam konteks perancangan media digital yang disesuaikan dengan tahap perkembangan siswa kelas IV. Di sisi yang lebih luas, kajian ini turut memperluas wawasan tentang pemanfaatan teknologi pada pembelajaran bermuatan kearifan lokal, sekaligus membuka ruang bagi studi lanjutan terkait dampak E-LKPD terhadap capaian belajar dan kemampuan berpikir kreatif peserta didik.
EFEKTIVITAS MEDIA PEMBELAJARAN BERBASIS MASALAH KONTEKSTUAL BERBANTUAN IFP TERHADAP CAPAIAN BELAJAR SISWA PADA MATERI BANGUN RUANG Uzziah, Wanda Nur; Sri Cacik; Wendri Wiratsiwi
Walada: Journal of Primary Education Vol. 5 No. 1 (2026): Walada: Journal of Primary Education
Publisher : cendekia citra gemilang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61798/wjpe.v5i1.534

Abstract

Kesenjangan antara capaian belajar murid pada materi bangun ruang. dengan target kompetensi memicu urgensi pengintegrasian media pembelajaran interaktif berbasis masalah kontekstual. Penelitian bertujuan mengevaluasi dampak penggunaan perangkat pembelajaran berbasis masalah kontekstual yang diintegrasikan dengan IFP terhadap akademik siswa kelas VI di SDN Pulogede 2. Penelitian menggunakan pendekatan kuantitatif dengan desain eksperimen one group pretest–posttest yang melibatkan 13 murid sebagai subjek penelitian, dengan teknik pengumpulan data berupa tes hasil belajar, observasi sistematis, dan dokumentasi, dengan instrumen disusun berdasarkan indikator capaian pembelajaran. Analisis data dilakukan dengan menggunakan statistik deskriptif serta Uji Wilcoxon Signed Rank untuk mengetahui perbedaan sebelum dan sesudah perlakuan, dan hasil penelitian menunjukkan adanya peningkatan rerata nilai serta perbedaan signifikan antara pretest dan posttest. Demikian, penggunaan media pembelajaran berbasis masalah kontekstual berbantuan IFP terbukti efektif dalam meningkatkan hasil belajar siswa.