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MENINGKATKAN KEMAMPUAN MENULIS PERMULAAN MENGGUNAKAN MEDIA KARTU HURUF DI KELAS I SDI TUMBUH KEC. BUNGAYA Yuliana A; Abd. Rahman Rahim; Ummu Khaltsum
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.v10i03.33089

Abstract

Meningkatkan Kemampuan Menulis Permulaan Menggunakan Media Kartu Huruf Di Kelas I SDITumnuh Kec. Bungaya. Skripsi. Pendidikan Guru Sekolah Dasar Fakultas Keguruan dan IlmuPendidikan Universitas Muhammadiyah Makassar. Pembimbing I Abd. Rahman Rahim danpembimbing II Ummu Khaltsum.Masalah utama dalam penelitian ini adalah bagaimana perbandinganhasil belajar menulis permulaan huruf kapital siswa kelas I SDI Tumbuh Kec. Bungaya mwnggunakanmedia kartu huruf. Tujuan dari penelitian ini adalah untuk meningkatkan kemampuan menulispermulaan menggunakan media kartu huruf siswa kelas I SDI Tumbuh Kec. Bungaya.Jenis penelitianini adalah penelitian tindakan kelas (class room action research). Subjek penelitian ini adalah siswakelas I SDI Tumbuh Kec. Bungaya. Hasil penelitian menunjukkan bahwa dengan menggunakan mediakartu huruf hasil belajar siswa dalam menulis permulaan dapat meningkat. Perolehan nilai rata-ratasiswa meningkat dari 69,58 dengan kategori sedang menjadi 79,58 dengan kategori tinggi. Pada tespasca tindakan siklus I terdapat 9 siswa (45%) dalam kategori tuntas, begitu juga dengan siswa yangmemperoleh kategori tidak tuntas juga terdapat 11 siswa (55%). Sedangkan pada tes pasca tindakansiklus II terdapat 17 siswa (85%) dalam kategori tuntas, begitu juga dengan siswa yang memperolehkategori tidak tuntas juga terdapat 3 siswa (15%).
PENGARUH PENGGUNAAN MEDIA AUDIO VISUAL TERHADAP HASIL BELAJAR SISWA PADA MATERI MENGIDENTIFIKASI UNSUR-UNSUR CERITA ANAK KELAS V SDN 22/12 SALEBBO KABUPATEN PANGKEP Darlindah Lestari; Andi Adam; Ummu Khaltsum
Bestari: Jurnal Pengabdian Kepada Masyarakat Vol 5 No 2 (2025)
Publisher : Sekolah Tinggi Keguruan dan Ilmu Pendidikan (STKIP) Melawi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.46368/dpkm.v5i2.4803

Abstract

Darlindah Lestari, 2025. The Effect of Using Audio Visual Media on Student Learning Outcomes in Identifying Elements of Children's Stories for Grade V of Sdn 22/12 Salebbo, Pangkep Regency. Thesis. Department of Elementary School Teacher Education. Faculty of Teacher Training and Education, Muhammadiyah University of Makassar, supervised by Andi Adam and Ummu Khaltsum. The main problem of this research is whether audio-visual media has an effect on students' learning outcomes in the material of identifying elements of children's stories in grade V of SDN 22/12 Salebbo, Pangkep Regency. This research aims to determine the effect of the use of audio-visual media on students' learning outcomes in the material of identifying elements of children's stories in grade V of SDN 22/12 Salebbo, Pangkep Regency. This research is a quantitative one. It uses a quasi-experimental design. In this experiment, there are two groups: the experimental group, given audiovisual treatment, and the control group, given no treatment. The subjects were 19 fifth-grade students at SDN 22/12 Salebbo, Pangkep Regency. The results of the study showed that based on the pretest of the experimental and control class learning outcomes, the average pretest value of the experimental group was 58.75 and the average pretest value in the control group was 43.18. After being given treatment to the control class and the experimental class, then given a posttest of the learning outcomes in the experimental class and the control class, the data obtained were the average value of the experimental class of 81.87 and the average value of the control class of 50.09. The average value of the experimental class was greater than the average value of the control class with a difference of 31.78. This proves that the use of audio-visual media has an effect on student learning outcomes in the material of identifying elements of children's stories in class V SDN 22/12 Salebbo, Pangkep Regency. Keywords: Quasi Experiment, Audio Visual Media and Listening Skills
Pelatihan Bahasa Isyarat sebagai Strategi Penguatan Pendidikan Ramah Disabilitas bagi Mahasiswa PGSD Ummu Khaltsum; Eny Satriana; Muh Niamur Ridho; Nur Fitrah Julianti Patta
BERBAKTI: Jurnal Pengabdian Kepada Masyarakat Vol. 2 No. 02 (2025): ISSUE DESEMBER
Publisher : PT. Mifandi Mandiri Digital

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Abstract

Pendidikan ramah disabilitas menuntut calon guru memiliki kompetensi komunikasi inklusif, salah satunya melalui penguasaan bahasa isyarat. Mahasiswa Program Studi Pendidikan Guru Sekolah Dasar (PGSD) sebagai calon pendidik perlu dibekali kemampuan tersebut agar mampu memberikan layanan pendidikan yang setara bagi peserta didik penyandang disabilitas, khususnya tunarungu. Kegiatan pengabdian kepada masyarakat ini bertujuan untuk memperkuat pemahaman dan keterampilan mahasiswa PGSD Universitas Muhammadiyah Makassar dalam menggunakan bahasa isyarat sebagai upaya mewujudkan pendidikan ramah disabilitas. Metode pelaksanaan kegiatan meliputi tahap persiapan, pelaksanaan, dan evaluasi. Pada tahap pelaksanaan, kegiatan dilakukan melalui metode ceramah, demonstrasi, dan tanya jawab yang disertai dengan pemaparan materi menggunakan media presentasi serta praktik dasar bahasa isyarat. Hasil kegiatan menunjukkan adanya peningkatan pengetahuan, kesadaran, dan keterampilan dasar mahasiswa PGSD dalam memahami dan menggunakan bahasa isyarat sebagai sarana komunikasi inklusif. Selain itu, peserta menunjukkan antusiasme dan respons positif terhadap pelatihan yang diberikan. Dengan demikian, pelatihan bahasa isyarat dapat menjadi strategi efektif dalam mendukung penguatan pendidikan ramah disabilitas bagi mahasiswa PGSD sebagai calon pendidik di sekolah dasar.
PENERAPAN MEDIA PEMBELAJARAN GAMIFIKASI GAME WORDWALL UNTUK MENINGKATKAN KETERAMPILAN MEMBACA SISWA KELAS IV UPT SPF SDN MANNURUKI KECAMATAN TAMALATE KOTA MAKASSAR Sarif Hidayatullah S; Aliem Bahri; Ummu Khaltsum
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 01 (2026): Volume 11 No. 01 Maret 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.v11i01.43439

Abstract

This study was motivated by the low reading skills of fourth-grade students at the SPF Unit of Mannuruki Elementary School Tamalate District Makassar City, as indicated by student learning outcomes that had not yet reached the minimum mastery criteria. One factor contributing to this problem was the limited use of interactive and engaging learning media, which affected students’ learning motivation. This study aimed to improve students’ reading skills through the implementation of gamification-based learning media using the Wordwall game in Indonesian language learning.This research employed Classroom Action Research conducted in two cycles, each consisting of planning, implementation, observation, and reflection. The research subjects were 28 fourth-grade students at the SPF Unit of Mannuruki Elementary School. Data were collected through observation, tests, and documentation. Data analysis was carried out using descriptive quantitative and qualitative methods.The results showed that the use of Wordwall media improved students’ reading skills. In Cycle I, the average student score reached 69 with a mastery percentage of 57%. In Cycle II, the average score increased to 86 with a mastery percentage of 89%. Therefore, the gamification-based Wordwall learning media is effective in improving the reading skills of fourth-grade elementary school students.
PENGARUH PENGGUNAAN MEDIA PEMBELAJARAN GAME EDUKASI TERHADAP HASIL BELAJAR SISWA KELAS IV PADA MATA PELAJARAN BAHASA INDONESIA UPT SD NEGERI 107 INPRES KUNJUNG KABUPATEN TAKALAR Reski Aulia; Andi Syukri Syamsuri; Ummu Khaltsum
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.v11i02.45869

Abstract

The main problem of this research is that the learning process is still dominated by the use of conventional methods that are centered on the teacher (teacher-centered). Teachers more often use lecture methods and giving assignments, so that interaction in learning is less than optimal. This condition causes student engagement in learning to remain low. Only a small number of students are active in answering questions or providing responses, while most students tend to be passive and less participating during the learning process. This study aims to determine the Effect of Using Educational Game Learning Media on Improving Fourth Grade Student Learning Outcomes in Indonesian Language Subjects at UPT SD Negeri 107 Inpres Kunjung, Takalar Regency. The type of research used in this study is Quantitative, namely a type of research that only involves one experimental class without a comparison group. The design of this study is One Group Pretest-Posttest Design. The pretest is given before treatment and the posttest is given after treatment. The sample in this study is fourth grade students consisting of 12 male students and 12 female students. Data collection techniques are carried out using tests and observations. The data analysis technique in this study used descriptive and inferential statistics (t-test). The descriptive statistics showed that the average score for listening skills before using the Educational Game media was 55.41, while the average score for listening skills after using the Educational Game media was 92.91. This indicates a difference in students' listening skills before and after using the Educational Game media in learning. The t-test analysis results showed that the calculated t value was 2.069, and the t table = 8.378. Therefore, the calculated t = 2.069> t table = 8.378, which means H0 is rejected and H1 is accepted. Therefore, it can be concluded that the Educational Game media is effective in improving the listening skills of fourth-grade students at the UPT SD Negeri 107 Inpres Kunjung, Takalar Regency.
PENERAPAN METODE FONIK DALAM MENGATASI KESULITAN MEMBACA PADA SISWA KELAS III SD DI UPT SDN 20 TURATEA KABUPATEN JENEPONTO Fadhila Amalia Pertiwi; Munirah; Ummu Khaltsum
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.v11i02.46227

Abstract

This study aims to describe the implementation of the phonics method in overcoming reading difficulties among third-grade students at UPT SDN 20 Turatea, Jeneponto Regency. This study employed a descriptive qualitative approach. The subjects of this research were the teacher and third-grade students. Data were collected through observation, interviews, and documentation, and then analyzed using data reduction, data display, and conclusion drawing. The results showed that the implementation of the phonics method was carried out systematically through several stages, including introducing letter sounds, blending sounds into syllables, and segmenting words into individual sounds, supported by the use of letter cards and picture cards. The application of this method had a positive impact on students’ reading abilities, as indicated by improvements in recognizing letter sounds, reading syllables, and reading simple words. In addition, students’ motivation and confidence in reading also increased. However, some difficulties were still found, such as students’ inability to distinguish similar letters (b–d and p–q), reading that was still hesitant, and limitations in reading simple sentences and reading comprehension. Therefore, more varied learning strategies and continuous guidance are needed to further improve students’ reading abilities.
PENGARUH PENGGUNAAN MEDIA FUN THINKERS BOOK BERBASIS PLAY BASED LEARNING TERHADAP KEMAMPUAN BERCERITA SISWA KELAS III SD INPRES TETEBATU KABUPATEN GOWA Nur Fijriani; Ummu Khaltsum; Nur Khadijah Razak
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

Abstract

This study aims to determine the effect of the Fun Thinkers Book media based on Play-Based Learning on students’ storytelling skills using a quantitative approach with a quasi-experimental design (Nonequivalent Control Group Design). The sample consisted of 44 students, including 24 in the experimental class and 20 in the control class, selected through purposive sampling. Data were collected through tests (pretest–posttest) and observation, and analyzed using descriptive and inferential statistics with SPSS. The results showed an improvement in storytelling skills in the experimental class from 64.00 to 89.00 (mastery from 42% to 100%), while the control class improved from 56.00 to 71.00 (mastery from 25% to 60%). The t-test indicated a significance value of 0.001 < 0.05 and t-count of 4.218 > t-table of 2.018, meaning that H0 was rejected and H1 was accepted. Based on these findings, it can be concluded that the Fun Thinkers Book media based on Play-Based Learning has a significant and positive effect on students’ storytelling skills, as well as increasing their activeness and engagement in learning