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UPAYA MENINGKATKAN MOTIVASI BELAJAR PESERTA DIDIK KELAS 3 SD NEGERI POLOKARTO 01 MELALUI PENERAPAN PAPAN SKOR BERBASIS GAMIFIKASI ALA MOBILE LEGENDS Siti Yulaika; MS Khabibur Rahman; Painem
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 2 (2025): Volume10 Nomor 2, Juni 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.v10i2.25187

Abstract

This study aims to describe the results of increasing the learning motivation of SD Negeri Polokarto 01 students after being given actions in the form of a gamification-based scoreboard method or strategy in the style of Mobile Legends and using Classroom Action Research, which was carried out twice. The subjects in this study are 3rd-grade students of SD Negeri Polokarto 01, totaling 20 students. The results of the research percentage in the first cycle of questionnaire answers were only 23% of students with high learning motivation and 20% with sufficient learning motivation. Meanwhile, it is known that 30% of students have less motivation to learn, and 27% of students do not have the motivation to learn. The observation results showed that students' interest in learning was still low, not disciplined, and the classroom atmosphere was noisy outside the learning context. The cycle continued in phase II and obtained results of 59% of students with high learning motivation and 27% with sufficient learning motivation. Meanwhile, it is known that 8% of students have less motivation to learn, and 6% of students are not motivated in learning. Observations show that students' interest in learning increases, discipline increases, and in-person learning is conducive.
ARTSTEP VIRTUAL EXHIBITION: SOLUSI KREATIF UNTUK MENINGKATKAN MOTIVASI DAN HASIL BELAJAR PESERTA DIDIK PADA MATA PELAJARAN PENDIDIKAN PANCASILA Munir, Zahra Alfirdausy; MS Khabibur Rahman; Universitas Veteran Bangun Nusantara Sukoharjo
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 2 (2025): Volume10 Nomor 2, Juni 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.v10i2.25188

Abstract

The development of digital technology offers new opportunities to improve the quality of learning in elementary schools, so teachers must be able to utilize technology to support learning activities. There are several technology-based media that teachers can use, one of which is the ArtStep Virtual Exhibition. This study aims to find out the effectiveness of the ArtStep Virtual Exhibition digital media in improving students' motivation and academic achievement in the Pancasila Education subject. The research methodology used is Classroom Action Research (CAR), which consists of two cycles. The analysis results showed a significant increase from cycle 1 to cycle 2. In cycle 1, the average student score was 58.57, most of whom were in the "Very Poor" and "Poor" classifications. After the implementation of the ArtStep Virtual Exhibition media, the average score increased to 77.14 in cycle 2, with the majority of students (60.71%) classified in the "Very Good" category, thus eliminating students in the "Very Poor" category. ArtStep media, which dynamically combines visual, auditory, and textual components, has successfully fostered a conducive learning environment, increased motivation, and encouraged the development of character and national values. This study recommends using digital interactive media as one of the options in Pancasila Education to improve learning outcomes more effectively.  
Somatic, Auditory, Visual, dan Intellectual (SAVI) : Solusi Cerdas untuk Mengoptimalkan Capaian Belajar Peserta didik pada Mata Pelajaran Pendidikan Pancasila Umay, SITI; Rahman, MS Khabibur; Painem, Painem
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 02 (2025): Volume 10 No. 02 Juni 2025 In Build
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v10i02.25252

Abstract

In the context of education, learning outcomes are the main target as well as an indicator of the effectiveness of the learning process. Basically, learning outcomes reflect the accumulation of various learning activities carried out by students. This research shows that the Somatic, Auditory, Visual, and Intellectual (SAVI) learning model has a significant positive impact on improving students' learning outcomes. The SAVI learning model emphasises the active participation of learners in the learning process through the use of all five senses so that the learning process becomes more comprehensive and meaningful. The research method used was Classroom Action Research (PTK) with two cycles. The results of the analysis in cycle I obtained the average score of students which was 63.5 with the predicate ‘Very Less and Less’. After the application of the SAVI learning model, there was an increase in cycle II to 80 with the majority of students (70%) in the predicate ‘Very Good’ and the absence of the predicate ‘Very Poor’. This SAVI learning model can be implemented by teachers as an alternative in learning activities to encourage students to be more enthusiastic and active in learning during the learning process.