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PENGARUH PENGGUNAAN MEDIA FLASH CARD TERHADAP PENGETAHUAN TENTANG RAMBU LALU LINTAS DAN KETERAMPILAN BERBICARA SISWA KELAS III DALAM PEMBELAJARAN BAHASA INDONESIA Qolbin, Albu; Muktadir, Abdul; Koto, Irwan
Jurnal Kajian Pendidikan Dasar Vol. 4 No. 2 (2025): September
Publisher : UNIB Press

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33369/kapedas.v4i2.28884

Abstract

This study aims to determine the effect of using flash card media on the knowledge of traffic signs and speaking skills of third grade students at SD Negeri 54 Lubuklinggau. This study used two classes, namely class IIIA with 20 students as an experimental class using flash card media and IIIB with 20 students as a control class without using flash card media. This type of research is Quasi Experiment with a quantitative approach. Data collection techniques use test questions and presentations explaining the contents of traffic sign cards and documentation to obtain school data information. The results of the hypothesis test research conducted on the experimental class and control class, from the results of the median rank of the experimental class (80.00) > the median rank score of the control class (72.50) for knowledge of traffic signs, while the results of the median rank of the experimental class (3.00) > the median rank score of the control class (2.25) for speaking skills, so it can be said that the use of flash card media has a statistically significant effect on the mastery of traffic sign knowledge and speaking skills of experimental class students (class IIIA).
PENGARUH PEMBELAJARAN IPA MENGGUNAKAN MODEL PEMBELAJARAN QUANTUM LEARNING (QL) BERBANTUAN MEDIA BUKU PINTAR TERHADAP KEMAMPUAN BERFIKIR KREATIF SISWA KELAS IV SD 107 SELUMA Harmika, Lita; Widi Winarni, Endang; Muktadir, Abdul
Jurnal Kajian Pendidikan Dasar Vol. 4 No. 2 (2025): September
Publisher : UNIB Press

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33369/kapedas.v4i2.37419

Abstract

The purpose of this study was to analyze the effect of Science Learning using the Quantum Learning (QL) learning model assisted by Smart Book media on students' creative thinking abilities. The type of data used is quantitative data using instruments in the form of interviews, documentation, question instruments, and expert validation sheets. Based on the results of the study, it was found that the use of Smart Book media in science learning had a significant effect on the dimensions of fluent thinking ability. This is indicated by the average posttest of fluent thinking ability in the control class of 71. Meanwhile, the average posttest result of the experimental class was 88. The use of Smart Book media in science learning has a significant effect on the dimension of flexible thinking ability. This is indicated by the average posttest of flexible thinking ability in the control class of 69. Meanwhile, the average posttest result of the experimental class was 90. The use of Smart Book media in science learning has a significant effect on the dimension of Original thinking ability. This is indicated by the average posttest of Original thinking ability in the control class of 67. Meanwhile, the average posttest result of the experimental class was 87. Furthermore, there is no relationship between the dimensions of fluent, flexible and Original thinking ability with the use of Smart Book media in science learning.
Pengaruh Pembelajaran IPA Menggunakan Model PBL Berbantuan Video Animasi Terhadap Keterampilan Proses dan Hasil Belajar Kognitif Siswa Kelas V Permata Ayunani, Angela; Widi Winarni, Endang; Muktadir, Abdul
Jurnal Kajian Pendidikan Dasar Vol. 4 No. 2 (2025): September
Publisher : UNIB Press

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33369/kapedas.v4i2.37501

Abstract

The purpose of this research is to analyze the influence of science learning using the Problem Based Learning model assisted by animated video media on process skills and cognitive learning outcomes. The type of research used is quasi-experimental research employing The Matching Only Pretest-Posttest Control Group Design. The type of data used is quantitative data, specifically using question instruments and expert validation sheets. Based on the research results, it was found that the application of science learning using the Problem Based Learning model assisted by animated video media has a significant effect on process skills. This is indicated by the average posttest process skills score in the control class being 32.9. Meanwhile, the average posttest score in the experimental class is 85.75. The application of science learning using the Problem Based Learning model assisted by animated video media has a significant effect on cognitive learning outcomes. This is indicated by the average posttest cognitive learning outcomes score in the control class being 33. Meanwhile, the average posttest score in the experimental class is 86. There is no correlation between the aspect of process skills and cognitive learning outcomes.
Pengembangan Media Pembelajaran Digital Berbasis STEM pada Materi Wujud Zat dan Perubahannya Untuk Meningkatkan Pemahaman Sains Siswa Kelas IV SD Alfie Kurnia, Lady; Widi Winarni, Endang; Muktadir, Abdul
Jurnal Kajian Pendidikan Dasar Vol. 4 No. 2 (2025): September
Publisher : UNIB Press

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33369/kapedas.v4i2.40357

Abstract

The purpose of this study was to develop STEM-based digital learning media on the material of the form of substances and their changes to improve science understanding. The type of research used is Research and Development (R&D) research using the ADDIE model. The type of data used is quantitative and qualitative data, namely quantitative data is using a questionnaire assessment score given by the validator while qualitative data is comments and suggestions from the validator. Based on the results of the study, it is obtained that the characteristics of learning media contain elements of science in the material, technology in the use of media, engineering in group assignments and mathematics in the evaluation. The feasibility of learning media based on material expert validation obtained a score of 0.83, language validation of 0.83 and design validation of 0.67. User response to students obtained a percentage of 93%. The pretest results obtained a score of 45.25, while the posttest results obtained a score of 87.5. The results of the N-Gain test based on science understanding in the aspect of cognitive level facts C1 by 64% and C2 by 88%, while in the aspect of cognitive level concepts C3 obtained a percentage of 83%. Based on this, the use of STEM-based digital learning media on the material of the form of substances and their changes can improve scientific understanding has increased significantly.
Pengembangan Bahan Ajar IPA Digital Berbasis Model Discovery Learning untuk Meningkatkan Kemampuan Berpikir Tingkat Tinggi Materi Sistem Pencernaan Manusia Kelas V SD Septianti Putri, Elvira; Widi Winarni, Endang; Muktadir, Abdul
Jurnal Kajian Pendidikan Dasar Vol. 4 No. 2 (2025): September
Publisher : UNIB Press

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33369/kapedas.v4i2.40359

Abstract

The purpose of this study was to describe the characteristics, feasibility, user responses and analyze the effectiveness of digital science teaching materials based on discovery learning with digital science teaching materials to improve students' high order thinking skills. The type of research used is research and development. The research model in the development of teaching materials is the ADDIE model. The types of data collected are quantitative and qualitative data using instruments in the form of document analysis sheets, interview guidelines, observation validation sheets, and test sheets. Based on the results of the study, it can be concluded that the digital science teaching materials developed are suitable for use as teaching materials in Natural Sciences (IPA) subjects, namely the human digestive system. The validated points include the feasibility of the material, language, and design. The percentage of material validation results is 75%, linguist validation is 75% and design expert validation is 50%. The response of grade V students of SDN 119 Rejang Lebong is very good because based on the results of the questionnaire analysis of grade V students' responses, it is 83%. The teaching materials developed are effective in improving the high order thinking skills of grade V students of SDN 119 Rejang Lebong. This is based on the results of N-Gain effectiveness of 77% or level at level C4 of 80%, level C5 of 73%, level C6 of 79%.
PENGEMBANGAN MODUL AJAR DENGAN MODEL KOOPERATIF TIPE JIGSAW BERBANTUAN LKPD INTERAKTIF UNTUK MENINGKATKAN HASIL BELAJAR KOGNITIF PESERTA DIDIK KELAS V SD Anindi Putri, Mellyana; Widi Winarni, Endang; Muktadir, Abdul
Jurnal Kajian Pendidikan Dasar Vol. 4 No. 2 (2025): September
Publisher : UNIB Press

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33369/kapedas.v4i2.40393

Abstract

The aim of this research is to develop a teaching module assisted by interactive LKPD on the water cycle with a cooperative jigsaw type model to improve cognitive learning outcomes. The type of research used is Research and Development (R&D) research using the ADDIE model. The type of data used is quantitative and qualitative data. Based on the results of this research, it was found that the application of teaching modules with a cooperative jigsaw type model assisted by interactive LKPD improved students' cognitive learning outcomes. This is shown by the results of the pretest and posttest assessments with an average score for C4 86% in the effective category, C5 76% in the quite effective category and C6 95% in the effective category.  the application of science and science learning with teaching modules based on the jigsaw type cooperative model assisted by interactive LKPD significantly improves cognitive learning outcomes.
Development of Interactive Learn Pengembangan Media Pembelajaran Interaktif IPAS Berbantuan Genially Berbasis Model Discovery Learning Untuk Meningkatkan Hasil Belajar Kognitif Peserta Didik Di Kelas III Sekolah Dasar: Pengembangan media pembelajaran interaktif IPAS menggunakan Genially berbasis Model Discovery Learning Pitaloka, Sinta; Widi Winarni, Endang; Muktadir, Abdul
Jurnal Kajian Pendidikan Dasar Vol. 4 No. 2 (2025): September
Publisher : UNIB Press

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33369/kapedas.v4i2.40468

Abstract

The purpose of this study was to develop, describe the characteristics, logical feasibility, user response and effectiveness of learning media using Genially based on Discovery Learning to improve high-level cognitive learning outcomes of students in grade 3 of elementary school 28 Seluma. The type of research used was R&D (Research and Development) research with the ADDIE development model. The types of data used were qualitative and quantitative data using instruments in the form of interviews, needs analysis questionnaires, expert validation sheets, and user response questionnaires. The results showed that Genially learning media was able to improve student interactivity. Logically, Genially learning media is feasible to use based on the results of material validation 0.95 language experts 0.95 media/design experts 1.0 which is a high validity category. User responses showed a percentage of 100% of the attractiveness of Genially learning media. The response of users of Genially learning media is very high, this is indicated by the average of the N-Gain test of 85.02 which is included in the effective category. So it can be concluded that the use of Genially learning media is able to improve high-level cognitive learning outcomes of class III students at state elementary school 28 Seluma. 
Development of Digital Comic Media Based on Problem Based Learning to Improve Cognitive Values ​​and Describe the Responsibility Profile of Class V Elementary Madrasah Students Fadillah; Juarsa, Osa; Muktadir, Abdul
Jurnal Kajian Pendidikan Dasar Vol. 4 No. 2 (2025): September
Publisher : UNIB Press

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33369/kapedas.v4i2.41765

Abstract

This study aimed to describe the characteristics of PBL-based digital comic media, evaluate its feasibility, assess user responses, analyze students' cognitive improvement, and examine responsibility character profiles. The subjects included 24 fifth-grade students and one educator at MIM 10 Karang Anyar, Rejang Lebong. The research utilized the ADDIE model in its Research and Development (R&D) approach, encompassing Analysis, Design, Development, Implementation, and Evaluation stages. Data collection methods comprised document analysis, interviews, questionnaires, observations, and tests (pretest and posttest). Findings indicated that the media was appropriate in content, language, and design. Empirical tests showed valid, reliable, and well-differentiated questions. User responses were highly positive, with 100% teacher and 87% student satisfaction. Learning outcomes improved significantly, with a pretest score of 48.66 and posttest score of 86.72, yielding an N-Gain of 0.72 (high category). The study concluded that PBL-based digital comic media effectively enhances students' cognitive skills.
Pengembangan Bahan Ajar Komik Cerita Rakyat Berbasis Problem Based Learning Menggunakan Aplikasi Adobe Illustrator untuk Meningkatkan Hasil Belajar Kognitif pada Pembelajaran Bahasa Indonesia Kelas 2 SD Purwansyah, Dodi; Gumono; Muktadir, Abdul
Jurnal Kajian Pendidikan Dasar Vol. 4 No. 2 (2025): September
Publisher : UNIB Press

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33369/kapedas.v4i2.45017

Abstract

This study aims to develop folktale comic teaching materials based on Problem-Based Learning (PBL) using Adobe Illustrator to enhance cognitive learning outcomes in Indonesian language learning for 2nd-grade elementary school students. The research method used is Research and Development (R&D) with the ADDIE model. The research subjects consist of teachers and students of Grade 2 at SDN Transpangkalan. Data collection was conducted through needs analysis, observation, interviews, and cognitive learning outcome tests, with data analysis performed qualitatively and quantitatively. The research results show that the development of teaching materials was systematically carried out based on curriculum analysis and student needs. Validation results indicated an increase in feasibility: the content aspect improved from 0.50 (moderate) to 0.90 (highly valid), the language aspect from 0.57 (moderate) to 1.00 (highly valid), and the design aspect from 0.50 (moderate) to 0.87 (highly valid). Teacher and student responses also indicated that the teaching material is engaging and suitable for use in learning. The effectiveness of this teaching material was proven by an N-Gain increase in the experimental class of 0.47 (moderate category) compared to the control class, which only increased by 0.22 (low category). The Independent t-Test showed a significance value of 0.000 (p < 0.05), indicating a significant difference in student learning outcomes. Thus, the folktale comic-based PBL teaching material positively contributes to improving students' cognitive learning outcomes in 2nd-grade elementary school Indonesian language learning.
PENGEMBANGAN LKPD IPA BERBASIS KOOPERATIF GROUP INVESTIGATION PADA MATERI WUJUD ZAT DAN PERUBAHANNYA UNTUK MENINGKATKAN HASIL BELAJAR KOGNITIF SISWA KELAS IV SEKOLAH DASAR Widia Lestari, Surya; Widi Winarni, Endang; Muktadir, Abdul
Jurnal Kajian Pendidikan Dasar Vol. 4 No. 2 (2025): September
Publisher : UNIB Press

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33369/kapedas.v4i2.45022

Abstract

The purpose of this study is to develop science student worksheets (LKPD) based on the cooperative Group Investigation model on the topic of states of matter and their changes in order to enhance students’ cognitive learning outcomes. This study employed a Research and Development (R&D) approach using the ADDIE development model. The data used in this study comprised both quantitative and qualitative data. Quantitative data were obtained through rating scale questionnaires completed by expert validators, while qualitative data were gathered from the validators' comments and suggestions. The research results indicate that the characteristics of the science LKPD based on the cooperative Group Investigation model include the core elements of the model, namely grouping, planning, investigation, organizing, presenting, and evaluation. The feasibility of the LKPD was determined through expert validation, with the material expert assigning a score of 1.00, the language expert a score of 0.94, and the design expert a score of 0.91. Student responses indicated a high level of user satisfaction, with a percentage of 96%. The average pretest score was 64.04, while the posttest average increased to 90.04. The N-Gain test for cognitive learning outcomes showed a score of 0.722, which falls into the high category.