Claim Missing Document
Check
Articles

Found 19 Documents
Search

PENGARUH MEDIA DOMINO HITUNG TERHADAP HASIL BELAJAR DAN MINAT SISWA Siska Pratiwi; Abdussalam; Yunita Hariyani; Ihwan Firmansyah
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 9 No. 04 (2024): Volume 09 No. 04, Desember 2024.
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v9i04.20745

Abstract

The learning outcomes and interests of class IC students are classified as low/minimal because teachers rarely use learning media and students appear inactive during learning. The purpose of this study was to determine the effect of domino counting media on learning outcomes and student interests. The type of research and research design used were quantitative and one group pretest posttest design. Data collection techniques used were tests and questionnaires. Data analysis techniques used were validity tests, reliability tests, normality tests, paired sample t tests, and manova tests. The results of the manova test obtained a significance value <0.05, so it can be concluded that there is an effect of domino counting media on learning outcomes and student interests.
PENGARUH MODEL PEMBELAJARAN DISCOVERY LEARNING TERHADAP HASIL BELAJAR IPAS SISWA KELAS IV SDN PEJAGAN 1 BANGKALAN Abdussalam
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.v10i02.24747

Abstract

Riset ini didasari oleh minimnya capaian studi peserta didik kelas IV-C SDN Pejagan 1 Bangkalan di subjek bahasan Sains dan Sosial. Dari keseluruhan 22 pelajar, hanya 40% yang meraih skor Batas Ketuntasan Minimum (BKM), sementara 60% sisanya belum mencapai patokan. Di samping itu, arketipe pengajaran yang diterapkan saat ini, seperti Direct Instruction (DI), dinilai kurang Efektivitas model pembelajaran Penemuan terbukti dalam menstimulasi partisipasi aktif dan daya pikir analitis peserta didik. Studi ini berupaya menginvestigasi pengaruh pengaplikasian model pembelajaran Penemuan terhadap luaran belajar Sains siswa. Desain riset yang diaplikasikan ialah pendekatan kuantitatif dengan rancangan prates-postes satu kelompok. Populasi kajian adalah siswa kelas IV-C yang totalnya 22 pelajar, dipilih secara purposive sampling. Perangkat riset berupa soal ujian opsi jamak yang dievaluasi keabsahan dan keandalannya. Informasi dianalisis menggunakan uji-t sampel berpasangan guna mengukur disparitas capaian studi sebelum dan setelah implementasi model Pembelajaran Penemuan. Luaran riset mengindikasikan bahwa skor rerata prates adalah 51,82, sementara postes mengalami peningkatan menjadi 89,09. Skor signifikansi pada uji hipotesis sejumlah 0,000 < 0,05, yang mengimplikasikan arketipe Pembelajaran Penemuan memberikan dampak signifikan terhadap capaian studi pelajar. Riset ini berkonklusi bahwa implementasi model Pembelajaran Penemuan efisien dalam mengoptimalkan capaian studi IPAS siswa kelas IV-C SDN Pejagan 1 Bangkalan.
PENGARUH MODEL PEMBELAJARAN TEAMS GAME TOURNAMENT TERHADAP PEMAHAMAN DAN KEAKTIFAN SISWA DALAM PEMBELAJARAN MATEMATIKA KELAS V UPTD SDN TENGKET 2 Abdussalam; Yulis Nur ‘Aini
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.v10i02.24752

Abstract

Penelitian ini dimaksudkan guna mengkaji dampak penggunaan model pembelajaran Teams Game Toumament mengenai pengetahuan dan keaktifan peserta didik dalam pembelajaran matematika kelas V UPTD SDN Tengket 2. Jenis penelitian yang diterapkan merupakan penelitian kuantitatif menggunakan metode satu grup pretest posttest desain, Metode pengumpulan data menggunakan soal dan angket. Bagi keakuratan instrument menerapkan uji validitas dan reliabilitas, adapun teknik analisis data yang diterapkan adalah uji normalitas dan uji paired sampel t-test. Berdasarkan uji paired sampel t-test pemahaman belajar yang pernah diuji didapatkan data rata-rata mean pada pretest pemahaman belajar sebesar 52.00 dan nilai posttest pemahaman belajar sebesar 94.00 serta data nilal signifikan bernilai 0,000 < 0,05 Oleh karena itu bisa disimpulkan bahwa terdapat pengaruh model pembelajaran Teams Game Toumament mengenai pengetahuan belajar peserta didik. Berdasarkan uji paired sampel t-test keaktifan belajar diperoleh data rata-rata mean pada pretest pemahaman belajar sebesar 25.50 adapun hasil rata-rata posttest mencapai 35.90 serta nilai signifikan 0,000 < 0,05 dengan demikian bisa ditarik kesimpulan bahwa ada pengaruh model pembelajaran Teams Game Tournament mengenai keaktifan belajar peserta didik
PENGARUH MEDIA PEMBELAJARAN VIRTUAL REALITY SAINS UNTUK MENINGKATKAN PEMAHAMAN SISWA PADA MATA PELAJARAN IPAS DI SDN GILI ANYAR Abdussalam; Pratiwi, Siska; Yuniarti, Diah Retna
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 04 (2025): Volume 10 No. 04 Desember 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.v10i04.39142

Abstract

To do well in a class, you must make sure you understand the material thoroughly. However, there will be times when certain students at SDN Gili Anyar have difficulty grasping the material, especially in the science sessions. This study aims to examine the effectiveness of virtual reality (VR) learning resources in enhancing scientific education at SDN Gili Anyar. The research followed the standard procedure for quantitative studies by using a one-group pretest-posttest design. The significance level of 0.000, which is lower than the recognized threshold of 0.05, was shown by the results of the comprehension assessment's paired sample t-test. Students' understanding of scientific concepts is significantly enhanced by the virtual reality-based science learning medium at SDN Gili Anyar.
ANALISIS KESIAPAN GURU SEKOLAH DASAR DI KABUPATEN BANGKALAN DALAM MENGGUNAKAN METAVERSE SEBAGAI INOVASI PEMBELAJARAN Abdussalam
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 02 (2026): Volume 11 Nomor 02, Juni 2026 Published
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v11i02.46407

Abstract

The aim of this study is to explore the readiness of primary school teachers for using the metaverse in educational activities as a new technology-promoting model. Since the Metaverse is viewed as an interactive and collaborative immersive learning place that may provide better experiences for students, the preparation of teachers who will be a major facilitator in the Metaverse deployment needs to be considered. This qualitative case study research selected participants using random sampling in the elementary school teachers–pool in Bangkalan Regency. Methods Information was collected through thematic analysis of data from participant observations as well in-depth interviews and school policy documents with instructors to extract themes and meaning from participants' experiences. The results showed that primary school teachers outlined a vague understanding of the concept of metaverse especially in relation to virtual and augmented reality, but less so with how it might be adopted into practice. Incompetence, for the most part, educators still need thorough training before they may utilize metaverse units on their very own. Most educators have an optimistic opinion of the metaverse and believe it will motivate more students to learn. Nonetheless, due to COVID-19 related limitations on resources and school policies, institutional support remains an ongoing challenge. Lastly, primary teachers are perceived to be somewhat prepared but there is considerable scope for improvement. The deployment of metaverse relies heavily on having competent teachers and the institutional support needed to make them successful. To let the metaverse evolve into a valuable learning innovation for 21st century needs, this study suggests that digital literacy instruction combined with tech facility supply and educational policy support are required.
ANALISIS PERILAKU DISRUPTIF SISWA DALAM PEMBELAJARAN BAHASA INDONESIA KELAS V DI SEKOLAH DASAR NEGERI SEPULU 1 Atiyah; Abdussalam
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 02 (2026): Volume 11 Nomor 02, Juni 2026 Published
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v11i02.46435

Abstract

This study aims to analyze disruptive behavior in fifth-grade Indonesian language learning at SDN Sepulu 1. The research method used is qualitative with a case study approach through observation, interviews, and documentation. The results of the study indicate that the forms of disruptive behavior that appear include talking without permission, disturbing friends, not doing assignments, entering and leaving the class without permission, and making distracting sounds or movements. Factors that influence this behavior consist of internal factors (lack of self-control, low interest in learning, and the need for attention), external factors (less varied learning methods, teacher assertiveness, and peer influence), and family factors (minimal supervision and inappropriate parenting). Teacher strategies in dealing with disruptive behavior include the application of consistent class rules, direct reprimands, personal approaches, positive reinforcement, the use of varied learning methods, and cooperation with parents. This study concludes that disruptive behavior is the result of the interaction of various factors, but can be minimized through appropriate learning strategies and collaboration between teachers and parents, thereby creating a conducive learning environment and supporting the development of positive student behavior.
BAHASA INDONESIA DI AMBANG KRISIS: STUDI DIAGNOSTIK ATAS RENDAHNYA KOMPETENSI BERBAHASA DI SDN BANYIOR 2 Nur Fadilah; Abdussalam
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 02 (2026): Volume 11 Nomor 02, Juni 2026 Published
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v11i02.46441

Abstract

This study aims to identify low Indonesian language proficiency among fifth-grade students of Banyior 2 Elementary School. Indonesian is crucial for communication and education at the elementary school level. However, field observations indicate that students struggle with listening, speaking, reading, and writing skills. This study employed a qualitative method with a case study approach. Information was collected through observation, interviews, and diagnostic assessments, and assessed using an interactive model proposed by Miles and Huberman. The results indicate that both internal factors (such as lack of motivation, minimal interest, and inappropriate learning methods) and external factors (such as the prevalence of lecture-based teaching, inadequate learning resources, lack of social support, and inadequate parental involvement) contribute to poor language proficiency. These findings emphasize the importance of engaging teaching methods, the use of creative learning resources, and a supportive learning environment.
WORKSHOP PEMBUATAN MEDIA PEMBELAJARAN MENGGUNAKAN APLIKASI POWTOON Siska Pratiwi; Abdussalam; Yunita Hariyani; Ihwan Firmansyah
JA (Jurnal Abdiku) : Jurnal Pengabdian Kepada Masyarakat Vol. 6 No. 2 (2023): Jurnal Abdiku
Publisher : Penerbit LPPM- STKIP PGRI Bangkalan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31597/ja.v6i2.1042

Abstract

Tujuan dilakukan kegiatan PkM ini yaitu untuk membekali guru tentang pengetahuan aplikasi powtoon dalam pembuatan video animasi yang digunakan sebagai media pembelajaran. Hal ini dilakukan karena pelaksanaan pembelajaran di MI Ar Raudlah masih monoton, tidak menggunakan media berbasis digital. Sedangkan saat ini perkembangan teknologi dalam dunia Pendidikan sangat pesat. Selain itu, fasilitas yang dimiliki sekolah cukup memadai dalam penggunaan media pembelajaran berbasis digital selama pembelajaran. Sistem yang dilakuan dalam kegiatan ini berupa workshop. Metode pelaksanaan workshop menggunakan ceramah. Hasil dari pelaksanaan PkM ini yaitu pelaksanaan workshop ini berjalan dengan lancar dan memperoleh ansuasme dari para peserta, serta peserta secara aktif berdiskusi terkait materi yang disajikan dalam work shop. Simpulan dari kegiatan PkM ini adalah kegiatan workshop ini menambah wawasan guru dalam alternative pemilihan aplikasi pembuatan video animasi dan menambah kemampuan dan kreativitas guru dalam membuat video animasi yang menarik sebagai bahan media pembelajaran di dalam kelas.
SOSIALISASI PENTINGNYA PEMANFAATAN TEKNOLOGI DIGITAL DALAM PEMBELAJARAN Siska Pratiwi; Yunita Hariyani; Zainal Arifin; Rendra Sakbana Kusuma; Abdussalam
JA (Jurnal Abdiku) : Jurnal Pengabdian Kepada Masyarakat Vol. 9 No. 1 (2026): Jurnal Abdiku
Publisher : Penerbit LPPM- STKIP PGRI Bangkalan

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

Teknologi digital mengalami perkembangan yang sangat pesat, sehingga memberikan pengaruh dan dampak yang cukup besar dalam semua bidang, salah satunya bidang Pendidikan. Namun permasalahan pada mitra, masih banyak pendidik, orang tua, dan siswa yang belum sepenuhnya memahami potensi dan cara penggunaan teknologi digital secara optimal dalam pembelajaran. Sehingga dilakukan sosialisasi pentingnya pemanfaatan teknologi digital dalam pembelajaran. Kegiatan pengabdian ini dilakukan dalam beberapa tahapan, yaitu pembukaan, penyampaian materi, diskusi dan tanya jawab, dan diakhiri pengisian umpan balik sebagai bahan evaluasi. Hasil evaluasi menunjukkan hasil yang sangat positif karena sosialisasi dapat menjadikan referensi bagi guru jenis teknologi digital yang dapat digunakan guru dalam pembelajaran dan dapat membuka pemikiran orang tua terhadap teknologi digital yang sedang berkembang