Claim Missing Document
Check
Articles

PENERAPAN MODEL PROBLEM BASED LEARNING BERBANTU MEDIA KARTU DOMINO UNTUK MENINGKATKAN HASIL BELAJAR IPAS KELAS IV DI SDN 01 WONOLOPO Moefty Mahendra; Irna Ratnasari
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 03 (2025): Volume 10 No. 03 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.v10i03.33031

Abstract

The objective of this research was to improve learning outcomes through a problem- based learning model assisted by domino media in the Grade IV Social Science subject at SDN 01 Wonolopo in the 2024/2025 academic year. The design of this research was classroom action research (CAR). Data collection techniques in this study included tests and non-test instruments (observations). The collected data were analyzed using a quantitative descriptive analysis method. The research design followed the Kemmis and McTaggart model. The results of the research showed an improvement in Social Science learning outcomes for Grade IV students at SDN 01 Wonolopo. This was evident from the evaluation data, which showed that the mean score before the action was 60.75, with a classical learning mastery percentage of 37.5%. After the implementation of the action in Cycle I, the mean score increased to 73.25, and the percentage of classical learning mastery rose to 68.75%. Following the implementation of the action in Cycle II, the mean score further increased to 80.5, and the percentage of classical learning mastery reached 81.25%
IMPLEMENTASI NILAI-NILAI PROFIL PELAJAR PANCASILA MELALUI MODEL PEMBELAJARAN PROJECT BASED LEARNING SISWA SEKOLAH DASAR Puspitasari, Marfela Randy; Mahendra, Moefty; Suswandari, Meidawati
JURNAL HANDAYANI PGSD FIP UNIMED Vol. 14 No. 2: December 2023
Publisher : Universitas Negeri Medan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24114/jh.v14i2.49296

Abstract

Tujuan penelitian ini adalah mendeskripsikan implementasi nilai-nilai profil pelajar Pancasila melalui model pembelajaran project based learning dan kendala-kendala yang ditemukan pada siswa kelas IV SDN Kepuh 01. Penelitian ini termasuk penelitian kualitatif deskriptif. Teknik pengumpulan data menggunakan wawancara, observasi, dan dokumentasi. Teknik analisis data berupa reduksi data, penyajian data, dan menarik kesimpulan. Hasil penelitian ini diperoleh 1) Penerapan nilai-nilai profil pelajar Pancasila telah dilakukan pada setiap tahapan model pembelajaran project based learning. 2) Keberhasilan penggunaan model pembelajaran project based learning dalam menerapkan nilai-nilai profil pelajar Pancasila tidak terlepas dari kendala yang ditemui tetapi dapat diatasi dengan beragam solusi yang dilakukan.
Pelatihan Pemanfaatan Barang Bekas pada Program P5 bagi Bagi Guru dan Siswa Kelas Rendah di SDN IV Sukoharjo Paradika Angganing; Moefty Mahendra; Pujiyana
Jurnal Masyarakat Indonesia (Jumas) Vol. 3 No. 02 (2024): Jurnal Masyarakat Indonesia (Jumas)
Publisher : Cattleya Darmaya Fortuna

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54209/jumas.v3i02.83

Abstract

The Pancasila student project is carried out by utilizing used goods with the theme of local wisdom. The application of Merdeka curriculum in the project activities to strengthen the students profile of Pancasila (P5) are very important so that teachers and students are more creative and innovative. The solution offered is to provide assistance to teachers and students. The implementation method includes socialization, workshops, and class portfolio exhibitions. The results of this service are that teachers can make teaching modules and P5 criteria, while students can make works from used goods that can be utilized for everyday life. The conclusion of the service that has been carried out is that teachers and students can implement the P5 program well and creatively. Key words: Pancasila student profile, P5, used goods
Pelatihan Pembuatan Media Pembelajaran bagi Guru Kelas Menggunakan Aplikasi Canva Mutiara Dana Elita; Moefty Mahendra; I Made Ratih Rosanawati; Geby Adellestia; Kevin Fanreza Ardiansyah; Fikrun Najih Hidayat
Educate: Journal of Community Service in Education Vol 5 No 1 (2025): Educate: Journal of Community Service in Education
Publisher : Universitas Veteran Bangun Nusantara

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

Abstract

The implementation of learning that utilizes interactive technology-based learning media is a form of technological development in the world of education. This can help teachers in implementing fun learning. So the role of learning media is becoming increasingly important. Thus, teachers are required to hone their abilities in creating interactive learning media. The creation of learning media can utilize applications. This can be proof that technology can be an intermediary in delivering learning so that learning objectives are maximized. This community service aims to train teachers to create interactive learning media. Thus, learning activities can carry out learning activities more interestingly. This activity is carried out for 1 week. The Community Service Program uses the Participatory Learning and Action (PLA) method. The PLA method is implemented through three stages of activity, namely socialization, discussion, and practice so that it can increase the involvement of community service participants actively. The results of this community service increase teacher creativity in creating learning media. After the training, teachers became aware that teachers can use all the features on the Canva application for free if accessed with aku belajar.id. The conclusion of this community service is that the Canva application has proven to be a potential tool for improving the quality of learning, as long as it is supported by good resource management in the school environment
Pelatihan Pembuatan Story Book Berbasis AI (Artificial Intelegent) untuk Penguatan Karakter Religius  di Sekolah Dasar Ahmad Rosyid; Meidawati Suswandari; Nurratri Kurniasari; Moefty Mahendra; Singgih Subiyantoro
Jurnal Bina Desa Vol. 8 No. 2 (2026): Vol 8 No 2 (2026)
Publisher : Universitas Negeri Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15294/jurnalbinadesa.v8i2.48654

Abstract

This community service program aimed to enhance teachers’ competence in developing innovative learning media through training in creating story books based on Artificial Intelligence (AI) as a means of strengthening the religious character of elementary school students. The methods applied included observation, socialization, counseling, mentoring, and evaluation using pre-tests and post-tests. The training was conducted at SD Negeri 3 Dlepih with nine participants, consisting of teachers and the school principal. The results indicated a significant improvement in participants’ understanding and skills. The average score increased from 19 in the pre-test to 34 in the post-test, reflecting a rise of approximately 74%. Moreover, participants successfully produced AI-based story books ready to be implemented in classroom learning. Thus, this training proved effective in enhancing teachers’ ability to utilize technology while simultaneously supporting the reinforcement of students’ religious character through creative, contextual, and engaging learning media.
HUBUNGAN ANTARA PENDEKATAN DEEP LEARNING DENGAN MINAT DAN HASIL BELAJAR IPAS KELAS V SEKOLAH DASAR Anggun Intan; Moefty Mahendra
Primary Education Journals (Jurnal Ke-SD-An) Vol 6 No 2 (2026): JULI 2026
Publisher : Universitas Islam Raden Rahmat Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36636/primed.v6i2.9606

Abstract

Penelitian ini dilakukan dengan maksud untuk menguji keterhubungan secara empiris antara deep learning dengan minat belajar dan hasil belajar pada siswa kelas V Sekolah Dasar Negeri Bakipandeyan 01. Studi ini menggunakan metodologi kuantitatif dengan sasaran populasi sebanyak 24 peserta didik kelas V. Penentuan sampel dilakukan secara total melalui teknik sampling jenuh. Penggalian data dilakukan secara komprehensif menggunakan empat teknik utama: observasi, angket, tes, dan dokumentasi. Sebelum digunakan dalam pengambilan data inti, perangkat instrumen divalidasi dan diuji tingkat keandalannya melalui prosedur uji validitas serta reliabilitas. Teknik analisis data menggunakan uji normalitas , uji linieritas, uji hipotesis dan Uji-t product moment. Berdasarkan hasil analisis diketahui bahwa nilai signifikasi 0,000 yang nilai sig 0,000 < 0,05 maka  ditolak dan  diterima. Dengan nilai minat belajar   sebesar 28,890  dan hasil belajar    107,710. Dapat dibandingkan dengan  2,064 . Dengan   >   minat belajar yaitu 28,890  > 2,069 dan hasil belajar >   hasil belajar yaitu 107,710  > 2,069  dengan dk=(N-1) jadi (24 -1) =23 dalam ambang batas signifikansi 5% yaitu 2,069 . Maka hasil menunjukkukan terdapat hubungan antara minat belajar dan hasil belajar IPAS siswa kelas V Sekolah Dasar Bakipandeyan 01.
Artificial intelligence-based learning media in primary education: A systematic literature review Moefty Mahendra; Nurratri Kurnia Sari; Bima Surya Patria; Fikri Rafi Syafaat
Prosiding Konferensi Ilmiah Dasar Vol 7 (2026): Pendekatan Deep Learning dan Pemanfaatan Artificial Intelligence dalam Pendidikan Dasa
Publisher : Universitas PGRI Madiun

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

Abstract

The development of Artificial Intelligence (AI) has encouraged the emergence of various learning media innovations with the potential to improve the quality of education in elementary schools. However, studies specifically discussing AI-based learning media at the elementary education level remain limited and dispersed across different publications. This study aims to identify the characteristics of research, types of AI-based learning media, their benefits, implementation challenges, and development trends in elementary education. The study employed a Systematic Literature Review (SLR) method based on the PRISMA 2020 guidelines. The population consisted of scientific articles discussing AI-based learning media in elementary education. The sample comprised ten articles that met the inclusion criteria and were retrieved through Google Scholar. Data were analyzed using descriptive and thematic analysis techniques to identify patterns and key findings across the selected studies. The results indicate that the most commonly used AI-based learning media include Adaptive Learning Systems, Intelligent Tutoring Systems, Educational Chat bots, Generative AI, Learning Analytics, and Automated Assessment. These technologies support more personalized, adaptive, interactive, and student-centered learning experiences. Nevertheless, their implementation still faces several challenges, including limited infrastructure, teachers’ readiness, the digital divide, and issues related to ethics and data security. In conclusion, AI-based learning media have significant potential to enhance the quality of learning in elementary schools when supported by adequate resources and appropriate implementation strategies.
PENGARUH PENERAPAN MEDIA PEMBELAJARAN BERBASIS GAMIFIKASI WORDWALL TERHADAP HASIL BELAJAR MATEMATIKA SISWA KELAS IV SEKOLAH DASAR NEGERI GODOG 02 KECAMATAN POLOKARTO KABUPATEN SUKOHARJO TAHUN PELAJARAN 2024/2025 Yayuk Sri Rahayu; Moefty Mahendra
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 03 (2025): Volume 10 No. 03 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.v10i03.28172

Abstract

This study was motivated by the low mathematics learning outcomes of fourth-grade students, which were caused by teacher-centered learning, low student engagement, and a lack of variation in instructional media. One alternative to enhance students’ motivation and learning outcomes is the use of gamified learning media, such as Wordwall. This research aims to determine the effect of gamification-based Wordwall media on students’ mathematics learning outcomes at SDN Godog 02 in the 2024/2025 academic year. The study employed a quantitative method with a pre-experimental design using a one-group pre-test and post-test model. The sample consisted of all 16 students in the fourth grade. Data were collected through observation, tests and documentation, and analyzed using IBM SPSS Statistics 23. The results indicated an increase in the average score from pretest to posttest, with the posttest mean reaching 85.00. A hypothesis test using a paired sample t-test yielded a significance value of 0.000 < 0.05, indicating that H₀ is rejected and Hₐ is accepted. Thus, the use of gamification-based Wordwall media has a significant effect on the mathematics learning outcomes of fourth-grade students.
PENGARUH MODEL GAMIFIKASI DENGAN MEDIA CANVA EDU TERHADAP MOTIVASI DAN KEAKTIFAN BELAJAR PADA MATA PELAJARAN MATEMATIKA SISWA KELAS IV DI SEKOLAH DASAR NEGERI TANJUNG 2 KECAMATAN JUWIRING KABUPATEN KLATEN Dhea Aiska Khaeriyah; Mahendra, Moefty
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.v11i02.44213

Abstract

This study aims to determine the influence of gamification learning model with Canva Edu media on students' motivation and learning activity in mathematics subjects. This study uses a quantitative approach with a pretest-posttest design of one group. The research sample amounted to 23 elementary school grade IV students. The data collection technique uses a questionnaire on motivation and learning activity that has been tested for validity and reliability. Data analysis used descriptive statistics, Wilcoxon Signed Rank Test normality test, and hypothesis test using Paired Sample T-Test. The results showed that the average student learning motivation increased from 22.57 at the time of the pretest to 33.04 at the time of the posttest, while the average score of learning activity, which was from 25.22 at the time of the pretest, increased to 33.22 at the time of the posttest. The results of the hypothesis test showed a significance value of 0.001 < 0.05 so that H0 was rejected and H₁ and H₂ were accepted. This shows that there is a significant influence of the gamification learning model with Canva Edu media on students' motivation and activeness of learning. Thus, the use of gamification with Canva Edu media can increase student engagement and make learning more engaging and enjoyable.
PENGARUH MEDIA GAMBAR BERSERI DALAM EDUGAME INTERACTY TERHADAP KREATIVITAS MENULIS PUISI SISWA KELAS V PADA MATA PELAJARAN BAHASA INDONESIA DI SEKOLAH DASAR NEGERI GENTAN 01 KECAMATAN BENDOSARI KABUPATEN SUKOHARJO Larasati, Putri; Mahendra, Moefty
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 02 (2026): Volume 11 No. 2, Juni 2026 Release
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v11i02.44214

Abstract

This study aims to determine the effect of serial image media in the Interacty edugame on the poetry writing creativity of fifth-grade elementary school students. This research used a quantitative approach with a quasi-experimental design. The subjects consisted of 19 students in the experimental class and 16 students in the control class. Data were collected through performance tests in the form of poetry writing, administered as pretest and posttest. Data analysis included normality test, homogeneity test, and hypothesis testing using an independent sample t-test. The results showed that the average posttest score in the experimental class was higher (80.79) than the control class (74.06). The hypothesis test indicated a significance value of 0.016 < 0.05, meaning there was a significant effect of using serial image media in the Interacty edugame on students' poetry writing creativity. Thus, this media is effective in improving students' creativity in learning Indonesian language.