Claim Missing Document
Check
Articles

ANALISIS STUDI KASUS MEMAHAMI PERMASALAHAN PADA PROSES PEMBELAJARAN MATERI DIALOG DAN PIDATO DI SEKOLAH DASAR (SD) Prima Samtiadji; Shabilla Caesar Novanda; Putri Syahida Nur Sabrina; Vannya Oktavia Crisendy; Sri Sukasih
Argopuro: Jurnal Multidisiplin Ilmu Bahasa Vol. 1 No. 2 (2023): Argopuro: Jurnal Multidisiplin Ilmu Bahasa
Publisher : Cahaya Ilmu Bangsa Institute

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.6734/argopuro.v1i2.758

Abstract

Pendidikan di tingkat dasar merupakan fase kritis dalam pembentukan dasar kemampuan berbahasa anak. Proses pembelajaran materi dialog dan pidato di sekolah dasar (SD) memegang peran sentral dalam mengembangkan keterampilan berbicara dan pemahaman bahasa siswa. Namun, beberapa permasalahan yang muncul dalam proses pembelajaran tersebut dapat memiliki dampak signifikan terhadap pencapaian hasil belajar siswa. Tujuan dari penelitian ini adalah untuk menganalisis dan memahami permasalahan materi dialog dan pidato pada sekolah dasar (SD). Metode penelitian dilakukan dengan kualitatif dengan teknik pengambilan angket. Hasil penelitian menunjukkan bahwa meskipun responden menunjukkan pandangan positif terhadap relevansi materi tersebut, namun masih terdapat beberapa kendala yang perlu diperhatikan. Kendala tersebut melibatkan kesulitan siswa dalam memahami dan menerapkan materi, serta permasalahan psikologis seperti rasa malu dan gugup berbicara di depan kelas. Kesulitan siswa dalam menghafal materi, kurangnya dukungan untuk membangun mental percaya diri, dan kesadaran bahwa materi mungkin tidak selaras dengan perkembangan umur peserta didik juga menjadi tantangan yang perlu diatasi. Untuk mengatasi permasalahan ini, sejumlah strategi dapat diimplementasikan, seperti memberikan akses kepada siswa untuk membaca materi dari berbagai sumber, mendengarkan pidato atau dialog dari berbagai narasumber, memberikan pengenalan pidato sejak dini, dan melibatkan siswa secara aktif dalam berbicara melalui berbagai kegiatan. Selain itu, pentingnya pembentukan keterampilan berbicara juga ditekankan, dengan melibatkan siswa dalam kegiatan ekskul atau klub berbicara, serta melatih percaya diri sejak dini. Penggunaan teknologi modern, seperti video atau rekaman suara, juga dapat membantu dalam memantau perkembangan siswa.
A Systematic Review of The Implementation of Projek Penguatan Profil Pelajar Pancasila (P5) in Indonesian Schools (2020–2024) Firoh, Luluk Magh; Raharjo , Tri Joko; Sukasih, Sri; Subali, Bambang; Widiarti, Nuni
Journal of Educational Sciences Vol. 9 No. 4 (2025): Journal of Educational Sciences
Publisher : FKIP - Universitas Riau

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31258/jes.9.4.p.2152-2163

Abstract

The implementation of the Pancasila Student Profile Strengthening Project (P5) is one of the key pillars of the Merdeka Curriculum, aiming to shape students with holistic character and global competitiveness. However, its application across educational institutions presents varying dynamics, depending on school readiness, available resources, and understanding of the targeted character dimensions. This study aims to systematically examine the implementation practices of P5 in primary and secondary schools during the period of 2020–2024. The method employed is a Systematic Literature Review based on PRISMA guidelines, involving the analysis of 25 academic articles sourced from national and international databases. The findings indicate that P5 generally contributes to the strengthening of character values such as collaboration, independence, and love for the nation. The most commonly used implementation strategy is the Project-Based Learning approach, often integrated with local cultural themes. Nonetheless, several key challenges remain, including the lack of teacher training, limited school infrastructure, and uneven understanding of the P5 framework. This review highlights the importance of structural support and the continuous development of educator capacity to ensure that P5 can be implemented effectively and equitably across educational settings in Indonesia.
Development of Scratch-Based Educational Games Media to Enhance Natural Sciences and Social Sciences (IPAS) Learning Outcomes in Elementary School Amalia, Maya Nur; Sukasih, Sri
Jurnal Paedagogy Vol 12, No 3 (2025): July : IN PROGRESS
Publisher : Universitas Pendidikan Mandalika

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33394/jp.v12i3.15872

Abstract

This study aims to develop scratch-based educational game media to enhance Natural Sciences and Social Sciences (IPAS) Learning Outcomes in Elementary School. The research uses a Research and Development method with the ADDIE model, which has five stages, namely Analyze, Design, Development, Implement, and Evaluate. The subject of this study were fourth-grade elementary school students. Data were collected through questionnaires containing questions and interviews for teachers and students, and observastion of learning. The results of this study showed that scratch-based educational game media can significantly increase student learning outcomes, especially in elementary school IPAS learning. This is evidenced by statistical analysis through a paired sample t-test shows a significant result of 0.000, because the significant result is below 0.05. The development of scratch-based education game media is considered to provide a different learning experience because students can explore learning directly. With the increased participation of students, the learning outcomes obtained will also increase. The practicality of using scratch-based educational game media obtained a score of 86.5%, which indicates that it is very feasible and practical to use.
Research Trends in Analyzing Indonesian Books for the Curriculum Merdeka (2020-2025) in Indonesia Hasanah, Radita; Purwati, Panca Dewi; Sukasih, Sri; Subali, Bambang; Widiarti, Nuni
Journal of Educational Sciences Vol. 9 No. 5 (2025): Journal of Educational Sciences
Publisher : FKIP - Universitas Riau

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31258/jes.9.5.p.3185-3196

Abstract

The implementation of the Merdeka Curriculum in Indonesia requires an evaluation of teaching materials, including textbooks, to ensure alignment with the principles of the curriculum, but systematic research on textbook analysis is still limited. This research aims to identify research trends in the analysis of elementary school student books under the Merdeka Curriculum during the period 2020-2025. Using the Systematic Literature Review (SLR) method, the researchers analyzed 5 journal articles and proceedings indexed in Google Scholar published between 2020-2025, focusing on studies of the analysis of Indonesian language textbooks for elementary school students. The research findings indicate: (1) an increasing trend in research on the analysis of Merdeka Curriculum textbooks, (2) the dominance of Universitas Negeri Semarang as the most active institution in this field, and (3) a diversity of analytical instruments used according to the individual objectives of each study. The study's conclusion underscores the importance of raising awareness among educators and researchers in evaluating the feasibility of textbooks, as well as the need for the development of more consistent analysis standards.
The Effectiveness of Augmented Reality Book to Improve Critical Thinking Ability At Elementary School Students Sukasih, Sri; Wulandari, Desi; Permana, Zahnara Fiki
Journal of Education for Sustainability and Diversity Vol. 1 No. 1 (2022)
Publisher : Angstrom Centre of Education

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (74.081 KB) | DOI: 10.57142/jesd.v1i1.2

Abstract

A good learning process is learning that utilizes innovative learning media to help students understand the material and develop critical thinking skills. Critical thinking is an ability that can be learned and trained in order to be able to solve problems effectively. Developing critical thinking skills through technology-based learning media, namely Augmented Reality. Augmented Reality is an application that combines the real world with the virtual world in two-dimensional and three-dimensional forms that are projected in a natural environment at the same time. Augmented Reality Book (ARB) is one of the developments of technology-based learning media that can be applied through Android. Based on these problems, the purpose of this study was to determine the level of effectiveness of ARBs. The data collection method used a questionnaire with a purposive sampling technique. The results obtained include student and teacher responses regarding ARB. ARB is more effective for developing students' critical thinking skills with t table19.426 with a significance level of 0.5%. The results of the t-test show that t_0 is 19.426, and the results of the N-gain analysis show a value of 0.55813. It can be concluded that there is an increase in the average score of students significantly in the moderate category.
The Effect of Paper Dolls on Literacy Ability in Elementary Students through Diferrentiation Learning Sukasih, Sri; Laila, Alfi; Cahyaningtyas, Andarini Permata; Suratin, Tio Hernanda
Journal of Education for Sustainability and Diversity Vol. 2 No. 1 (2023)
Publisher : Angstrom Centre of Education

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.57142/jesd.v2i1.80

Abstract

This study aimed to determine the effect of paper dolls as a storytelling medium on literacy skills in elementary school students. Students consider that literacy is not essential, resulting in low interest in reading students and the impact of online learning; parents do not support student literacy, so students' literacy skills still need to be improved. This study uses a quantitative approach with a Pre-Experimental research design with the One Group Pretest Posttest Design type. The population of this research is elementary school students in Pati, Central Java. Data collection techniques using test techniques. The research data was examined through the normality test, homogeneity test, hypothesis testing, and n-gain test. The results showed that the effect of paper dolls as a storytelling medium on elementary school students' literacy skills was significant change. This can be seen from the increase in value after being given treatment in the form of using paper doll media as a storytelling medium which has increased. The lowest score in the pretest data was 40, and in the posttest data, it increased to 47, while the highest score in the pretest data was 67, and in the posttest, it increased to 97. The results of the data normality test obtained the sig value data in the pretest value of 0.102, and the sig value in the posttest value is 0.130 or greater than 0.05. So the data has a normal distribution. The paired sample mean difference test results showed an equal variance assumed value of 0.000. The decision was made based on the significance value; the result was a significance value of 0.000 <0.05, so Ho was rejected, meaning there was a difference in the average score between the pretest and posttest. Suggestions in this study are that students are expected to be able to optimize their literacy abilities.
Ethnoconstructivism-Based E-module: Design, Implementation, and Contextualization of Local Wisdom-Based Procedural Text Learning in Elementary Schools Afifah, Arista Nufus; Sukasih, Sri
Jurnal Pendidikan Progresif Vol 15, No 1 (2025): Jurnal Pendidikan Progresif
Publisher : FKIP Universitas Lampung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23960/jpp.v15i1.pp331-346

Abstract

Ethnoconstructivism E-module: Design, Implementation, and Contextualization of Local Wisdom-Based Procedural Text Learning in Elementary Schools. Objectives: Limited learning resources, low learning outcomes, and skills in writing procedural texts are among the problems at SDN 04 Randublatung. This research aims to develop, test the feasibility, and evaluate the effectiveness of an ethnoconstructivism-based e-module using Flip PDF Professional, integrated with the local wisdom of Blora, in improving learning outcomes, procedural text writing skills, and their contextualization in digital era learning. Method: This research uses the research and development (R&D) method with the ADDIE development design. Data collection was conducted using test (pretest and a posttest) and non-test techniques (observation, interviews, questionnaires, and documentation). Finding: The results of this study indicate that the e-modules developed are very feasible to use with a percentage of 92,6% (material experts) and 92% (media experts). The reliability of the multiple-choice questions is 0.87 and the reliability of the essay questions is 0.756, both are declared reliable. The normality test showed a sig > 0,05, indicating normal data distribution. The t-test result showed sig. 0,000 confirms an increase in learning outcome after using e-module. The effectiveness showed with n-Gain of  61,25% (learning outcomes) and 59.07% (writing skills), both in the moderately effective category. Local wisdom, the traditional coconut milk coffee of Blora, is used as a context to explain procedural text material, making it easier for students to relate to new knowledge. Conclusion: With the increase in the average, the learning material in the form of a professional flip PDF-based ethnoconstructivism e-module integrated with local Blora wisdom on procedural text material is effectively used in the fourth grade of elementary school. Keywords: e-module, Ethnokonstructivism, local wisdom, text procedures.
Development of Scratch-Based Educational Games Media to Enhance Natural Sciences and Social Sciences (IPAS) Learning Outcomes in Elementary School Amalia, Maya Nur; Sukasih, Sri
Jurnal Paedagogy Vol. 12 No. 3 (2025): July
Publisher : Universitas Pendidikan Mandalika

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33394/jp.v12i3.15872

Abstract

This study aims to develop scratch-based educational game media to enhance Natural Sciences and Social Sciences (IPAS) Learning Outcomes in Elementary School. The research uses a Research and Development method with the ADDIE model, which has five stages, namely Analyze, Design, Development, Implement, and Evaluate. The subject of this study were fourth-grade elementary school students. Data were collected through questionnaires containing questions and interviews for teachers and students, and observastion of learning. The results of this study showed that scratch-based educational game media can significantly increase student learning outcomes, especially in elementary school IPAS learning. This is evidenced by statistical analysis through a paired sample t-test shows a significant result of 0.000, because the significant result is below 0.05. The development of scratch-based education game media is considered to provide a different learning experience because students can explore learning directly. With the increased participation of students, the learning outcomes obtained will also increase. The practicality of using scratch-based educational game media obtained a score of 86.5%, which indicates that it is very feasible and practical to use.
Pengembangan Media Edubuddy Menggunakan Ren’py untuk Meningkatkan Keterampilan Membaca Nyaring Siswa Kelas II Sekolah Dasar Nusantara, Ananda; Sukasih, Sri; Sukardi, Sukardi
Jurnal Pendidikan Vokasi Raflesia Vol 3 No 2 (2023): Jurnal Pendidikan Vokasi Raflesia
Publisher : LPPM Politeknik Raflesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.53494/jpvr.v3i2.266

Abstract

Based on research data conducted at SD Negeri 04 panggang, Jepara Regency. There are problems in Indonesian language learning related to the low language skills of students in reading aloud skills, as well as the lack of variety in the teaching media used. Based on these problems, this research aims to develop, test the feasibility, and test the effectiveness of Edubuddy media using Ren'py. Ren'py is a free game creation engine where creators can make visual novel genre games. This research is development research (R&D) using the ADDIE development paradigm. The subjects of this study were 29 grade II students, grade II teachers, and a team of experts (media, material, and learning practitioners). The data collection techniques used were observation, interviews, documentation, questionnaires and tests. Data analysis techniques were feasibility analysis, teacher and student responses, t-test and N-Gain. The results showed that Edubuddy media was very feasible with a percentage of material expert assessment of 86.6%, media experts of 82.8%, learning practitioners of 89.4%, teachers and students of 98.6% and 100%. The effectiveness of the product uses sig (2-tailed) with a p value of 0.00 <0.05, there is a difference in pre-test, post-test results. The N-Gain test is 0.37 with moderate criteria, there is an increase in the average pre-test, post-test. Therefore, Edubuddy media is effective, efficient and feasible to use in learning because it can improve the reading skills of grade II elementary school students.
ANALISIS PEMBELAJARAN BERDIFERENSIASI BERBANTUAN MEDIA AUGMENTED REALITY TERHADAP HASIL BELAJAR SISWA INKLUSI SPECIFIC LEARNING DISORDER DI SDN KUTOWINANGUN 12 SALATIGA Zahra Sabila, Lavia; Sukasih, Sri
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 9 No. 04 (2024): Volume 09, Nomor 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.v9i04.19710

Abstract

This research discusses specific learning disorder students who experience obstacles in the implementation of learning in inclusive classes. The purpose of this study is to find out what kind of learning is appropriate in the inclusion class especially for specific learning disorder students and to find out how differentiated learning assisted by augmented reality media can improve the learning outcomes of specific learning disorder inclusion students. This research method is a qualitative case study. The sample of this research is 5th grade students of SDN Kutowinangun 12 Salatiga, which is devoted to specific learning disorder students totalling 3 children. Differentiated learning assisted by augmented reality media is implemented in IPAS subjects with material on the five senses. The data analysis technique uses the Miles and Huberman model. Based on the results of the research that has been conducted by researchers, the results show that differentiated learning can provide good learning services for inclusive classes. So that students who are indicated to experience symptoms of specific learning disorder can receive learning material even with the limitations experienced. In addition, the application of technology-based media such as augmented reality media is able to deepen students' understanding of sensory material through animated images of the sensory organs. Thus, the learning outcomes of students with specific learning disorder in IPAS subjects with sensory material can increase.