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Taman Baca Siswa (TBS) Guna Meningkatkan Literasi Membaca Peserta Didik di SDN Rengasdengklok Selatan III, Kabupaten Karawang Subekti, Eri; Rohartati, Sri; Sujana, Rd.Octavia Maryanche; Widiastuti, Hesti
BERNAS: Jurnal Pengabdian Kepada Masyarakat Vol. 6 No. 1 (2025)
Publisher : Universitas Majalengka

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31949/jb.v6i1.11973

Abstract

Tujuan dari Pengambdian Kepada Masyarakat (PKM) ini untuk meningkatkan minat dan keterampilan literasi membaca siswa melalui penyediaan sarana baca yang menarik dan interaktif. Lamanya pengabdian ini selama 4 bulan guna membuat Taman Baca Siswa(TBS) sebagai sarana literasi membaca di SDN Rengasdengklok Selatan III sehingga minat membaca siswa dapat meningkat. Metode dari PKM ini diantaranya Observasi, Perencanaan dan Penyediaan Fasilitas TBS, Mengadakaan sosialisasi dan seminar, Pengembangan Program Baca dan Evaluasi dan Monitoring. Dari hasil PKM ini menghasilkan Peningkatan Minat dan Literasi Membaca siswa di SDN Rengasdengklok Selatan III, Penambahan Koleksi dan Ragam Buku di SDN Rengasdengklok Selatan III, Dampak Sosial Positif, Peningkatan Prestasi Akademik dan dapat mengahsilkan Kerja Sama dengan Komunitas dan Orang Tua. Siswa yang sebelumnya kurang antusias membaca menjadi lebih tertarik karena adanya akses ke buku yang bervariasi dan menarik, selain itu Taman Baca Siswa (TBS) ini berkontribusi dalam peningkatan kemampuan literasi membaca siswa di SDN Rengasdengklok Selatan III, baik dari segi pemahaman bacaan maupun kecepatan membaca. Keterampilan ini penting untuk mendukung pembelajaran di kelas dan meningkatkan kemampuan kognitif siswa di SDN Rengasdengklok Selatan III. Tidak hanya dari aspek akademis, Taman Baca Siswa (TBS) ini memberikan ruang bagi siswa untuk berinteraksi, berdiskusi tentang buku yang mereka baca, dan berbagi pengetahuan. Hal ini berdampak positif terhadap keterampilan sosial siswa dan rasa percaya diri mereka
SUNDANESE PAMALI VALUES AS A FONDATION FOR CHARACTER EDUCATION IN ELEMENTARY SCHOOL widiastuti, hesti; Sinta Maria Dewi, Harmawati; Imas Indah Mutiara
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 02 (2025): Volume 10, Nomor 02 Juni 2025 publish
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v10i02.27416

Abstract

Pamali is a form of belief that exists in society related to customs and manners. Pamali or commonly referred to as a prohibition or taboo that should not be violated because it is considered to have a bad impact on the perpetrator. Not only in the form of actions or behaviors that are considered not allowed, but also the use of certain sentences or language that are considered inappropriate or worth hearing. Sundanese society, especially in this study, the Karawang Regency community has its own view of pamali, a lot of pamali believed by the Sundanese community which is still a cultural heritage and is used today. The purpose of this study is to determine the educational value contained in the Pamali tradition of the Sundanese community as well as the character value contained in the Pamali tradition that is still alive in the Sundanese community today. The type of research used in this study is descriptive qualitative research with an ethnographic approach. Data obtained through direct observation and interviews with informants who know and understand the pamali tradition. As for the results of this study, that the character values contained in the pamali tradition consist of politeness values, manners values, and mutual respect values while the content of educational values consists of moral values and social values.
Internalizing ecological values through green garden innovation at SDN Payungsari II, Karawang DS, Yulistina Nur; Widiastuti, Hesti; Rahayu, Ade Astuti Widi
Community Empowerment Vol 10 No 12 (2025)
Publisher : Universitas Muhammadiyah Magelang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31603/ce.15518

Abstract

Low environmental awareness and a lack of ecological educational facilities in elementary schools necessitate nature-based innovative solutions. This program aims to enhance environmental stewardship among students at SDN Payungsari II through the development of green school gardens as outdoor learning media. The implementation methods included socialization, simple green technology training, and participatory mentoring. Evaluation results showed significant behavioral shifts: student engagement in plant care rose from 11% to 79%, while the habit of proper waste disposal increased from 35% to 87%. Qualitative data from teacher interviews confirmed an increase in students' responsibility and enthusiasm for environmental conservation. This program demonstrates that green school gardens effectively serve as living laboratories that transform theoretical awareness into sustainable practical habits, fostering ecological character from an early age.
Developing Board Game Media Based on Egrang Batok to Support Aksara Sunda Learning in PGSD Widiastuti, Hesti; Cep; Sinta; Anggy; Yulistina
IJORER : International Journal of Recent Educational Research Vol. 6 No. 3 (2025): May
Publisher : Faculty of Teacher Training and Education Muhammadiyah University of Makassar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.46245/ijorer.v6i3.865

Abstract

The objective of this study is to design and develop learning media in the form of a game board inspired by the traditional egrang batok game. The utilization of Egrang Batok media has been the subject of prior research; however, no studies have been conducted on Sundanese language content. The objective of this media is to facilitate the acquisition of Sundanese script by PGSD students. Following the observation that students encountered difficulties in comprehending and acquiring proficiency in Sundanese script through the utilization of visual media exclusively, the author endeavored to conceptualize a board game employing the principles of batok egrang as a medium for Sundanese script instruction. The present study employed the ADDIE development model, which comprises five stages: The following sequence of steps is imperative: analysis, design, development, implementation, and evaluation. The findings of the research suggest that: The batok engrang board game medium has been determined to have a high level of validity, with an average score of 0.90 for content, 0.80 for media, and 0.8 for language, classified as sufficiently high. In terms of practicality, questionnaire results from teachers and students indicate that this medium is highly practical to use, with an average score of 95%. On the whole, the Egrang Batok-based board game is regarded as suitable and effective for use in learning activities at PGSD.
Pengaruh Media Puzzle Terhadap Understanding Mathematics Kelas 1 Siswa Sekolah Dasar Saadatillah, Hikmatus; Fitri, Ayu; Widiastuti, Hesti
Journal of Authentic Research Vol. 5 No. 2 (2026): May
Publisher : LITPAM

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36312/y4x3k432

Abstract

Tujuan dari studi ini guna menyelidiki pengaruh media puzzle terhadap pemahaman matematika (understanding mathematics) siswa kelas I Sekolah Dasar. Latar belakang studi ini ialah minimnya pemahaman akan konsep matematika siswa yang diakibatkan oleh pembelajaran yang masih didominasi metode ceramah dan kurangnya penggunaan media inovatif. Metode yang dimanfaatkan ialah kuantitatif melalui desain one group pretest-posttest design. Sampel studi berjumlah 37 siswa kelas I SDN Plawad III. Instrumen berupa tes pemahaman matematika yang dibagikan sebelum (pretest) serta pasca (posttest) diberi perlakuan menggunakan media puzzle. Hasil analisis data memperlihatkan bahwasanya rerata skor pretest sejumlah 55,68 mengalami peningkatan menjadi 68,11 dalam posttest. Uji paired sample t-test menghasilkan skor signifikansi (2-tailed) p < 0,001, yang mengartikan bahwasanya ditemukan diferensiasi yang sangat signifikan di antara pretest dan posttest. Skor Cohen's d sebesar -1,012 memperlihatkan efek yang besar. Dengan demikian, media puzzle berpengaruh secara signifikan serta efektif guna memberikan peningkatan bagi pemahaman matematika peserta didik kelas I SD. Penelitian ini merekomendasikan penggunaan media puzzle sebagai alternatif pembelajaran matematika yang aktif, mengasyikkan, serta selaras dengan tahapan perkembangan kognitif peserta didik sekolah dasar (SD).
Pengaruh Media Puzzle Terhadap Understanding Mathematics Kelas 1 Siswa Sekolah Dasar Saadatillah, Hikmatus; Fitri, Ayu; Widiastuti, Hesti
Journal of Authentic Research Vol. 5 No. 2 (2026): May
Publisher : LITPAM

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36312/y4x3k432

Abstract

Tujuan dari studi ini guna menyelidiki pengaruh media puzzle terhadap pemahaman matematika (understanding mathematics) siswa kelas I Sekolah Dasar. Latar belakang studi ini ialah minimnya pemahaman akan konsep matematika siswa yang diakibatkan oleh pembelajaran yang masih didominasi metode ceramah dan kurangnya penggunaan media inovatif. Metode yang dimanfaatkan ialah kuantitatif melalui desain one group pretest-posttest design. Sampel studi berjumlah 37 siswa kelas I SDN Plawad III. Instrumen berupa tes pemahaman matematika yang dibagikan sebelum (pretest) serta pasca (posttest) diberi perlakuan menggunakan media puzzle. Hasil analisis data memperlihatkan bahwasanya rerata skor pretest sejumlah 55,68 mengalami peningkatan menjadi 68,11 dalam posttest. Uji paired sample t-test menghasilkan skor signifikansi (2-tailed) p < 0,001, yang mengartikan bahwasanya ditemukan diferensiasi yang sangat signifikan di antara pretest dan posttest. Skor Cohen's d sebesar -1,012 memperlihatkan efek yang besar. Dengan demikian, media puzzle berpengaruh secara signifikan serta efektif guna memberikan peningkatan bagi pemahaman matematika peserta didik kelas I SD. Penelitian ini merekomendasikan penggunaan media puzzle sebagai alternatif pembelajaran matematika yang aktif, mengasyikkan, serta selaras dengan tahapan perkembangan kognitif peserta didik sekolah dasar (SD).
PENINGKATAN HASIL BELAJAR MATA KULIAH BAHASA SUNDA MENGGUNAKAN MEDIA AUDIO VISUAL PADA MAHASISWA PGSD Widiastuti, Hesti; Siti Humairoh; Yulistina Nur D.S; Mahpudin
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 9 No. 2 (2024): Volume 09 No. 2 Juni 2024
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

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

Abstract

Pada Studi saat ini membuktikan dengan demikian menggunaan media audiovisual di dalam mata kuliah Bahasa sunda di SD berpotensi memperbaiki hasil belajar mahasiswa PGSD Universitas Buana Perjuangan. Hasil belajar. dalam studi ini skor rata-rata siswa sebelum ujian adalah 60, rata-rata skor siswa setelah ujian adalah 85, dan tingkat kesiapan siswa meningkat dari 35% sebelum ujian menjadi 95% setelah ujian. Ini mungkin disebabkan oleh beberapa faktor. Misalnya, media Audiovisual berpotensi memotivasi siswa untuk lebih mudah memahami materi, sehingga siswa siswa merasa pembelajaran ini lebih menarik dan menyenangkan, serta memungkinkan keaktifan siswa dalam berpartisipasi pada tahapan belajar. Studi ini merekomendasikan pengintegrasian pemanfaatan media audiovisual ke dalam pembelajaran di kelas dalam upaya mengoptimalkan hasil belajar mahasiswa. Metode yang digunakan dalam penelitian yaitu Kuasi Ekspereimen guna mengamatio dan mencari solusi dari permasalahan yang terjadi Ketika pembelajaran berlangsung.
PENGARUH PEMBELAJARAN DEEP LEARNING TERHADAP KEMAMPUAN BERPIKIR KRITIS MATEMATIS SISWA SEKOLAH DASAR Meliyana, Sylvi; Fitri, Ayu; Widiastuti, Hesti
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.v11i02.44707

Abstract

This study aims to determine the effect of Realistic Mathematics Education-based Deep Learning on elementary school students’ mathematical critical thinking skills. This study applies a quantitative approach through a one-group pretest-posttest design. A total of 24 fifth-grade students at Pasirtalaga 1 Elementary School were involved as research participants. Data collection was carried out through a test designed to measure students’ mathematical critical thinking skills. Data analysis was carried out using descriptive statistics, normality tests, paired sample t-tests, and N-Gain calculations. The results of the analysis indicate the development of mathematical critical thinking skills with an N-Gain score of 0.73, which is classified as high. This aspect indicates that Realistic Mathematics Education-based deep learning has a positive effect on students’ mathematical critical thinking skills.
PENGARUH GAMIFIKASI TERHADAP SELF-REGULATED LEARNING PADA PEMBELAJARAN MATEMATIKA KELAS V SD Firdanti, Viola; Fitri, Ayu; Widiastuti, Hesti
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.v11i02.45019

Abstract

This study focuses on students' lack of self-regulated learning (SRL) abilities in mathematics learning, particularly in the topic of whole numbers up to 1,000,000. Teacher-centered learning reduces student engagement and hinders proper participation in the learning process. Students must be able to manage their learning progress independently. Therefore, the implementation of gamification is crucial to encourage student engagement and independence in the learning process. This study aims to examine the effect of gamification implementation on self-regulated learning (SRL) of fifth-grade elementary school students. The method used in this study is a quantitative approach with a pre-experimental design, namely a one-group pretest-posttest design. The study was conducted on fifth-grade students of SDN Nagasari II. Data collection techniques were carried out through pretests and posttests using SRL questionnaires. The results of the study showed a substantial effect of gamification on students' self-regulated learning (SRL), with a significance value (Sig.) of 0.000 <0.05. This indicates the acceptance of the alternative hypothesis (H1). Thus, the implementation of gamification in mathematics learning has shown effectiveness in improving students' self-regulated learning.
PENGARUH GAME BASED LEARNING BERBANTUAN PROPROFS BRAIN GAMES TERHADAP LEARNING ENGAGEMENT SISWA SEKOLAH DASAR Amalia, Natasya; Fitri, Ayu; Widiastuti, Hesti
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 02 (2026): Volume 11 Nomor 02, Juni 2026 Public
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v11i02.51674

Abstract

Student learning engagement in mathematics learning in elementary schools is still relatively low due to the dominance of conventional learning models that are less participatory. This study aims to examine the effect of the Game Based Learning (GBL) model assisted by ProProfs Brain Games on learning engagement in mathematics learning of fifth-grade students of SDN Cikampek Utara II. The research method used is quantitative with a quasi-experimental design of the nonequivalent control group design. The study population included all 100 students of SDN Cikampek Utara II, with a sample of 48 fifth-grade students selected through certain techniques and divided into an experimental group of 24 students and a control group of 24 students. The data collection instrument questionnaire a pretest-posttest that measured three dimensions of engagement: cognitive, behavioral, and emotional. Data analysis was carried out using an independent sample t-test at a significance level of 0.05. The results showed that the GBL model assisted by ProProfs Brain Games had a significant effect on student learning engagement with a significance value of 0.000 (p <0.05). The experimental group's average posttest score reached 76.21, significantly higher than the control group's score of 61.00. In conclusion, this digital game-based learning approach is effective in enhancing all three dimensions of student engagement, making it worthy of consideration as an innovative alternative for mathematics learning in elementary schools.