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PENGEMBANGAN MEDIA PEMBELAJARAN SMART JENGA BERBASIS KEARIFAN LOKAL MUATAN IPS KELAS V SD Taofik; Nidya Chandra Muji Utami; Indah Wardatussa’idah; Anggit Aruwiyantoko; Indah Maulida Savon; Laila Aska Fuadiyah
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 01 (2026): Volume 11 No. 01, Maret 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.v11i01.35655

Abstract

This study aims to produce learning media in the form of smart jenga for social studies content for grade V elementary school. This type of research is research and development with ADDIE development design consisting of 5 stages, namely: analyze, design, develop, implement, and evaluate. Smart jenga consists of wooden blocks, question cards, point cards and guidebooks. The results of research and development are categorized as feasible according to material experts with a score of 90, media experts with a score of 98.5 and language experts with a score of 98. The results of user trials involving 21 respondents with an average score of 81.15. The final conclusion of this study is that smart jenga media is feasible to be used in learning.
PENGEMBANGAN MEDIA WEBSITE UNTUK MELATIH KETERAMPILAN MENULIS KALIMAT BERMAJAS PADA SISWA KELAS V SEKOLAH DASAR Tsabita Khansa; Anggit Aruwiyantoko; Ika Lestari
Didaktik : Jurnal Ilmiah PGSD STKIP Subang Vol. 12 No. 03 (2026): Volume 12 No. 3, September 2026 Public
Publisher : STKIP Subang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36989/didaktik.v12i03.16343

Abstract

Penelitian ini bertujuan untuk mengembangkan media pembelajaran berbasis website serta mengetahui keefektifannya dalam meningkatkan keterampilan menulis kalimat bermajas siswa sekolah dasar. Metode yang digunakan adalah penelitian dan pengembangan (R&D) dengan model Lee & Owens yang terdiri dari lima tahap, yaitu penilaian/analisis, perancangan, pengembangan, uji coba, dan evaluasi. Subjek penelitian adalah 28 siswa kelas V SDN Bendungan Hilir 12 Pagi, Jakarta Pusat. Teknik pengumpulan data menggunakan tes berupa pre-test dan post-test serta angket respons siswa. Hasil penelitian menunjukkan bahwa media pembelajaran berbasis website yang dikembangkan termasuk dalam kategori praktis hingga sangat praktis berdasarkan hasil uji coba perorangan, kelompok kecil, dan kelompok besar. Hasil uji t menunjukkan adanya perbedaan yang signifikan antara nilai pre-test dan post-test. Nilai rata-rata meningkat dari 74 menjadi 79,8. Hasil perhitungan N-Gain sebesar 0,22 termasuk dalam kategori rendah, namun tetap menunjukkan adanya peningkatan keterampilan menulis siswa. Dengan demikian, media pembelajaran berbasis website dapat digunakan sebagai alternatif media yang efektif dan interaktif dalam meningkatkan keterampilan menulis kalimat bermajas siswa sekolah dasar.
PENGEMBANGAN E-MODUL BERBASIS SCAFFOLDING UNTUK MENINGKATKAN PEMAHAMAN CERITA FIKSI PADA SISWA KELAS V SEKOLAH DASAR Desti Dewi Sintya; Anggit Aruwiyantoko; Yurniwati Yurniwati
Didaktik : Jurnal Ilmiah PGSD STKIP Subang Vol. 12 No. 03 (2026): Volume 12 Nomer 03, September 2026 Publication
Publisher : STKIP Subang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36989/didaktik.v12i03.18064

Abstract

This study was motivated by the low level of understanding regarding fictional stories among fifth-grade elementary school students, as well as the limited use of engaging and interactive teaching materials. A needs analysis at SDN Duren Sawit 02 revealed that students still struggled to comprehend the content and intrinsic elements of fictional stories. This study aimed to develop a scaffolding-based e-module to enhance fifth-grade students understanding of fictional stories. The research employed the Research and Development (R&D) method using the ADDIE model. The development process encompassed expert validation, user trials, and an effectiveness test utilizing a one-group pre-test post-test design. The results indicated that the scaffolding-based e-module achieved a feasibility score of 97.70%, placing it in the highly feasible category according to expert validation. Practicality test results showed a score of 92.32% in the limited trial, rising to 97.02% in the field trial; both figures fall into the highly practical category. Effectiveness test results demonstrated an increase in the average student score from 65 on the pre-test to 86 on the post-test, with an N-Gain score of 0.60, falling within the moderate category. Consequently, the developed scaffolding-based e-module is deemed feasible, practical, and effective for improving fifth-grade elementary students understanding of fictional stories.
PENINGKATAN HASIL BELAJAR IPA MELALUI MODEL DISCOVERY LEARNING BERBASIS EKSPERIMEN PADA PESERTA DIDIK KELAS IV SD NEGERI DUREN SAWIT 13 PAGI Zulfa Ainul Hikmah; Dina Rahmi Darman; Anggit Aruwiyantoko
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 02 (2026): Volume 11 No. 02 Juni 2026 Press
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v11i02.48315

Abstract

The implementation of science education in elementary schools still conventional teaching models. As a result, students are not sufficiently engaged in the learning process, and learning outcomes have not met the intended learning objectives. The experiment-based discovery learning model prioritizes students direct, independent engagement in the learning process to discover concepts through experimental activities. This study aims to determine the improvement in science learning outcomes through an experiment-based discovery learning model among fourth-grade elementary school students. The method used was Classroom Action Research (CAR), conducted in two cycles. Each cycle consisted of three stages: planning, implementation and observation, and reflection. The research subjects were 32 fourth grade elementary school students. Data collection was conducted through achievement tests, observations of teacher and student activities, interviews, and documentation. The research results indicate that the implementation of an experiment-based discovery learning model can improve science learning outcomes. This is evidenced by an increase in the achievement rate from 44% in the pre-cycle to 72% in Cycle I, and reaching 88% in Cycle II. In addition, students’ learning activities became more enthusiastic and active because they were directly involved in the discovery process through experimental activities. Based on these results, it can be concluded that the experiment-based discovery learning model can improve science learning outcomes among fourth-grade elementary school students.
PERANCANGAN MULTIMEDIA INTERAKTIF BERBASIS PENDEKATAN SAINTIFIK PADA PEMBELAJARAN IPS MATERI PETA DAN LETAK GEOGRAFIS INDONESIA KELAS V SEKOLAH DASAR Ikrimah, Siti Keysa; Marini, Arita; Aruwiyantoko, Anggit
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 03 (2026): Volume 11 Nomor 03, September 2026 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.v11i03.57649

Abstract

This study aimed to design an interactive multimedia learning resource based on the scientific approach for Social Studies learning, particularly on map and geographical location materials for fifth-grade elementary school students. The research employed a Research and Development (R&D) method using the 4D development model, limited to the Define and Design stages. The Define stage involved needs analysis, learner analysis, content analysis, task analysis, and the formulation of learning objectives. Data were collected through observations, interviews, and questionnaires administered to teachers and students. The findings revealed that students experienced difficulties in understanding map and geographical location concepts, while the utilization of digital learning media in the classroom remained limited. Based on these findings, the Design stage focused on developing a blueprint for interactive multimedia integrating the scientific approach, including the activities of observing, questioning, collecting information, associating, and communicating. The multimedia was designed as a digital learning resource incorporating text, images, audio, animations, and interactive assessments accessible through electronic devices. The result of this study is a design prototype of interactive multimedia that is expected to serve as an alternative learning medium to support Social Studies learning in elementary schools.
SMART MITIGATION LEARNING : INOVASI PENGEMBANGAN MEDIA PEMBELAJARAN INTERAKTIF BUMISANA (BUKU SAKU MITIGASI BENCANA) BERBANTUAN AUGMENTED REALITY (AR) UNTUK MENINGKATKAN DISASTER LITERACY AWARENESS SISWA SEKOLAH DASAR DI JAKARTA Indah Wardatussa'idah; Taofik; Rahmawati; Anggit Aruwiyantoko; Chrisnaji Banindra Yudha
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 03 (2026): Volume 11 Nomor 03, September 2026 Publish
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

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

Abstract

Jakarta is one of the regions in Indonesia with a high vulnerability to various natural disasters. Conversely, the level of disaster literacy awareness among elementary school students remains relatively low due to the limitations of interactive and contextual learning media. This study aims to develop and test the feasibility of "BUMISANA" (Buku Saku Mitigasi Bencana / Disaster Mitigation Pocket Book), an innovative interactive learning media based on Augmented Reality (AR) specifically designed to enhance disaster literacy awareness among elementary school students in Jakarta. The research method employed is Research and Development (R&D) using the ADDIE development model (Analysis, Design, Development, Implementation, Evaluation). The research subjects involved elementary school students in the DKI Jakarta area. Data collection was conducted through validation questionnaires from material and media experts, observation sheets, and tests (pre-test and post-test) to measure the increase in students' disaster literacy. The research results show that: (1) The theoretical validity of the media reached an average of 96.81% with a Very Valid criterion based on assessments from content experts (98.21%), language experts (97.22%), and media experts (95.00%); (2) The empirical practicality of the media obtained an average cumulative score of 91.17% with a Very Practical criterion, including One-to-One trials (96.4%), Small Group trials (92.0%), and Field Tests (90.0%); and (3) The effectiveness of the media proved to trigger an increase in the average student comprehension score from 77.59 (pretest) to 81.55 (posttest), with 82.76% of the total student population experiencing positive score improvements. In conclusion, the AR-assisted BUMISANA media is considered very valid, practical, and effective to use as an interactive learning medium to improve disaster literacy among elementary school students.