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IMPLEMENTASI PROJEK PENGUATAN PROFIL PELAJAR PANCASILA (P5) MELALUI PEMANFAATAN BARANG BEKAS UNTUK MENGEMBANGKAN KREATIVITAS SISWA Evita Liyana Sari; Fera Dwidarti
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.v10i02.28801

Abstract

The purpose of this study is to describe the use of the Pancasila Student Profile Strengthening Project (P5) programme in developing student creativity through the use of recycled materials. The method applied in this study is a descriptive qualitative approach with research subjects including students and teachers as classroom supervisors who are directly in the learning process. Data collection techniques in this study were conducted through observation and interviews. Meanwhile, data analysis techniques were carried out through the stages of data reduction, data presentation, and conclusion drawing. The results of this study show that P5 plays a role in enhancing students' creativity, collaboration, and character. P5 also creates a supportive learning environment for students to channel their creative and innovative ideas. Additionally, P5 teaches students the importance of reusing used items and reducing waste. However, obstacles such as a lack of resources and inadequate time management were also identified.
PENGEMBANGAN MEDIA SMARTCARDS PADA MATERI KEBERAGAMAN BUDAYA UNTUK MENINGKATKAN HASIL BELAJAR SISWA KELAS III UPT SD NEGERI TAMBAKBOYO 1 Latifatul Muhimmah Tata Kharisma; Fera Dwidarti
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 03 (2025): Volume 10 No. 03 September 2025 Terbit
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v10i03.30107

Abstract

This study aims to develop and evaluate the feasibility and effectiveness of Smartcards learning media in improving the learning outcomes of third-grade elementary school students on the topic of cultural diversity. Using a Research and Development (R&D) approach using the ADDIE model, which consists of five stages: analysis, design, development, implementation, and evaluation. The study involved 25 third-grade students at UPT SD Negeri Tambakboyo 1 as subjects. The Smartcards developed contain images of Indonesian culture, such as traditional regional attire, traditional regional dances, and traditional regional houses, organised in the form of educational games. Validation results by experts indicate that the media meets the criteria for feasibility, with validation scores of 78.7% from subject matter experts, 71.1% from language experts, and 93.33% from media experts. Classroom implementation demonstrated a significant improvement in learning outcomes, with a classical completion rate of 96% and an average N-Gain of 0.576 (effective category). Additionally, feedback from students and teachers indicates that this media is engaging, easy to use, and capable of enhancing active participation in learning. Therefore, Smartcards are deemed a viable and effective learning media, and can serve as an innovative alternative for delivering visual and interactive content. It is recommended that the development of similar media be applied to other topics and different educational levels.
Revitalisasi Media Pembelajaran: Transformasi Membaca Permulaan di Sekolah Dasar Elitasari, Handara Tri; Dwidarti, Fera
Paedagogie Vol 21 No 1 (2026)
Publisher : Universitas Muhammadiyah Magelang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31603/paedagogie.v21i1.16396

Abstract

Early reading ability is a fundamental skill that elementary school students need to support their literacy development in later stages. However, early reading instruction still faces several challenges, particularly the low reading skills of students and the limited use of engaging instructional media. This study aims to analyze the revitalization of learning media in transforming early reading instruction for elementary school students. This research employed a mixed-method approach with data collected through observation, interviews, and questionnaires. Data were analyzed using descriptive statistics and qualitative analysis, which were then integrated to obtain a comprehensive understanding of the findings. The results show that most students are not yet able to read fluently, have difficulty with accurate pronunciation, and demonstrate low confidence when reading. Early reading instruction is still dominated by the use of textbooks, while the availability of learning media remains limited. In addition, students show strong interest in learning media that are interactive, game-based, visually appealing, colorful, and contain clear and readable letters. These findings highlight the importance of revitalizing learning media that align with students’ characteristics to support more effective early reading instruction
Pengembangan Media Pembelajaran Komik Digital Menggunakan Model Addie pada Materi Keberagaman Budaya di Sekolah Fatimah, Iis Daniati; Dwidarti, Fera; Wiratama, Novialita Angga; Mauliana, Siti
Paedagogie Vol 21 No 1 (2026)
Publisher : Universitas Muhammadiyah Magelang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31603/paedagogie.v21i1.16408

Abstract

Cultural Diversity material is often considered complex due to the broad scope of information. Therefore, a digital comic medium is needed that can visualize the uniqueness of the archipelago's culture contextually, so that students not only memorize, but also feel an emotional closeness to the material. This study aims to develop a learning media in the form of digital comics on the topic of Cultural Diversity for fourth-grade students at Maibit Public Elementary School. The method used in this research is R&D (Research and Development) by applying the ADDIE model, which consists of five stages: Analysis, Design, Development, Implementation, and Evaluation. The data analysis technique in this study uses quantitative descriptive to measure the results of teacher and student response questionnaires, as well as qualitative descriptive to describe and narrate feedback during the development process. The data obtained from the validation results show that the validation from media experts obtained a percentage of 96% with a valid category, content experts obtained a percentage of 94% with a valid category, and language experts obtained a percentage of 88% with a valid category. Based on the validation results from the experts, it shows that the digital comic media is declared valid. The practicality test conducted through teacher and student response questionnaires also shows a very practical category. The teacher response questionnaire results obtained a percentage of 96% with a practical category, and the student response questionnaire results obtained a percentage of 95% with a practical category. The effectiveness of digital comic learning media obtained a percentage of 92% with an effective category. Based on these research results, it can be stated that digital comic media can turn the learning situation into a more conducive and enjoyable environment, can improve learning outcomes, and digital comic learning media is feasible and practical to use.