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Pengembangan Bahan Ajar Komik Cerita Rakyat Berbasis Problem Based Learning Menggunakan Aplikasi Adobe Illustrator untuk Meningkatkan Hasil Belajar Kognitif pada Pembelajaran Bahasa Indonesia Kelas 2 SD Purwansyah, Dodi; Gumono; Muktadir, Abdul
Jurnal Kajian Pendidikan Dasar Vol. 4 No. 2 (2025): September
Publisher : UNIB Press

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33369/kapedas.v4i2.45017

Abstract

This study aims to develop folktale comic teaching materials based on Problem-Based Learning (PBL) using Adobe Illustrator to enhance cognitive learning outcomes in Indonesian language learning for 2nd-grade elementary school students. The research method used is Research and Development (R&D) with the ADDIE model. The research subjects consist of teachers and students of Grade 2 at SDN Transpangkalan. Data collection was conducted through needs analysis, observation, interviews, and cognitive learning outcome tests, with data analysis performed qualitatively and quantitatively. The research results show that the development of teaching materials was systematically carried out based on curriculum analysis and student needs. Validation results indicated an increase in feasibility: the content aspect improved from 0.50 (moderate) to 0.90 (highly valid), the language aspect from 0.57 (moderate) to 1.00 (highly valid), and the design aspect from 0.50 (moderate) to 0.87 (highly valid). Teacher and student responses also indicated that the teaching material is engaging and suitable for use in learning. The effectiveness of this teaching material was proven by an N-Gain increase in the experimental class of 0.47 (moderate category) compared to the control class, which only increased by 0.22 (low category). The Independent t-Test showed a significance value of 0.000 (p < 0.05), indicating a significant difference in student learning outcomes. Thus, the folktale comic-based PBL teaching material positively contributes to improving students' cognitive learning outcomes in 2nd-grade elementary school Indonesian language learning.
Pengaruh Metode Struktural Analitik Sintetik Terhadap Kemampuan Menulis Permulaan Siswa Fase A SDN 09 Kota Bengkulu Aisyi, Nadilla Rihadatul; Gumono; Amaliyah, Yuli
JURIDIKDAS Vol 8 No 2 (2025)
Publisher : Universitas Bengkulu

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33369/juridikdas.v8i2.44665

Abstract

This research investigates the influence of the Structural Analytic Synthetic (SAS) method on the initial writing skills of Phase A students at SDN 09 Kota Bengkulu. Employing a quantitative approach with a Matching Only Pretest-Posttest Control Group Design, the study involved all second-grade students at SDN 09, specifically classes IIA, IIB, and IIC. Using cluster random sampling, 24 students from class II A were designated as the experimental group, while 26 students from class II B formed the control group. Data collection was conducted using a beginning writing assessment consisting of five items. The descriptive analysis revealed that the experimental group's average posttest score was 76.04, whereas the control group scored 66.35. An independent sample t-test showed a t-count of 3.251, which exceeded the t-table value of 1.677, with a significance level (2-tailed) of 0.002, indicating a statistically significant difference between the two groups. These findings suggest that the SAS method has a meaningful impact on improving early writing abilities among Phase A students at SDN 09 Kota Bengkulu.
PENGEMBANGAN MEDIA KOMIK ELEKTRONIK BERBASIS POTENSI LAUT BENGKULU UNTUK MENINGKATKAN LITERASI KEMARITIMAN SISWA SD Muktadir, Abdul; Gumono; Atika Susanti
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 01 (2025): Volume 10, Nomor 01 Maret 2025 in progress
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v10i01.19982

Abstract

This study aims to develop an electronic comic-based learning media utilizing the marine potential of Bengkulu, designed to effectively improve maritime literacy among elementary school students. The research uses the Research and Development (R&D) method with the Borg and Gall model. The study subjects include material experts, presentation experts, teachers, and students. The validation results show that the electronic comic media is considered "very valid" by both the material and presentation experts. User feedback from teachers and students also indicates that the media is "very feasible." Operational testing of the product was carried out through two learning cycles. In cycle I, the average maritime literacy score of students reached 66.33%, which significantly increased to 84.50% in cycle II. Thus, the electronic comic media based on the marine potential of Bengkulu is proven to be effective in enhancing maritime literacy among elementary school students. This media not only captures students' interest but is also relevant to local potential, making it a promising alternative learning medium based on local wisdom.
Model Game Based Learning Berbantuan Media Flash Card dalam Pembelajaran Bahasa Indonesia Terhadap Hasil Belajar Kognitif dan Keterampilan Menulis Permulaan Siswa Kelas I SD Negeri 86 Kota Bengkulu Kartini; Muktadir, Abdul; Gumono
Jurnal Pembelajaran dan Pengajaran Pendidikan Dasar Vol 8 No 2 (2025): November
Publisher : UNIB Press

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33369/dikdas.v8i2.45562

Abstract

This study investigates the effect of the Game-Based Learning (GBL) model assisted by flashcard media on the cognitive learning outcomes and early writing skills of first-grade students at SD Negeri 86 Bengkulu City. The research employed a quasi-experimental method with a pretest-posttest control group design, involving two classes: IA (experimental) and IB (control), each with 20 students. Data were collected through observation, tests, and documentation, and analyzed using the t-test. The findings show that the use of the Game-Based Learning model with flashcard media significantly improved students’ cognitive learning outcomes and early writing skills. The model made the Indonesian language learning process more interactive, engaging, and effective.