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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.
Kontribusi Kegiatan Literasi Membaca Dasar, Minat Membaca, dan Kebiasaan Membaca Terhadap Kemampuan Membaca Siswa Yulistio, Didi; Gumono; Sulistyawati, Nurwinda
Diksa : Jurnal Pendidikan Bahasa dan Sastra Indonesia Vol. 11 No. 2 (2025): Diksa : Jurnal Pendidikan Bahasa dan Sastra Indonesia
Publisher : UNIB Press

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

Abstract

Literacy is the ability to speak and think. Reading ability as one of the important elements of basic literacy skills, is contained in the elements of language literacy. This study aims to analyze the Contribution of Basic Reading Literacy Activities, Reading Interest, and Reading Habits to Students' Reading Comprehension Ability. This study uses a quantitative approach and Descriptive-Correlative method. The population of this study was third semester students of the Indonesian Language Education Study Program, FKIP, Bengkulu University. The research sample used purposive sampling (a sample with a specific purpose) of 33 class A students. Data collection used questionnaire and test techniques. The research instruments were (1) questionnaires to collect data on basic literacy activities, reading interest, and reading habits, with the option of using a five-point scale and (2) tests to collect data on reading comprehension abilities in the form of multiple-choice tests. The research instruments were questionnaires and reading ability tests that had been piloted. The main data analysis technique used multiple regression (R) and the Effective Contribution (SE%) formula to determine the contribution of all variables. The results of the study indicate that there is a positive and highly significant relationship between the independent variables and the dependent variable (R=0.729; F=10.954). With a large Effective Contribution (SE) of Basic Literacy Activities, Reading Interest, and Reading Habits to Students' Reading Ability of 53.1% and the remaining 46.9% is a contribution outside the three independent variables. Specifically, the effective contribution (SE) of the variables (1) Basic Reading Literacy Activities of 45.72%, (2) Reading Interest of 3.65%), and (3) Reading Habits of 3.72%). These results indicate that the large contribution to students' reading ability is not only determined by these three variables but is also determined by other variables. However, the largest effective contribution of the three variables that influence the dependent variable is obtained from the basic reading literacy activity variable.
Pengembangan Bahan Ajar Menulis Deskripsi Destinasi Wisata Bengkulu Selatan Berbasis Project-Based Learning Berbantuan Canva Oktiara, Yuvela; Gumono; Muktadir, Abdul
Jurnal Kajian Pendidikan Dasar Vol. 5 No. 1 (2026): Maret
Publisher : UNIB Press

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33369/kapedas.v5i1.46519

Abstract

This research aims to develop a descriptive writing teaching material integrating South Bengkulu tourism destinations using a Project-Based Learning (PjBL) model supported by Canva. The study also examines the feasibility of the developed material based on expert validation, user responses, and its effectiveness in improving students’ learning outcomes. This development study adopted the ADDIE model involving fifth-grade students and teachers at SD Negeri 52 Bengkulu Selatan. Data were collected through interviews, questionnaires, expert validation sheets, and descriptive writing performance tests. Data analysis employed Aiken’s V, Cohen’s Kappa, percentage eligibility criteria, and N-Gain scores. The results show that (1) the teaching material features contextual content, systematic structure, visual design using Canva, and project-based activities that guide students from observation to producing a final descriptive text; (2) the feasibility assessment by material, language, and design experts yielded a very valid category; (3) teacher and student responses indicated very positive acceptance in terms of clarity, attractiveness, and usefulness; and (4) the material effectively improved learning outcomes with an N-Gain score classified as high. It can be concluded that the Canva-based PjBL teaching material is feasible, practical, and effective for enhancing students’ descriptive writing skills in elementary school.
Pengembangan LKPD Berbasis Project Based Learning (PjBL) Berbantuan Augmented Reality Materi Siklus Hidup Makhluk Hidup untuk Meningkatkan Keterampilan Berpikir Kreatif Siswa Kelas IV SD Dika Utama , Tara; Widi Winarni, Endang; Gumono
Jurnal Kajian Pendidikan Dasar Vol. 5 No. 1 (2026): Maret
Publisher : UNIB Press

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33369/kapedas.v5i1.46544

Abstract

This study aims to develop a PJBL worksheet assisted by Augmented Reality. This research is a development study using the ADDIE. The subjects of this study are: fourth-grade Based on data analysis, the results obtained are as follows: (a) the validation results by content experts ranged from 0.8 to 1.00 with a valid category. The validation results by language experts were 1 with a very valid category. Tthe validation results by graphic experts were 0.83 with a valid category (b) The results of teacher and student responses were very practical. (c) The average N-Gain score for the implementation class is 74.02%. The results of measuring creative thinking skills on the developed LKPD in the aspect of fluency showed an average posttest score of 19.76 and an average pretest score of only 6.36. The aspect of flexibility had an average posttest score of 27.26 and an average pretest score of only 9.73. The aspect of originality had an average posttest score of 36.8 and an average pretest score of only 7.6.So the conclusion of this study is that Project-Based Learning (PJBL) worksheets assisted by Augmented Reality are feasible to use, receive very positive responses, and can enhance students' creative thinking.
Pengembangan Media E-Comic Dengan Pendekatan CTL Berbasis Cerita Rakyat Bengkulu Selatan Dalam Meningkatkan Kecerdasan Naturalis Siswa Kelas IV Oktarina, Rahmi; Muktadir, Abdul; Gumono
Jurnal Kajian Pendidikan Dasar Vol. 5 No. 1 (2026): Maret
Publisher : UNIB Press

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33369/kapedas.v5i1.46609

Abstract

This study aimed to develop, assess the feasibility, examine user responses, and determine the effectiveness of an E-Comic learning medium designed using the Contextual Teaching and Learning (CTL) approach and based on South Bengkulu folktales to enhance the naturalist intelligence of Phase B students in Grade IV at SDN 4 Bengkulu Selatan. This research employed a Research and Development (R&D) design using the ADDIE model. Both quantitative and qualitative data were collected through interviews, needs analysis questionnaires, tests, expert validation sheets, and user response questionnaires. The findings indicate that the developed E-Comic is feasible for use as a learning medium in the Grade IV Indonesian Language subject. Validation results from material, design, and language experts met valid criteria. User responses were highly positive, as shown by the teacher questionnaire results categorized as very good, and student responses also falling into the very good category. The E-Comic was proven effective in improving students’ naturalist intelligence, as indicated by the implementation class achieving an N-Gain score of 0.635. This demonstrates a significant difference between pre-test and post-test scores in the class that used the E-Comic at SD Negeri 4 Bengkulu Selatan.
Pengembangan Media Pembelajaran Padlet Berbasis Model Project Based Learning dan Profil Keterampilan Menulis Cerita Siswa Kelas VI Sekolah Dasar Purnama Sari, Indah; Muktadir, Abdul; Gumono
Jurnal Kajian Pendidikan Dasar Vol. 5 No. 1 (2026): Maret
Publisher : UNIB Press

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33369/kapedas.v5i1.48688

Abstract

This study aims to: (1). Describe the characteristics of the Padlet learning media. (2). Analyze the feasibility of the Padlet learning media. (3). Describe the responses of students and teachers to the Padlet learning media. (4). Map the profile of the story writing ability of sixth grade elementary school students in the development of the Padlet learning media. The results of the study show (1) that the Padlet learning media based on the Project Based Learning model was developed using the type of research and development or Research and Development (R&D) with the ADDIE model: Analysis (analysis), Design (design), Development (development), Implementation (implementation), and Evaluation (evaluation). The resulting product is the Padlet learning media based on the Project Based Learning model which encourages the writing ability of sixth grade elementary school students. (2) Suitability of Padlet Media as Learning Media. The validation results from material experts, media experts, and learning practitioners show that the developed Padlet media is included in the "very suitable" category for use in learning to write stories. (3) Teacher and student responses to the Padlet learning media with very good criteria and student responses with very interesting criteria. The teacher assessed that the product was very good to use, helped the learning process, and was in accordance with the demands of the Independent Curriculum. Students showed high enthusiasm, felt interested in participating in the learning process so that this media could be used and applied in the field. (4) The profile of students' story writing abilities using Padlet learning media based on the Project Based Learning model showed a very good profile of students' story writing abilities.
Pengembangan LKPD Berbasis Canva dengan Model Storytelling dan Profil Keterampilan Berbicara Siswa Ciciyani, Penti; Muktadir, Abdul; Gumono
Jurnal Kajian Pendidikan Dasar Vol. 5 No. 1 (2026): Maret
Publisher : UNIB Press

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33369/kapedas.v5i1.48705

Abstract

Speaking skills are fundamental abilities that influence elementary students’ academic and social success. However, classroom learning is still dominated by lecture-based methods and monotonous media, resulting in low student motivation and participation in speaking activities. This study aims to: (1) develop a Canva-based student worksheet integrated with a storytelling model, (2) describe its feasibility based on expert validation, (3) analyze teacher and student responses, and (4) evaluate its effectiveness in improving fourth-grade students’ speaking skills on the topic “Di Bawah Atap” in Indonesian language learning. This research employed a Research and Development (R&D) method using the ADDIE model, consisting of Analysis, Design, Development, Implementation, and Evaluation stages. The participants were a teacher and fourth-grade students of SDN 42 Lebong. Data were collected through interviews, questionnaires, observations, documentation, and speaking tests. Data analysis included Aiken’s V for validity, Cohen’s Kappa for reliability, percentage analysis for practicality, and descriptive analysis for effectiveness. The results showed that the developed LKPD was valid, practical, and effective. Teacher and student responses reached 94% and 91%, respectively. Students’ speaking skills improved significantly, with an overall achievement of 89.68% and 100% classical mastery. Improvements were observed in fluency, pronunciation, intonation, organization, confidence, and idea expression. In conclusion, the Canva-based storytelling LKPD is a valid, practical, and effective innovative learning medium.