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Ms Pengembangan Aplikasi Web “Mentari” (Menulis Terampil Imajinatif) Untuk Keterampilan Menulis Dongeng Siswa Kelas IV: Upaya Meningkatkan Keterampilan Menulis Dongeng Siswa Kelas IV dengan Aplikasi Web "MENTARI" Wahdah, Faizah; Dadan Djuanda; Prana Dwija Iswara
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 03 (2025): Volume 10 No. 03 September 2025
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v10i03.31139

Abstract

The use of digital-based learning media has become one of the innovative alternatives to support an active and engaging learning process. One such form is web-based applications that allow flexible access and integration of various interactive learning contents. This study aims to develop a web application called "MENTARI" as a learning media to improve elementary school students' skills in writing fairy tales. The method used is Design and Development (D&D) with the ADDIE development model. The research subjects involved 35 fourth-grade students and one classroom teacher at SDN Ganeas I, Sumedang. Expert validation from content, media, and language reviewers provided highly positive evaluations regarding the content quality, user interface, and clarity of language used in the application. User trials also showed encouraging responses from both teachers and students in terms of usability and relevance to writing learning objectives. Final evaluation was conducted by analyzing students' written products, which demonstrated improved ability to structure intrinsic elements of a story. These findings suggest that the "MENTARI" web application is appropriate and effective as a learning medium to support elementary students' fairy tale writing skills.
PENGEMBANGAN WEBSITE PORTOFOLIO DIGITAL SEBAGAI ALAT EVALUASI PADA PEMBELAJARAN BAHASA INDONESIA SEKOLAH DASAR Muhammad Fajar Al Kausar; Dadan Djuanda; Prana Dwija Iswara
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 03 (2025): Volume 10 No. 03 September 2025
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v10i03.32603

Abstract

This study developed a digital portfolio website as an evaluation tool for Indonesian language learning in elementary schools. The background was the limitations of teachers in finding effective and efficient evaluation media that could collect student work on the four language skills. The study used the Four-D model (Define, Design, Develop, Disseminate) with data obtained through interviews and questionnaires. Validation by evaluation experts and language experts showed the categories "Very Appropriate" and "Appropriate" without revision. The trial on 32 fifth-grade students of SDN Cileutik resulted in a score of 92.5% (category "Very Appropriate"). This website facilitates teacher evaluation, increases student engagement, and provides structured learning documentation, making it suitable for use as an innovative solution in evaluating Indonesian language learning in elementary schools.
DEVELOPMENT OF GENIALLY BASED EDUTAINMENT GAMES AS MEDIA TO IMPROVE STUDENT’S LEARNING MOTIVATION Yusti Azra Maulidiyah; Ani Nur Aeni; Prana Dwija Iswara
Primary: Jurnal Pendidikan Guru Sekolah Dasar Vol. 12 No. 3 (2023): June
Publisher : Laboratorium Program Studi Pendidikan Guru Sekolah Dasar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33578/jpfkip.v12i3.9800

Abstract

The low students’ learning motivation influences the suboptimal learning process. The learning activities tend to be monotonous and make the students have a lack of interest in learning. Making creative and innovative media is an effort that can be made to improve students’ learning motivation. The research aims to develop genially based edutainment game learning as media that can encourage and cultivate students' learning enthusiasm. The research used the Research & Development (R&D) method and the Borg & Gall development model. The research instruments used were validation questionnaires, trial sheets, and learning motivation questionnaires. The research results indicate that edutainment games based on Genially are valid and suitable for use as a learning media to help teachers in Civic Education learning activities. This is supported by the validation results from three experts of media, materials, and learning, with an average value of 88% in the highly valid category. The average score of learning motivation before applying media was 3.31 in the "sufficient" category, and there was an increase average score of 4.42 in the "very high" category after carrying out learning activities through edutainment game media based on Genially. It shows that edutainment game media based on Genially can also increase students' learning motivation in Civic Education learning subjects.
KETERLIBATAN IBU DALAM LITERASI KELUARGA PADA PEMEBELAJARAN MENULIS PERMULAAN DI MASA PANDEMI COVID 1 Wasi Widiastika; Prana Dwija Iswara; Rahman; Vismaia S. Damaianti
Primary: Jurnal Pendidikan Guru Sekolah Dasar Vol. 11 No. 2 (2022): April
Publisher : Laboratorium Program Studi Pendidikan Guru Sekolah Dasar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33578/jpfkip.v11i2.8347

Abstract

Family is the first and foremost group of learning for children and plays an important role in children's education. By having a good family environment and being supported by good literacy activities, children certainly could be literate and have good cognitive, affective, and psychomotor competencies. In the current Covid-19 pandemic, the family, especially the mother's role as the main home manager, was very crucial in learning activities from home that are currently taking place. The purpose of the study described in this article was to analyze the mother's involvement in family literacy in early writing lessons during the Covid-19 pandemic. The method used was a survey method involving 6 mothers with higher education who decided to become full-time mothers who graduated from several wellknown universities in Indonesia. Data were collected through questionnaires and interviews. Data were analyzed descriptively quantitative. The results of data analysis indicated that a mother's involvement in family literacy could support the early writing skills of children who were still in low grade so that children could achieve indicators of early writing skills. The results of the study were required to be a reference for related groups regarding the direct involvement of mothers in the children learning process at home.
IMPLEMENTASI MAHASISWA KAMPUS MENGAJAR 2 DALAM MENINGKATKAN KETERAMPILAN LITERASI DI SEKOLAH DASAR Iis Irma Lisnawati; J. Julia; Prana Dwija Iswara
Primary: Jurnal Pendidikan Guru Sekolah Dasar Vol. 11 No. 5 (2022): October
Publisher : Laboratorium Program Studi Pendidikan Guru Sekolah Dasar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33578/10.33578/jpfkip.v11i5.9016

Abstract

The Indonesian government's attempt to improve the literacy skills of elementary school students is to implement the MBKM (Merdeka Belajar Kampus Merdeka) program for teaching campuses. Hence, the research described in this article is to investigate the information about the implementation of the Teaching Campus Students 2 program to improve elementary school students’ literacy skills. In addition, the research also involved the barriers, strategies, and evaluation results regarding student literacy. The research used a qualitative research method with a case study design through semi-structured interviews to find out the students' barriers, strategies, and evaluation results. The participants involved 20 students in the Teaching Campus program who were based in elementary schools and spread over the West Java provinces. The data used in the research was a qualitative analysis, which consisted of three activity lines, they are the stages of data reduction, data presentation, and conclusion or verification. The results indicate that the improvement of students' literacy skills was increased enough. It can be seen from the increased students’ interest in reading, the skill to process information, how to find out problems, and students’ skills to provide solutions to the problem. Various innovative learning strategies were successfully designed by Teaching Campus Students 2 and made it one of the factors that made students' literacy skills increase well enough.
EFEKTIVITAS CERITA BERGAMBAR DIGITAL BERBASIS CANVA TERHADAP KETERAMPILAN MEMBACA SISWA SEKOLAH DASAR KELAS RENDAH Hanna Adila, Syntia; Prana Dwija Iswara; Diah Gusrayani
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 03 (2025): Volume 10 No. 03 September 2025
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v10i03.29962

Abstract

Reading skills are an important basic skill to be mastered by elementary school students, especially at the low grade level. However, in practice, many students have difficulty understanding the content of reading due to the use of less attractive learning media. This study aims to determine the effectiveness of digital picture story media based on Canva application on reading skills of grade II students of SD Negeri Sukaraja 1. This study used a quantitative approach with a quasi-experimental design in the form of Nonequivalent Control Group Design. The research sample consisted of two grade II classes selected through purposive sampling technique, namely the experimental class of 27 students and the control class of 28 students. The experimental class was treated using Canva-based digital picture story media, while the control class used conventional media. The research instruments included reading skill tests and student interviews. The Mann-Whitney test results on pretest scores showed no significant difference between the experimental and control classes (p = 0.249 > 0.05), which means that the students' initial abilities were comparable. After the treatment, the Wilcoxon test showed a significant improvement in the experimental class, and the Mann-Whitney test on the posttest showed a significant difference between the two classes. The interview results also showed that students gave positive responses to the use of the media. Thus, the Canv-based digital picture story media.