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Journal : Jurnal PGSD: Jurnal Ilmiah Pendidikan Guru Sekolah Dasar

Dongeng Digital Berbasis Project Based Learning Untuk Penguatan Profil Pembelajaran Pancasila Siswa Sekolah Dasar Prayuningtyas Angger Wardhani; Gusti Yarmi; Chrisnaji Banidra Yudha
Jurnal PGSD Vol 17 No 1 (2024)
Publisher : UNIB Press

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33369/pgsd.17.1.22-28

Abstract

In an effort to improve students' literacy, it is necessary to have learning media that is in accordance with the times. This study aims to determine the level of need for fairy tales in supporting the Pancasila learner profile of elementary school students. The research method to be used in this research is the research and development method of the 4-D model (Four-D Model) with the stages of define, design, development and Disseminate. In this study only at the defining stage, namely conducting a field needs analysis first. Respondents in the study were 30 teachers and 50 students from eight elementary schools in Jakarta. The data collection technique was obtained by distributing a structured questionnaire with a Likert scale to teachers with 2 answer choices and open answers.  The aspects used to measure the level of teacher needs include learning objectives, learning stages, learning environment, classroom management, and classroom management. The results showed that teachers have used digital media, but still need to develop digital media that can increase student understanding. In addition, digital fairy tale media also supports the profile of Pancasila students while the results of the analysis of student needs show that the use of digital fairy tale media makes students motivated to participate in learning activities, and can easily understand abstract concepts.
Pengembangan Board Game untuk Meningkatkan Minat Belajar Siswa Kelas IV SD Nurfaizah, Nadia; Maksum, Arifin; Wardhani, Prayuningtyas Angger
Jurnal PGSD Vol 14 No 2 (2021)
Publisher : UNIB Press

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33369/pgsd.14.2.122-132

Abstract

Board games can be used as learning media to help the Civics learning process on the meaning of the relationship between the symbols and the Pancasila precepts in Theme 4 (various jobs). The purpose of this study was to produce game-based learning media in order to increase the learning interest of fourth grade students towards the content of Civics subjects. This research is a development research with a modified ADDIE development model. This development model consists of stages of analysis, design, development, implementation and evaluation. This stage in research and development is carried out until the development stage. The instrument used in this study was a questionnaire to analyze the needs of teachers and students as well as a validation instrument for experts. Data collection techniques using quantitative and qualitative data. The results of the study indicate that the board game media is suitable for use in Civics subjects for grade IV SD with reference to the results of expert validation. The results of media expert validation are 74% or Valid. The results of validation by linguists obtained a percentage of 80% or Valid.