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Pengaruh Model Pembelajaran CTL Type CRH dengan Bantuan Media Teachy.App untuk Meningkatkan Critical Thinking dan Litnum Kelas VI SD Negeri Kalisalam 1: Penelitian Malqa Dewi Royyana; Didit Yulian Kasdriyanto; Ribut Prastiwi Sri Wijayanti
Jurnal Pengabdian Masyarakat dan Riset Pendidikan Vol. 3 No. 4 (2025): Jurnal Pengabdian Masyarakat dan Riset Pendidikan Volume 3 Nomor 4 (April 2025
Publisher : Lembaga Penelitian dan Pengabdian Masyarakat

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/jerkin.v3i4.537

Abstract

Education is closely related to human life and is one of the main elements in creating quality human resources.Literacy and numeracy are knowledge that involve skills not only in reading, writing, and arithmetic.However, literacy and numeracy are related to the ability to solve problems in everyday life (Mulyandani & Hasyda, 2021).The learning model that aligns with the concrete knowledge stage of elementary school students is activity-based and real.One of the interactive learning models is the CTL type CRH, which is a learning model that offers contextual or real learning closely related to students' lives.The research design that will be used is a Pre-Experimental Design in the form of a One Group Pretest-Posttest Design.Based on the results of the Critical Thinking pretest with an average score of 34.81, and after the treatment was given, a posttest was conducted with an average score of 79.63.Meanwhile, for the pretest LitNum, the average score was 36.67, and after the implementation of the CTL Type CRH model, a posttest was conducted with an average score of 77.41.
PENGARUH PENGGUNAAN MEDIA PEMBELAJARAN DIGITAL BERBASIS EDUCAPLAY BERBANTUAN RIDDLE GAME PADA PELAJARAN PENDIDIKAN PANCASILA TERHADAP HASIL BELAJAR KOGNITIF SISWA KELAS II DI SDN KADEMANGAN 2 KOTA PROBOLINGGO Adella Pramesti Ekaditya Rohman; Didit Yulian Kasdriyanto; Ryzca Siti Qomariyah
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 2 (2025): Volume10 Nomor 2, Juni 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.v10i2.23260

Abstract

This research was conducted due to the lack of use of digital learning media so that students' understanding of the Pancasila Education subject matter is still low, causing students' cognitive learning outcomes to be low. The aim of this research is to improve students' cognitive learning outcomes through the use of educaplay-based digital learning media assisted by riddle games in class II Pancasila Education subjects at SDN Kademangan 2, Probolinggo City. The method used in this research is a quantitative method with a one group pretest-posttest design. In this research, two measurements were carried out, namely giving a pretest before treatment and a posttest after treatment. Before giving the pretest and posttest, a test instrument test is carried out first which includes a validity test, reliability test, question discrimination test, and question difficulty level test. Based on the research results, the results obtained were that there was a significant increase in students' cognitive learning outcomes which can be seen from the average difference between the pretest and posttest of 19.22. The paired sample t-test produces a sig value. (2-tailed) is 0.000 where the value is smaller than 0.05 (0.000 < 0.05) which can be said that H0 is rejected and H1 is accepted.The results of the research show that Educaplay-based digital learning media assisted by Riddle Game in Pancasila Education lessons, the material on recognizing Pancasila symbols, has a significant effect on the cognitive learning outcomes of class II students at SDN Kademangan 2, Probolinggo City.
HUBUNGAN PEMBELAJARAN BERBASIS PROYEK DALAM MEWUJUDKAN PEMBELAJARAN ABAD 21 PADA SISWA KELAS IV SDN TAMANSARI II Mustika Kirana Putri; Didit Yulian Kasdriyanto; Ribut Prastiwi Sriwijayanti
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 2 (2025): Volume10 Nomor 2, Juni 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.v10i2.23531

Abstract

The purpose of this study was to determine the relationship between project-based learning in realizing 21st century learning in grade IV students of SDN Tamansari II. In this study, the research design used a quantitative approach with a pre-experimental one group pretest posttest design. The population in this study were all grade IV students of SDN Tamansari II in the 2024/2025 academic year with a sample size of 20 students. Data collection in this study used a pretest and posttest which functioned to determine student learning outcomes before and after being treated. The study was conducted by testing the hypothesis using the "T" test which considered the prerequisite test, namely the normality test. Based on the results of the study with descriptive statistical analysis, the pretest score obtained an average of 60 with a standard deviation of 20.51957 and the posttest obtained an average of 95 with a standard deviation of 10.25978. then after the T-test was conducted, it was found that there was a relationship between project-based learning in realizing 21st century learning. It was stated that the T-test (paired sample t test) with the results obtained tcount> ttable with a level of 5% so that 14,457> 1,729 and a significance of 0.001 <0.05. So it can be stated that Ha is accepted that there is a relationship between project-based learning in realizing 21st century learning in grade IV students of SDN Tamansari II.  
IMPLEMENTASI MODEL PEMBELAJARAN KOOPERATIF TIPE TEAM GAME TOURNAMENT (TGT) BERBANTUAN MEDIA GAME EDUKASI QUIZ BERBASIS CANVA UNTUK MENINGKATKAN KEMAMPUAN KOGNITIF MATEMATIKA KELAS V MATERI PECAHAN CAMPURAN DI SD NAMIRA KRAKSAAN Desvita Sania Putri; Didit Yulian Kasdriyanto; Ryzca Siti Qomariyah
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 2 (2025): Volume10 Nomor 2, Juni 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.v10i2.24631

Abstract

Based on observation is the lack of learning media and the absence of interactive media. So that students find it difficult to learn mathematics, students have decreased to learning outcomes. This study aims to find out how the implementation of the Cooperative Learning Model type Teams Game Tournament (TGT) assisted by Canva -based educational game media to improve the cognitive abilities of Mathematics Class V SD Namira Kraksaan. His research method uses Classroom Action Research (CAR) The subject of this study is class V with a number of Sisswa of 21 people. Actions given to research subjects to improve students' cognitive abilities in mathematics by applying the Game Tournament Teams (TGT) model that uses Canva -based educational game media.The results showed that the application of the Teams Game Tournament (TGT) learning model using Canva -based educational game media could improve student learning outcomes. This is indicated by an increase in the results of the value achieved each meeting. In the first cycle the first meeting was known to the completion of the completed student which was 42.5 % and the second meeting of the percentage of students was complete, namely 61.90 %. Whereas in the second cycle there was an increase in learning outcomes, namely the percentage of students complete, namely 85.71%. Based on the results of the research above it can be concluded that the TEAMS Game Tournament (TGT) model uses Canva -based educational game media to improve students' cognitive abilities.
IMPLEMENTASI MEDIA PEMBELAJARAN INTERAKTIF BERBASIS QUIZ WORDWALL UNTUK MENINGKATKAN HASIL BELAJAR KOGNITIF SISWA PADA MATA PELAJARAN PENDIDIKAN PANCASILA KELAS III SDN KLENANG LOR I Wiwin Wulandari; Didit Yulian Kasdriyanto; Ryzca Siti Qomariyah
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 2 (2025): Volume10 Nomor 2, Juni 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.v10i2.25013

Abstract

This research was motivated by the low cognitive learning outcomes of third-grade students at SDN Klenang Lor I in the Pancasila Education subject, particularly the topic of rules at home and school. Students were less active during learning, the teaching methods did not meet their learning needs, and there was minimal use of engaging learning media. In addition, the learning process was still teacher-centered, which hindered student participation. This study employed Classroom Action Research (CAR), aimed at increasing student engagement and improving learning outcomes. The CAR method consists of four stages: planning, implementation, observation, and reflection. The research was conducted in two cycles, each consisting of two meetings. The subjects were 19 third-grade students, comprising 10 boys and 9 girls. The study took place from February 18 to February 22, 2025. In the first cycle, 13 out of 19 students achieved learning mastery (68.42%). After improvements were made in the second cycle through the application of cooperative learning methods and the use of a game-based learning media called “Quiz Wordwall,” the number of students achieving mastery increased to 18 out of 19 (94.73%). This improvement demonstrates that the use of interactive media tailored to students’ learning needs can enhance cognitive learning outcomes. Therefore, the application of cooperative learning methods and game-based educational media proved effective in improving the learning outcomes of third-grade students at SDN Klenang Lor I.
PENGEMBANGAN MEDIA KOMIK DIGITAL BERBANTUAN FLIPBOOK MATA PELAJARAN PENDIDIKAN PANCASILA MATERI PENERAPAN NILAI-NILAI PANCASILA SISWA KELAS II SDN KLENANG LOR 1 KABUPATEN PROBOLINGGO Faradella Rahmadhini; Didit Yulian Kasdriyanto; Shofia Hattarina
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 2 (2025): Volume10 Nomor 2, Juni 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.v10i2.25082

Abstract

This study aims to develop Flipbook-assisted digital comic media for the Pancasila Education subject in elementary schools, validated by material and media experts, and assessed through student and teacher response questionnaires. The method used is Research & Development (ADDIE model), consisting of five stages: analysis of learning needs and problems, storyboard design, development of digital comic media using Flipbook, Implementation through trials with second-grade students at SDN Klenang Lor 1, Probolinggo Regency, Evaluation based on validator feedback. The needs analysis revealed that second-grade students struggle to understand abstract concepts and quickly become bored with conventional text- and lecture-based teaching methods. Therefore, there is a need for interactive learning media that suits student characteristics.The developed digital comic media was validated by material experts with an average score of 84.61% and by media experts with a score of 80.88%, both categorized as "very feasible." The research results show that the use of this media can enhance student engagement and help them better understand the values of Pancasila. In conclusion, Flipbook-assisted digital comic media is an innovative and effective solution to support Pancasila Education learning at the elementary level, particularly in helping students understand the material in a more engaging and enjoyable way.
Penerapan PENERAPAN MODEL PEMBELAJARAN KOLABORATIF MENGGUNAKAN MEDIA PAPAN BACA UNTUK MENINGKATKAN MINAT MEMBACA SISWA KELAS 1 MATA PELAJARAN BAHASA INDONESIA DI SDN POHSANGIT KIDUL 1 Dandi Ferdiansyah; Didit Yulian Kasdriyanto; Shofia Hattarina
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 2 (2025): Volume10 Nomor 2, Juni 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.v10i2.25339

Abstract

This study aims to examine the implementation and effectiveness of collaborative learning models using reading board media to improve reading interest of grade 1 students in Indonesian language subjects. The goal is to create interesting and enjoyable learning and achieve the goals that have been set.This study uses the Classroom Action Research (PTK) method with 28 first-grade students as research subjects. Efforts to increase reading interest are carried out through the implementation of collaborative learning using reading board media. The results of this study showed significant changes in student learning. The implementation of learning using a collaborative learning model using reading board media in class 1 with 28 students was carried out with 2 cycles. Based on the results of cycle I, 12 out of 28 students had an average below 70% so that the average learning outcomes of class 1 students were 69.82% in cycle I. The average increased in cycle II, which was 78.21% where these results had reached the student's learning completion value. In terms of increasing students' interest in reading, the percentage increase in cycle I in the first meeting was 50.8% then in cycle II it increased to 72.1%. The results show that the implementation of a collaborative learning model using reading board media can increase students' interest in reading.
PENGEMBANGAN MEDIA PEMBELAJARAN VIDEO ANIMASI BERBASIS WAWASAN KEBANGSAAN PADA MATA PELAJARAN PENDIDIKAN PANCASILA KELAS III SDN KADEMANGAN 2 Robby Adi Wardana; Didit Yulian Kasdriyanto; Shofia Hattarina
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 02 (2025): Volume 10 No. 02 Juni 2025 In Build
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v10i02.25544

Abstract

This study focuses on the development of animated video media to overcome the obstacles faced by Class III students of SDN Kademangan 2 in understanding Pancasila education materials. The learning media that have been used so far are less effective, making students bored. This study aims to create an interesting and interactive learning experience through animated video media. This study uses the Research and Development (R&D) method, specifically using the Borg and Gall development model which consists of six stages. The media and materials developed have been validated by appointed experts, including media, material, and learning experts, before being tested. The results of the study on class 3 students, namely animated video learning media, are very effective and very valid, as they get a score of 91% for media experts and 80% for material experts. The analysis of teacher responses produced a score of 95%. And there was a significant increase in student test scores from an average pretest score of 65.6 to an average posttest score of 97.3 after using learning media.
IMPLEMENTASI METODE COOPERATIVE INTEGRATED READING AND COMPOSITION (CIRC) BERBATUAN KOMIK PADA PEMBELAJARAN BAHASA INDONESIA KELAS IV DI SD NEGERI PAJURANGAN Farihah Zamili; Didit Yulian Kasdriyanto; Faridahtul Jannah
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 2 (2025): Volume10 Nomor 2, Juni 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.v10i2.25558

Abstract

Teachers who are less innovative in learning methods have a big impact on students' understanding of the material that has been explained. What needs to be done is that teachers must prepare and determine various methods and media to achieve the expected learning objectives. This research aims to determine the planning, implementation and evaluation of the application of the Cooperative Integrated Reading and Composition (CIRC) method assisted by comics in class IV Indonesian language learning at Pajurangan State Elementary School and to find out how this CIRC method can help overcome problems for students in understanding new vocabulary material with the affix meng. This research uses a qualitative method which involves collecting data in the form of descriptions or explanations of a series of words that describe data findings found during research activities in the field. The data collection proses was carried out through observation, interviews whit class teacher, school principals, students, and documentation. Based on the results of research data, the planning process involves preparing teaching modules and learning media related to the CIRC method that will be applied. Regarding the implementation of the Cooperative Integrated Reading and Composition (CIRC) method assisted by comics in class IV Indonesian language learning at Pajurangan State Elementary School, it involves stages that are in accordance with the steps of the CIRC method. The evaluation shows that the application of the CIRC method can help students quickly understand the material in Indonesian language learning and also create fun learning.
PENGGUNAAN MEDIA KANTONG PAPAN BANGUN DATAR UNTUK MENINGKATKAN HASIL BELAJAR MATEMATIKA MATERI BVANGUN DATAR SISWA KELAS II SDN KALISALAM 2 KABUPATEN PROBOLINGGO Isma Aini Nafis; Didit Yulian Kasdriyanto; Faridahtul Jannah
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 2 (2025): Volume10 Nomor 2, Juni 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.v10i2.25581

Abstract

The research was conducted based on the background of low learning outcomes in mathematics subjects at SDN Kalisalam 2 Probolinggo district where the intended students are grade II students, students activeness in learning that is lacking and not based on media, model, or methods of learning. For this reason, researchers conducted research aimed at activating student learning and improving student learning outcomes in the learning improvements carried out. This research uses the Classroom Action Research Method. This research has 2 cycles, of which each cycle has 2 meetings. Classroom action research has 4 stages, namely planning, activities, and reflection. Classroom Action Research method by collecting data through instruments in the form of tests to conduct assessments and test the achievement of competencies. So the use of Classroom Action Research methods will provide effective results. This research was conducted on February 08, 2025 to February 24, 2025 in two cycles, namely cycle I and cycle II. In cycle I there were 6 students out of 13 students who achieved learning completeness (46.15%), while in cycle II, the number of students who achieved learning completeness increased to 10 students out of 13 students (76.92%). With the increase in learning outcomes this occurred due to the application of media that was not only pictures, but included games that were able to make students excited about learning. The method used is the lecture method by using the Flat Building Board Bag (PABATAR) media. It can be concluded that the Flat Building Board Bag (PABATAR) media can improve the learning outcomes of grade II students of SDN Kalisalam 2 Probolinggo Regency.