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ANALISIS NILAI-NILAI GOTONG ROYONG SISWA DALAM PROYEK PENGUATAN PROFIL PELAJAR PANCASILA (P5) KELAS IV DI SEKOLAH DASAR Andika Samudra; Maryono; Muhammad Sholeh
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 02 (2025): Volume 10, Nomor 02 Juni 2025 publish
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v10i02.29228

Abstract

This study investigates the gotong royong values among fourth-grade A students at SD Negeri 057/I KM V Muara Tembesi, focusing on the Pancasila Student Profile Reinforcement Project (P5) through a quantitative descriptive method using structured observations. The research instrument was designed around seven indicators categorized into three main aspects: the collaboration aspect, which includes cooperation (X1), communication (X2), positive interdependence (X3), and social coordination (X4); the caring aspect, comprising social environmental responsiveness (X5) and social perception (X6); and the sharing aspect, represented by the sharing indicator (X7). Results indicate that a majority of students fall into the Good and Very Good categories for collaboration and caring aspects, with the highest scores in positive interdependence (X3) at 92% and social environmental responsiveness (X5) at 77%. Additionally, 77% of students also achieved Good and Very Good ratings in the sharing aspect (X7). These results suggest that the P5 implementation has effectively fostered the internalization of gotong royong values among students within the framework of project-based learning at the elementary level.
IMPLEMENTASI MODEL PEMBELAJARAN BERBASIS PROYEK (PJBL) UNTUK MENINGKATKAN PARTISIPASI DAN KOLABORASI PESERTA DIDIK DALAM PEMBELAJARAN DI SD NEGERI 55/I SRIDADI Andika Samudra; Raihana Putri Eka Azri
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.v10i2.25181

Abstract

Collaboration and participation are important elements that must be developed during the educational process. Project Based Learning is one of the learning methods that can be used to improve teamwork skills through group project activities. The purpose of this study was to determine how well the Project Based Learning paradigm works to improve student engagement and cooperation. Students of class V C of SD Negeri 55/I Sridadi were the subjects of the study. The research methodology used was collaborative Classroom Action Research (CAR) using a mixed method approach, namely a quantitative approach using questionnaires and a qualitative approach using observation and documentation. The results of the study showed that the use of the Project Based Learning paradigm can improve student engagement and cooperation. This is evidenced by the average proportion of student collaborative observations increasing by 8.14% from cycle I to cycle II. This is also supported by the results of the student collaboration questionnaire which showed an average percentage of 73.84% in cycle I and 81.96% in cycle II which is included in the very good category. Thus, it can be said that the Project Based Learning paradigm has succeeded in improving student collaboration in class V C of SD Negeri 55/I Sridadi.
Improving E-Sport Player Loyalty: An Overview of the Game Industry in JABOTABEK, Indonesia William Widjaja; Andika Samudra; Chairuddin; Adryan Rachman; Meilisa Alvita
Jurnal Nusantara Aplikasi Manajemen Bisnis Vol 9 No 2 (2024): Jurnal Nusantara Aplikasi Manajemen Bisnis
Publisher : UNIVERSITAS NUSANTARA PGRI KEDIRI

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29407/nusamba.v9i2.21176

Abstract

Research Aim: This study investigates the impact of experiential values ​​and promotional activities on player satisfaction, which affects player loyalty in the e-sports industry in the Jabodetabek area. Approach: This study uses the Structural Equation Modeling-Partial Least Squares (SEM-PLS) approach to test the proposed hypotheses and achieve the research objectives. Questionnaires were distributed to 100 respondents who identified as e-sports players in the Jabodetabek area. Research Findings: This study found that experiential values ​​have a positive and significant effect on player satisfaction in the e-sports industry in the Jabodetabek area. However, promotional activities do not significantly affect e-sports player satisfaction. This means that esports companies' promotional efforts may not significantly impact player satisfaction. Theoretical Contribution: This finding suggests that the theory of satisfaction on loyalty also applies to the Jabodetabek esports industry. Practical Implications: This study has significant practical implications for e-sports companies looking to enhance the value of the player experience by increasing the complexity of their games' features. Research Limitations: This study is limited to the Jabodetabek area and may not reflect the same conditions in other areas.