Panca Dewi Purwati
PGSD FIPP Universitas Negeri Semarang

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IMPLEMENTASI METODE MIND MAPPING BERBANTUAN MEDIA INTERAKTIF ASSEMBLR EDU PADA MATERI SUMBER DAYA ALAM KELAS V Farah Fauzia Zahra; Panca Dewi Purwati
Didaktik : Jurnal Ilmiah PGSD STKIP Subang Vol. 10 No. 1 (2024): Volume 10 No. 01 Maret 2024
Publisher : STKIP Subang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36989/didaktik.v10i1.2757

Abstract

Salah satu metode pembelajaran yang menarik dan menyenangkan bagi peserta didik adalah metode mind mapping. Assemblr Edu merupakan salah satu platform dan media pembelajaran berbasis internet yang memadukan antara online class dan animasi 3D. Pemahaman tentang sumber daya alam sangat penting bagi peserta didik kelas V karena membekali peserta didik dengan pengetahuan yang esensial seperti menumbuhkan kesadaran lingkungan. Penelitian ini bertujuan untuk mendeskripsikan implementasi metode mind mapping berbantuan media interaktif Assemblr edu pada materi sumber daya alam Indonesia kelas V. Penelitian ini menggunakan metode deskriptif kualitatif. Pengambilan data pada dilakukan dengan dengan teknik wawancara, observasi langsung, tes, dan dokumentasi. penerapan metode mind mapping berbantuan media interaktif Assemblr Edu pada materi sumber daya alam kelas V di SD N Karanganyar 01 berlangsung dengan baik sesuai dengan tahapan-tahapannya. Hal tersebut menjadi pengalaman pembelajaran yang interaktif, kolaboratif, menyenangkan, serta membantu peserta didik mengembangkan keterampilan pemikiran visual dan organisasi informasi yang penting. Meskipun memiliki banyak manfaat, kendala dalam pelaksanaan pembelajaran dialami baik dari guru maupun peserta didik berupa keterbatasan waktu.
IMPLEMENTASI MEDIA KOTAK BILANGAN AJAIB BERBASIS MODEL TEAMS GAMES TOURNAMENT UNTUK MENINGKATKAN HASIL BELAJAR MATEMATIKA KELAS III MATERI NILAI TEMPAT BILANGAN Wulan Utami; Panca Dewi Purwati
Didaktik : Jurnal Ilmiah PGSD STKIP Subang Vol. 10 No. 2 (2024): Volume 10 No. 02 Juni 2024
Publisher : STKIP Subang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36989/didaktik.v10i2.2928

Abstract

Penelitian ini dilatarbelakangi oleh rendahnya hasil belajar yang dicapai siswa kelas III SD Negeri Rowosari 01 pada materi nilai tempat bilangan karena pembelajaran yang terkesan monoton di mana guru hanya menggunakan model ceramah pada saat pembelajaran. Tujuan dari penelitian ini adalah untuk mendeskripsikan hasil Implementasi media kotak bilangan ajaib berbasis model Teams Game Tournament untuk meningkatkan hasil belajar siswa kelas III pada materi nilai tempat bilangan di SD Negeri Rowosari 01. Metode yang digunakan dalam penelitian ini adalah deskriptif kualitatif, dimana teknik tringulasi diterapkan untuk menggali dan merangkum data. Dalam kajian ini, subjek yang diteliti merupakan para siswa kelas III pada SD Negeri Rowosaro 01, yang terdiri dari sebanyak 31 individu. Hasil penelitian ini menunjukkan bahwa media kotak bilangan ajaib berbasis model Teams Game Tournament dapat meningkatkan hasil belajar siswa kelas III pada materi nilai tempat bilangan sebesar 22,3% dilihat dari selisih nilai pretest dan posttest yang awalnya 52,2 menjadi 74,5.
PENERAPAN PROBLEM BASED LEARNING BERBANTUAN ARTIFICIAL INTELLIGENCE DAN QUIZIZ MATERI SILA PANCASILA KELAS 4 SD Firly Fazza Amalia; Panca Dewi Purwati
Didaktik : Jurnal Ilmiah PGSD STKIP Subang Vol. 10 No. 2 (2024): Volume 10 No. 2 Juni 2024 in Press
Publisher : STKIP Subang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36989/didaktik.v10i2.4040

Abstract

This study aims to describe the application of AI-assisted PBL models and Quiziz in the material for the application of grade 4 Pancasila precepts at SDN 01 Kriyan and describe learning outcomes based on the application of AI-assisted PBL, interactive learning videos, and Quiziz on the application of grade 4 Pancasila precepts at SDN 01 Kriyan. The method used was qualitative descriptive, with research subjects as many as 20 students. The learning process involves the use of AI interactive videos to deepen understanding of the material and Quizizz as an interactive evaluation tool. The results showed a significant improvement in students' understanding and grades after the application of the technology-assisted PBL model, with most students achieving or exceeding the Minimum Learning Completeness Criteria (KKTP). This research suggests that the integration of AI and other educational technologies in the curriculum can improve students' motivation and learning outcomes, while better preparing them to practice the values of Pancasila in their daily lives.
PENERAPAN MODEL PROBLEM BASED LEARNING (PBL) BERBASIS VIDEO PEMBELAJARAN TERHADAP PEMAHAMAN MENULIS TEKS DESKRISI PADA SISWA KELAS III SDN 04 GAJAHMUNGKUR Adiibah Asmaa Shofiyah; Panca Dewi Purwati
Didaktik : Jurnal Ilmiah PGSD STKIP Subang Vol. 10 No. 04 (2024): Volume 10 No. 04 Desember 2024 In Build
Publisher : STKIP Subang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36989/didaktik.v10i04.4690

Abstract

Penelitian ini bertujuan untuk meningkatkan pemahaman menulis teks diskripsi pada siswa kelas 3 SD Negeri 04 Gajahmungkur. Model Problem Based Learning dapat mendorong siswa untuk belajar melalui pemecahan masalah nyata, sementara video pembelajaran dapat menyediakan konteks visual yang menarik dan mendukung pemahaman konsep. Untuk meningkatkan pemahaman menulis teks diskripsi siswa menggunakan media berupa videopembelajaran. Metode penelitian yang digunakan adalah mixed method pendekatan yang menggabungkan tektik kualitatif dan kuantitatif.
PENERAPAN E-FLIPBOOK BERBANTUAN MEDIA KARTU BERGAMBAR UNTUK MENINGKATKAN PEMAHAMAN MENULIS SUKU KATA SISWA KELAS I Fatimah Nurul Haliim; Panca Dewi Purwati
Didaktik : Jurnal Ilmiah PGSD STKIP Subang Vol. 10 No. 04 (2024): Volume 10 No. 04 Desember 2024 In Build
Publisher : STKIP Subang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36989/didaktik.v10i04.4732

Abstract

Kemampuan menulis siswa kelas rendah dianggap penting, namun pada kenyataannya terdapat berbagai permasalahan termasuk rendahnya pemahaman siswa akan materi yang dipelajari. Penelitian ini bertujuan untuk menerapkan e-flipbook berbantuan media kartu bergambar dengan model dasar Problem Based Learning (PBL) dalam upaya peningkatan pemahaman siswa kelas I SD. Digunakannya metode mixed method yang menggabungkan pendekatan kualitatif dengan kuantitatif pada penelitian ini. Hasil dari penelitian ini mengungkapkan bahwasanya peningkatan pemahaman siswa yang diukur dengan indikator-indikator tertentu. Rata-rata tingkat pemahaman siswa yaitu pada persentase 85,42%. Hasil rata-rata tersebut menunjukkan bahwa pemahaman siswa sangat tinggi, sehingga dapat disimpulkan bahwa penerapan e-flipbook berbantuan media kartu bergambar berbasis model Problem Based Learning (PBL) dapat dikatakan efektif.
PENERAPAN MODUL AJAR “SMARTLETTER” BERBASIS PROJECT BASED LEARNING UPAYA PENINGKATAN KETERAMPILAN MENULIS DAN SIKAP KOMUNIKASI SISWA MELALUI KARYA SURAT PRIBADI KELAS V SD NEGERI NGADIRGO 03 SEMARANG Aysha Nadya Lintang Chantica; Panca Dewi Purwati
Didaktik : Jurnal Ilmiah PGSD STKIP Subang Vol. 11 No. 04 (2026): Volume 11 No. 04 Desember 2025 In Build
Publisher : STKIP Subang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36989/didaktik.v11i04.9108

Abstract

This study aims to describe the implementation process and analyze the effectiviteness of the “SmartLetter” teaching module, based on Project Based Learning and Deep learning, in developing students’ writing and self-expression skills through personal letters in fifth-grade students at Ngadirgo 03 Elementary School, Semarang. This study used a mixed methods approach with a sequential explanatory design involving 30 students and one classroom teacher. Data were collected through observation, interviews, writing tests, and documentation. The result showed that the implementation of the SmartLetter teaching module effectively improved students’ writing skills, with an average score of 84,8 and a classical completion rate of 83.3% (≥75). The integration of PjBL and Deep learning fostered critical thinking skills, empathy, and a reflective understanding of language use. Therefore, the SmartLetter teaching module can be an innovative, and character development in elementary school students
PENERAPAN INFOGRAFIS LEGENDA PUTRI AYU LIMBASARI BERBASIS PROBLEM-BASED LEARNING PADA PEMAHAMAN MENYIMAK TEKS AURAL SISWA KELAS VI SDN 2 KUTAWIS PURBALINGGA Dinar Octari; Panca Dewi Purwati
Didaktik : Jurnal Ilmiah PGSD STKIP Subang Vol. 11 No. 04 (2026): Volume 11 No. 04 Desember 2025 In Build
Publisher : STKIP Subang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36989/didaktik.v11i04.9109

Abstract

This study aims to develop and implement a culture-based digital flipbook integrated with the Problem-Based Learning (PBL) model to improve sixth-grade students’ critical thinking skills and listening comprehension of aural texts at SDN 2 Kutawis, Purbalingga. The study was conducted to address the issue of low student engagement and comprehension in listening activities due to the lack of interactive and culturally relevant learning media. This research employed a mixed-method approach combining quantitative methods to measure the improvement of students’ learning outcomes and qualitative methods to analyze students’ learning responses. The instruments included listening comprehension tests, critical attitude observation sheets, and interviews with students and teachers. The results showed that integrating local cultural values into the flipbook effectively enhanced students’ understanding of literal and implied meanings in spoken texts. Moreover, the implementation of the PBL model through flipbook media increased students’ motivation, participation, and critical reflection during learning. This study contributes to the development of interactive and culture-based digital learning media that support innovative and meaningful Indonesian language learning in elementary schools.
PENERAPAN MEDIA PEMBELAJARAN “BUKU EKSPRESIKU” BERBASIS PROJECT BASED LEARNING UNTUK MENINGKATKAN KEMAMPUAN MENULIS KALIMAT SEDERHANA SISWA KELAS II SDN NGADIRGO 03 Siti Purningsih Farida Sari; Panca Dewi Purwati
Didaktik : Jurnal Ilmiah PGSD STKIP Subang Vol. 11 No. 04 (2025): Volume 11 No. 04 Desember 2025 Published
Publisher : STKIP Subang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36989/didaktik.v11i04.9398

Abstract

This study aims to describe the implementation of the “Buku Ekspresiku” learning media based on Project-Based Learning (PjBL) and its effectiveness in improving simple sentence writing skills among second-grade students at SDN Ngadirgo 03. A mixed-method sequential explanatory design was used, with data collected through observations, interviews, writing tests, and documentation. The results indicate that “Buku Ekspresiku” increased student motivation and their ability to express personal experiences in written form. The average score improved from 74.5 to 85.1, and classical completeness rose from 42.8% to 85.7%. Writing aspects also improved, including content relevance (87.5%), sentence structure (85%), and vocabulary choice (82.5%), although capitalization and punctuation still require guidance. These findings demonstrate that the PjBL-based “Buku Ekspresiku” is effective in supporting meaningful, contextual, and engaging writing learning for elementary students. Keywords: Buku Ekspresiku, PjBL, simple sentence writing
PENERAPAN DEEP LEARNING DENGAN MEDIA PAPAN BACA PINTAR DAN KARTU SUKU KATA UNTUK MENGUATKAN LITERASI KELAS I SD Nayara Putri Pribadi; Panca Dewi Purwati
Didaktik : Jurnal Ilmiah PGSD STKIP Subang Vol. 11 No. 04 (2025): Volume 10 No. 04 Desember 2025 In Progress
Publisher : STKIP Subang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36989/didaktik.v11i04.9500

Abstract

Early literacy skills are essential for first-grade students; however, students at SDN Nongkosawit 2 still demonstrated difficulties in recognizing letter-sound correspondences and reading simple syllables. This study aims to describe the implementation of the Deep Learning approach using the Smart Reading Board and Syllable Cards and to examine their effectiveness in improving students’ early literacy skills. A mixed-method sequential explanatory design was employed, involving 20 first-grade students. Quantitative data were collected through students’ worksheets assessing their ability to combine syllables into words, while qualitative data were obtained through classroom observations and teacher interviews to explain and validate the quantitative findings. The Deep Learning steps included concept introduction, exploration, hands-on experimentation using the media, concept reinforcement, and reflection. The results indicate a significant improvement: the average score increased from 78.8 to 90.1, and learning mastery rose from 45% to 100%. Observations revealed greater student engagement, improved ability to differentiate similar letters, and increased reading confidence. Teacher interviews confirmed that the concrete and manipulative media strengthened students’ understanding of sound–letter–syllable relationships and supported learners with varied abilities. It is concluded that integrating physical media with the Deep Learning approach is effective in enhancing early literacy skills and serves as an accessible, engaging, and adaptive alternative for elementary literacy instruction.
PENERAPAN MEDIA PINGUIN PINTAR BERBASIS MODEL PROBLEM BASED LEARNING UPAYA PENINGKATAN KEMAMPUAN MENULIS KELAS II Dhiva Nabiilah Azaria; Panca Dewi Purwati
Didaktik : Jurnal Ilmiah PGSD STKIP Subang Vol. 11 No. 04 (2025): Volume 11 No. 04 Desember 2025 Published
Publisher : STKIP Subang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36989/didaktik.v11i04.9529

Abstract

Students’ difficulties in using capital letters and punctuation correctly indicate the need for interactive and problem-based learning media. The purpose of this study is (1) to describe the implementation steps of the Pinguin Pintar educational game media based on Problem Based Learning (PBL), and (2) to describe the effectiveness test of this media in improving students’ writing skills, especially in the use of capital letters and punctuation. This study employed a mixed-method Sequential Explanatory design referring to Khabibullah & Sholahuddin’s (2024) theory, beginning with quantitative analysis followed by qualitative exploration. The results show a significant improvement in students’ writing ability, marked by an increase in the average score from 74.5 to 86.1 and a rise in classical completeness from 42.8% to 86.4%. Improvements were also seen in specific writing aspects: initial capital letters (87.5%), capital letters for proper names (84%), accuracy of periods and commas (77.2%), and question marks (82.5%). Based on the two research objectives, it is concluded that (1) the Pinguin Pintar media can be implemented systematically through PBL stages such as problem orientation, investigation, discussion, and solution presentation, and (2) the media is proven effective in improving students’ accuracy in using capital letters and punctuation.