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GAMBARAN TENTANG HASIL BELAJAR SISWA INTROVERT DI KELAS IV SEKOLAH DASAR Rizal Taufik; Teguh Satria; Novia Sari Alfitri
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 01 (2026): Volume 11 No. 01 Maret 2026
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v11i01.40547

Abstract

This study aims to describe the learning outcomes of introvert students in the fourth grade of elementary school. The type of research used in this is a case study. The research subjects studied were from the findings of information with class teachers, namely introvert students' learning outcomes in the attitude aspect that is not visible during the learning process. Data collection using non-test instruments in the form of observations using checklists, was carried out to obtain data on learning outcomes in the learning process, then interviews were conducted with teachers and introvert students, supported by video documentation. The results of the study found that stimuli in the form of attention, guidance, and support from teachers succeeded in fostering motivation to participate in learning activities for introvert students. Both in terms of social interaction, courage to take risks, in terms of depth of thinking, as well as in aspects of students' attitudes towards the subject matter based on the narrative of inner impulses. In the aspect of students' attitudes towards values or norms related to the subject matter and in expressing feelings, introvert students do learning predominantly through writing, teachers provide opportunities for introvert students to be involved in learning with what introvert students do. Emotional support, support for appreciation, and support for information are important for introvert students in elementary school.
INTERNALISASI NILAI ETNOPEDAGOGIK PADA PERMAINAN TRADISIONAL ENGKLEK SEBAGAI MEDIA PENGUATAN KARAKTER SISWA SEKOLAH DASAR Rian Sri Nugroho; Rizal Taufik
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 01 (2026): Volume 11 No. 01 Maret 2026 Public
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v11i01.40817

Abstract

Elementary education plays a fundamental role in forming student character dispositions, not merely transferring cognitive knowledge. However, current educational practices are often trapped in rigid academic routines, neglecting affective aspects and local cultural values. This study aims to describe the internalization process of ethnopedagogical values contained in the traditional Engklek game and its potential as a medium for strengthening student character. This research employs a descriptive qualitative method with a value analysis approach. Data collection was conducted through participant observation and literature study to identify pedagogical values embedded in the game's rules and activities. The results indicate that the structure of the Engklek game facilitates the internalization of three main character traits: (1) Integrity, built through compliance with line rules without external authority supervision; (2) Perseverance, formed through efforts to maintain physical and mental balance and persistence after failure; and (3) Social Discipline, fostered through compliance with turn-taking culture. This study concludes that Engklek serves not only as a recreational activity but as an effective pedagogical medium for instilling character education rooted in local wisdom
Eco-Food Learning Design: ASSURE Model Instructional Based SDGS to Elementary Students’ Eco-Literacy and Food Literacy Irni Rachmawati Putri; Rizal Taufik
FONDATIA Vol 10 No 2 (2026): JUNI
Publisher : Pendidikan Guru Madrasah Ibtidaiyah STIT Palapa Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36088/fondatia.v10i2.6318

Abstract

This study is motivated by the need to develop an ASSURE-based instructional design integrated with the Sustainable Development Goals (SDGs) to enhance elementary students’ eco-literacy and food literacy. The study aims to construct a conceptual framework for Eco-Food Learning Design through three main stages: literature exploration, bibliometric analysis using VOSviewer, and conceptual synthesis. This study adopts a conceptual research design without direct empirical testing. The findings indicate that previous studies have predominantly focused on instructional effectiveness, while the integration of sustainability issues into instructional design remains limited. To address this gap, the proposed Eco-Food Learning Design model systematically embeds sustainability values into the ASSURE stages. The model consists of four logically interconnected components: input, process, integration, and output. Eco-literacy and food literacy are integrated across all instructional stages to create contextual, participatory, and behavior-oriented learning experiences. The study concludes that the proposed model has strong potential to improve students’ environmental awareness, food literacy, and sustainable behavior. This study contributes theoretically to the development of sustainability-based instructional design and offers practical implications for elementary education by providing a structured model for integrating eco-literacy, food literacy, and SDG-oriented learning.
PENINGKATAN LITERASI DIGITAL SISWA SMK AL-FALAH MELALUI PEMBELAJARAN FUNDAMENTAL PRINSIP DESAIN DALAM USER INTERFACE Rafi Hafizhni Anggia; Aditia Abdurachman; Windriyana Windriyana; Rizal Taufik; Ardhiansyah Ardhiansyah; Yudi Setia Rachmanda; Muh Fajar Fazriansyah
Jurnal Pengabdian Kolaborasi dan Inovasi IPTEKS Vol. 4 No. 1 (2026): Februari
Publisher : CV. Alina

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59407/jpki2.v4i1.3450

Abstract

Literasi visual dan digital menjadi kompetensi penting bagi siswa Sekolah Menengah Kejuruan (SMK), terutama dalam memahami dan merancang user interface sebagai bagian dari keterampilan vokasional. Namun, pembelajaran desain digital di sekolah masih cenderung berfokus pada penggunaan perangkat lunak tanpa didukung pemahaman prinsip dasar desain. Hal ini melatarbelakangi pelaksanaan kegiatan pengabdian kepada masyarakat yang bertujuan memperkuat kompetensi literasi visual dan digital siswa melalui pembelajaran fundamental prinsip desain berbasis user interface. Kegiatan pengabdian dilaksanakan di SMK Al-Falah melalui tiga sesi, yaitu penyampaian materi prinsip dasar desain, praktik perancangan user interface menggunakan Figma, dan evaluasi kegiatan. Evaluasi dilakukan dengan membandingkan pemahaman siswa sebelum dan sesudah kegiatan serta melalui kuesioner skala Likert. Hasil kegiatan menunjukkan peningkatan pemahaman siswa terhadap prinsip desain dan konsep user interface. Sebagian besar peserta mampu merancang antarmuka sederhana, meskipun masih terdapat kendala teknis dalam penggunaan Figma. Kegiatan ini menegaskan pentingnya penguatan pembelajaran desain digital berbasis konsep dan praktik untuk mendukung kesiapan kompetensi vokasional siswa SMK.
MENGOPTIMALKAN PEMBELAJARAN: LITERATURE REVIEW PERMAINAN TRADISIONAL BERBASIS ETNOPEDAGOGIK DALAM PEMBELAJARAN SAINS DAN SOSIAL DI SEKOLAH DASAR Rizal Taufik; Meirin Dwiningtyas Putri
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 02 (2026): Volume 11 No. 02 Juni 2026
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v11i02.50308

Abstract

Every region in Indonesia has a variety of traditional games that have become an integral part of daily life and local cultural heritage. Besides serving as a means of entertainment, traditional games also have significant potential as learning media, particularly in developing science and social competencies at the elementary school level. This research uses a qualitative approach with a literature study method, a method that allows researchers to gain an in-depth understanding of a phenomenon through the analysis of relevant documents, texts, and literature sources. The results show that integrating traditional games into science and social learning can address various learning challenges. The inclusion of these games not only provides a fun learning experience and increases student motivation, but also supports the development of social skills, physical abilities, and the internalization of cultural values. Furthermore, traditional games play a role in shaping students' character through training in cooperation, discipline, and ethics, thus becoming a holistic and effective learning tool in elementary schools.