Ika Dian Rahmawati
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Analisis Keterampilan Proses Sains Siswa Kelas IV SDN Kemayoran 1 Bangkalan Riski Yasinia, Amira; Ika Dian Rahmawati
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 03 (2025): Volume 10 No. 03 September 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.v10i03.29558

Abstract

This study was motivated by the implementation of project-based learning by teachers without clear guidelines or indicators to assess science process skills (SPS). As a result, teachers had difficulty identifying the types of SPS that emerged during the project, while students' initial SPS scores were relatively low. The purpose of the study was to determine the SPS of grade IV students at SDN Kemayoran 1 Bangkalan. This study used a descriptive qualitative approach, which aims to describe the characteristics of objects on a limited scale and in a short time, so that the results cannot be generalized. Data collection techniques were in the form of observation triangulation, interviews, and documentation. Data analysis was carried out through data reduction, presentation, and drawing conclusions or verification. The results showed that students' science process differences in achievement are also seen based on the level of student ability, where students with high and medium abilities both show weaknesses in the indicators of asking questions and observing, while students with low abilities have difficulty in the indicators of asking questions, formulating hypotheses, observing, and interpreting data. This finding indicates that students' science process skills have developed well through project activities, but special strengthening is still needed in several indicators, especially in forming scientific questions and developing careful observation skills.
PENGARUH MEDIA AUGMENTED REALITY TERHADAP HASIL BELAJAR SISWA PADA MATA PELAJARAN IPAS KELAS IV C SDN BARURAMBAT KOTA 1 Amirotudz Dzofiroh; Kholifatul Hakimah Ameliyanti; Malidina Firah; Rani Nur'aini; Shilfi Rohmatika; Ika Dian Rahmawati
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 02 (2025): Volume 10, Nomor 02 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.v10i02.25965

Abstract

This study has a problem that was found when conducting pre-research, namely regarding the low learning outcomes of students in the Natural and Social Sciences (IPAS) subject in the material of Plant Body Parts and Their Functions in grade IV of elementary school, with a population of 25. This study aims to determine the effect of Augmented Reality (AR) media on student learning outcomes while providing alternative learning media that are innovative and relevant to the development of the times. This study uses a quantitative research type with a one-group design experimental research method. The main data source used in this study is primary data obtained through multiple-choice tests that are separated into a pretest and a posttest. The results of this study indicate that by using Augmented Reality-based media through the Assemblr Edu web, the highest pretest score was 80, and the lowest score was 20, with an average score of 57.6. After the treatment, the highest posttest score was 100, and the lowest score was 60, with an average of 79.6.
EFEKTIVITAS PENGGUNAAN APLIKASI NEARPOD DALAM PEMBELAJARAN IPA MATERI BAGIAN-BAGIAN TUMBUHAN PADA KELAS IV-A DI SDN BULAK RUKEM I/258 SURABAYA Fefi Utami; Ninik Zahrotur Rohmaniyah; Laily Mar'atul Maghfiroh; Tri Puspita Agustina; Hanifah Muslimah; Ika Dian Rahmawati
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 02 (2025): Volume 10 No. 02 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.v10i02.26031

Abstract

This This research was conducted at Elementary School Bulak Rukem I/258 Surabaya. The study examines the effectiveness of using the Nearpod application as a learning tool for the topic of plant parts in class IV-A, the improvement in pre-test and post-test results, and student responses. During the research, data was collected through pre-tests, post-tests, questionnaires, and documentation. The methods used were quantitative, including N-Gain tests, normality tests, and non-parametric Wilcoxon tests. Based on the data analysis, it was found that the Nearpod application is effective for teaching the topic of plant parts in science, as shown by the N-Gain test results of 0.3 ≤ 0.6866 ≤ 0.7. Subsequently, a normality test revealed that the data produced was not normal, indicated by the significance values of both the pre-test and post-test being < 0.05. Then, a non-parametric Wilcoxon test was conducted, yielding an Asymp. Sig (2-tailed) value < 0.05 (0.000 < 0.05), indicating a significant difference in the data. The questionnaire results showed that 85% of students responded positively to the Nearpod application for the Science topic of plant parts.
PENERAPAN MEDIA QUIZIZZ TERHADAP HASIL BELAJAR IPAS SISWA KELAS IV SDN TUNJUNG 1 Afrida, Desvia Nur; Emelya Qoffayana; Nuril Mumtaz; Annisa Aditya ramadhani; Ika Dian Rahmawati
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.v10i02.26114

Abstract

This study aims to describe the application of Quizizz digital-based learning media on student learning outcomes in Natural and Social Sciences (IPAS) subjects in class IV SDN Tunjung 1. The background of this study is the low student learning outcomes and the lack of interest and active participation in the conventional learning process. This study used a quantitative approach with a one-group pretest-posttest pre-experiment design. The research subjects totaled 16 students. Data collection techniques were carried out through pretest and posttest which were analyzed using descriptive and inferential statistics through t-test. The results showed that there was an increase in the average score from 63.63 in the pretest to 80.75 in the posttest. The calculated t value of 17.1185 > t table 2.131 indicates a significant difference before and after treatment. These findings indicate that the use of Quizizz media has a positive impact on improving student learning outcomes. Therefore, Quizizz can be an alternative learning media that is effective, interactive, and in accordance with technological developments.
EFEKTIVITAS PENGGUNAAN KAHOOT! DALAM MENINGKATKAN MINAT BELAJAR SISWA KELAS V SDN NYORMANIS 2 Fani Nur Anggita; Adhiba Anis Safitri; Fariza Putri Nabila; Amelia Khoiruna; Aisyiyah Siti Rodiyah; Nurhandayany; Ika Dian Rahmawati
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 02 (2025): Volume 10 No. 02 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.v10i02.26516

Abstract

This research investigates the effectiveness of Kahoot! in fostering fifth-grade students' learning interest at SDN Nyormanis 2. The study addresses the problem of low student interest, a crucial internal factor influencing academic success. Employing a quantitative approach with an experimental design, data was collected using a closed questionnaire. This instrument, based on a Likert scale (strongly agree (4), agree (3), disagree (2), strongly disagree (1)), measured student responses before and after Kahoot! implementation across indicators such as enjoyment, involvement, attraction, and attention. The findings indicate a significant increase in student learning interest: the average student category shifted from "medium" (50%) to "high" (63%) after using Kahoot!. This demonstrates that Kahoot! is effective in enhancing learning interest among fifth-grade students at SDN Nyormanis 2. Therefore, teachers are encouraged to innovate their teaching methods by incorporating engaging activities like games and quizzes using applications such as Kahoot! Keywords: Interest learning, Kahoot!
ANALISIS MINAT BELAJAR SISWA MENGGUNAKAN MEDIA WORDWALL PADA PEMBELAJARAN PENDIDIKAN PANCASILA DI SDN KONANG 2 Hariyati, Annisa; Dwi Safitri; Hesty Widyaning Tyastuti; Lia Hadini; Novianti Romadani; Ziyanatul Fitriyah; Ika Dian Rahmawati
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.v10i02.26651

Abstract

This study aims to explore how the use of Wordwall as an instructional medium can enhance students’ learning interest in the Pancasila Education subject for third-grade students at SDN Konang 2. The research is grounded in the recognition of learning interest as a crucial internal factor that contributes to student success, as well as the necessity for engaging and interactive teaching strategies aligned with students’ needs and characteristics. A quantitative approach was employed, utilizing an experimental design involving both pretest and posttest measures. Data were collected through a closed-ended questionnaire using a Likert scale and analyzed using descriptive statistical methods. The questionnaire instrument was developed to assess four key dimensions of learning interest: enjoyment, curiosity, attention, and engagement during the learning process. The analysis revealed that all four indicators yielded high results, with an average percentage of 80.5%. These findings indicate that the integration of Wordwall, featuring content on the application of Pancasila values, effectively stimulates students’ interest and active participation in learning activities. Therefore, Wordwall can be considered an innovative and relevant learning tool that supports the demands of 21st-century education.
KEEFEKTIFAN AUGMENTED REALITY TERHADAP HASIL BELAJAR IPA KELAS V SDN BARURAMBAT KOTA 01 PAMEKASAN Weny Eka Yulia Fajrin; Nadya Ayu Faradila; Anisa Nurhikmah; Yoga Dwi Saputra; Urvia Zahna Rohandy; Fiki Riehaz Zuhdi; Faizol; Ika Dian Rahmawati
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 2 (2025): Volume 10 Nomor2, 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.v10i2.26872

Abstract

This study aims to evaluate the effectiveness of Augmented Reality (AR)-based instructional media in enhancing students' understanding of science, particularly on the topic of the respiratory system, among fifth-grade students at State Elementary School Barurambat Kota 1 Pamekasan. The research was motivated by students' difficulties in grasping the structure and function of respiratory organs due to the limitations of conventional two-dimensional learning media. The study employed a pre-experimental design using a one-group pretest-posttest model. The sample consisted of 25 students. A validated multiple-choice test was used as the research instrument. Data analysis involved the use of N-Gain calculations and a paired sample t-test with the assistance of SPSS software.The results indicated an average N-Gain score of 0.3337, which falls into the moderate category, suggesting a measurable improvement in students’ learning outcomes following the implementation of AR media. Furthermore, the paired t-test revealed a significance value of 0.000 (p < 0.05), indicating a statistically significant difference between pretest and posttest scores. The students' average score increased from 58.40 to 75.00 after the intervention. These findings suggest that AR-based learning media positively contribute to conceptual understanding by offering interactive 3D visualizations, making the learning process more engaging and meaningful. This aligns with the principles of 21st-century learning, which emphasize student-centered approaches and the integration of technology to foster contextual and immersive learning experiences
PENINGKATAN KEPEDULIAN LINGKUNGAN SISWA SDN TANJUNG 1 MELALUI KEGIATAN DAUR ULANG SAMPAH ANORGANIK Indah Shofiatin; Hikmah Labibah; Mohammad Iqbal Faqih; Cindy Nur Miristianti; Nilam Larassati; Ika Dian Rahmawati
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.v10i2.27418

Abstract

This study aims to increase environmental awareness of students at SDN Tanjung 1 through inorganic waste recycling activities. The main problem raised in this study is the low awareness of students towards the importance of maintaining environmental cleanliness, especially in the management of inorganic waste which is often ignored. The method used in this study is a descriptive method with a qualitative approach. The subjects of the study were students in grades IV and V who were involved in recycling craft activities by utilizing inorganic waste such as plastic bottles, cardboard, and food wrappers. The activities were carried out in several stages, namely counseling, observation, the process of making the work, and presentation of the results. The results of the study showed that students were not only able to produce creative and functional recycled works, but were also able to explain the benefits of the work for the environment, such as reducing waste and preventing pollution. Aspects of creativity, neatness, accuracy of material use, and efficiency of work time also showed significant development. In addition to skills, this activity also formed students' attitudes of responsibility and concern for environmental preservation. The conclusion of this study is that inorganic waste recycling activities are effective in increasing students' environmental awareness holistically.
PENERAPAN PLATFORM ASESMEN BERBASIS GAMIFIKASI AI TERHADAP HASIL BELAJAR IPA SEKOLAH DASAR Ika Dian Rahmawati; Rika Wulandari; Reskiya Ramadani; Husniatun Na'miyah
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 04 (2025): Volume 10 No. 04 Desember 2025 Terbit
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v10i04.34889

Abstract

Penelitian ini bertujuan untuk mengetahui pengaruh penggunaan platform asesmen berbasis gamifikasi AI terhadap hasil belajar siswa pada mata pelajaran IPA di sekolah dasar. Pendekatan penelitian yang digunakan adalah kuantitatif dengan desain Quasi Experimental, tepatnya model nonequivalent control group design. Instrumen pengumpulan data berupa tes hasil belajar dengan rancangan pretest-posttest control group design. Uji prasyarat dilakukan melalui uji normalitas dan homogenitas, sedangkan pengujian hipotesis menggunakan independent sample t-test antara kelas kontrol dan kelas eksperimen dengan bantuan program SPSS versi 20. Hasil analisis menunjukkan bahwa nilai signifikansi uji independent sample t-test sebesar 0,00, lebih kecil dari taraf signifikansi 0,05. Sesuai kriteria pengujian, jika nilai signifikansi < 0,05 maka H0 ditolak dan H1 diterima. Dengan demikian, dapat disimpulkan bahwa penerapan platform asesmen berbasis gamifikasi AI berpengaruh signifikan terhadap hasil belajar IPA siswa di SDN Kemayoran 02 Bangkalan. Temuan ini juga didukung oleh hasil angket respon siswa yang menunjukkan bahwa 92% peserta didik sangat setuju dengan penggunaan platform asesmen berbasis gamifikasi AI.