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Formation of the Golden Generation of Indonesia with Religious Character Through the Habituation of Kultum at UPT SDN Sidorejo 1 Badri Atul Fikriyah; Linda Melina Putri; Barokatul Puji Lestari; Wendri Wiratsiwi
International Journal of Educational Research Vol. 2 No. 1 (2025): International Journal of Educational Research
Publisher : Asosiasi Riset Ilmu Pendidikan Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62951/ijer.v2i1.139

Abstract

This article was created as an effort to publish about the habits carried out by students in order to form character by using the method of habituation of kultum every Thursday. Personality education obtained by children from their daily activities is often irregular and less systematic, therefore the habituation of kultum is used as one of the programs that are expected to be able to create a golden generation with a religious character. Therefore, it is very important to choose the right and appropriate habits so that they can form the religious character of the golden generation of Indonesia. The method used in this study is a qualitative approach with data collection techniques using a library study approach or can be called library research, in which the author collects various references through journals, articles, and other sources. And from this study, appropriate strategies can be identified to improve religious literacy. Through the habituation of kultum every Thursday, the character that is expected to emerge in students of UPT SDN Sidorejo 1 is a religious and civilized character.
IMPLEMENTASI MULTIMEDIA iSPRING DENGAN ANALISIS LEARNING GAP DALAM PEMBELAJARAN DIFERENSIASI DI SEKOLAH DASAR Badri Atul Fikriyah; Agus Wardhono
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.v10i02.27841

Abstract

In classroom teaching practice, teachers often face complex challenges. One of these challenges is related to the learning gap. One approach that can be applied to address this issue is differentiated learning. However, in its implementation, differentiated learning often faces obstacles, particularly in the aspect of identifying students' specific needs. Given these challenges, there is a need for educational technology innovations that are not only visually appealing but also capable of generating accurate and informative evaluation data, such as through iSpring multimedia. The objective of this study is to describe the implementation of iSpring educational multimedia, equipped with learning gap analysis features, as a supportive tool for differentiated learning in elementary schools. The method employed in this study is descriptive qualitative. The results of this study indicate that iSpring multimedia is highly effective in supporting differentiated learning.
UJI VALIDITAS MEDIA SMARTBOX UNTUK MENINGKATKAN HASIL BELAJAR SISTEM PANCA INDRA MANUSIA Naela Nabila; Fera Dwidarti; Badri Atul Fikriyah
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.v10i02.28319

Abstract

This study aims to test the validity of the SmartBox interactive learning media developed to improve student learning outcomes in the subject of the human sensory system. SmartBox is an innovative media designed to present information through visual displays, audio, and direct interaction, thereby increasing student engagement and understanding of abstract material. Validation was conducted by three experts: a subject matter expert, a media expert, and a language expert, using a Likert scale-based assessment instrument. This study is a developmental research with a descriptive quantitative approach. Data collection techniques included observation sheets, questionnaires, and validation sheets. The validation results by the language expert showed a score of 100% (very valid category), The validation results by the language expert showed a score of 100% (very valid category), the subject matter expert obtained a score of 72% (valid category), and the media expert obtained a score of 88% (very valid category). The overall average validation score for the SmartBox media was 85%, indicating that this media falls into the ‘valid’ category and is suitable for use in the learning process. Thus, the SmartBox media has been proven to meet the aspects of content, presentation, and technical feasibility, and has great potential to support student learning outcomes in the material on the five senses. These findings are expected to serve as a basis for further development and implementation of interactive media in thematic science learning in primary schools.
UJI KEPRAKTISAN INSTRUMEN EVALUASI BERORIENTASI HIGHER ORDER THINKING SKILL (HOTS) MELALUI MEDIA EDUCAPLAY Roro Diah Pamungkas; Ina Agustin; Badri Atul Fikriyah
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.v10i02.28336

Abstract

This study aims to measure the practicality of Higher Order Thinking Skills (HOTS)-based evaluation instruments developed through the Educaplay platform in IPAS learning for fifth-grade elementary school students. In the digital era and with the implementation of the Merdeka Curriculum, teachers are required to provide evaluations that not only measure basic knowledge but also stimulate students' critical and analytical thinking skills. Educaplay was chosen because it offers interactive exercise features that can support the creation of engaging and easily accessible HOTS questions. This study employs a quantitative descriptive approach with data collection techniques through a practicality questionnaire administered to teachers and students. The practicality test results showed that the instrument was rated as very practical by teachers at 94% and by students at 91%, with an overall average of 92%. These findings indicate that the HOTS-based evaluation instrument using the Educaplay platform is easy to use, efficient in implementation, and engaging and adaptive for users in the elementary school environment. In conclusion, the Educaplay media has a very good level of practicality and can be an alternative digital evaluation media that meets the demands of 21st-century learning. This media has the potential to support student engagement in evaluation and facilitate teachers in managing competency-based assessment.
EFEKTIVITAS MEDIA GAME EDUKASI WORDWALL DALAM MENINGKATKAN HASIL BELAJAR PESERTA DIDIK KELAS V SEKOLAH DASAR Yessyka Fitrian Hardiana; Ina Agustin; Badri Atul Fikriyah
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.v10i02.28584

Abstract

The digital revolution in education demands learning innovations that can adapt to the characteristics of the digital generation of students. This study analyses the impact of implementing the educational game platform Wordwall on the academic achievement of primary school students. The study was conducted using a descriptive quantitative approach with 16 fifth-grade students at UPT SDN Bejagung 2 Tuban as the research subjects. Data collection was conducted through pre- and post-intervention evaluations using test instruments. The effectiveness analysis used the N-Gain formula to measure changes in students' understanding before and after the use of the digital media. The findings showed significant progress in learning outcomes, with the average score increasing from 58 points to 83 points. The N-Gain calculation yielded a value of 64%, categorising this media as ‘moderately effective’ in supporting the learning process. The most notable transformation was observed in the aspect of learning completion, where the majority of participants (92%) achieved the minimum standards set after using this platform. The research results confirm that educational game technology can be a beneficial learning tool for enhancing student engagement and academic performance in primary schools, although further optimisation is still needed to achieve maximum effectiveness.
ANALISIS KEVALIDAN E-BOOKLET INTERAKTIF UNTUK MENINGKATKAN HASIL BELAJAR SISWA KELAS V SD Izza Azzahra; Sumadi; Badri Atul Fikriyah
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.v10i02.30582

Abstract

This study aims to test the validity of interactive e-Booklet learning media developed to improve student learning outcomes. An e-Booklet is an innovative medium designed to present information through visual displays, audio, and direct interaction, thereby enhancing students' engagement and understanding of abstract material. Validation was conducted by three experts: a subject matter expert, a media expert, and a language expert, using a Likert scale-based assessment instrument. This research is a developmental study with a descriptive quantitative approach. Data collection techniques included observation sheets, questionnaires, and validation sheets. The validation results by the language expert showed a score of 89% (valid category), the subject matter expert obtained a score of 80% (sufficiently valid category), and the media expert obtained a score of 84% (valid category). The overall average validation score for the e-Booklet media was 85%, indicating that this media falls into the ‘valid’ category and is suitable for use in the learning process. Thus, the e-Booklet media meets the criteria for content, presentation, and technical aspects, and has great potential to support student learning outcomes.  
Implementation of Sports Habits through Healthy Gymnastics to Create Great Indonesian Children at UPT SDN Sidorejo 1 Badri Atul Fikriyah; Lilis Sintiya Ningsih; Sayid Husen Des San Wardani; Wendri Wiratsiwi
International Journal of Studies in International Education Vol. 2 No. 1 (2025): International Journal of Studies in International Education
Publisher : Asosiasi Riset Ilmu Pendidikan Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62951/ijsie.v2i1.135

Abstract

This article is created as an effort to publish information about the habits implemented by students to form a great Indonesian generation in sports through healthy gymnastics on Tuesday, Wednesday, Thursday, Friday, and Saturday. Additionally, this article discusses the importance of cultivating sports habits from elementary school age to create a healthy and active lifestyle. The method used in this research is a qualitative approach with data collection techniques using library research, where the authors collect various references through journals, articles, and other sources. Gymnastics itself is a type of sport performed en masse, ranging from elementary to high school levels and the general public. In the past, gymnastics was highly cultural, proven by the lack of differences across almost all societal groups - gymnastics was done both in groups and collectively, with young and old, males and females exercising together. This program was also implemented at UPT SDN Sidorejo 1 every day before class, and its results are evident in the emergence of student self-confidence, creative attitudes, and a healthy lifestyle.
PENERAPAN MEDIA KARTU KUARTET UNTUK MENINGKATKAN HASIL BELAJAR SISWA PADA MATERI FAKTA DAN OPINI DI SD Faiz, Achmad Zaenal; Agus Wardhono; Badri Atul Fikriyah
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.v10i03.30835

Abstract

This study aims to improve students' learning outcomes in understanding factual and opinion sentences through the use of quartet cards in grade V of SDN Sidomulyo 2 Tuban. The method used is Classroom Action Research (CAR) with two cycles involving planning, implementation, observation, and reflection. Data were collected through observation, tests, interviews, and documentation. The results of the study indicate that the application of quartet cards significantly improved student learning outcomes. Classical mastery increased from 19.05% in the pre-cycle stage to 90.48% in cycle II. In addition, teacher and student activities in learning also improved, showing more active and effective involvement. These findings indicate that quartet cards are effective as an alternative in Indonesian language learning for facts and opinions.
PENERAPAN MEDIA KARTU MAJAS TERINTEGRASI DENGAN KUIS JEOPARDY MELALUI MODEL KOOPERATIF TEAM GAMES TOURNAMENT UNTUK MENINGKATKAN HASIL BELAJAR MATERI MAJAS SISWA KELAS V SD ISLAM WALISONGO BRONDONG Halimatus Sakdiyah, Halimatus; Saeful Mizan; Badri Atul Fikriyah
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.v10i03.30836

Abstract

This study aims to improve the learning outcomes of fifth-grade students at SD Islam Walisongo Brondong in the subject of types of figurative language, namely metaphor, personification, and hyperbole. The main problem faced is the low level of student engagement during the learning process, which has an impact on low learning outcomes. Out of 22 students, only 6 were able to achieve the Learning Objective Achievement Criteria (LOAC) with a minimum score of 75. This study employed a Classroom Action Research (CAR) approach conducted in two cycles through the stages of planning, implementation, observation, and reflection. The research subjects consisted of 22 students, with a composition of 8 female students and 14 male students. The data collection techniques used included tests and observations. The results of the study showed a significant increase in learning outcomes and learning activities. Student learning completeness increased from 59.09% in cycle I to 81.82% in cycle II. Teacher activity, which was initially categorized as “good” with a percentage of 71.87%, increased to 93.75% and was categorized as “very good.” Similarly, student activity increased from 72.40% to 88.96%. These findings demonstrate that the application of metaphor cards combined with Jeopardy quizzes in the Teams Games Tournament (TGT) cooperative learning model can enhance students' understanding of the material and encourage their active participation in Indonesian language learning.