Suryani Sahabuddin, Erma
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WORDWALL EDUCATIONAL GAMES AND INCREASING STUDENTS' INTRINSIC MOTIVATION IN LEARNING NATURAL SCIENCES IN ELEMENTARY SCHOOL Fatkhullah; Suryani Sahabuddin, Erma; Hartoto
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 01 (2025): Volume 10, Nomor 01 Maret 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.v10i01.23084

Abstract

The objective of this study is to investigate (1) the characterization of Wordwall educational game media usage in the science curriculum for class IV at UPT SPF SD Inpres Kassi, (2) the portrayal of Wordwall educational game media application in the same subject and class, and (3) the impact of Wordwall educational games on students' learning motivation in the science subject for class IV at UPT SPF SD Inpres Kassi, located in Manggala District, Makassar City. This research utilizes a quantitative approach, specifically employing experimental research and a Quasi Experimental Design format known as Nonequivalent Control Group Design. The study's population comprises the students from class IV at UPT SPF SD Inpres Kassi, with a sample of 24 students drawn from classes IV A and IV B through the Purposive Sampling technique. The technique employed for data collection involved both questionnaires and observations. For data analysis, descriptive statistical analysis and inferential statistical analysis were utilized, which included normality tests, homogeneity tests, and hypothesis tests through independent sample T-tests. (1) The utilization of Wordwall educational game media was effectively executed, as indicated by the percentage increase from each meeting, which demonstrated a positive impact supported by observation results; each session progressed from the good category to the very good category. (2) Results from the post-nontest in the experimental group reflected a rise in learning motivation, categorizing it as very high, whereas the control group was classified as high. Although there was an increase, it was not as pronounced as that observed in the experimental class. The Independent Sample T-test's inferential statistical analysis yielded a Sig. (2-tailed) value of 0.001, which is less than 0.05, leading to the rejection of the H0 hypothesis and the acceptance of Ha. (3) This indicates that the implementation of Wordwall educational game media significantly impacts the learning motivation of fourth-grade students in the science subject at SD Inpres Kassi, Manggala District, Makassar City. Therefore, it can be concluded that the use of Wordwall educational game media positively affects the learning motivation of grade IV students at UPT SPF SD Inpres Kassi, Manggala District, Makassar City.
MEMBANGUN PENGETAHUAN LINGKUNGAN SEJAK DINI: STUDI PENGGUNAAN EDUCATION CARD DI UPT SPF SD NEGERI PAMPANG Ayu, Sri Wahyuni; Suryani Sahabuddin, Erma; Faisal, Muhammad
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 04 (2025): Volume 10 No. 04 Desember 2025 In Order
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v10i04.40892

Abstract

This study was motivated by the low level of environmental literacy among elementary school students. This study aims to determine (1) the description of the use of Education cards at the Pampang State Elementary School UPT SPF, (2) the description of students' environmental literacy skills at the Pampang State Elementary School UPT SPF, and (3) the effect of using Education cards on students' environmental literacy skills at the Pampang State Elementary School UPT SPF. This study uses a quantitative approach with an experimental method and a quasi-experimental design of the Nonequivalent Control Group Design type. The research population included all students at UPT SPF SD Negeri Pampang, while the sample was determined using purposive sampling, namely class V(A) as the control class and class V(B) as the experimental class, each consisting of 30 students. Data collection was carried out through observation and tests, while data analysis used descriptive and inferential statistics. The results of this study indicate that there is a significant effect of the use of Education cards on students' environmental literacy skills.
PENINGKATAN KEMAMPUAN KOMUNIKASI SISWA MELALUI CONTENT BASED INSTRUCTION BERBANTUAN ROLE PLAYING PADA MATA PELAJARAN IPAS KELAS V UPT SPF SD GALANGAN KAPAL 1 KOTA MAKASSAR Nurdin, Putriyana; Suryani Sahabuddin, Erma; Faisal, Muhammad
Didaktik : Jurnal Ilmiah PGSD STKIP Subang Vol. 12 No. 02 (2026): Volume 12 No. 2, Juni 2026 Publish
Publisher : STKIP Subang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36989/didaktik.v12i02.13017

Abstract

This research aimed to improve students’ communication skills through the implementation of the Content-Based Instruction (CBI) approach assisted by the Role Playing technique in IPAS learning for fifth-grade students at UPT SPF SD Galangan Kapal 1, Makassar. The background of this study was the low level of students’ communication skills during IPAS learning, which was indicated by students’ lack of confidence in speaking, asking questions, and expressing ideas clearly. The learning process was still teacher-centered, causing limited student participation in classroom activities. This study employed Classroom Action Research (CAR) conducted in two cycles. Each cycle consisted of planning, action, observation, and reflection stages. The research subjects were fifth-grade students. Data were collected through observation of teacher and student activities, assessment of students’ communication skills, and IPAS learning achievement tests. The data were analyzed descriptively by examining percentages and average scores obtained in each cycle. The results showed that the implementation of the Content Based Iinstruction approach assisted by the Role Playing technique gradually improved students’ communication skills. In Cycle I, students’ communication skills were still categorized as fair to low. However, after improvements were made in Cycle II, a significant increase was observed. Students became more confident in speaking, more active in asking questions, better at expressing ideas, and more engaged in group discussions. In addition, students’ IPAS learning outcomes also improved, with most students achieving good achievement categories. Based on these findings, it can be concluded that the Content-Based Instruction approach assisted by the Role Playing technique is effective in improving students’ communication skills in IPAS learning at the elementary school level.
PENGARUH PENGGUNAAN MEDIA AUGMENTED REALITY TERHADAP KETERAMPILAN MENYIMAK SISWA SEKOLAH DASAR KOTA MAKASSAR Salam, Rosdiah; Suryani Sahabuddin, Erma; Magfira, Magfira
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 9 No. 2 (2024): Volume 09 No. 2 Juni 2024
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v9i2.13132

Abstract

This study discusses the effect of using augmented reality media on students' listening skills at UPT SPF SD Inpres Layang Tua II Makassar City which aims to determine the description of the use of augmented reality media for students, to determine the description of listening skills of class students, to determine the effect of using augmented reality media on students' listening skills. The approach used in this research is a quantitative approach with the type of One Group Pretest-Posttest Design. The population in this study were class V UPT SPF SD Inpres Layng Tua II students, the sample was 19 students selected using saturated sampling technique. Data collection techniques using observation and tests. The data analysis techniques used were descriptive statistical analysis and inferential analysis. The results showed that the description of the use of augmented reality media was carried out in a good category, the description of the results of the student listening skills test showed a significant difference in students' listening skills with an increase from the average petest score in the incomplete category while the posttest score was in the complete category, and there was an effect of using augmented reality media on listening skills of class V UPT SPF SD Inpres Layang Tua II students as evidenced by hypothesis testing using the t-Test formula assisted by IBM SPSS Statistic.
PENGEMBANGAN E-BOOK INTERAKTIF UNTUK MENINGKATKAN KEMAMPUAN BERPIKIR KRITIS PADA SISWA KELAS V DI UPT SPF SD INPRES PARANG Halisah, Nur; Suryani Sahabuddin, Erma; Rizah Putrawan, Muh
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.v11i02.45746

Abstract

This study aims to develop an interactive e-book to improve the critical thinking skills of fifth-grade students at UPT SPF SD Inpres Parang. The background of this research is the limited availability of digital and interactive teaching materials and the low level of students’ critical thinking skills in the topic of environmental problems threatening life. This research employed a Research and Development (R&D) approach adapted from the Alley & Trollic development model, which consists of three main stages: planning, design, and development. The research subjects were 20 fifth-grade students of UPT SPF SD Inpres Parang. The research instruments included expert validation sheets for content and media, teacher response questionnaires, student response questionnaires, and practicality questionnaires. The results of the study indicate that: (1) the development of the interactive e-book was conducted through systematic steps based on the Alley & Trollic model; (2) the product met the “very valid” criteria with a validity percentage of 89.77%; and (3) the practicality of the interactive e-book reached 68.65% and was categorized as “practical.” Based on the results and discussion, it can be concluded that the interactive e-book meets the feasibility criteria and can be used in the learning process.
PENERAPAN MODEL KOOPERATIF TIPE TEAM GAMES TOURNAMENT (TGT) BERBANTUAN MEDIA FLASHCARD TERHADAP HASIL BELAJAR KOGNITIF IPAS SISWA Yulfa, Maria; Suryani Sahabuddin, Erma; Yusuf, Faidah
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 03 (2026): Volume 11 Nomer 03, September 2026 Publication
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v11i03.61480

Abstract

This study was motivated by students' low cognitive learning outcomes in IPAS (Natural and Social Sciences), a result of instruction that remained teacher-dominated and failed to optimize student engagement. The study aimed to improve students' cognitive learning outcomes in IPAS through the implementation of the Team Games Tournament (TGT) cooperative learning model supported by flashcards. This Classroom Action Research (CAR) was conducted over two cycles with 34 fourth-grade students at UPT SPF SDN Kompleks IKIP 1, Makassar City. Data were collected through observation, learning outcome tests, and documentation. The results showed an improvement in student learning outcomes: performance was in the "sufficient" category during Cycle I and rose to the "good" category during Cycle II. Additionally, student engagement in the learning process increased. Thus, the implementation of the TGT cooperative learning model supported by flashcards proved effective in enhancing the cognitive learning outcomes of fourth-grade students in IPAS. Keywords: Cooperative Model, Team Games Tournament (TGT), flashcards, cognitive learning outcomes, IPAS.