Articles
PENGGUNAAN TEKNOLOGI GAMIFIKASI PADA PEMBELAJARAN IPA DI SEKOLAH DASAR
Sundahry;
Yantoro
Jurnal Muara Pendidikan Vol. 10 No. 1 (2025): Jurnal Muara Pendidikan, Vol 10 Issue 1, Juni 2025
Publisher : LPPM Universitas Muhammadiyah Muara Bungo
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DOI: 10.52060/mp.v10i1.2512
The purpose of this study is to conduct a systematic literature review (SLR) on the utilization of gamification technology in primary school science learning. Gamification is a learning method that integrates game elements to increase student engagement in the learning process. In this study, researchers analyzed papers published between 2020 and 2024 that focused on the application of gamification in primary education. The research shows that gamification is effective in creating an interactive and fun learning environment and can increase students' science learning motivation. The method also helps teachers present material in a way that is more interesting and easy for students to understand. Therefore, the use of gamification in science learning not only improves learning outcomes but also encourages students to actively participate in the learning process. This study recommends that teachers consider using gamification as an innovative teaching strategy to achieve more optimal learning outcomes.
Integration of PCK, Digital Literacy, and Learning Design Skills: Factors Influencing Impactful Elementary Teaching
Sundahry;
Syahrial;
Yantoro;
Destrinelli
International Journal of Elementary Education Vol 9 No 4 (2025): November
Publisher : Universitas Pendidikan Ganesha
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DOI: 10.23887/ijee.v9i4.106479
The main problem in teacher education lies in the suboptimal integration of Pedagogical Content Knowledge (PCK), digital literacy, and instructional design skills in authentic teaching practice. The integration of these competencies remains emergent among prospective teachers who are transitioning to professional practice. This study aims to explore the integration of these competencies in achieving impactful learning. This research employed a qualitative approach with a phenomenological design. The participants consisted of 15 final semester students from a teacher education program. Data were collected through semi structured Forum Group Interviews (FGI) and analyzed using thematic analysis based on Creswell’s six step model.The findings indicate that prospective teachers possess foundational understanding of each competency; however, their integration remains gradual. Five major themes were identified impactful instructional design, integration of PCK and technology, digital literacy practices, systematic instructional design processes, and facilitating and hindering factors. Field experience emerged as the most transformative factor in shifting perspectives toward a pedagogy first orientation.The study concludes that competency integration depends on authentic experiences, consistent pedagogical modeling, and structured reflection. The implication is that teacher education programs should strengthen field practice, mentor collaboration, and design based learning challenges to accelerate the integration of competencies.
PENERAPAN MODEL KOOPERATIF TIPE GROUP INVESTIGATION MENGGUNAKAN MEDIA KARTU DOMINO DALAM UPAYA MENINGKATKAN PROSES DAN HASIL BELAJAR MATEMATIKA DI KELAS IV SD NEGERI 225/II PELEPAT LINTAS
Putri Yulianasari;
Randi Eka Putra;
Sundahry
Jurnal Tunas Pendidikan Vol. 8 No. 2 (2026): JURNAL TUNAS PENDIDIKAN
Publisher : LPPM Universitas Muhammadiyah Muara Bungo
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DOI: 10.52060/pgsd.v8.i2.3156
Based on the observation results, the researcher found that 10 out of 16 fourth grade students of SDN 225/II Pelepat Lintas had not achieved KKTP with a percentage of 62.5%. The purpose of this study was to describe the improvement of the cognitive learning process and results with the Group Investigation model using domino card media in fourth grade of SDN 225/II Pelepat Lintas. This study used a Classroom Action Research (CAR) design consisting of four steps, namely: (1) planning, (2) implementation, (3) observation and (4) reflection. The subjects of the study were 16 fourth grade students of SDN 225/II Pelepat Lintas. Data collection techniques used observation, learning outcome tests, and documentation. Data collection instruments used assessments of observation sheets of educators and students and learning outcome test question sheets. The results of the study using the Group Investigation type cooperative model using domino card media can improve students' understanding of the material. Proven by the results of the observation sheet of the educator process which showed an increase in the learning process from cycle I in the good category of 78.5% increasing in cycle II in the very good category of 91%. The results of the assessment of the student learning process also found an increase from the results of the observation sheet in cycle I with a very poor category of 46.5% increasing in cycle II with a good category of 72%. The learning outcomes of students in Mathematics learning using the cooperative model of the Group Investigation type using domino card media in class IV of SD Negeri 225/II Pelepat Lintas showed an increase. In cycle I with the percentage of student learning outcomes reaching 50% which increased to 75% in cycle II.
Penerapan Model Kooperatif tipe Group Investigation menggunakan media kartu domino dalam upaya meningkatkan proses dan hasil belajar Matematika di kelas IV SD Negeri 225/II Pelepat Lintas
Putri Yulianasari;
Randi Eka Putra;
Sundahry
Jurnal Tunas Pendidikan Vol. 8 No. 1 (2025): JURNAL TUNAS PENDIDIKAN
Publisher : LPPM Universitas Muhammadiyah Muara Bungo
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DOI: 10.52060/pgsd.v8i1.3158
Based on the observation results, the researcher found that 10 out of 16 fourth grade students of SDN 225/II Pelepat Lintas had not achieved KKTP with a percentage of 62.5%. The purpose of this study was to describe the improvement of the cognitive learning process and results with the Group Investigation model using domino card media in fourth grade of SDN 225/II Pelepat Lintas. This study used a Classroom Action Research (CAR) design consisting of four steps, namely: (1) planning, (2) implementation, (3) observation and (4) reflection. The subjects of the study were 16 fourth grade students of SDN 225/II Pelepat Lintas. Data collection techniques used observation, learning outcome tests, and documentation. Data collection instruments used assessments of observation sheets of educators and students and learning outcome test question sheets. The results of the study using the Group Investigation type cooperative model using domino card media can improve students' understanding of the material. Proven by the results of the observation sheet of the educator process which showed an increase in the learning process from cycle I in the good category of 78.5% increasing in cycle II in the very good category of 91%. The results of the assessment of the student learning process also found an increase from the results of the observation sheet in cycle I with a very poor category of 46.5% increasing in cycle II with a good category of 72%. The learning outcomes of students in Mathematics learning using the cooperative model of the Group Investigation type using domino card media in class IV of SD Negeri 225/II Pelepat Lintas showed an increase. In cycle I with the percentage of student learning outcomes reaching 50% which increased to 75% in cycle II.
ANALISIS KESALAHAN BERBAHASA DALAM KARANGAN SISWA KELAS VI SEKOLAH DASAR
elvima nofrianni;
Sundahry
Jurnal Tunas Pendidikan Vol. 8 No. 2 (2026): JURNAL TUNAS PENDIDIKAN
Publisher : LPPM Universitas Muhammadiyah Muara Bungo
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DOI: 10.52060/pgsd.v8.i2.3863
This study aims to describe the forms and frequency of language errors in sixth-grade elementary school students' compositions. The study used a qualitative descriptive approach by analyzing 20 student-composed texts using a reading-note-taking technique. The data were then classified based on error categories including spelling, word formation, sentence structure, and meaning. The results showed that spelling errors were the most dominant type of error, followed by errors in word formation, sentence structure, and meaning. These findings indicate that students' mastery of Indonesian language rules is still suboptimal, especially in terms of writing accuracy and word choice. The discussion of the study emphasizes the need for more targeted writing learning strategies, intensive practice, and continuous feedback from teachers. In addition to providing a picture of students' language error patterns, this study also opens up opportunities for further development, such as implementing learning interventions or developing special training media that can improve students' language accuracy.
Pengaruh Model Pembelajaran Scramble Terhadap Hasil Belajar IPAS di Kelas V SDN 196/II Taman Agung
Misa Anggraini;
Sundahry;
Dhini Mufti
Master Journal of Future Education Vol. 2 No. 2 (2026): April
Publisher : CV. Master Literasi Indonesia
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DOI: 10.63461/cadikajournal.v22.243
This study was motivated by the low academic achievement of fifth-grade elementary school students in the subject of Science and Social Studies (IPAS). The primary aim of this research was to examine the effect of the Scramble learning model on students' learning outcomes after its implementation in the classroom. A quantitative approach was employed, using a Pre-Experimental method with a One Group Pretest-Posttest design. The research subjects consisted of all fifth-grade students at SDN 196/II Taman Agung. Data were collected through testing, and analyzed using prerequisite tests (normality test) and final data analysis through a paired sample t-test. The results of the normality test indicated that both pretest and posttest data were normally distributed, with significance values of 0.674 and 0.407, respectively. The hypothesis test using the paired sample t-test produced a significance value of 0.000 (< 0.05), indicating that the null hypothesis (Ho) was rejected and the alternative hypothesis (Ha) was accepted. These findings suggest that the Scramble learning model has a significant effect on improving the IPAS learning outcomes of fifth-grade students.
Sosialisasi Penguatan Pedagogical Content Knowledge (PCK) Berbasis Teknologi bagi Guru Sekolah Dasar dalam Mewujudkan Pembelajaran Berdampak
Sundahry;
Yogi Irdes Putra;
Muhammad Ripal
GERAKAN EDUKASI DAN MASYARAKAT NUSANTARA Vol. 1 No. 2 (2026): Jurnal Gerakan Edukasi dan Masyarakat Nusantara
Publisher : CV. DIGITIAL EDUKASI NUSANTARA
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DOI: 10.65841/gemanusa.v1i2.201
Abstract The competence of elementary school teachers in designing and implementing quality learning is a determining factor in the success of education. One of the fundamental competency frameworks that is still not widely understood is Pedagogical Content Knowledge (PCK), which refers to teachers’ ability to integrate mastery of subject matter with appropriate pedagogical strategies. Based on preliminary observations of elementary school teachers in Bungo Regency, it was found that many teachers still did not fully understand the concept of PCK and had not been able to integrate it with the use of digital technology. As a result, the learning process had not been able to provide meaningful and sustainable impacts on students. This community service activity was carried out through a structured socialization program consisting of five main stages: (1) preparation and needs analysis through surveys and Focus Group Discussions (FGD), (2) socialization of technology based PCK concepts through interactive training methods, (3) workshops on developing impactful learning through a project-based learning approach, (4) implementation and trial of learning designs in the classroom, and (5) evaluation and the establishment of a digital teacher learning community. The activity took place from February 23 to March 12, 2026, involving elementary school teachers in Bungo Regency as participants. The results of the socialization program showed that participating teachers experienced significant improvement in their understanding of PCK concepts and their ability to integrate them with digital technology. A total of 92% of participants successfully developed at least one impactful learning tool based on digital PCK according to the subjects they taught. The establishment of a digital teacher learning community serves as a guarantee for the sustainability of the program, enabling the continuous and independent development of teachers’ PCK competencies. Keywords: Socialization; PCK; Technology; Impactful Learning; Elementary School Teachers.
PENGEMBANGAN MEDIA SMART BOX UNTUK MENINGKATKAN KEMAMPUAN BERHITUNG PERKALIAN DAN PEMBAGIAN PADA MAPEL MATEMATIKA KELAS II
Wisnu Gilang Saputra;
Randi Eka Putra;
Sundahry Sundahry
JP2M (Jurnal Pendidikan dan Pembelajaran Matematika) Vol 12, No 1 (2026)
Publisher : Universitas Bhinneka PGRI
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DOI: 10.29100/jp2m.v12i1.8551
Tujuan penelitian ini adalah untuk mengembangkan media pembelajaran Smart box dalam meningkatkan kemampuan berhitung perkalian dan pembagian siswa kelas II. Jenis penelitian yang digunakan adalah Research and Development (RD) dengan model pengembangan ADDIE. Data dikumpulkan melalui angket validasi ahli, angket guru dan siswa, serta tes hasil belajar. Subjek penelitian terdiri dari 4 siswa kelas II SDN 095/VIII Karang Dadi untuk uji coba terbatas, dan 18 siswa kelas II SDN 106/VIII Pulung Rejo untuk uji coba luas. Analisis data dilakukan melalui uji kevalidan, kepraktisan, dan keefektifan dengan pendekatan skala Likert. Hasil analisis data penelitian ini adalah (1) kevalidan media memperoleh skor sebesar 94% serta kevalidan materi sebesar 95% dengan kriteria sangat valid, (2) kepraktisan memperoleh skor respon dari guru 94% dan respon siswa 96% pada skala terbatas dengan kriteria sangat praktis. Sedangkan pada skala luas memperoleh skor respon dari guru sebesar 97% dan respon siswa 93% dengan kriteria sangat praktis. (3) keefektifan memperoleh skor ketuntasan klasikan sebesar 100% pada uji terbatas dan skala luas memperoleh skor 100% dengan kriteria sangat efektif. Berdasarkan hasil tersebut dapat disimpulkan bahwa media pembelajaran Smart box yang dikembangkan sangat valid, sangat praktis dan sangat efektif, sehingga layak digunakan untuk meningkatkan kemampuan berhitung perkalian dan pembagian pada mata pelajaran matematika siswa kelas II.
PENERAPAN MODEL MAKE A MATCH BERBASIS MEDIA KARTU BERGAMBAR MENINGKATKAN HASIL BELAJAR IPAS DI KELAS III SDN 130/II PASIR PUTIH
Siska Siska;
Sundahry Sundahry;
Elvima Nofrianni
EDUPROXIMA : Jurnal Ilmiah Pendidikan IPA Vol 7, No 3 (2025)
Publisher : Universitas Bhinneka PGRI
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DOI: 10.29100/.v7i3.8825
Kajian ini dilatarbelakangi oleh rendahnya perolehan belajar IPAS siswa kelas III SDN 130/II Pasir Putih, Kabupaten Bungo, Provinsi Jambi yang disebabkan oleh kurangnya variasi metode belajar serta minimnya penerapanmedia yang menarik. Kegiatan pembelajaran masih didominasi oleh peran aktif pendidik, sementara peserta didik cenderung pasif dan mudah kehilangan minat. Berangkat dari kondisi tersebut, penelitian ini diarahkan untuk mengoptimalkan proses serta capaian pembelajaran IPAS dengan penerapan metode kooperatif tipe “Make A Match” yang mengintegrasikan media kartu bergambar. Pendekatan kajian yang dipakai ialah Penelitian Tindakan Kelas (PTK), dengan partisipan sebanyak 14 siswa kelas III di SDN 130/II Pasir Putih. Temuan penelitian menunjukkan adanya perkembangan signifikan dalam keterlibatan proses pembelajaran maupun hasil akhir belajar siswa. Aktivitas pendidik meningkat dari level “Baik” pada siklus pertama ke level “Sangat Baik” di siklus kedua. Partisipasi peserta didik pun menunjukkan peningkatan, yang terlihat dari bertambahnya jumlah siswa dengan kategori “Sangat Baik”, dari 3 orang menjadi 7 orang. Tingkat ketuntasan capaian belajar IPAS juga terdapat lonjakan dari 64,29% pada siklus I menjadi 85,71% pada siklus II. Sebagaimana data tersebut, dapat menyimpulkan bahwasanya strategi pembelajaran kooperatif “Make A Match” berbasis kartu bergambar terbukti efektif dalam memajukan kualitas proses serta capaian belajar siswa kelas III di SDN 130/II Pasir Putih.
Peningkatan Proses dan Hasil Belajar IPAS Menggunakan Model Pembelajaran Inkuiri Terbimbing
M. Rizki;
Sundahry;
Randi Eka Putra
JURNAL KEILMUAN TEKNOLOGI DAN PENDIDIKAN TERPADU Vol. 2 No. 1 (2026): Keilmuan Teknologi dan Pendidikan Terpadu
Publisher : CV. DIGITIAL EDUKASI NUSANTARA
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DOI: 10.65841/tekdika.v2i1.238
Instruction in Natural and Social Sciences (IPAS) often faces challenges regarding low levels of student engagement and unsatisfactory learning outcomes, necessitating a shift toward a more learner-centered instructional approach. This study aimed to improve the IPAS learning process and outcomes for fifth-grade students at SDN 127/II Sungai Arang by implementing a guided inquiry learning model, involving 16 students as participants. The study employed a Classroom Action Research (CAR) approach conducted over two cycles, with each cycle comprising the stages of planning, implementation, observation, and reflection. The results demonstrated significant improvement across both cycles. Teacher instructional performance rose from an average of 70% in Cycle I to 90% in Cycle II. Similarly, student engagement in the learning process increased from an average of 74% in Cycle I to 90% in Cycle II. Furthermore, the percentage of students achieving mastery in learning outcomes rose from 63% in Cycle I to 88% in Cycle II. The implementation of the guided inquiry learning model proved effective in enhancing both the learning process and outcomes for fifth-grade students in the IPAS subject at SDN 127/II Sungai Arang. Keywords: Guided Inquiry; Learning Process; Learning Outcomes.