Hendro Prasetyono
Universitas Indraprasta PGRI Jakarta

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STRATEGI BERMAIN PERAN UNTUK MENINGKATKAN PEMAHAMAN LAMBANG BILANGAN DI KELAS 1 SD NEGERI CIPAKU 2 KOTA BOGOR: Pendekatan Pembelajaran Aktif di Sekolah Dasar Leny Hidayanti; Hendro Prasetyono
Didaktik : Jurnal Ilmiah PGSD STKIP Subang Vol. 11 No. 04 (2026): Volume 11 No. 04 Desember 2025 In Build
Publisher : STKIP Subang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36989/didaktik.v11i04.8407

Abstract

This study aims to describe the implementation of role-play learning activities through a “mini-market” simulation in the first grade of SD Negeri Cipaku 2, Bogor City, as a strategy to help students recognize number symbols from 1 to 20. Early grade students are in the concrete operational stage of cognitive development, where learning is more effective when associated with real-life contexts and hands-on experiences (Piaget, 1972). Role-play as a method provides opportunities for students to engage actively, collaborate, and learn meaningfully in a fun atmosphere. In this activity, students act as sellers and buyers: sellers offer goods with price tags ranging from 1 to 20, while buyers bring play money with denominations from 1 to 20. This setting allows students to practice identifying, matching, and using number symbols in transactions. The study found that this method not only improved students’ ability to recognize and understand numbers but also enhanced communication, social interaction, and confidence in classroom activities. In addition, the role-play approach aligns with Vygotsky’s (1978) sociocultural theory, which emphasizes learning through social interaction and scaffolding. The results also show that contextual learning through simulation increases student engagement and reduces anxiety in learning mathematics, particularly in number recognition. This research suggests that role-play in a “mini-market” setting is an effective and innovative alternative for introducing number symbols, making mathematics more concrete, interactive, and meaningful for young learners. Teachers are encouraged to adopt similar contextual learning strategies to strengthen foundational numeracy skills.
PENINGKATAN PEMAHAMAN KONSEP JARING-JARING MAKANAN MELALUI MODEL COOPERATIVE LEARNING KELAS V DI SDN RANCAMAYA 2 Rizka Juniarti Pratiwi; Hendro Prasetyono
Didaktik : Jurnal Ilmiah PGSD STKIP Subang Vol. 11 No. 04 (2025): Volume 11 No. 04 Desember 2025 In Press
Publisher : STKIP Subang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36989/didaktik.v11i04.8480

Abstract

This classroom action research aims to improve students’ understanding of the food web concept through the application of the cooperative learning model at SDN Rancamaya 2. Before implementing the model, about 40% of the 30 students could not understand the concept properly. After applying the cooperative learning approach, approximately 95% of students achieved conceptual mastery. The study employed two cycles based on the Kemmis and McTaggart model, including stages of planning, action, observation, and reflection. Data were collected using pretests, posttests, observation sheets, and student interviews. The findings showed a significant increase in students’ conceptual understanding and active participation. The results highlight that cooperative learning fosters collaboration, peer teaching, and engagement, which are critical for science learning under the Merdeka Curriculum. The research concludes that the cooperative learning model effectively enhances comprehension of food webs and recommends further implementation of structured group-based activities in elementary science classrooms. .
PENGGUNAAN GAMIFIKASI UNTUK MENINGKATKAN MOTIVASI BELAJAR SISWA DI ERA DIGITAL PADA SISWA SD NEGERI DI KECAMATAN MEGAMENDUNG BOGOR Nur Hadi; Hendro Prasetyono
Didaktik : Jurnal Ilmiah PGSD STKIP Subang Vol. 11 No. 04 (2025): Volume 11 No. 04 Desember 2025 In Press
Publisher : STKIP Subang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36989/didaktik.v11i04.8543

Abstract

The objective of this research was to conduct an in-depth analysis of the effect of implementing a gamification-based learning model on the learning motivation level of primary school students in the current digital era. The main findings of this study stem from the increasing trend of digital technology use in the learning process, which necessitates innovative teaching strategies to effectively enhance active student participation. The research method used was a quantitative method with a quasi-experimental design, employing a pretest-posttest comparison. The research sample consisted of approximately 50 fifth-grade students from SD Negeri Sukamaju and SD Negeri Sukamahi 01, located in the Megamendung Sub-district, Bogor Regency.The data collection tool used in this study was a learning motivation questionnaire presented in the form of a Likert scale with a score range of 1 to 5, consisting of 20 statements that had undergone validity and reliability testing to ensure accuracy and consistency of the measurement results. The data obtained were then analyzed using a paired sample t-test to determine the difference in students' learning motivation scores before and after the treatment was given. The results of the statistical analysis showed a significant difference between students' learning motivation scores before and after the implementation of gamification-based learning, with a value of $t(49) = 7.25$ and $p < 0.05$. This clearly indicates that the use of game elements in learning activities can increase student motivation and engagement. Thus, it can be concluded that gamification is an effective learning strategy for maximizing student learning motivation in a traditional classroom environment in the digital era.The implications of this research affirm the importance for educators to integrate game elements such as levels, challenges, and points into the learning process, in order to create an engaging, interactive, and enjoyable learning experience for students.
PENINGKATAN PEMAHAMAN HASIL BELAJAR IPA MELALUI PENGGUNAAN MEDIA GAMBAR DENGAN METODE DISKUSI PADA SISWA KELAS IV DI SDN MULYAHARJA 2 Ani Naryani; Hendro Prasetyono
Didaktik : Jurnal Ilmiah PGSD STKIP Subang Vol. 11 No. 04 (2026): Volume 11 No. 04 Desember 2025 In Build
Publisher : STKIP Subang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36989/didaktik.v11i04.8550

Abstract

This classroom action research research aims to improve students' understanding of the concept of plant parts and their functions through the application of picture media with a discussion method at SDN Mulyaharja 2. Before the application of the media and method, approximately 70% of 31 students did not understand the concept. After the application of picture media with a discussion method, approximately 85% of students achieved a good understanding. The research was conducted in two cycles referring to the Kemmis and McTaggart model which includes the planning, action, observation, and reflection stages. Data were collected through pre-tests, post-tests, and student observation sheets. The results showed a significant increase in students' understanding of learning outcomes and activeness. The application of this media and method encourages collaboration, mutual teaching between students, and active involvement which are important in science learning in the Independent Curriculum. It was concluded that picture media with a discussion method improved science learning outcomes in the material of plant parts and their functions, and it is recommended to continue to be developed in science learning in elementary schools.
PENERAPAN METODE PEMBELAJARAN DEEP LEARNING BERBASIS FREKUENSI UNTUK MENINGKATKAN PENGETAHUAN SISWA PADA KONSEP VIRUS DI SMA NEGERI 1 CIBINONG Gilang Medal Pangrestu; Hendro Prasetyono
Didaktik : Jurnal Ilmiah PGSD STKIP Subang Vol. 11 No. 04 (2025): Volume 11 No. 04 Desember 2025 In Press
Publisher : STKIP Subang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36989/didaktik.v11i04.8980

Abstract

This study aims to investigate the implementation of the frequency-based Deep Learning instructional method to improve students’ knowledge of the virus concept at SMA Negeri 1 Cibinong. The research employed a pre-experimental method with a one-group pretest–posttest design, involving 36 tenth-grade students of SMA Negeri 1 Cibinong as research subjects. The research instrument was a concept knowledge test on viruses administered before and after the learning intervention. The results showed an increase in the average score from 57.11 in the pretest to 84.33 in the posttest, with an N-Gain value of 0.63, which falls into the medium–high category. Thus, it can be concluded that the implementation of the frequency-based Deep Learning method is effective in enhancing students’ knowledge and conceptual understanding of biology material, particularly the concept of viruses.