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Contact Name
Acep Roni Hamdani
Contact Email
acepronihamdani@unpas.ac.id
Phone
+6287726846888
Journal Mail Official
jurnalilmiahpendas@unpas.ac.id
Editorial Address
Jl. Taman Sari No. 6-8 Bandung
Location
Kota bandung,
Jawa barat
INDONESIA
Pendas : Jurnah Ilmiah Pendidikan Dasar
Published by Universitas Pasundan
ISSN : 24772143     EISSN : 25486950     DOI : 10.23969
Core Subject : Education,
Pendas : Jurnah Ilmiah Pendidikan Dasar is a journal published twice a year, namely in June and December that aims to be a forum for scientific publications to pour ideas and studies complemented with the results of research related to primary school education. To achieve this, basic education journals will selectively disseminate ideas and studies complemented by quality research results related to basic education, develop an education center to the elementary-school that can produce innovative, creative and original work and tested in the field of education and learning elementary School to be disseminated and implemented for improving the quality of primary-to-national education at the national, regional and international levels.
Articles 162 Documents
Search results for , issue "Vol. 10 No. 01 (2025): Volume 10, Nomor 01 Maret 2025 in progress" : 162 Documents clear
ANALISIS KESALAHAN BAHASA BIDANG EJAAN DAN SINTAKSIS PADA KARANGAN NARASI BAHASA INDONESIA SISWA KELAS 5 MADRASAH IBTIDAIYAH Wewen Andrianto; Devi Radnasari; Aninditya Sri Nugraheni
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 01 (2025): Volume 10, Nomor 01 Maret 2025 in progress
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v10i01.21921

Abstract

This study aims to describe syntactic errors in the areas of phrases, clauses, and sentences. Describe the factors that cause spelling and syntax errors in narrative essays of grade V students of MI Al Huda Karangnongko. This study uses a qualitative method. Data collection methods are carried out by interview, observation, and documentation. Data validity uses triangulation and source techniques. Data analysis uses the Miles and Huberman interactive model. The results of the study based on indicators in the phrase field there are errors, namely the use of regional languages, inappropriate prepositions, wrong word choices, excessive elements, excessive superlative influence, and the use of personal pronouns. Errors in clauses include the addition of prepositions between verbs and objects. Sentence errors include sentences without subjects, illogical sentences, ambiguous sentences, omission of conjunctions, and the use of foreign terms. Internal and external causes include a lack of understanding of the correct sentence structure, low reading interest, and the use of language in the surrounding environment. The implication of this study is that teachers must improve strategies to overcome syntactic errors by explaining the correct and proper writing procedures according to syntax.
PENGARUH MODEL PEMBELAJARAN PROBLEM BASED LEARNING BERBASIS PEMBERIAN REWARD TERHADAP HASIL BELAJAR MATEMATIS DI KELAS IV SD NEGERI 060919 MEDAN Rizka Pahmawati Regina Br Sitanggang; Ribka Kariani Sembiring; Juliana; Darinda Sofia Tanjung; Rumiris Lumban Gaol; Patri Janson Silaban
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 01 (2025): Volume 10, Nomor 01 Maret 2025 in progress
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v10i01.21922

Abstract

This research aims to determine the effect of the Reward-based Problem Based Learning learning model on the mathematical learning outcomes of class IV at SD Negeri 060919 Medan Sunggal for the 2024/2025 academic year. The procedures and techniques used in research are called research methodology. The aim of this quantitative research strategy is to identify factors that contribute to the success or failure of various learning approaches in improving academic achievement in mathematics classes with fractions as the main material in class IV. This can be seen from the average student pretest score of 43.33 and the average score of -student posttest average 74.33. Based on the results of the hypothesis test (t-test) with a value of ≥, namely 5,806 2.048 at a significance level of 0.000 0.05. These data can show that Ha is accepted, namely that there is an influence between the Problem Based Learning learning model based on giving rewards (X) on student learning outcomes (Y). At the end of the lesson, the researcher provided treatment using a Problem Based Learning learning model based on giving rewards when teaching, then the researcher tested the students again by giving a posttest of 10 questions to see the value of the treatment given. By using the Problem Based Learning learning model based on giving rewards, students' posttest learning outcomes increased with an average score of 74.33 and there were 29 students who completed and 1 student who did not complete. So the final step that the researcher took was to give a 25-item Problem Based Learning model questionnaire to students.
PENGARUH MODEL PEMBELAJARAN DISCOVERY LEARNING DENGAN MEDIA INTERAKTIF ANIMASI TERHADAP HASIL BELAJAR SISWA PADA PELAJARAN IPA KELAS V SD SWASTA FREE METHODIST 2 MEDAN Finis Kristin Maduwu; Nova Florentina Ambarwati; Dyan Wulan Sari, H.S; Patri Janson Silaban; Rumiris Lumban Gaol
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 01 (2025): Volume 10, Nomor 01 Maret 2025 in progress
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v10i01.21925

Abstract

This research aims to 1.) Find out whether using animated interactive media can improve student learning outcomes in science learning class VA at Free Methodist 2 Medan Private Elementary School. 2.) Know how learning is implemented after using the Discovery Learning learning model assisted by Animation Interactive Media in science lessons in the VA class of Free Methodist 2 Medan Private Elementary School. 3.) Find out whether there is an influence of animated interactive media on student learning outcomes in science learning class VA at Free Methodist 2 Medan Private Elementary School. This research method is quantitative research. The design of this research uses posttest and pretest experiments, with a sample of VA class research totaling 25 students. Data collection techniques in the study used observation, questionnaires, tests and documentation. Data analysis techniques used Correlation Coefficient Test and Hypothesis Test. There is an influence of the Discover Learning learning model on student learning outcomes in science lessons in class VA of Free Methodist 2 Medan Private Elementary School in the 2023/2024 Academic Year. It can be seen from the average pretest score of students of 47.52 and the average posttest score of students of 83.12. Based on the results of the hypothesis test (t-test) with a thieung value ≥ trabel, namely 6.620 ≥ 1.708 at a significance level of 0.000 <0.05. These data can show that Ha is accepted, namely there is an influence between the Discover Learning learning model (X) and student learning outcomes (Y).
PENGARUH MODEL PEMBELAJARAN KOOPERATIF TIPE TEAMS GAMES TOURNAMENT TERHADAP HASIL BELAJAR MATEMATIKA SISWA KELAS IV SDN 102081 MANGGA DUA Citra Kristina D. Simbolon; Darinda Sofia Tanjung; Reflina Sinaga; Rumiris Lumban Gaol; Juliana; Patri Janson Silaban
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 01 (2025): Volume 10, Nomor 01 Maret 2025 in progress
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v10i01.21926

Abstract

This study aims to determine the influence of the Teams Games Tournament (TGT) learning model on the learning outcomes of Mathematics students in grade IV of SDN 102081 Mangga Dua for the 2024/2025 academic year. This research is based on low test results. This type of research is quantitative research. The type of sample used in this study was saturated sampling. The research sample used is grade IV students totaling 30 students who are also the population of this study. Based on the results of the study, it was shown that there was an influence of the Teams Games Tournament (TGT) learning model on the learning outcomes of Grade IV students of SDN 102081 Mangga Dua from a correlation coefficient test of that is then it was concluded that the alternative hypothesis (Ha) was accepted, where there was a positive and significant influence between the use of the Teams Games Tournament (TGT) learning model on the Mathematics learning outcomes of grade IV students, judging from the results of the t-test where that is , then Ha is accepted. Meanwhile, based on the calculation of the value of the determination coefficient obtained an R Square value of 0.957. This shows that there is a significant positive influence between the use of the Teams Games Tournament (TGT) learning model on the learning outcomes of Mathematics students in grade IV of SDN 102081 Mangga Dua for the 2024/2025 academic year.
PENGARUH MEDIA PEMBELAJARAN INTERAKTIF BERBASIS APLIKASI CANVA TERHADAP HASIL BELAJAR SISWA KELAS V MATA PELAJARAN IPAS MATERI KENAMPAKAN ALAM DI SDN PABIAN IV Farwah Al-ifrah; Tri Sukitman; Iwan Kuswandi
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 01 (2025): Volume 10, Nomor 01 Maret 2025 in progress
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v10i01.21932

Abstract

This research is motivated by the low learning outcomes of students on natural appearance materials, which is caused by the lack of use of interactive learning media that is relevant to student needs. This study aims to analyze the influence of Canva application-based interactive learning media on the learning outcomes of grade V students at SDN Pabian IV. The method used is quantitative using one group pretest-posttest design. The research sample consisted of 21 students in class V who were selected purposively. Data was obtained through learning outcome tests before (pre-test) and after (post-test) the use of Canva learning media. Data analysis includes normality tests and paired t-tests to determine the distribution of data and the significance of differences in learning outcomes. The results showed that the average pre-test score was 69.52 with a minimum score of 30 and a maximum of 100, while the average post-test score increased to 77.62 with a minimum score of 50 and a maximum of 100. The normality test showed that the pre-test and post-test data were normally distributed, with significance values of 0.298 and 0.118 (p > 0.05), respectively. The t-test produced a significance value of 0.000 (p < 0.05), which indicates a significant improvement in learning outcomes after the use of Canva media. This study concludes that interactive learning media based on the Canva application is effective in improving student learning outcomes on natural appearance materials. The use of this media can be an innovative alternative for learning that is more interesting and relevant to technological developments.
PENGEMBANGAN MEDIA PEMBELAJARAN PUZZLE UNTUK MENINGKATKAN HASIL BELAJAR SISWA PADA PEMBELAJARAN MATEMATIKA DI KELAS V SDN SERTAJAYA 05 Neng Ernawati; Misbah
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 01 (2025): Volume 10, Nomor 01 Maret 2025 in progress
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v10i01.21954

Abstract

Low student learning outcomes can occur due to a lack of learning media used to facilitate students in learning. This research aims to develop puzzle media to improve the learning outcomes of elementary school students in class V. The research used is Research and Development (R&D). The results show that the puzzle media was declared "Very Valid" for testing as evidenced by the results of the media validator who obtained a media percentage of 98%, material 88%, and language 94%. The teacher response results showed a percentage of 96% and student responses showed a percentage of 90%. Meanwhile, to test the effectiveness of media in improving learning outcomes, tests were carried out in the form of pre-test and post-test and analyzed using the N-gain formula of 0.839 which is included in the high category. So it can be stated that puzzle learning media is effectively used in the classroom learning process.
TRANSFORMASI PENDIDIKAN: PERAN MATA KULIAH PERENCANAAN TERHADAP KESIAPAN KOMPETENSI MENGAJAR CALON GURU FISIKA Mirna Astuti; Ari Cahya Mawardi; Siti Fatonah
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 01 (2025): Volume 10, Nomor 01 Maret 2025 in progress
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v10i01.21978

Abstract

A study was conducted to investigate the impact of a planning course on prospective teachers' professionalism in a Physics Education Study Program. Using a qualitative case study method, the study analyzed data from 5th semester students who took the course. The findings showed that the planning course not only equipped students with skills in developing lesson plans, but also boosted their confidence and readiness for real teaching experience. Additionally, the course encouraged students to engage in self-reflection, which is crucial for their professional development. The study suggests that higher education institutions should ensure the effective implementation of the planning course to produce competent teachers who are well-prepared to tackle the challenges of the education field.
PENGGUNAAN MEDIA PEMBELAJARAN INTERAKTIF BERBASIS ARTICULATE STORYLINE 3 PADA SISWA SD Firda Alviyanti; Waspodo Tjipto Subroto; Nasution
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 01 (2025): Volume 10, Nomor 01 Maret 2025 in progress
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v10i01.21980

Abstract

This research aims to identify, obtain and examine the use of interactive learning media based on Articulate Storyline 3 among elementary school students. The method used in this research is the literature review method, starting with collecting information from articles, books and scientific works that are relevant to the research theme. Research results show that interactive learning media based on Articulate Storyline 3 helps students understand the material. Interactive media-based learning allows students to interpret or make their own conclusions about what they learn. The research results show that interactive learning media based on Articulate Storyline 3 plays an important role in the modern education process.
PENGALAMAN MAHASISWA PGSD PAPUA MENGGUNAKAN QUIZIZZ DALAM PEMBELAJARAN PENDIDIKAN KEWARGANEGARAAN Rusli, Tiffany Shahnaz
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 01 (2025): Volume 10, Nomor 01 Maret 2025 in progress
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v10i01.21987

Abstract

The use technology-based learning media has become a crucial innovation in improving the quality of education, including in Papua. This study aims to analyze the experiences of PGSD students at Universitas Cenderawasih in using Quizizz as a learning medium in the Civic Education course. A qualitative approach with a descriptive method was employed, utilizing interviews, obsevations, and an analysis of learning evaluation results as data collection techniques. The findings reveal that most students perceive Quizizz as providing a more engaging and interactive learning experience through gamification features such as leaderboards and instant feedback. This positively impacted students learning motivation, with a 15% increase in average evaluation scores compared to conventional methods. However, the study also identified significant challenges, particularly limited internet access, especially for students residing in remote areas of Papua. The study concludes that Quizizz is an effective learning medium in supporting students competency achievement, although infrastructure challenges remain a major obstacle. Developing offline features and improving infrastructure support are essential to ensure the sustainability of this media’s implementation. Future research is recommended to explore Quizizz’s application in other courses and its integration with project-or problem-based learning methods.
PEMBELAJARAN INTERDISIPLINER SENI BUDAYA DAN ILMU PENGETAHUAN ALAM MELALUI KARYA P5 KELAS 5 SDN 4 KARANGBENER Safitri, Rheza; Yunita Amilia Aini Rohmah; Wasis Wijayanto
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 01 (2025): Volume 10, Nomor 01 Maret 2025 in progress
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v10i01.21992

Abstract

This research aims to analyze the work of P5 with the theme of creativity and innovation in interdisciplinary learning between cultural arts and natural sciences in grade 5 SDN 4 Karangbener. Education in elementary schools is currently facing the challenge of integrating various subjects to make learning more relevant to everyday life. Through this research, it is expected to increase students' creativity by combining two subjects into project activities. The research method used was descriptive qualitative with a case study approach involving 16 grade 5 students as research subjects. Data were collected through observation, interviews, and documentation. The results showed that interdisciplinary learning of cultural arts through P5 can improve students' understanding of the material while developing creative and collaborative thinking skills. Students are more enthusiastic in participating in learning because of the connection between the two subjects with the context of everyday life. In addition, researchers also found that this method helps overcome the limitations of media and learning resources. Therefore, interdisciplinary learning has the potential to be an innovative approach to improve the quality of learning in elementary schools.

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