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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 13,968 Documents
EXPLORING STUDENTS' PERSPECTIVES ON TIKTOK CONTENT CREATED BY NIAS CREATORS THAT WEAKENS THE PUBLIC IMAGE OF THE NIAS COMMUNITY Laoli, Adieli; Zendrato , Oktoberlianus; Zebua , Malili; Laowo, Fitriana Purnamasari; Giawa, Ester Linda Putri
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 01 (2026): Volume 11 No. 01 Maret 2026 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.v11i01.41336

Abstract

This study aims to explore students' perspectives on TikTok content created by Nias creators that has the potential to weaken the public image of the Nias community. This study uses a qualitative approach with a qualitative descriptive design. The research participants consisted of 15 fifth-semester students from the English Education Study Program at Nias University, who were purposively selected from a total of 37 students. Data were obtained through in-depth interviews and supported by analysis of relevant TikTok content. Data analysis was conducted qualitatively by presenting the results in the form of descriptive narratives. The results showed that students viewed the TikTok content studied as containing elements of inappropriate conversation, coarse language, and violations of social norms that had the potential to form negative perceptions of Nias cultural identity. Students also emphasized the importance of creators' responsibility in representing regional culture and language in the digital space.
PENGEMBANGAN MEDIA PEMBELAJARAN BERBASIS AUGMENTED REALITY (AR) PADA MATERI CAMERA MOVEMENT KELAS XI DKV DI SMK NEGERI 2 PADANG PANJANG Aulia Janatun Nissa; Heri Mulyono; Rini Novita
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 01 (2026): Volume 11 No. 01 Maret 2026 Published
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v11i01.41359

Abstract

The rapid development of digital technology has driven the need for innovative, interactive, and contextual learning media, particularly in vocational education. Observations conducted in Grade XI Visual Communication Design (DKV) at SMK Negeri 2 Padang Panjang revealed that students experienced difficulties in understanding camera movement material due to the dominant use of lecture-based methods and limited learning media. This condition resulted in low learning motivation and insufficient conceptual understanding. This study aims to develop Augmented Reality (AR)-based learning media for camera movement material and to determine the validity and practicality of the developed media. The research employed a Research and Development (R&D) method using the ADDIE model, which consists of analysis, design, development, implementation, and evaluation stages. The research subjects included two media experts, two subject-matter experts, two teachers, and 25 Grade XI DKV students. Data were collected through observation, interviews, and validity and practicality questionnaires, while data analysis used a quantitative descriptive approach. The results indicated that the AR-based learning media achieved a very high level of validity, with percentages of 92.82% from media experts and 92.29% from material experts. Furthermore, the practicality level was categorized as very practical based on teacher assessments (94.27%) and student assessments (87.67%). Therefore, AR-based learning media are feasible to be used as an interactive learning alternative to enhance students’ conceptual understanding and learning motivation in camera movement material.
PENGARUH KEGIATAN EKSTRAKURIKULER BERBASIS KEARIFAN LOKAL TARI GANDRUNG TERHADAP KEMAMPUAN MOTORIK KASAR PADA ANAK USIA 5-6 TAHUN TK ALIFIA TAHUN AKADEMIK 2025-2026 Faisollah; Wijaya Adi Putra; Ratnasari Dwi Ade Chandra
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 01 (2026): Volume 11 No. 01 Maret 2026 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.v11i01.41380

Abstract

This study aimed to examine the effect of extracurricular activities based on local wisdom through Gandrung dance on the gross motor skills of children aged 5–6 years at TK Alifia in the 2025–2026 academic year. The study employed a quantitative approach using a quasi-experimental method with a one group pretest–posttest design. The research subjects consisted of 15 children aged 5–6 years selected using a saturated sampling technique. Data were collected through structured observation sheets covering indicators of movement coordination, balance, agility, and large muscle strength. The data were analyzed using descriptive and inferential statistics with a paired sample t-test. The results showed that the mean score of children’s gross motor skills increased from 54.20 in the pretest to 77.60 in the posttest. The t-test analysis revealed a significance value of p < 0.05, indicating a statistically significant difference in children’s gross motor skills before and after participating in the Gandrung dance extracurricular activities. It can be concluded that extracurricular activities based on local wisdom through Gandrung dance have a positive and significant effect on the gross motor skills of children aged 5–6 years. This study suggests that traditional dance activities can be effectively integrated into early childhood education programs to support gross motor development.
PENGGUNAAN MEDIA PERMAINAN ULAR TANGGA TERHADAP KEAKTIFAN BELAJAR SISWA PADA PEMBELAJARAN MATEMATIKA KELAS III SDN SIMOMULYO 8 SURABAYA Nawang Wulan, Annisa; Noviardani Kartika Prameswari; Alfina Citrasikmawati; Suhartini Nurul Azminah; Mira Pradipta Ariyanto
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 1 (2026): Volume 11 No.1, Maret 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.v11i1.41392

Abstract

Mathematics education learning in elementary schools still faces problems in the form of low student learning activeness due to the lack of variation in learning media used by teachers. The learning process tends to be dominated by lecture-based methods and limited instructional media, causing students to become passive and less actively involved. This study aims to describe the use of the snakes and ladders game as a learning medium and students’ learning activeness in Grade III Mathematics education on whole number arithmetic operations. This research employed a descriptive qualitative approach with a case study design. The research subjects consisted of 27 third-grade students of SDN Simomulyo 8 Surabaya. Data collection techniques included observation, interviews, and documentation, while data analysis was carried out through data reduction, data display, and conclusion drawing. Data validity was ensured through technique triangulation. The results showed that the use of the snakes and ladders game media was able to create a more active, interactive, and enjoyable learning atmosphere. Students demonstrated increased learning activeness, as indicated by higher enthusiasm, active participation in discussions, strong learning motivation, and sustained focus during the learning process. The snakes and ladders game media also supported teachers in delivering learning materials in a more creative and innovative manner. Therefore, the snakes and ladders game media can be used as an effective alternative learning medium to enhance students’ activeness and learning motivation in elementary school Mathematics education.
TEKNIK PENGAMBILAN SAMPEL SEDERHANA DI KELAS/SEKOLAH DASAR Putri Nursida Aini; Nurhaswinda; Septira, Difva; Nurjannah, Annisa; Dallilah , Balqis; Fadillah, Shella; Oktoviani, Sofia
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 1 (2026): Volume 11 No.1, Maret 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.v11i1.41404

Abstract

Selecting an appropriate sample is a crucial step in ensuring the validity of educational research results, particularly at the elementary school level, this research aims to explain the implementation and effectiveness of the Simple Random Sampling technique in classroom-based research. The methods employed include a literature review and participatory observation of the use of the lottery technique to determine research subjects from a population of students with relatively homogeneous characteristics. The findings indicate that simple random sampling is well suited for application in elementary schools due to its procedural simplicity, high level of objectivity, and its ability to ensure that every student has an equal chance of being selected without any bias from the teacher.However, at the elementary school level, this study aims to illustrate the implementation.The study concludes that for novice researchers or teachers conducting Classroom Action Research (CAR), simple random sampling is the most practical option while still adhering to scientific research principles.
PENGARUH MEDIA PEMBELAJARAN PUZZLE SEJARAH MELALUI PERMAINAN LEMPAR DADU TERHADAP HASIL BELAJAR SISWA SEJARAH KELAS XI SMAN 4 RUPAT Salimah, Umi; Bunari, Bunari; Refli Surya Barkara
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 1 (2026): Volume 11 No.1, Maret 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.v11i1.41440

Abstract

This study aims to determine the effect of dice-rolling as a historical puzzle learning medium on the history learning outcomes of eleventh-grade students at SMAN 4 Rupat. This study used a quantitative approach with a quasi-experimental method and a pretest-posttest control group design. The study sample consisted of class XI A as the experimental class and class XI B as the control class. Data were collected through pretests and posttests. The results of the hypothesis testing using a t-test showed a significance value (Sig. 2-tailed) of 0.000 < 0.05, thus Ha was accepted and Ho was rejected. This indicates a significant effect of using dice-rolling as a historical puzzle learning medium on student learning outcomes. The N-Gain calculation for the experimental class was 62.51%, which is in the moderate category. Thus, dice-rolling as a historical puzzle learning medium is effective in improving the history learning outcomes of eleventh-grade students at SMAN 4 Rupat.
PENGARUH PENGGUNAAN MEDIA INTERAKTIF BERBASIS H5P TERHADAP HASIL BELAJAR SISWA PADA PEMBELAJARAN SEJARAH KELAS X SMK ABDURRAB PEKANBARU Mahdatul Hilda; Bunari, Bunari; Yuliantoro, Yuliantoro
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 1 (2026): Volume 11 No.1, Maret 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.v11i1.41441

Abstract

History learning in school still faces problem such as low student and the limited use learning media, which affect student`s learning outcomes. This study aims to determine the effect of using interactive media based on HTML5 Package (H5P) on student learning outcomes in history learning for class X of SMK Abdurrab Pekanbaru. The study used a quasi-experimental method with a Pre-test–Post-test Non-Equivalent Control Group design. The instrument used was a learning outcome test in the experimental and control classes. The results showed that interactive media based on H5P can be applied well in history learning and has a significant influence on student learning outcomes. This was proven through a t-test with a Sig. (2-tailed) value of 0.026 < 0.05. In addition, the N-Gain value of the experimental class was in the medium–high category (64,26), higher than the control class (53.25). Thus, H5P media was proven to be more effective than conventional media in improving student learning outcomes.
PROFIL KETERAMPILAN BERPIKIR KRITIS SISWA PADA MATA PELAJARAN IPAS KELAS IV SDN WIROWONGSO 02 JEMBER Imroatul Hasanah; Mely Agustin Reni Pitasari; Muhammad Ilyas
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 1 (2026): Volume 11 No.1, Maret 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.v11i1.41451

Abstract

This study aims to describe the critical thinking skills of fourth-grade students in classes IV A and IV B at SDN Wirowongso 02 in science learning, particularly on the topic of force. The research employed a descriptive qualitative approach with data collection techniques consisting of written tests and interviews. The written test comprised ten essay questions developed based on Ennis’s critical thinking indicators, while interviews were conducted with classroom teachers as supporting data to gain deeper insight into the implementation of science learning at the school. The results indicate that students’ critical thinking skills in both classes vary across indicators. The indicators of elementary clarification and basic support fall into the moderate category, suggesting that students are generally able to understand problems and provide answers with simple reasoning. However, the indicators of inference, advanced clarification, as well as strategy and tactics remain in the low category. This finding shows that students still experience difficulties in drawing in-depth conclusions, developing advanced explanations, and formulating appropriate problem-solving strategies. These results emphasize the need for more varied, interactive, and context-based science learning practices in elementary schools to enhance students’ critical thinking skills. Furthermore, the role of teachers in creating a supportive learning environment, encouraging active discussion, and fostering students’ learning motivation is crucial for improving the critical thinking skills of students in classes IV A and IV B.
PENGEMBANGAN MATERI QIRO’AH BERBASIS FUN LEARNING MENGGUNAKAN MEDIA QUIZIZZ DI MIN 1 PALI Erista Dinanti, Nabilla; Imron, Kristina; Nazarmanto, Nazarmanto
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 1 (2026): Volume 11 No.1, Maret 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.v11i1.41533

Abstract

This study aims to develop and examine the effectiveness of Quizizz-based fun learning media in improving students’ qirā’ah (Arabic reading) skills at grade VI of MIN 1 PALI. The research employed the Research and Development (R&D) method, producing a Quizizz-based instructional media product. The research subjects consisted of 24 students divided into an experimental class and a control class, with 12 students in each group. Data were collected through observation, interviews, documentation, questionnaires, and tests in the form of pre-tests and post-tests. Data analysis techniques included normality tests, homogeneity tests, validity tests, independent t-tests, and N-gain analysis. The results revealed a significant difference between the learning outcomes of the experimental and control classes. The average post-test score of the experimental class was higher than that of the control class, indicating that Quizizz-based fun learning media is effective in improving students’ qirā’ah skills. In addition, the implementation of this media increased students’ motivation, enthusiasm, and active participation during the learning process. Therefore, Quizizz-based fun learning media is considered effective and feasible as an alternative instructional medium for Arabic reading instruction at the elementary school level.
IMPLEMENTASI RENCANA PEMBELAJARAN MENDALAM (RPM) UNTUK MENINGKATKAN PEMAHAMAN SISWA TENTANG BENCANA ALAM BANJIR AKIBAT AKTIVITAS MANUSIA Rachma Anandita, Adinda; Fadhillah, Dilla; Nur Safitri, Rahma; Rahmawati, Siti; Az Zahra, Zaen
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 1 (2026): Volume 11 No.1, Maret 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.v11i1.41623

Abstract

This study aims to examine the effectiveness of implementing the Deep Learning Lesson Plan (Rencana Pembelajaran Mendalam/RPM) in improving students’ understanding of flood disasters caused by human activities. The research employed a quantitative method using a pre-experimental One Group Pretest–Posttest design involving 30 students. The research instruments consisted of 10 multiple-choice questions administered as pretests and posttests. Data were analyzed using a paired sample t-test with the assistance of SPSS. The results showed that the average pretest score was 4.23, while the posttest score increased to 7.87, with a significance value of 0.000 (p < 0.05), indicating a significant improvement in students’ understanding after the implementation of RPM. Therefore, the implementation of RPM is effective in enhancing students’ understanding of flood disaster material.

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